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	<updated>2026-07-21T15:58:16Z</updated>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Centurion&amp;diff=182262</id>
		<title>Centurion</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Centurion&amp;diff=182262"/>
		<updated>2026-07-21T03:38:08Z</updated>

		<summary type="html">&lt;p&gt;Arandomturtle: /* Shield */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{See also|Legionary}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Centurion&lt;br /&gt;
| image = CenturionAncient east.png&lt;br /&gt;
| description = An ultraheavy mech with a built-in shield bubble generator. The centurion carries a point-defense bulb turret capable of firing while the mechanoid is moving.&lt;br /&gt;
| combatPower = 250&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 1.6&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 1600&lt;br /&gt;
| armorblunt = 25&lt;br /&gt;
| armorsharp = 75&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| psychic sensitivity = 0.75&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| toxic environment resistance = 1&lt;br /&gt;
| bandwidth cost = 5&lt;br /&gt;
| bodysize = 3.6&lt;br /&gt;
| healthscale = 3&lt;br /&gt;
| hungerrate = &amp;lt;!-- May not be applicable, or may need custom implementation, if unsure, tag page with {{Stub}} and any known details --&amp;gt;&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = 12&lt;br /&gt;
| attack1type = Demolish&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| attack5chancefactor = 0.2 &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Ultra mechtech&lt;br /&gt;
| production facility 1 = Large mech gestator&lt;br /&gt;
| gestation cycles = 12&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 300&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 200&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
| resource 4 = Powerfocus chip&lt;br /&gt;
| resource 4 amount = 1&lt;br /&gt;
| resource 5 = High subcore&lt;br /&gt;
| resource 5 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
A '''centurion''' is a [[mechanoid]] added by the [[Biotech DLC]] that projects a shield around itself and nearby pawns.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
{{Stub|section=1|reason = General. Ensure parity with other non-commander mechs, whatever standard you or others might decide to set.}}&lt;br /&gt;
&lt;br /&gt;
Centurions may spawn as part of mech raids or mech clusters if there are sufficent raid points for them.&lt;br /&gt;
Additionally, they will spawned on the 6th and 8th time you summon Diabolus, on the 6th and 8th time you summon the War queen, and on the 5th and 8th time you summon the Apocriton.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the &amp;quot;''Resurrect ultraheavy mechanoid''&amp;quot; bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||150}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Mechanoid Summary}}&lt;br /&gt;
&lt;br /&gt;
Dead centurions may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||50}} [[steel]] and {{Icon Small|Plasteel||20}} [[plasteel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the centurion.&lt;br /&gt;
&lt;br /&gt;
Centurions are nearly unstoppable ultra-heavy mech with a built-in shield bubble generator and point-defense bulb turret capable of firing even while the mechanoid is moving. The centurion acts as a mobile defense platform. Its massive shield is one of the strongest among mechanoids, providing large numbers of allies with strong defense while allowing them to shoot outwards.&lt;br /&gt;
&lt;br /&gt;
=== Shield ===&lt;br /&gt;
[[File:Centurion shield radius.png|thumb|left|175px|Radius of the Centurion's shield with unshielded area denoted in red, partially shielded areas in gold (see Note right).&amp;lt;br&amp;gt; Note that despite the shield visually extends into the red tiles, it does not protect them.]]&lt;br /&gt;
&lt;br /&gt;
The centurion projects a shield that is 6 tiles in radius, centered on the mech and moving with it. The shield stops all incoming enemy ground-level fire from passing into the bubble. It does not prevent pawns of any faction that are inside from firing out.  Also note that this only applies to ground-level fire, i.e. fire from ranged [[weapons]] carried by all types of [[pawn]] and [[turrets]], including grenades that cross the boundary of the shield. Explosives projectiles will detonate on the shield edge. Fire from [[mortar]]s, [[orbital bombardment targeter|orbital bombardment]], or [[Titles#Permits|aerodrone strikes or salvos]] {{RoyaltyIcon}} will not be blocked by the shield, nor will explosions crossing the boundary.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Pawns on the tiles shown in [[gold tile|gold]] in the image to the left are shielded from attacks directly targeted at them, however, due to a bug, they can still be hit by attacks aimed at other nearby pawns that miss. &lt;br /&gt;
&lt;br /&gt;
The shield can absorb up to 300 damage before breaking. If an attack would be sufficient to completely deplete the shield's charge, then the rest of its damage is negated, and the shield is temporarily broken. The shield regenerates charge at rate of 0.5 HP per second, so long as it has not been broken. However, once the shield's charge is completely expended, the shield will break and be totally disabled for {{ticks|1800}} after which point the shield will be restored at full health. Projectiles from [[EMP grenades]] and [[EMP launcher|launchers]] from outside hitting the shield will disable the shield for {{ticks|1500}}, after which time the shield will be restored at full health. Note that {{Hover title|Version/1.6.4630|as of the time of writing}}, projectiles [[unique weapons]] with the [[EMP rounds]]{{OdysseyIcon}} trait do not disable the shield when striking it. It is currently unknown whether this is intended or considered a bug. Striking the mechanoid itself does not disable the shield. Furthermore, unlike the mechanoid itself, the shield projector will not adapt to the EMP effect. Its therefore possible to continuously disable the shield until the mechanoid can be killed. Note that an EMP area of effect overlapping with the projected shield will not disable it - a projectile must hit the shield or the EMP damage must be dealt to the structure itself&lt;br /&gt;
&lt;br /&gt;
If the [[EMP]] damage is dealt to the centurion itself, the shield is similarly disabled for {{ticks|1500}}, but will continue to regenerate as if it was not.&lt;br /&gt;
&lt;br /&gt;
A pawn does not need to be inside the shield to benefit from the effect, assuming the enemy is not inside the shield and that the shield is between them and their attacker the incoming rounds will be stopped. However, it does not prevent pawns from moving inside the shield and attacking.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
{{Stub|section=1|reason= Effect of MeleeDoorDamageFactor? Also add findings to [[War queen]]}}&lt;br /&gt;
Centurions are always equipped with a [[charge blaster turret]], which they do not drop upon death. Note that this weapon is unique in that it can fire while moving. See the [[charge blaster turret]] page for further information.&lt;br /&gt;
&lt;br /&gt;
Centurions have a [[shooting accuracy]] of 96%, equivalent to a pawn with a [[Shooting]] skill of 8. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4.&lt;br /&gt;
&lt;br /&gt;
The centurion's head attack deals [[Damage types#Demolish|Demolish damage]] which does significantly more damage to buildings than to pawns on average. The head attacks have a 10x damage multiplier against passable buildings and a 7.5x multiplier against impassable buildings such as [[wall]]s. Thus, the head attack deals the following:&lt;br /&gt;
* Passable buildings: {{#expr: {{P|Attack 1 Damage}}*10}} damage&lt;br /&gt;
* Impassable buildings: {{#expr: {{P|Attack 1 Damage}}*7.5}} damage&lt;br /&gt;
* All other targets: {{#expr: {{P|Attack 1 Damage}}}} damage&lt;br /&gt;
&lt;br /&gt;
Note that only the head's attack has the multiplier. As this multiplier is not taken into account when choosing which attack to perform,&amp;lt;!---Tested on breach axes as of 1.3.3159--&amp;gt;other attacks, such as those added by the [[charge blaster turret]], without the multiplier can still be chosen when attacking buildings and the resulting DPS versus buildings is not simply 7.5x or 10x that when used against pawns.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{stub|section=1|reason=Strategies as enemies, weaknesses}}&lt;br /&gt;
The centurion is a superheavy unit, sharing similarities such as armor and base health with the deadly [[war queen]] and [[diabolus]].&lt;br /&gt;
&lt;br /&gt;
Enemy or wild centurions can be downed using a [[psychic shock lance]] to then be carried and trapped in a 1x1 space to provide a permanent shield for your colonists that does not add wealth. Once the shock passes, they will stand idly and they will not try to break out.&lt;br /&gt;
&lt;br /&gt;
=== As an ally ===&lt;br /&gt;
Centurions are less cost-effective than [[legionaries]] for the sole purpose of shield HP, with centurions providing {{#expr:300/5}} shield HP/bandwidth and legionaries providing {{#expr:200/2}} shield HP/bandwidth. In addition, centurions are extremely slow, slower than even [[centipede]]s, and legionaries don't require [[advanced component]]s to make. The benefits of centurions are their higher shield radius, a better range weapon, and the higher HP of the mech itself. Since the main reason to build a centurion is its shield, though, the latter two are not especially relevant.&lt;br /&gt;
&lt;br /&gt;
The best use of a centurion is inside a [[killbox]] or other stationary fortifications. Ideally, raiders won't get many hits in, but the centurion's shield can help prevent the worst case situation where raiders get a shot in and one hit kill an important colonist. In this role, centurions' higher shield radius is advantageous. It covers a wider area with 300 HP, as opposed to two legionaries where either the legionaries can split (resulting in each area only having 200 HP of shield) or stack together (limiting the area). Also, if a [[doomsday rocket launcher]] impacts the shield, the explosion will be further away from colonists.&lt;br /&gt;
&lt;br /&gt;
Still, this should be compared to just having a [[centipede]] or [[war queen]] in front of the defensive position to attract enemy fire. Such a setup is generally better at tanking shots due to the massive HP of heavy mechs, and centipedes have better firepower. However, raiders can miss or not target the mech, thus not 100% protecting the colonists in the back, and this setup requires more repairing and thus more energy.&lt;br /&gt;
&lt;br /&gt;
In other cases, the centurion is not very practical due to its slow movement speed and high cost. If forced to take the brunt of an attack, the shield will break very quickly.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Animal Health Table|Mech_Centurion}}&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name= {{P|Name}} (Sharp) | set1armor1={{P|Armor - Sharp}} &lt;br /&gt;
| set2name= {{P|Name}} (Blunt) | set2armor1={{P|Armor - Blunt}} &lt;br /&gt;
| set3name= {{P|Name}} (Heat) | set3armor1={{P|Armor - Heat}} &lt;br /&gt;
| color= grey, blue, red&lt;br /&gt;
}} &lt;br /&gt;
|}&lt;br /&gt;
{{Recode|section=1|reason=Verify melee verbs are correct given weirdness about the turret}}&lt;br /&gt;
{{Pawn Attack Table|weapon=Charge blaster turret}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Centurion east.png| Age 0-99 Centurion facing east&lt;br /&gt;
Centurion north.png| Age 0-99 Centurion facing north&lt;br /&gt;
Centurion south.png| Age 0-99 Centurion facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
CenturionAncient east.png| Age 100+ Centurion facing east&lt;br /&gt;
CenturionAncient north.png| Age 100+ Centurion facing north&lt;br /&gt;
CenturionAncient south.png| Age 100+ Centurion facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Arandomturtle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Wooden_hand&amp;diff=176453</id>
		<title>Wooden hand</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Wooden_hand&amp;diff=176453"/>
		<updated>2026-03-03T18:52:25Z</updated>

		<summary type="html">&lt;p&gt;Arandomturtle: /* Body part */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|&lt;br /&gt;
| name = Wooden hand&lt;br /&gt;
| image = Woodlog a.png&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| description = An installed wooden hand.&lt;br /&gt;
| class = Medieval&lt;br /&gt;
| marketvalue = 1.2&lt;br /&gt;
| max hit points base = 30&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| skill 1 = medical&lt;br /&gt;
| skill 1 level = 3&lt;br /&gt;
| work to make = 1500&lt;br /&gt;
| work speed stat = Medical Operation Speed&lt;br /&gt;
| resource 1 = Wood&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Herbal medicine&lt;br /&gt;
| resource 2 amount = 2&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| tradeTags = TechHediff&lt;br /&gt;
| techHediffsTags = Poor&lt;br /&gt;
| body part = Hand&lt;br /&gt;
}}&lt;br /&gt;
{{Info|A '''wooden hand''' is an [[artificial body part]] that acts as a replacement for a pawn's natural hand. A medieval prosthetic, wooden hands have a part efficiency of 60%, therefore one wooden hand on an otherwise healthy pawn provides 80% [[manipulation]], while having two wooden hands provides 60% manipulation.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Unlike most other prostheses, wooden hands don't have a separate item form and the materials require no previous work to turn into a prosthesis before installation. Instead, when ordering a [[Health#Operations|surgical operation]] on a pawn, {{Required Resources}} is consumed and the wooden hand is added to the pawn. Notably, when removed the wooden hand turns back into a wooden log.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
=== Body part ===&lt;br /&gt;
Wooden hands replace the user's organic hand, including all fingers. They are universal and can be installed on either the left or right. The wooden hand has a part efficiency of {{Bad|60%}}. This partially replaces the functionality of a normal hand - when coupled with the hand body part having a [[Manipulation]] importance of 50%, it results in restoring {{+|20%}} [[manipulation]] per missing hand replaced, or a loss of {{--|20%}} when replacing a healthy hand. Manipulation, in turn, affects a great many [[stats]]. For a full list of affected stats, see [[Manipulation#Affected stats|Manipulation]].&lt;br /&gt;
&lt;br /&gt;
Installing a hand replacement can affect a pawn's character quality by affecting their manipulation capacity. A replacement part with lower than 100% part efficiency will reduce the pawn's value if replacing a healthy part, but installing a wooden hand when the hand is entirely missing will increase their value.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Because the wooden hand removes the hand, it also removes the natural fist attack of the user, as well as the claw attack of any [[ghoul]]s.{{AnomalyIcon}} However, unlike other similar artificial body parts, it does not replace it with another attack. The practical effect of this will depend on the other melee verbs available to the pawn, but it will typically have minimal or no effect unless the other hand is also removed or replaced.&lt;br /&gt;
&lt;br /&gt;
=== Installation === &lt;br /&gt;
{{Stub|section=1|reason=Installation details}}&lt;br /&gt;
Installing the part requires {{ticks|1500}} of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of 3.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires {{ticks|2000}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and has no [[Skills#Medical|Medical skill]] requirements.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the wood will be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Terrible, but better than no hand, or a hand missing 4 fingers. If only the hand is missing, it better to use this than a full [[prosthetic arm]]. &lt;br /&gt;
&lt;br /&gt;
A wooden hand is useful when combined with [[power claw]] for a [[ghoul]],{{AnomalyIcon}} as the hand removes an inferior melee verb from the ghoul's natural hand and claw attacks so that attacks are more likely to be power claw, but without the further lower [[moving]] like a second power claw would. Keep in mind that a [[flesh tentacle]]{{AnomalyIcon}} does the same, but is significantly statistically superior. Its acquisition is RNG based, must be done before the pawn is turned into a ghoul, and is incompatible with the [[elbow blade]]{{RoyaltyIcon}} however.&lt;br /&gt;
&lt;br /&gt;
{{Manipulation Part Efficiency Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
[[Version/1.1.0|1.1.0]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]&lt;/div&gt;</summary>
		<author><name>Arandomturtle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Prosthetic_arm&amp;diff=176451</id>
		<title>Prosthetic arm</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Prosthetic_arm&amp;diff=176451"/>
		<updated>2026-03-03T18:51:04Z</updated>

		<summary type="html">&lt;p&gt;Arandomturtle: /* Body part */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main&lt;br /&gt;
| name = Prosthetic arm&lt;br /&gt;
| image = Health item prosthetic.png&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| description = An arm prosthesis. While it lacks a neural interface, its complex arrangement of internal joints allows it to mimic natural movement quite convincingly. Still, it is inferior to a real arm. &lt;br /&gt;
| class = &lt;br /&gt;
| meleeattack1dmg = 8.2&lt;br /&gt;
| meleeattack1type = Blunt&lt;br /&gt;
| meleeattack1part = Fist&lt;br /&gt;
| meleeattack1cool = 2&lt;br /&gt;
| meleeattack1ap = 12&lt;br /&gt;
| body part = Shoulder&lt;br /&gt;
| mode = Melee&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Prosthetics&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 40&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| work to make = 15000&lt;br /&gt;
| damage type = Blunt&lt;br /&gt;
| mass = 4&lt;br /&gt;
| marketvalue = 260&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 5 &lt;br /&gt;
| tradeTags = TechHediff&lt;br /&gt;
| techHediffsTags = Simple&lt;br /&gt;
}}{{Info|A '''prosthetic arm''' is an [[artificial body part]] that acts as a replacement for a pawn's natural arm. The least advanced of the arm replacements, prosthetic arms have a part efficiency of 50%, therefore one prosthetic arm and one healthy natural arm provides 75% [[manipulation]], while having two prosthetic arms provides 50% manipulation.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
They can also sometimes be purchased from [[traders]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
=== Body part ===&lt;br /&gt;
Prosthetic arms replace the user's organic arm up to, and including, the shoulder. They are universal and can be installed on either the left or right. The prosthetic arm has a part efficiency of 50%. This partially replaces the functionality of a normal arm - when coupled with the arm body part having a [[Manipulation]] importance of 50%, it results in restoring 25% [[manipulation]] per missing arm replaced, or a loss of 25% when replacing a healthy arm. Manipulation, in turn, affects a great many [[stats]]. For a full list of affected stats, see [[Manipulation#Affected stats|Manipulation]].&lt;br /&gt;
&lt;br /&gt;
Installing an arm replacement can affect a pawn's character quality by affecting their manipulation capacity. A replacement part with lower than 100% part efficiency will reduce the pawn's value if replacing a healthy part, but installing a prosthetic when the arm is entirely missing will increase their value.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
A prosthetic arm replaces the natural &amp;quot;Fist&amp;quot; attack of the replaced arm with a completely identical punch.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt; &lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! colspan='2'|Name !! Damage !! DPS !! AP !! Damage Type&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Heart|32}}&lt;br /&gt;
! style='text-align: left !important;'| Human Fist&lt;br /&gt;
| {{Q|Human|Attack 1 Damage}}&lt;br /&gt;
| {{Q|Human|Attack 1 DPS}}&lt;br /&gt;
| {{Q|Human|Attack 1 AP}}%&lt;br /&gt;
| [[Damage Types#{{Q|Human|Attack 1 Type}}|{{Q|Human|Attack 1 Type}}]]&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|{{PAGENAME}}|32}}&lt;br /&gt;
! {{PAGENAME}}&lt;br /&gt;
| {{P|Attack 1 Damage}}&lt;br /&gt;
| {{P|MeleeDPS}}&lt;br /&gt;
| {{P|Attack 1 AP}}%&lt;br /&gt;
| [[Damage Types#{{P|Attack 1 Type}}|{{P|Attack 1 Type}}]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 4.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires {{Ticks|2000}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and has no [[Skills#Medical|Medical skill]] requirements.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part will be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The prosthetic arm should be used on essential pawns with missing arms or shattered bones before [[Research#Bionics|Bionics]] have been researched. Compared to no arm, the increase in manipulation provides a major increase to combat and virtually any work type (short of Hauling). If just the hand is missing, then a [[wooden hand]] offers more manipulation.&lt;br /&gt;
&lt;br /&gt;
Unlike organic parts, prosthetic arms don't contain subparts - all damage is taken by the main, 30 HP arm, instead of spread throughout the bones, fingers, and shoulder. While a prosthetic arm won't lose stray fingers to a gun shot, this makes it easier for it to be completely destroyed. In addition, the artificial part never feels [[pain]] and never bleeds.&lt;br /&gt;
&lt;br /&gt;
{{Manipulation Part Efficiency Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - renamed from '''simple prosthetic arm''' to '''prosthetic arm''' and made craftable.&lt;br /&gt;
&lt;br /&gt;
{{Nav|body parts|wide}}&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]&lt;/div&gt;</summary>
		<author><name>Arandomturtle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Peg_leg&amp;diff=176448</id>
		<title>Peg leg</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Peg_leg&amp;diff=176448"/>
		<updated>2026-03-03T18:49:18Z</updated>

		<summary type="html">&lt;p&gt;Arandomturtle: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main&lt;br /&gt;
| name = Peg leg&lt;br /&gt;
| image = Woodlog a.png&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| description = A wood log fashioned into a crude but effective artificial leg.&lt;br /&gt;
| class = Medieval&lt;br /&gt;
| marketvalue = 1.2&lt;br /&gt;
| max hit points base = 30&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| skill 1 = medical&lt;br /&gt;
| skill 1 level = 3&lt;br /&gt;
| work to make = 1500&lt;br /&gt;
| work speed stat = Medical Operation Speed&lt;br /&gt;
| resource 1 = Wood&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Herbal medicine&lt;br /&gt;
| resource 2 amount = 2&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| tradeTags = TechHediff&lt;br /&gt;
| techHediffsTags = Poor&lt;br /&gt;
| body part = Leg&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Peg legs''' are a [[artificial body part]] that replaces a pawn's leg. It is the worst kind of leg available, but is better than having a missing leg.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Unlike most other prostheses, peg legs don't have a separate item form. Instead, when ordering a [[Health#Operations|surgical operation]] on a pawn, {{Required Resources}} is consumed and the peg leg is added to the pawn. Converting a log to a peg leg does not take any work. Notably, when removed the peg leg turns back into a wooden log.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Peg legs replace the user's [[Table of Human Body Parts|entire organic leg]]. The peg leg has a part efficiency of 60%. This partially replaces the functionality of a normal leg - when coupled with each leg body part having a [[Moving]] importance of 50%, it results in restoring 30% [[moving]] per missing leg replaced, or a loss of 20% when replacing a healthy leg. &lt;br /&gt;
&lt;br /&gt;
Moving, in turn, affects the following [[stats]]: {{#ask: [[Moving Importance::+]]}}. This results in a directly proportional change to a pawn's [[move speed]], and a change in [[melee dodge chance]] equivalent to losing {{#expr: {{Q|Melee Dodge Chance|Moving Importance}}*0.2}} levels of [[Melee]] skill per leg replaced. Due to how the stat is fit to a post-process curve, this can result in the melee dodge chance dropping to 0% for pawns with skill under 9, when replacing one leg, or under 12 for both legs.&lt;br /&gt;
&lt;br /&gt;
Installing a leg replacement can affect a pawn's character quality by affecting their Moving capacity. A replacement part with lower than 100% part efficiency will reduce the pawn's value if replacing a healthy part, but installing even a simple peg leg when the leg was entirely missing will increase their value.&lt;br /&gt;
&lt;br /&gt;
As an artificial part, peg legs will give a mood buff to anyone with the [[Body modder]] trait, and a mood penalty to anyone with the [[Body purist]] trait.&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
Installing the part requires {{Ticks|1500}} of work, {{Icon Small|wood||1}} [[wood]], 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 3.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires {{Ticks|2000}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and has no [[Skills#Medical|Medical skill]] requirements.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the wood will be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
The peg leg is certainly better than a missing or otherwise inoperative leg, but you should strongly consider replacing it with a [[prosthetic leg|modern prosthesis]] as soon as possible. Movement is important for combat, many types of work, and general efficiency (getting up from bed to work...), making it a very valuable stat. For pawns that don't move as much, like researchers, this upgrade is less important.&lt;br /&gt;
&lt;br /&gt;
In cases where only the foot is missing, a [[wooden foot]] only has half the [[Moving]] penalty, which means it restores more movement, and it has the exact same material and research requirements.&lt;br /&gt;
&lt;br /&gt;
=== Prisoners ===&lt;br /&gt;
Alternatively, peg legs can be installed on your [[prisoner]]s, making them easier to stop when starting a prison escape or going [[berserk]]. As peg legs actively make the pawn worse, it isn't recommended to install peg legs on those who you would like to recruit, at least until you can make [[bionic leg]] replacements.&lt;br /&gt;
&lt;br /&gt;
Unlike healthy organic legs, peg legs can be removed; removing them will result in no leg, and removing both will permanently incapacitate a pawn. This is great if you want to keep prisoners long term without them attempting to a break out, such as for selling them, harvesting [[hemogen pack]]s,{{BiotechIcon}} or [[gene extractor|extract genes]]{{BiotechIcon}} from. However, if the [[Dead calm]] gene{{BiotechIcon}} can be applied to them instead, it is superior as they won't require a colonist or [[slave]]{{IdeologyIcon}} to feed them and legs won't have to be reinstalled if they are to be sold.&lt;br /&gt;
&lt;br /&gt;
{{Moving Part Efficiency Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]&lt;/div&gt;</summary>
		<author><name>Arandomturtle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Prosthetic_leg&amp;diff=176446</id>
		<title>Prosthetic leg</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Prosthetic_leg&amp;diff=176446"/>
		<updated>2026-03-03T18:49:00Z</updated>

		<summary type="html">&lt;p&gt;Arandomturtle: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|&lt;br /&gt;
| name = Prosthetic leg&lt;br /&gt;
| image = Health item prosthetic.png|Prosthetic leg&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| description = Simple prosthesis made to replace missing leg. Not very comfortable but quite efficient.&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Prosthetics&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 40&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| work to make = 15000&lt;br /&gt;
| mass base = 8&lt;br /&gt;
| hp = 50&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| marketvalue  = 260&lt;br /&gt;
| tradeTags = TechHediff&lt;br /&gt;
| techHediffsTags = Simple&lt;br /&gt;
| body part = Leg&lt;br /&gt;
}}{{Info|'''Prosthetic legs''' are an [[artificial body part]] that replaces a pawn's leg. They are much better than a [[peg leg]] or no leg at all, but are inferior to [[bionic leg]]s, which actually improve the pawn's [[moving]] capacity.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
They can also be purchased from [[Exotic goods trader]]s.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Prosthetic legs replace the user's [[Table of Human Body Parts|entire organic leg]]. They are universal and can be installed on either the left or right side. The prosthetic leg has a part efficiency of {{Bad|85%}}. This partially replaces the functionality of a normal leg - when coupled with the leg body part having a [[Moving]] importance of 50%, it results in restoring {{+|42.5%}} [[moving]] per missing leg replaced, or a loss of {{--|7.5%}} when replacing a healthy leg. &lt;br /&gt;
&lt;br /&gt;
Moving, in turn, affects the following [[stats]]: {{#ask: [[Moving Importance::+]]}}. This results in a directly proportional change to a pawn's [[move speed]], and a change in [[melee dodge chance]] equivalent to losing {{--|{{#expr: {{Q|Melee Dodge Chance|Moving Importance}}*0.075}}}} levels of [[Melee]] skill per leg replaced. Due to how the stat is fit to a post-process curve, this can result in the melee dodge chance dropping to 0% for pawns with skill under 7, when replacing one leg, or under 10 for both legs.&lt;br /&gt;
&lt;br /&gt;
Installing a leg replacement can affect a pawn's character quality by affecting their Moving capacity. A replacement part with lower than 100% part efficiency will reduce the pawn's value if replacing a healthy part, but installing even a simple peg leg when the leg was entirely missing will increase their value.&lt;br /&gt;
&lt;br /&gt;
As an artificial part, prosthetic legs will give a mood buff to anyone with the [[Body modder]] trait, and a mood penalty to anyone with the [[Body purist]] trait.&lt;br /&gt;
&lt;br /&gt;
=== Installation === &lt;br /&gt;
Installing the part requires {{ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 4.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires {{ticks|2000}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and has no [[Skills#Medical|Medical skill]] requirements.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part will be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
If a pawn's [[Moving]] is lower than 92% due to damage to, or loss of, an organic leg, it is a good idea to replace that leg with a prosthetic leg. Compared to a [[peg leg]], a prosthetic leg gives +12.5% Moving (base +0.575 {{CS}} move speed); upgrading gives a great improvement for both work and combat and the cost of a prosethetic is low. [[Bionic leg]]s offer a large improvement over even organic legs but are significantly more expensive to make or buy.&lt;br /&gt;
&lt;br /&gt;
Compared to a [[wooden foot]], a prosthetic leg only offers +2.5% Moving (base +0.115 {{CS}}). If damage is limited to the foot or toes, then a wooden foot is mostly sufficient; the extra [[component]]s can usually be put to better use than making a prosthetic.&lt;br /&gt;
&lt;br /&gt;
{{Moving Part Efficiency Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - Renamed from '''Simple Prosthetic Leg''' to '''Prosthetic Leg''', and now craftable.&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category: Medical Item]] [[Category: Body Part]] [[Category:Artificial Body Part]]&lt;/div&gt;</summary>
		<author><name>Arandomturtle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bionic_leg&amp;diff=176442</id>
		<title>Bionic leg</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bionic_leg&amp;diff=176442"/>
		<updated>2026-03-03T18:36:40Z</updated>

		<summary type="html">&lt;p&gt;Arandomturtle: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|&lt;br /&gt;
| name = Bionic leg&lt;br /&gt;
| image = Health item bionic.png&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| description = An advanced artificial leg. With its biogel nerve-link, powerful mini-servos, and lattice-dust healing system, it is better than a biological leg in almost every way.&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Bionic replacements&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8 &lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 15&lt;br /&gt;
| resource 2 = Advanced component&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| work to make = 26000&lt;br /&gt;
| mass base = 8&lt;br /&gt;
| hp = 50&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue  = 1030&lt;br /&gt;
| tradeTags = TechHediff, Bionic&lt;br /&gt;
| techHediffsTags = Advanced&lt;br /&gt;
| thingSetMakerTags = RewardStandardMidFreq&lt;br /&gt;
| body part = Leg&lt;br /&gt;
}}{{Info|A '''bionic leg''' is an [[artificial body part]] that replaces a human's leg. They not only replace a damaged or destroyed leg, but improve over the natural limb. They are superior to all other legs save the [[archotech leg]].}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
They can also be found in [[ancient shrine]]s, offered as a [[quest]] reward, or [[Trade|bought]] from exotic traders, [[Empire]] traders, and at [[Outlander]] [[faction base]]s.  They may also be found occasionally inside of [[flesh sack]]s {{AnomalyIcon}}, with a ~ 1.95% chance to drop from them.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Bionic legs replace the user's [[Table of Human Body Parts|entire organic leg]]. They are universal and can be installed on either the left or right side. The bionic leg has a part efficiency of 125%. This not only fully replaces the functionality of a normal leg - when coupled with the leg body part having a [[Moving]] importance of 50%, it results in an increase in moving of 12.5% over natural for each bionic leg installed. &lt;br /&gt;
&lt;br /&gt;
Moving, in turn, affects the following [[stats]]: {{#ask: [[Moving Importance::+]]}}. This results in a directly proportional change to a pawn's [[move speed]], and an improvement in [[melee dodge chance]] equivalent to an additional {{+|{{#expr: {{Q|Melee Dodge Chance|Moving Importance}}*0.125}}}} levels of [[Melee]] skill per leg replaced.&lt;br /&gt;
&lt;br /&gt;
As an artificial part, bionic legs will give a mood buff to anyone with the [[Body modder]] trait, and a mood penalty to anyone with the [[Body purist]] trait.&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires {{ticks|2000}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and has no [[Skills#Medical|Medical skill]] requirements. The removal surgery yields one bionic leg.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part will be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{stub|section=1|reason= Missing prioirities, combat use etc.}}&lt;br /&gt;
For all pawns, but especially pawns with jobs that require a lot of travel, e.g. prioritize growers and haulers who often travel across the map, over researchers who sit in one place. For people who dislike using killboxes, they are useful for [[kiting]]. Additionally, the increase in movement leads to an increase in [[Melee dodge chance]], making it a useful part for melee pawns.&lt;br /&gt;
&lt;br /&gt;
Unlike organic parts, bionic legs don't contain subparts - all damage is taken by the main, 30 HP part, instead of spread throughout bones and toes. This means that a bionic leg is easier to destroy. However, the bionic part never feels [[pain]], never [[Blood loss|bleeds]], and can never lose toes in the first place. Additionally, the possibility of part destruction may be mitigated by heavy armor.&lt;br /&gt;
&lt;br /&gt;
{{Moving Part Efficiency Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - Received a nerf to efficiency but is now craftable.&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]&lt;/div&gt;</summary>
		<author><name>Arandomturtle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Wood&amp;diff=176315</id>
		<title>Wood</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Wood&amp;diff=176315"/>
		<updated>2026-03-02T07:24:56Z</updated>

		<summary type="html">&lt;p&gt;Arandomturtle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|weapon&lt;br /&gt;
| name = Wood&lt;br /&gt;
| image = Woodlog c.png&lt;br /&gt;
| description = Wood from trees or other fibrous plants. Useful for building structures and weapons. It is a good fuel for campfires and generators, and can be refined into chemfuel. In a pinch, a piece of wood can be used as a weapon or a leg.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Material&lt;br /&gt;
| type2 = Woody&lt;br /&gt;
| tech level = Neolithic&lt;br /&gt;
| stuff category = Woody&lt;br /&gt;
| hp = 150&lt;br /&gt;
| deterioration = 0.5&lt;br /&gt;
| marketvalue = 1.2&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| mass base = 0.4&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| class = Neolithic&lt;br /&gt;
| airtight = False&lt;br /&gt;
&amp;lt;!-- Stat Modifiers --&amp;gt;&lt;br /&gt;
| beauty factor = 1&lt;br /&gt;
| beauty offset = 0&lt;br /&gt;
| work to make factor = 0.7&lt;br /&gt;
| work to build factor = 0.7&lt;br /&gt;
| flammability factor = 1&lt;br /&gt;
| max hit points factor = 0.65&lt;br /&gt;
| armor - sharp factor = 0.54&lt;br /&gt;
| armor - blunt factor = 0.54&lt;br /&gt;
| armor - heat factor =  0.4&lt;br /&gt;
| insulation - cold factor = 8&lt;br /&gt;
| insulation - heat factor = 4&lt;br /&gt;
| melee blunt damage factor = 0.9&lt;br /&gt;
| melee sharp damage factor = 0.4&lt;br /&gt;
| melee cooldown factor = 1.0&lt;br /&gt;
| door opening speed factor = 1.2&lt;br /&gt;
| rest effectiveness factor = 1&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
| meleeattack1dmg = 10&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = log&lt;br /&gt;
| meleeattack1cool = 2&lt;br /&gt;
| meleeattack1ap = 15&lt;br /&gt;
| mode = Melee&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = WoodLog&lt;br /&gt;
| has quality = False&lt;br /&gt;
| stuff adjective = wooden&lt;br /&gt;
| color = (133,97,67)&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| appearance = Planks&lt;br /&gt;
| construct effect = ConstructWood&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| e type = Equipment&lt;br /&gt;
| equipment type = Primary&lt;br /&gt;
| equipped angle offset = -20&lt;br /&gt;
| equipped texture path = Things/Item/Resource/WoodLog_Equipped&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Item/Resource/WoodLog&lt;br /&gt;
| is body part = true&lt;br /&gt;
| label = wood&lt;br /&gt;
| parent name = ResourceVerbBase&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| selectable = true&lt;br /&gt;
| sound drop = Wood_Drop&lt;br /&gt;
| sound impact stuff = BulletImpactWood&lt;br /&gt;
| sound interact = Wood_Drop&lt;br /&gt;
| sound melee hit blunt = MeleeHit_Wood&lt;br /&gt;
| sound melee hit sharp = MeleeHit_Wood&lt;br /&gt;
| thing class = ThingWithComps&lt;br /&gt;
| use hit points = true&lt;br /&gt;
| volume = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Wood''' is a construction and crafting material vital in the early game.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
Wood can be obtained by harvesting most [[tree]]s, including plants like the [[saguaro cactus|saguaro cacti]], using the [[Orders|Chop Wood]] command. [[Fibercorn]]{{IdeologyIcon}} can also be grown for wood.&lt;br /&gt;
&lt;br /&gt;
Every default [[scenario]], except for [[Scenario system#Naked Brutality|Naked Brutality]], starts the player with a select amount of wood. Wood is carried by bulk goods [[trader]]s, trade ships, and [[faction base]]s. A single piece of wood is obtained when extracting a [[peg leg]], [[wooden hand]], or [[wooden foot]].&lt;br /&gt;
&lt;br /&gt;
A [[woodmaker]] [[dryad]]{{IdeologyIcon}} will generate 32 wood every 2 days.&lt;br /&gt;
&lt;br /&gt;
=== Plant yield ===&lt;br /&gt;
The following plants provide the following amounts of wood:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 mw-collapsible mw-collapsed text-center}}&lt;br /&gt;
! Plant !! Harvest Yield &amp;lt;!--!! Yield/Day&amp;lt;br&amp;gt;(70% Fert) !! Yield/Day&amp;lt;br&amp;gt;(100% Fert) !! Yield/Day&amp;lt;br&amp;gt;(140% Fert) !! Yield/Day&amp;lt;br&amp;gt;(280% Fert)--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Harvest Product::Wood]]&lt;br /&gt;
| ?Harvest_Yield&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
| ?Harvest_Yield_Per_Day_(70)&lt;br /&gt;
| ?Harvest_Yield_Per_Day_(100)&lt;br /&gt;
| ?Harvest_Yield_Per_Day_(140)&lt;br /&gt;
| ?Harvest_Yield_Per_Day_(280)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Name&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
Wood can be wielded as a [[Weapons#Melee_Weapons|melee weapon]]. It deals more [[DPS|damage per second]] than a bare fist or [[beer]] bottle.&lt;br /&gt;
&lt;br /&gt;
=== Deterioration ===&lt;br /&gt;
Wood [[deteriorate]]s very slowly when left outdoors - a rate of 0.25 HP/day. For comparison, a wood log will take ''10 full years'' to deteriorate into nothing, before multipliers like [[rain]]. So, for all intents and purposes, you can safely leave wood outside. The only real threat is [[fire]].&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Wood can be used as a material for [[stuff]]able items with the &amp;quot;Woody&amp;quot; stuff tag. Note that it is currently the only material in that category.&lt;br /&gt;
&lt;br /&gt;
Wood can be used in the following recipes:&lt;br /&gt;
{{Ingredient List}}&lt;br /&gt;
Note that [[peg leg]]s, [[wooden hand]]s, and [[wooden foot|wooden feet]] do not exist in item form and are simply added to the pawn during [[surgery]], consuming the wood in the process. When extracting these parts, you simply get the wood back. &lt;br /&gt;
&lt;br /&gt;
Wood is used to refuel the following:&lt;br /&gt;
&lt;br /&gt;
{{Fuel Usage List}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Acquisition analysis, see table on [[Trees]] for initial basis, but add [[Woodmaker]]}}&lt;br /&gt;
&lt;br /&gt;
Wood is a useful material for early [[wall]]s and [[furniture]]. Wood builds are quick to construct, wood itself is usually cheap, and most [[scenario]]s start with at least some. In contrast, [[stone block]]s take a bit of work to make, while [[steel]] is more valuable early. Later on, you should replace your walls with some sort of stone. Otherwise, a [[flashstorm]] or [[raid]] could light your entire base on fire.  &lt;br /&gt;
&lt;br /&gt;
In contrast, wood is relatively safe for [[door]]s and [[furniture]].&lt;br /&gt;
* Wood doors are the fastest to open until [[autodoor]]s are available. The fire risk of a wooden door, when surrounded by non-flammable walls and floor, is minimal. For comparison, stone doors take a while to open, and [[steel]] doors remain flammable (and slower to open). Using wood for doors can be acceptable into the midgame, and even indefinitely if they are not intended to resist attack.&lt;br /&gt;
* There is no specific need to replace wooden furniture, as furniture is usually safe from attack. Like with doors, furniture in an otherwise nonflammable room is usually safe from fire. Other materials might be selected for their improved availability, durability against [[drop pod]]s or [[infestation]]s, and beauty as the colony progresses.&lt;br /&gt;
&lt;br /&gt;
Colonies in extreme and wood-scarce [[biome]]s, like the [[ice sheet]] or [[extreme desert]], should conserve wood as much as possible. It should be used for [[campfire]] or [[passive cooler]]s until you can either create electric [[heater]]s and [[cooler]]s or get the necessary [[clothing]] to survive the temperature. For construction, [[ruins]] can be deconstructed for stone/steel, and steel should be used for furniture instead.&lt;br /&gt;
&lt;br /&gt;
Should your colony be visited by an [[alphabeaver]] infestation, watch out! These ravenous genetically-engineered critters will eat every tree on the map if you don't stop them by force! They will not eat wood on the ground or wooden buildings, however.&lt;br /&gt;
&lt;br /&gt;
=== As a weapon ===&lt;br /&gt;
Wood is the one of worst melee weapons in the game, barely beating out a bottle of [[beer]] and a plain, unarmed punch. Even a good-[[quality]] [[eltex staff]]{{RoyaltyIcon}}, which is more of a psycasting tool than a weapon, has higher damage and AP. In most cases, players should at least craft a [[club]], rather than using a log as a weapon. Even swinging a gun or bow as a melee weapon will do only slightly less damage, while still allowing you to shoot as enemies approach.&lt;br /&gt;
&lt;br /&gt;
However, any weapon is superior to no weapon. If you have no other weapons available, and do not have the supplies or time to spare to create even a club, then equipping a log is better than having a colonist fight entirely unarmed.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Woodlog a.png|One wood&lt;br /&gt;
Woodlog b.png|Partial stack&lt;br /&gt;
Woodlog c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.4.460|0.4.460]] - Wood logs and wood planks merged into wood.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Now carried by [[traders]]&lt;br /&gt;
&lt;br /&gt;
{{Nav|materials|wide}}&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Material]] [[Category:Lumber]]&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Neolithic Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]] [[Category:Blunt Weapons]] [[Category:Improvised Weapons]]&lt;/div&gt;</summary>
		<author><name>Arandomturtle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Fleshmass_spitter&amp;diff=176243</id>
		<title>Fleshmass spitter</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Fleshmass_spitter&amp;diff=176243"/>
		<updated>2026-03-01T20:07:17Z</updated>

		<summary type="html">&lt;p&gt;Arandomturtle: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=spawn rates and weapon stats}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox main|structure&lt;br /&gt;
| name = Fleshmass spitter&lt;br /&gt;
| image = Fleshmass spitter B.png&lt;br /&gt;
| description = A defensive fleshmass organ that can spit acid long distances. The acid is a natural byproduct of toxins filtered from the surrounding biomass.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Structure&lt;br /&gt;
| beauty = -12&lt;br /&gt;
| hp = 300&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| rotatable = false&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 2 * 2&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| cover = 0.75&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| terrain affordance = Light&lt;br /&gt;
&amp;lt;!-- Ranged Combat--&amp;gt;&lt;br /&gt;
| mode = Burst&lt;br /&gt;
| damage = 10&lt;br /&gt;
| armorPenetration = 15&lt;br /&gt;
| damage type = AcidBurn&lt;br /&gt;
| warmup = 240&lt;br /&gt;
| cooldown = 7,500&lt;br /&gt;
| range = 41.9&lt;br /&gt;
| minrange = 6.9&lt;br /&gt;
| velocity = 41&lt;br /&gt;
| burst = 1&lt;br /&gt;
| missRadius = 3&lt;br /&gt;
| blastRadius = 3.9&lt;br /&gt;
| stoppingPower = 0.5&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = FleshmassSpitter&lt;br /&gt;
| label = fleshmass spitter&lt;br /&gt;
&amp;lt;!-- ThingDef ParentName=&amp;quot;BuildingNaturalBase&amp;quot; --&amp;gt;&lt;br /&gt;
| thingClass = Building&lt;br /&gt;
| graphicClass = Graphic_Indexed_SquashNStretch&lt;br /&gt;
| texPath = Things/Building/Fleshmass/FleshmassSpitter&lt;br /&gt;
| drawSize = (2.5, 2.5)&lt;br /&gt;
| drawOffset = (0, 0.02, 0)&lt;br /&gt;
| shaderType = BuildingSquashNStretch&lt;br /&gt;
| maxSnS = (.9, .95)&lt;br /&gt;
| offsetSnS = (.5, -.45)&lt;br /&gt;
| drawerType = RealtimeOnly&lt;br /&gt;
| tickerType = Normal&lt;br /&gt;
| altitudeLayer = Building&lt;br /&gt;
| soundSpawned = SpitterSpawn&lt;br /&gt;
| soundImpactDefault = Fleshmass_Damaged&lt;br /&gt;
| isInert = true&lt;br /&gt;
| claimable = false&lt;br /&gt;
| canBuildNonEdificesUnder = false&lt;br /&gt;
| deconstructable = false&lt;br /&gt;
| quickTargetable = true&lt;br /&gt;
| isTargetable = true&lt;br /&gt;
| destroyEffecter = FleshmassDestroyed&lt;br /&gt;
| verbClass = Verb_Shoot&lt;br /&gt;
| forceNormalTimeSpeed = false&lt;br /&gt;
| defaultProjectile = Bullet_Shell_AcidSpit&lt;br /&gt;
| isMortar = true&lt;br /&gt;
| requireLineOfSight = false&lt;br /&gt;
| soundCast = SpitterSpit&lt;br /&gt;
| canTargetLocations = true&lt;br /&gt;
| compClass = CompFleshmassSpitter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fleshmass spitter''' acts as a medium range mortar that defends the [[Fleshmass heart]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
One Fleshmass spitter spawns with the initial growth spurt of the fleshmass heart, with an additional one spawning each time a new [[Nerve bundle]] spawns.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Fleshmass spitter A.png|Fleshmass spitter with mouth open, ready to fire their acid spray&lt;br /&gt;
Fleshmass spitter B.png|Fleshmass spitter with mouth closed&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;/div&gt;</summary>
		<author><name>Arandomturtle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sea_turtle_egg_(fert.)&amp;diff=175812</id>
		<title>Sea turtle egg (fert.)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sea_turtle_egg_(fert.)&amp;diff=175812"/>
		<updated>2026-02-24T09:02:59Z</updated>

		<summary type="html">&lt;p&gt;Arandomturtle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Infobox main|food&lt;br /&gt;
| name = Sea turtle egg (fert.)&lt;br /&gt;
| image = Sea turtle egg (fert.) b.png&lt;br /&gt;
| description = A fertilized sea turtle egg. If all goes well, it should hatch into a baby sea turtle. It can be eaten raw, but it's much better cooked.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Food&lt;br /&gt;
| type2 = Raw food&lt;br /&gt;
| hp = 20&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| marketvalue = 20&lt;br /&gt;
| mass base = 0.15&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| min safe temperature = 0&lt;br /&gt;
| max safe temperature = 50&lt;br /&gt;
| spoiling rate per degree per tick = 0.00003&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| taste = raw&lt;br /&gt;
| food poison chance = 0.02&lt;br /&gt;
| nutrition = 0.5&lt;br /&gt;
| days to rot = 15&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = EggSeaTurtleFertilized&lt;br /&gt;
| preferability = desperate&lt;br /&gt;
| verified for version = 1.6.4523&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| color = (236, 217, 184)&lt;br /&gt;
| default color = (236, 217, 184)&lt;br /&gt;
| drawSize = 1.1&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Item/Resource/AnimalProductRaw/EggRound&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sea turtle eggs''' are a type of [[Eggs|egg]] laid by female [[sea turtle]]s.&lt;br /&gt;
&lt;br /&gt;
[[Eggs#Fertilization|Unfertilized]] sea turtle eggs are displayed as &amp;quot;[[Sea turtle egg (unfert.)]]&amp;quot;, while fertilized sea turtle eggs are displayed &amp;quot;Sea turtle egg (fert.)&amp;quot;. Both fertilized and unfertilized eggs are edible to colonists and [[Ovivore|ovivorous]] [[animals]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
As a [[raw food]], eggs can be be eaten raw, with a flat {{Bad|2%}} chance of giving [[food poisoning]], or cooked into a [[meal]] with a food poisoning chance dependent on the skill of the cook and the [[cleanliness]] of the kitchen. [[Animals]] are immune to food poisoning from raw food but not from meals. When used in food recipes that require specific types of [[nutrition]], such as [[fine meal]]s, eggs are classified as an animal product.&lt;br /&gt;
&lt;br /&gt;
As with most raw food, eating eggs directly results in a {{Thought|desc=I had to eat raw food. We should be cooking that kind of food before eating it. We're not animals.|label=ate raw food|stack=1|value=-7|duration=1}}. This mood penalty is negated if the pawn has the [[ascetic]] trait or the [[robust digestion]] {{BiotechIcon}} gene.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sea turtle egg (fert.) a.png|One sea turtle egg&lt;br /&gt;
Sea turtle egg (fert.) b.png|Stack of sea turtle eggs&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|Food|wide}}&lt;br /&gt;
[[Category:Food]] [[Category:Raw Food]] [[Category:Animal Products]] [[Category:Egg]] [[Category:Egg (fert.)]]&lt;/div&gt;</summary>
		<author><name>Arandomturtle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Sea_turtle_egg_(fert.)_b.png&amp;diff=175811</id>
		<title>File:Sea turtle egg (fert.) b.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Sea_turtle_egg_(fert.)_b.png&amp;diff=175811"/>
		<updated>2026-02-24T09:02:41Z</updated>

		<summary type="html">&lt;p&gt;Arandomturtle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Arandomturtle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Sea_turtle_egg_(fert.)_a.png&amp;diff=175810</id>
		<title>File:Sea turtle egg (fert.) a.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Sea_turtle_egg_(fert.)_a.png&amp;diff=175810"/>
		<updated>2026-02-24T09:01:25Z</updated>

		<summary type="html">&lt;p&gt;Arandomturtle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Arandomturtle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Sea_turtle_egg_(unfert.)_a.png&amp;diff=175809</id>
		<title>File:Sea turtle egg (unfert.) a.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Sea_turtle_egg_(unfert.)_a.png&amp;diff=175809"/>
		<updated>2026-02-24T08:59:07Z</updated>

		<summary type="html">&lt;p&gt;Arandomturtle: Arandomturtle reverted File:Sea turtle egg (unfert.) a.png to an old version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Arandomturtle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Sea_turtle_egg_(unfert.)_a.png&amp;diff=175808</id>
		<title>File:Sea turtle egg (unfert.) a.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Sea_turtle_egg_(unfert.)_a.png&amp;diff=175808"/>
		<updated>2026-02-24T08:58:45Z</updated>

		<summary type="html">&lt;p&gt;Arandomturtle: Arandomturtle uploaded a new version of File:Sea turtle egg (unfert.) a.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Arandomturtle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sea_turtle_egg_(unfert.)&amp;diff=175807</id>
		<title>Sea turtle egg (unfert.)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sea_turtle_egg_(unfert.)&amp;diff=175807"/>
		<updated>2026-02-24T08:45:11Z</updated>

		<summary type="html">&lt;p&gt;Arandomturtle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Infobox main|food&lt;br /&gt;
| name = Sea turtle egg (unfert.)&lt;br /&gt;
| image = Sea_turtle_egg_(unfert.) b.png&lt;br /&gt;
| description = An unfertilized sea turtle egg. It can be eaten raw, but it's much better cooked.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Food&lt;br /&gt;
| type2 = Raw food&lt;br /&gt;
| hp = 20&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| marketvalue = 9&lt;br /&gt;
| mass base = 0.15&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| taste = raw&lt;br /&gt;
| food poison chance = 0.02&lt;br /&gt;
| nutrition = 0.5&lt;br /&gt;
| days to rot = 15&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = EggSeaTurtleUnfertilized&lt;br /&gt;
| preferability = desperate&lt;br /&gt;
| verified for version = 1.6.4523&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| color = (228,185,135)&lt;br /&gt;
| default color = (236, 217, 184)&lt;br /&gt;
| drawSize = 1.1&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Item/Resource/AnimalProductRaw/EggRound&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sea turtle eggs''' are a type of [[Eggs|egg]] laid by female [[sea turtle]]s or obtained when a fertilized egg is ruined by unsuitable temperature. &lt;br /&gt;
&lt;br /&gt;
[[Eggs#Fertilization|Unfertilized]] sea turtle eggs are displayed as &amp;quot;Sea turtle egg (unfert.)&amp;quot;, while fertilized sea turtle eggs are displayed &amp;quot;[[Sea turtle egg (fert.)]]&amp;quot;. Both fertilized and unfertilized eggs are edible to colonists and [[Ovivore|ovivorous]] [[animals]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
As a [[raw food]], eggs can be be eaten raw, with a flat {{Bad|2%}} chance of giving [[food poisoning]], or cooked into a [[meal]] with a food poisoning chance dependent on the skill of the cook and the [[cleanliness]] of the kitchen. [[Animals]] are immune to food poisoning from raw food but not from meals. When used in food recipes that require specific types of [[nutrition]], such as [[fine meal]]s, eggs are classified as an animal product.&lt;br /&gt;
&lt;br /&gt;
As with most raw food, eating eggs directly results in a {{Thought|desc=I had to eat raw food. We should be cooking that kind of food before eating it. We're not animals.|label=ate raw food|stack=1|value=-7|duration=1}}. This mood penalty is negated if the pawn has the [[ascetic]] trait or the [[robust digestion]] {{BiotechIcon}} gene.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sea_turtle_egg_(unfert.) a.png|One sea turtle egg (unfert.)&lt;br /&gt;
Sea_turtle_egg_(unfert.) b.png|Stack of sea turtle eggs (unfert.)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|Food|wide}}&lt;br /&gt;
[[Category:Food]] [[Category:Raw Food]] [[Category:Animal Products]] [[Category:Egg]] [[Category:Egg (fert.)]]&lt;/div&gt;</summary>
		<author><name>Arandomturtle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Sea_turtle_egg_(unfert.)_a.png&amp;diff=175806</id>
		<title>File:Sea turtle egg (unfert.) a.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Sea_turtle_egg_(unfert.)_a.png&amp;diff=175806"/>
		<updated>2026-02-24T08:43:53Z</updated>

		<summary type="html">&lt;p&gt;Arandomturtle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Arandomturtle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Sea_turtle_egg_(unfert.)_b.png&amp;diff=175805</id>
		<title>File:Sea turtle egg (unfert.) b.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Sea_turtle_egg_(unfert.)_b.png&amp;diff=175805"/>
		<updated>2026-02-24T08:32:47Z</updated>

		<summary type="html">&lt;p&gt;Arandomturtle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Arandomturtle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ship_cryptosleep_casket&amp;diff=175576</id>
		<title>Ship cryptosleep casket</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ship_cryptosleep_casket&amp;diff=175576"/>
		<updated>2026-02-20T07:29:26Z</updated>

		<summary type="html">&lt;p&gt;Arandomturtle: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|building|&lt;br /&gt;
| name = Ship cryptosleep casket&lt;br /&gt;
| image = ShipCryptosleepCasket.png&lt;br /&gt;
| imagesize = 192px&lt;br /&gt;
|description = A cryptosleep casket hardened against the dangers of space. Capable of maintaining a person in cryptosleep for centuries and surviving atmospheric re-entry.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ship&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 42&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 1 ˣ 2&lt;br /&gt;
| rotatable = True&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 200&lt;br /&gt;
| terrain affordance = heavy&lt;br /&gt;
| research = Vacuum cryptosleep casket&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| work to make = 8000&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 120&lt;br /&gt;
| resource 2 = Uranium&lt;br /&gt;
| resource 2 amount = 14&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 3&lt;br /&gt;
| resource 4 = Advanced component&lt;br /&gt;
| resource 4 amount = 3&lt;br /&gt;
}}&lt;br /&gt;
The '''ship cryptosleep casket''' is used to contain a humanoid or animal in a state of suspended animation for space travel in addition to the other utilitarian purposes of its [[Cryptosleep casket|non-ship cousin]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
They also appears as part of the ship featured in the [[ship to the stars]] quest.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Ship cryptosleep caskets are required to build and launch a [[ship]]. At least one casket must be loaded in order for a ship to launch.&lt;br /&gt;
&lt;br /&gt;
A pawn can enter or be carried into a cryptosleep casket to activate cryptosleep. Inside, the occupants biological functions are suspended; they will not age biologically, and most needs and health conditions like hunger, drug addiction, disease, are suspended. However, social standing and time-sensitive [[mood]] effects do tick down while in cryptosleep. While in a casket, a colony's pawn counts as 100% of their actual wealth, but only count as 30% of a colonist when determining [[raid points]]. This means that pawns ''do'' count for determining raid size, but at a lesser amount.&lt;br /&gt;
&lt;br /&gt;
For colonists, simply select the colonist, right click the casket, and select &amp;quot;Enter ship cryptosleep casket&amp;quot;. Other colonists can drag downed pawns by right clicking the pawn in question. Animals or prisoners can be put into cryptosleep caskets, but they need to be downed first. You can set an operation to apply anesthesia, which requires a unit of medicine. Alternatively, you can use violence, or, if they have a brain implant, they can also be [[EMP]]ed to cause [[brain shock]] to quickly and cheaply down them. &lt;br /&gt;
&lt;br /&gt;
When occupied, an 'Eject sleeper' button becomes available to allow the player to remove the colonist remotely. After waking from cryptosleep, a humanoid will have [[cryptosleep sickness]] for a short time, which reduces consciousness and manipulation and causes vomiting.&lt;br /&gt;
&lt;br /&gt;
When a ship cryptosleep casket is severely damaged, below 20% HP, it will begin to spark and emit a hissing sound for 2.4 seconds before exploding, dealing 10 [[Flame]] damage in a 2.66-tile radius and potentially igniting [[Flammability|flammable]] pawns, buildings, and flooring in the area. For a full list of effects, see [[Flame]].&lt;br /&gt;
&lt;br /&gt;
== Analysis==&lt;br /&gt;
Ship cryptosleep caskets are required to launch a [[ship]]. Outside of the ship, any cryptosleep casket can help relieve a colony during a crisis, such as an intense psychic wave or medicine shortage, by safely storing pawns until the problem is resolved.   Additionally, pawns addicted to a drug will not progress through withdrawal during stasis, making the casket a handy way of saving the life of a [[Luciferium]]-user, or decrease total demand over time. &lt;br /&gt;
&lt;br /&gt;
With the use of anesthetic, prisoners can also be stored temporarily to lessen the drain on colony resources while they await [[trade|sale]], [[human resources|harvesting]] or, if the [[Royalty DLC]] is installed, exchanged for [[Title|Honor]]. It is also useful to save enemies/animals for recruitment and taming until an [[Mental_inspiration|inspiration]], particularly - [[thrumbo]]s and enemies with high resistance. &lt;br /&gt;
&lt;br /&gt;
=== Comparisons to other caskets ===&lt;br /&gt;
There are three types of cryptosleep casket: &lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt; &lt;br /&gt;
{| {{STDT| sortable c_01 text-center}}&lt;br /&gt;
! Casket !! Acquisition !! Placement !! Opening !! Resource Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Cryptosleep casket]] || Built || Anywhere || Can only be opened by a [[Work#Haul|hauler]], using the '[[Orders#Open|Open]]' designator || {{Required Resources|Cryptosleep casket|sep=&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;+|simple=1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship cryptosleep casket]] || Built || Must Connect to [[Ship structural beam|Ship Beam]] || Colonist may eject self || {{Required Resources|Ship cryptosleep casket|sep=&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;+|simple=1}}&amp;lt;br&amp;gt;(+{{Required Resources|Ship structural beam|sep=&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;+|simple=1}}&amp;lt;br&amp;gt;per 8 caskets)&lt;br /&gt;
|-&lt;br /&gt;
| [[Ancient cryptosleep casket]] || Found in [[Ancient shrine]]s || Where found || Can only be opened by a [[Work#Haul|hauler]], using the '[[Orders#Open|Open]]' designator || None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ship cryptosleep caskets are required to build a [[ship]], so are convienent once you get to that stage of the game. Ship cryptosleep caskets also have the advantage of being openable by the pawn inside, meaning that they can be opened if no conscious pawns are outside. However, they require much more research than regular caskets and ancient caskets (which require none at all). They also need a [[ship structural beam]] to build, which is both space and resource demanding.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* A14 - Sprite was updated&lt;br /&gt;
* Beta 19/1.0 Update - Reduced all costs to build the ship components by 30%&lt;br /&gt;
* ? - Sprite was updated again at some point.&lt;br /&gt;
* [[Version/1.1.0]] - Open caskets now look different from closed ones.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ship cryptosleep casket south.png|Second Sprite&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also == &lt;br /&gt;
* [[Cryptosleep casket]]&lt;br /&gt;
* [[Ancient cryptosleep casket]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|ship|wide}}&lt;br /&gt;
[[Category:Ship]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Arandomturtle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Nano_structuring_chip&amp;diff=175575</id>
		<title>Nano structuring chip</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Nano_structuring_chip&amp;diff=175575"/>
		<updated>2026-02-20T07:12:07Z</updated>

		<summary type="html">&lt;p&gt;Arandomturtle: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=1) General stub - missing details in every section, including infobox  2) Study time/xp/other details}}&lt;br /&gt;
{{infobox main|resource|&lt;br /&gt;
| name = Nano structuring chip&lt;br /&gt;
| image = NanostructuringChip.png&lt;br /&gt;
| description = A molecular-restructing mechanoid micro-organ. It is necessary to produce certain advanced mechanoids and equipment.&amp;lt;br/&amp;gt;A mechanitor can study this chip to help unlock higher tiers of mechtech research.&lt;br /&gt;
| type = Crafted resources&lt;br /&gt;
| type2 = &lt;br /&gt;
| path cost = &lt;br /&gt;
| stack limit = 10&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| flammability = 0.25&lt;br /&gt;
| marketvalue = 1500&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| hp = 100&lt;br /&gt;
| deterioration = 2.0&lt;br /&gt;
| defName = NanostructuringChip&lt;br /&gt;
| thingCategories = Manufactured&lt;br /&gt;
&amp;lt;!--| tradeTags = It has none--&amp;gt;&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
'''Nano structuring chips''' are a resource added by the [[Biotech DLC]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
A single nano structuring chip will be dropped by a hostile [[apocriton]] upon death, regardless of whether the [[apocriton]] is summoned by a [[mechband dish]] or spawned naturally as part of a [[raid]]. It is not relevant who kills the apocriton - an apocriton killed by other factions, wild animals, or berserk mechanoids still drop the nano structuring chip.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Nano structuring chips are used to create various mechanitor items, and studying one at a [[research bench]] is required to research [[Research#Ultra mechtech|Ultra Mechtech]] and [[Research#Wastepack atomizer|Wastepack atomizer]]. The chip is not consumed in the process of studying it.&lt;br /&gt;
&lt;br /&gt;
They are used in the following crafting recipes:&lt;br /&gt;
{{Ingredient List|noCollapse=1}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Updated textures for all super-mechanoid chips to look more appropriately ultratech than archotech.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
NanostructuringChip Old.png|Texture between Biotech Release until 1.4.3555&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Signal chip]] - A similar resource dropped by [[Diabolus|Diaboli]].&lt;br /&gt;
* [[Powerfocus chip]] - A similar resource dropped by [[War queen]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category: Crafted Resource]]&lt;/div&gt;</summary>
		<author><name>Arandomturtle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Research&amp;diff=175526</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Research&amp;diff=175526"/>
		<updated>2026-02-18T18:52:10Z</updated>

		<summary type="html">&lt;p&gt;Arandomturtle: /* Basic projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Menus Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
'''Research''' is the primary method through which players can enhance and expand the abilities of their [[colony]]. Certain [[buildings]] and [[gear]] require research in order to be built.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
{{Stub|section=1|reason=Book mechanics}}&lt;br /&gt;
A [[research bench]] is required to conduct research, with some projects requiring more advanced research stations. Research is presented as a tech tree, with later projects placed further right. Most research projects require a prerequisite. Some research projects introduced in the [[Royalty DLC]] {{RoyaltyIcon}}, and [[Biotech DLC]] {{BiotechIcon}} require additional unlocking using items such as [[techprint|techprints]] and mechanoid chips respectively, and only then would research be allowed. Research projects from the [[Anomaly DLC]] {{AnomalyIcon}} require the study of [[entities]] rather than standard research points. See the [[#Anomaly|Anomaly section]] for more details on Anomaly research projects.&lt;br /&gt;
&lt;br /&gt;
Once a project is selected, a [[Work#Research|researcher]] will work at the bench to generate research points. [[Research Speed]] is primarily determined by the Intellectual skill. Only one research project can be studied at a time. However, you can freely switch between research projects, and all research progress is retained. Multiple researchers will all contribute towards the same project, with no penalties. In addition, multiple benches can be used simultaneously, again, without penalty.&lt;br /&gt;
&lt;br /&gt;
Your faction's [[tech level]] determines research point costs, and therefore time spent researching. [[New Arrivals]] start at an Industrial level, and have normal costs for all research. [[New Tribe]]s start at a Neolithic tech level, so certain research costs are increased:&lt;br /&gt;
* Researching Medieval-level tech, like Long Swords, takes 1.5x the research points for tribes to complete. &lt;br /&gt;
* Researching Industrial-level tech or higher takes 2x the research for tribes. Note that the majority of research topics are industrial or higher.&lt;br /&gt;
Both New Arrivals and New Tribes start with certain projects already researched. Specific [[scenario]]s can add, but not remove, pre-researched topics.&lt;br /&gt;
&lt;br /&gt;
Research can also be conducted by pawns reading [[schematic]]s, which can be obtained through [[trading]] or earned through [[quest]]s. The number of research points generated is based on the quality of the schematic. Research points from schematics are not affected by the faction's tech level, pawn's research speed, or the storyteller's research speed setting. Each schematic will contribute points to one or two research projects. These projects are chosen when the schematic item is generated and cannot be modified. Schematics will stop contributing research points once the associated project is completed. See [[schematic]]s for more detailed mechanics and analysis.&lt;br /&gt;
&lt;br /&gt;
Mods can add their own research projects; they can be manually placed, or automatically placed if not specified. Projects will be moved apart if they overlap. They can also add separate research tabs, independent of the main tree.&lt;br /&gt;
&lt;br /&gt;
=== Research speed ===&lt;br /&gt;
The number of research points gained is based on the researcher's [[research speed]] factor, which is largely based on their [[intellectual]] skill.&lt;br /&gt;
{{Research Points Table/explanation}}&lt;br /&gt;
{{Research Points Table|2500}}&lt;br /&gt;
&lt;br /&gt;
== Research Projects ==&lt;br /&gt;
=== Neolithic Research Projects ===&lt;br /&gt;
Research projects of the neolithic tech level. Both tribes and colonies research these at the same rate.&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost&lt;br /&gt;
! Industrial start cost&lt;br /&gt;
! Tribal start cost&lt;br /&gt;
! Required Research&lt;br /&gt;
! Required Research Bench &amp;amp; Addon&lt;br /&gt;
! width=&amp;quot;250px&amp;quot; | Unlocks&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychoid brewing&amp;quot;&lt;br /&gt;
! Psychoid brewing&lt;br /&gt;
| Prepare [[psychoid leaves]] into a mildly euphoria-inducing and addictive [[Psychite tea|tea]] at the campfire or cooking stove.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 500 {{Ref label|Tribal Start|A}}&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Psychoid brewing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tree sowing&amp;quot;&lt;br /&gt;
! Tree sowing&lt;br /&gt;
| Sow the local biome's natural [[trees]] in your fields.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000 {{Ref label|Tribal Start|A}}&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Tree sowing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beer brewing&amp;quot;&lt;br /&gt;
! Beer brewing&lt;br /&gt;
| Allows you to build a [[brewery]] and [[fermenting barrel|fermenting vats]] to transform [[hops]] into tasty, tasty [[beer]].&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Beer brewing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Passive cooler&amp;quot;&lt;br /&gt;
! Passive cooler&lt;br /&gt;
| Make [[passive cooler|passive coolers]], to [[Temperature|cool]] indoor spaces without using [[Power|electricity]].&lt;br /&gt;
| 400&lt;br /&gt;
| 400 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 400 {{Ref label|Tribal Start|A}}&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Passive cooler]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cocoa&amp;quot;&lt;br /&gt;
! Cocoa&lt;br /&gt;
| Sow [[Cocoa tree|cocoa trees]] to create your own delicious [[chocolate]]. Eating chocolate fulfills the need for [[recreation]], and it's valuable on the market too.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Tree sowing|Tree sowing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Cocoa]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Devilstrand&amp;quot;&lt;br /&gt;
! Devilstrand&lt;br /&gt;
| Plant [[Devilstrand (plant)|devilstrand]], a slow-growing mushroom that yields an exceptionally tough, tear resistant plant [[Devilstrand|fiber]].&lt;br /&gt;
| 800&lt;br /&gt;
| 800&lt;br /&gt;
| 800&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Devilstrand]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pemmican&amp;quot;&lt;br /&gt;
! Pemmican&lt;br /&gt;
| Make [[pemmican]], a preserved mixture of meat and plant matter that doesn't go bad for a long time. Great for traveling.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 500 {{Ref label|Tribal Start|A}}&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Pemmican]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Recurve bow&amp;quot;&lt;br /&gt;
! Recurve bow&lt;br /&gt;
| Build the [[recurve bow]], an effective and inexpensive ranged weapon.&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 400 {{Ref label|Tribal Start|A}}&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Recurve bow]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fishing&amp;quot;&lt;br /&gt;
! Fishing {{OdysseyIcon}}&lt;br /&gt;
| Place [[zone]]s where your colonist can go fishing.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 600 {{Ref label|Tribal Start|A}}&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Fishing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
:{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked &lt;br /&gt;
:{{Note label||Classic Start|B}} The Classic Start begin with this research unlocked &lt;br /&gt;
:{{Note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.&lt;br /&gt;
&lt;br /&gt;
=== Medieval Research Projects ===&lt;br /&gt;
Research projects of the Medieval tech level. Tribes require 1.5x as much research time to research these. Colonies require only the base cost.&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost&lt;br /&gt;
! Industrial start cost&lt;br /&gt;
! Tribal start cost&lt;br /&gt;
! Required Research&lt;br /&gt;
! Required Research Bench &amp;amp; Addon&lt;br /&gt;
! width=&amp;quot;250px&amp;quot; | Unlocks&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Complex clothing&amp;quot;&lt;br /&gt;
! Complex clothing&lt;br /&gt;
| Tailor complicated [[Clothing|garments]] like [[pants]], [[duster]]s, and [[cowboy hat]]s.&lt;br /&gt;
| 600&lt;br /&gt;
| 600 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 900&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Complex clothing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Complex furniture&amp;quot;&lt;br /&gt;
! Complex furniture&lt;br /&gt;
| Build complex [[furniture]] like [[bed]]s, [[end table]]s, [[dining chair]]s, [[armchair]]s, [[dresser]]s, [[tool cabinet]]s, [[billiards table|billiard table]]s{{Sic}}, and [[poker table]]s, [[vent]]s, [[sarcophagus|sarcophagi]], and more.&lt;br /&gt;
| 300&lt;br /&gt;
| 300 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 450&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Complex furniture]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Carpet making&amp;quot;&lt;br /&gt;
! Carpet making&lt;br /&gt;
| Weave beautiful [[carpets]] from [[cloth]].&lt;br /&gt;
| 800&lt;br /&gt;
| 800&lt;br /&gt;
| 1200&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Carpet making]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smithing&amp;quot;&lt;br /&gt;
! Smithing&lt;br /&gt;
| Build [[Electric smithy|smithies]] for crafting metal weapons and tools. Allows you to craft simple weapons like [[knife|knives]], [[gladius|gladii]], and [[mace]]s. Work metal into clean, beautiful floor [[Floors|tiles]].&lt;br /&gt;
| 700&lt;br /&gt;
| 700&lt;br /&gt;
| 1050&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Smithing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Stonecutting&amp;quot;&lt;br /&gt;
! Stonecutting&lt;br /&gt;
| Cut [[rock chunk]]s into [[Materials#Stone|stone blocks]] for use in construction. Build beautiful [[stone tile]] [[floors]] or ugly [[concrete]] walkways.&lt;br /&gt;
| 300&lt;br /&gt;
| 300 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 450&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Stonecutting]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long blades&amp;quot;&lt;br /&gt;
! Long blades&lt;br /&gt;
| Craft [[longsword]]s and [[spear]]s.&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 600&lt;br /&gt;
| [[#Smithing|Smithing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Long blades]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Plate armor&amp;quot;&lt;br /&gt;
! Plate armor&lt;br /&gt;
| Smith suits of [[plate armor]] from metal or wood. This heavy armor noticeably slows movement, but protects very effectively.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 900&lt;br /&gt;
| [[#Smithing|Smithing]]&amp;lt;br/&amp;gt;[[#Complex clothing|Complex clothing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Plate armor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Greatbow&amp;quot;&lt;br /&gt;
! Greatbow&lt;br /&gt;
| Craft [[greatbow]]s for killing enemies at great range.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 900&lt;br /&gt;
| [[#Recurve bow|Recurve bow]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Greatbow]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Noble apparel&amp;quot;&lt;br /&gt;
! Noble apparel {{RoyaltyIcon}}&lt;br /&gt;
| Tailor [[Title|noble-specific]] [[apparel]] like [[formal shirt]]s and [[royal robe]]s.&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 600&lt;br /&gt;
| [[#Complex clothing|Complex clothing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Noble apparel]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Royal apparel&amp;quot;&lt;br /&gt;
! Royal apparel {{RoyaltyIcon}}&lt;br /&gt;
| Tailor [[Title|royal]] [[apparel]] of the highest tier, like [[royal robe]]s and [[crown]]s.&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 600&lt;br /&gt;
| [[#Noble apparel|Noble apparel]]&amp;lt;br/&amp;gt;[[#Smithing|Smithing]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Royal apparel]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Harp&amp;quot;&lt;br /&gt;
! Harp {{RoyaltyIcon}}&lt;br /&gt;
| Craft the [[harp]], a simple stationary musical instrument popular among [[Titles|nobility]] in some cultures.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 750&lt;br /&gt;
| [[#Complex furniture|Complex furniture]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Harp]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Harpsichord&amp;quot;&lt;br /&gt;
! Harpsichord {{RoyaltyIcon}}&lt;br /&gt;
| Craft the [[Harpsichord]], a complex stationary musical instrument.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 750&lt;br /&gt;
| [[#Harp|Harp]]&amp;lt;br/&amp;gt;[[#Smithing|Smithing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Harpsichord]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
:{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked &lt;br /&gt;
:{{Note label||Classic Start|B}} The Classic Start begin with this research unlocked &lt;br /&gt;
:{{Note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.&lt;br /&gt;
&lt;br /&gt;
=== Industrial Research Projects ===&lt;br /&gt;
Research projects of the Industrial tech level. Tribes require 2x as much research time to research these. Colonies require only the base cost. &lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost&lt;br /&gt;
! Industrial start cost&lt;br /&gt;
! Tribal start cost&lt;br /&gt;
! Required Research&lt;br /&gt;
! Required Research Bench &amp;amp; Addon&lt;br /&gt;
! width=&amp;quot;250px&amp;quot; | Unlocks&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Drug production&amp;quot;&lt;br /&gt;
! Drug production&lt;br /&gt;
| Build a [[drug lab]] for basic drug synthesis. Further research is required to make specific drugs.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Drug production]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite refining&amp;quot;&lt;br /&gt;
! Psychite refining&lt;br /&gt;
| Refine [[psychoid leaves]] into [[flake]] and [[yayo]], different forms of the euphoric drug psychite.&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 800&lt;br /&gt;
| [[#Drug production|Drug production]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Psychite refining]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up production&amp;quot;&lt;br /&gt;
! Wake-up production&lt;br /&gt;
| Synthesize [[wake-up]], a work performance-enhancing drug which replaces the need for sleep.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Drug production|Drug production]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Wake-up production]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice production&amp;quot;&lt;br /&gt;
! Go-juice production&lt;br /&gt;
| Produce [[go-juice]], a synthetic combat-performance-enhancing drug which improves shooting, melee, and movement ability, and dulls pain.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Drug production|Drug production]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Go-juice production]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Penoxycyline production&amp;quot;&lt;br /&gt;
! Penoxycyline production&lt;br /&gt;
| Produce [[Penoxycyline]] a disease prevention drug which blocks [[plague]], [[malaria]], and more before they start.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Drug production|Drug production]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Penoxycyline production]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Electricity&amp;quot;&lt;br /&gt;
! Electricity&lt;br /&gt;
| Harness the power of electricity for a hundred different tasks.&lt;br /&gt;
| 1600&lt;br /&gt;
| 1600 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 3200&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Electricity]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Battery&amp;quot;&lt;br /&gt;
! Battery&lt;br /&gt;
| Build [[Battery|batteries]] for storing [[Power|electricity]].&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 800&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Battery]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Biofuel refining&amp;quot;&lt;br /&gt;
! Biofuel refining&lt;br /&gt;
| Build [[Biofuel refinery|Biofuel refineries]] to make [[chemfuel]] from biological matter like [[wood]] or [[Food|foodstuffs]].&lt;br /&gt;
| 700&lt;br /&gt;
| 700&lt;br /&gt;
| 1400&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Biofuel refining]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Watermill generator&amp;quot;&lt;br /&gt;
! Watermill generator&lt;br /&gt;
| Build [[watermill generator]]s on rivers to generate a steady supply of [[power]].&lt;br /&gt;
| 700&lt;br /&gt;
| 700&lt;br /&gt;
| 1400&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Watermill generator]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nutrient paste&amp;quot;&lt;br /&gt;
! Nutrient paste&lt;br /&gt;
| Build [[nutrient paste dispenser]]s which efficiently produce edible meals from raw nutritive feedstocks, while requiring no labor at all.&lt;br /&gt;
| 400&lt;br /&gt;
| 400 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 800&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Nutrient paste]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Solar panel&amp;quot;&lt;br /&gt;
! Solar panel&lt;br /&gt;
| Build [[solar panel]]s for electrical generation.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Solar panel]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Air conditioning&amp;quot;&lt;br /&gt;
! Air conditioning&lt;br /&gt;
| Build [[cooler]]s to make people comfortable in hot weather or to construct freezers for storing perishable goods.&lt;br /&gt;
| 500&lt;br /&gt;
| 500 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Air conditioning]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Autodoor&amp;quot;&lt;br /&gt;
! Autodoor&lt;br /&gt;
| Build [[autodoor]]s which automatically open when someone approaches without slowing anyone down.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Autodoor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hydroponics&amp;quot;&lt;br /&gt;
! Hydroponics&lt;br /&gt;
| Build [[hydroponics basin]]s to rapidly grow crops indoors regardless of the terrain or weather outside.&lt;br /&gt;
| 700&lt;br /&gt;
| 700&lt;br /&gt;
| 1400&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Hydroponics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tube television&amp;quot;&lt;br /&gt;
! Tube television&lt;br /&gt;
| Produce [[tube television]]s for [[Recreation|recreational]] watching.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Electricity|Electricity]]&amp;lt;br/&amp;gt;[[#Complex furniture|Complex furniture]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Tube television]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Packaged survival meal&amp;quot;&lt;br /&gt;
! Packaged survival meal&lt;br /&gt;
| Produce [[packaged survival meal]]s, which never go bad. Great for traveling.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Nutrient paste|Nutrient paste]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Packaged survival meal]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Firefoam&amp;quot;&lt;br /&gt;
! Firefoam&lt;br /&gt;
| Construct [[firefoam popper]]s, automatic fire-safety devices which spread fire-retardant foam in response to encroaching flames.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Firefoam]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;IEDs&amp;quot; id=&amp;quot;Ieds&amp;quot;&lt;br /&gt;
! IEDs&lt;br /&gt;
| Build improvised traps from any kind of mortar shell. &lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::IEDs]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Geothermal power&amp;quot;&lt;br /&gt;
! Geothermal power&lt;br /&gt;
| Build [[Geothermal generator|geothermal power plants]] on top of steam geysers, for uninterrupted [[power]].&lt;br /&gt;
| 3200&lt;br /&gt;
| 3200&lt;br /&gt;
| 6400&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Geothermal power]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile materials&amp;quot;&lt;br /&gt;
! Sterile materials&lt;br /&gt;
| Construct sterile tiles to make cleanrooms for safer and more effective medical treatment, research, and cooking.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Sterile materials]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Advanced lights&amp;quot;&lt;br /&gt;
! Advanced lights&lt;br /&gt;
| Build powerful outdoors lights. Additionally, customize the color of electric lights and reduce their power consumption by half. This does not affect sun lamps.&lt;br /&gt;
| 300&lt;br /&gt;
| 300&lt;br /&gt;
| 600&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Advanced lights]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Machining&amp;quot;&lt;br /&gt;
! Machining&lt;br /&gt;
| Build [[machining table]]s to craft [[Weapons|guns]], grenades, flak [[armor]], and to shred dead [[mechanoids]] for [[Steel|resources]].&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Electricity|Electricity]]&amp;lt;br/&amp;gt;[[#Smithing|Smithing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Machining]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokepop packs&amp;quot;&lt;br /&gt;
! Smokepop packs&lt;br /&gt;
| Build [[smokepop pack]]s which allow the wearer to deploy a defensive smokescreen.&lt;br /&gt;
| 300&lt;br /&gt;
| 300&lt;br /&gt;
| 600&lt;br /&gt;
| [[#Machining|Machining]]&amp;lt;br/&amp;gt;[[#Complex clothing|Complex clothing]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Smokepop packs]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Prosthetics&amp;quot;&lt;br /&gt;
! Prosthetics&lt;br /&gt;
| Build inexpensive [[Prosthetics|prosthetic]] body parts to replace lost limbs. Requires a skilled [[Medical|doctor]] to attach.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Machining|Machining]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Prosthetics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gunsmithing&amp;quot;&lt;br /&gt;
! Gunsmithing&lt;br /&gt;
| Craft simple manually operated guns like [[revolver]]s, [[pump shotgun]]s, [[bolt-action rifle]]s, and [[incendiary launcher]]s.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Machining|Machining]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Gunsmithing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Flak armor&amp;quot;&lt;br /&gt;
! Flak armor&lt;br /&gt;
| Craft [[Flak jacket|clothing]] [[Flak vest|with metal]] [[Flak pants|armor]] sewn in to resist bullets and explosions. This weighty armor slows [[move speed|movement]] slightly.&lt;br /&gt;
| 1200&lt;br /&gt;
| 1200&lt;br /&gt;
| 2400&lt;br /&gt;
| [[#Machining|Machining]]&amp;lt;br/&amp;gt;[[#Plate armor|Plate armor]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Flak armor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mortars&amp;quot;&lt;br /&gt;
! Mortars&lt;br /&gt;
| Build [[mortar]]s which can lob [[mortar shell]]s long distances - even over walls.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Gunsmithing|Gunsmithing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Mortars]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blowback operation&amp;quot;&lt;br /&gt;
! Blowback operation&lt;br /&gt;
| Craft low-power blowback-operated guns like [[autopistol]]s and [[machine pistol]]s.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Gunsmithing|Gunsmithing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Blowback operation]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gas operation&amp;quot;&lt;br /&gt;
! Gas operation&lt;br /&gt;
| Craft high-power guns like [[chain shotgun]]s, [[LMG]]s, and [[heavy SMG]]s.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Blowback operation|Blowback operation]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Gas operation]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gun turrets&amp;quot;&lt;br /&gt;
! Gun turrets&lt;br /&gt;
| Produce simple [[Mini-turret|automated gun turrets]].&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Blowback operation|Blowback operation]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Gun turrets]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam turret&amp;quot;&lt;br /&gt;
! Foam turret&lt;br /&gt;
| Produce a [[Foam turret|turret]] which can be activated to spray [[Firefoam|fire-extinguishing foam]].&lt;br /&gt;
| 800&lt;br /&gt;
| 800&lt;br /&gt;
| 1600&lt;br /&gt;
| [[#Gun turrets|Gun turrets]]&amp;lt;br/&amp;gt;[[#Firefoam|Firefoam]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Foam turret]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Microelectronics&amp;quot;&lt;br /&gt;
! Microelectronics &lt;br /&gt;
| Work with complex microelectronics. This unlocks the [[Hi-tech research bench]] and [[comms console]].&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Microelectronics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Flatscreen television&amp;quot;&lt;br /&gt;
! Flatscreen television&lt;br /&gt;
| Produce high-resolution [[flatscreen television]]s for greater [[Recreation|enjoyment]].&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Tube television|Tube television]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Flatscreen television]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Moisture pump&amp;quot;&lt;br /&gt;
! Moisture pump&lt;br /&gt;
| Construct [[moisture pump]]s, which very slowly normalize the moisture in the ground around them. They can turn wet ground dry and convert soft sand into normal sand.&lt;br /&gt;
| 1200&lt;br /&gt;
| 1200&lt;br /&gt;
| 2400&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Moisture pump]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hospital bed&amp;quot;&lt;br /&gt;
! Hospital bed&lt;br /&gt;
| Construct [[hospital bed]]s which improve medical outcomes.&lt;br /&gt;
| 1200&lt;br /&gt;
| 1200&lt;br /&gt;
| 2400&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Sterile materials|Sterile materials]] {{Ref label|Hidden Prerequisite|C}}&amp;lt;br/&amp;gt;[[#Complex furniture|Complex furniture]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Hospital bed]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep drilling&amp;quot;&lt;br /&gt;
! Deep drilling&lt;br /&gt;
| Build [[deep drill]]s for extracting resources from deep underground. You'll need a [[ground-penetrating scanner]] to find the resources.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Deep drilling]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ground-penetrating scanner&amp;quot;&lt;br /&gt;
! Ground-penetrating scanner&lt;br /&gt;
| Build [[ground-penetrating scanner]]s that can detect drillable resources deep under the surface. Requires an advanced component to construct.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Deep drilling|Deep drilling]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Ground-penetrating scanner]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Transport pod&amp;quot;&lt;br /&gt;
! Transport pod&lt;br /&gt;
| Construct launchable [[transport pod]]s that you can use to send people and supplies long distances across the planet's surface. Can be used for raiding, traveling, sending gifts, and more.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Biofuel refining|Biofuel refining]] {{Ref label|Hidden Prerequisite|C}}&amp;lt;br/&amp;gt;[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Transport pod]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Medicine production&amp;quot;&lt;br /&gt;
! Medicine production&lt;br /&gt;
| Produce standard industrial-tech [[medicine]] by combining [[herbal medicine]], [[neutroamine]], and [[cloth]].&lt;br /&gt;
| 1500&lt;br /&gt;
| 1500&lt;br /&gt;
| 3000&lt;br /&gt;
| [[#Drug production|Drug production]]&amp;lt;br/&amp;gt;[[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Medicine production]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-range mineral scanner&amp;quot;&lt;br /&gt;
! Long-range mineral scanner&lt;br /&gt;
| Construct [[long-range mineral scanner]]s your researchers can use to detect precious minerals across the planet. Can be turned to find a specific mineral. Requires advanced components to construct.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Long-range mineral scanner]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Shields&amp;quot;&lt;br /&gt;
! Shields&lt;br /&gt;
| Build wearable [[shield belt|shield]] [[Low-shield pack|gear]]. Shields use momentum-repulsion technology to prevent projectiles from traversing the field boundary.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Complex clothing|Complex clothing]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Shields]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Precision rifling&amp;quot;&lt;br /&gt;
! Precision rifling&lt;br /&gt;
| Craft precisely-machined guns like [[assault rifle]]s and [[sniper rifle]]s.&lt;br /&gt;
| 1400&lt;br /&gt;
| 1400&lt;br /&gt;
| 2800&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Gas operation|Gas operation]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Precision rifling]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Autocannon turret&amp;quot;&lt;br /&gt;
! Autocannon turret&lt;br /&gt;
| Produce the heavy, long-ranged [[autocannon turret]].&lt;br /&gt;
| 1600&lt;br /&gt;
| 1600&lt;br /&gt;
| 3200&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Gun turrets|Gun turrets]]&amp;lt;br/&amp;gt;[[#Gas operation|Gas operation]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Autocannon turret]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Multibarrel weapons&amp;quot;&lt;br /&gt;
! Multibarrel weapons&lt;br /&gt;
| Assemble [[minigun]]s.&lt;br /&gt;
| 2600&lt;br /&gt;
| 2600&lt;br /&gt;
| 5200&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Gas operation|Gas operation]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Multibarrel weapons]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Multi-analyzer&amp;quot;&lt;br /&gt;
! Multi-analyzer&lt;br /&gt;
| Build [[multi-analyzer]]s which increase research speed, and allow higher level research projects.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Multi-analyzer]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Vitals monitor&amp;quot;&lt;br /&gt;
! Vitals monitor&lt;br /&gt;
| Builds [[vitals monitor]]s which improve medical outcomes when placed next to [[hospital bed]]s.&lt;br /&gt;
| 2500&lt;br /&gt;
| 2500&lt;br /&gt;
| 5000&lt;br /&gt;
| [[#Multi-analyzer|Multi-analyzer]]&amp;lt;br/&amp;gt;[[#Hospital bed|Hospital bed]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Vitals monitor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fabrication&amp;quot;&lt;br /&gt;
! Fabrication&lt;br /&gt;
| Build [[fabrication bench]]es, capable of high-tech projects ranging from [[component]] assembly to [[Recon armor|power]] [[Marine armor|armor]] construction.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Multi-analyzer|Multi-analyzer]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Fabrication]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Advanced fabrication&amp;quot;&lt;br /&gt;
! Advanced fabrication&lt;br /&gt;
| Fabricate [[advanced component]]s from standard [[components]] and other materials.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Multi-analyzer|Multi-analyzer]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Advanced fabrication]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Uranium slug turret&amp;quot;&lt;br /&gt;
! Uranium slug turret&lt;br /&gt;
| Produce the armor-penetrating [[uranium slug turret]]. It fires uranium slugs which tear though [[plasteel]] like paper, but it's less effective at close range.&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
|[[#Multi-analyzer|Multi-analyzer]]&amp;lt;br/&amp;gt;[[#Autocannon turret|Autocannon turret]] {{Ref label|Hidden Prerequisite|C}}&amp;lt;br/&amp;gt;[[#Precision rifling|Precision rifling]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Uranium slug turret]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Rocketswarm launcher&amp;quot;&lt;br /&gt;
! Rocketswarm launcher&lt;br /&gt;
| Produce [[rocketswarm launcher]]s, single-burst turrets which can devastate a wide area at a key moment in battle.&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
|[[#Multi-analyzer|Multi-analyzer]]&amp;lt;br/&amp;gt;[[#Autocannon turret|Autocannon turret]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Rocketswarm launcher]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piano&amp;quot;&lt;br /&gt;
! Piano {{RoyaltyIcon}}&lt;br /&gt;
| Craft the [[piano]], an advanced stationary musical instrument.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Harpsichord|Harpsichord]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Piano]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Jump packs&amp;quot;&lt;br /&gt;
! Jump packs {{RoyaltyIcon}}&lt;br /&gt;
| Build [[jump pack]]s to perform aerial assaults during combat&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&amp;lt;br/&amp;gt;1x Jump packs [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Jump packs]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gunlink&amp;quot;&lt;br /&gt;
! Gunlink {{RoyaltyIcon}}&lt;br /&gt;
| Build wearable [[gunlink]]s to enhance your soldiers' [[Shooting Accuracy|shooting accuracy]].&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Gunlink]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Biosculpting&amp;quot;&lt;br /&gt;
! Biosculpting {{IdeologyIcon}}&lt;br /&gt;
| Construct [[Biosculpter pod]]s which can perform various biological alterations to colonists. These are especially important to believers in [[Ideoligion#Transhumanist|transhumanism]].&lt;br /&gt;
| 1500&lt;br /&gt;
| 1500&lt;br /&gt;
| 3000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Biosculpting]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bioregeneration&amp;quot;&lt;br /&gt;
! Bioregeneration {{IdeologyIcon}}&lt;br /&gt;
| Unlock the [[biosculpter pod]]'s [[Biosculpter pod#Bioregeneration|bioregeneration]] cycle. This cycle heals old scars, regenerates small lost body parts like fingers and toes, and cures many of the physical maladies that come with old age.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Multi-analyzer|Multi-analyzer]]&amp;lt;br/&amp;gt;[[#Biosculpting|Biosculpting]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Bioregeneration]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Neural supercharger&amp;quot;&lt;br /&gt;
! Neural supercharger {{IdeologyIcon}}&lt;br /&gt;
| Construct [[Neural supercharger]] devices. Neural superchargers improve consciousness and learning rate, but they also increase hunger and the effect must be refreshed daily. Transhumanists often hold neural supercharging as an important practice.&lt;br /&gt;
| 1500&lt;br /&gt;
| 1500&lt;br /&gt;
| 3000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Neural supercharger]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Toxifier generator&amp;quot;&lt;br /&gt;
! Toxifier generator {{BiotechIcon}}&lt;br /&gt;
| Create [[toxifier generator]]s which generate electricity, but also spread [[pollution]] around themselves.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Toxifier generator]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Xenogenetics&amp;quot;&lt;br /&gt;
! Xenogenetics {{BiotechIcon}}&lt;br /&gt;
| Create [[xenogerm]]s which can be implanted in a person to genetically modify them. Extract [[genepack]]s from living people using a [[gene extractor]] so you can reimplant their [[genes]] into someone else.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Xenogenetics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene processor&amp;quot;&lt;br /&gt;
! Gene processor {{BiotechIcon}}&lt;br /&gt;
| Build [[gene processor]]s, which allow a [[gene assembler]] to create xenogerms of higher genetic complexity.&lt;br /&gt;
| 1500&lt;br /&gt;
| 1500&lt;br /&gt;
| 3000&lt;br /&gt;
| [[#Xenogenetics|Xenogenetics]]&amp;lt;br/&amp;gt;[[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Gene processor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archogenetics&amp;quot;&lt;br /&gt;
! Archogenetics {{BiotechIcon}}&lt;br /&gt;
| Allows a gene assembler to use [[archite capsule]]s to create seemingly-impossible genes. [[Genes#Archite|Archite genes]] and archite capsules can be obtained from traders.&lt;br /&gt;
| 2500&lt;br /&gt;
| 2500&lt;br /&gt;
| 5000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Gene Processor|Gene Processor]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Archogenetics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest {{BiotechIcon}}&lt;br /&gt;
| Those with the [[deathrest]] gene must periodically undergo a special deathrest coma that lasts several days. This research project allows you to construct buildings which accelerate the deathrest coma and confer specific bonuses on the deathrester. Over time, you can build a grand deathrest temple.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Deathrest]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertility procedures&amp;quot;&lt;br /&gt;
! Fertility procedures {{BiotechIcon}}&lt;br /&gt;
| Perform the surgeries necessary to create a test tube [[embryo]] from a fertile man and woman, then implant the embryo in a surrogate mother or [[growth vat]]. Also, perform sterilization surgeries on men and women.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Fertility procedures]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox gas&amp;quot;&lt;br /&gt;
! Tox gas {{BiotechIcon}}&lt;br /&gt;
| Produce weapons that utilize caustic [[tox gas]].&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Machining|Machining]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Tox gas]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Basic mechtech&amp;quot;&lt;br /&gt;
! Basic mechtech {{BiotechIcon}}&lt;br /&gt;
| The technology needed for your [[mechanitor]] to create and control basic-tier mechanoids.&lt;br /&gt;
| 200&lt;br /&gt;
| 200&lt;br /&gt;
| 400&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple (Mechanitor)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Basic mechtech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard mechtech&amp;quot;&lt;br /&gt;
! Standard mechtech {{BiotechIcon}}&lt;br /&gt;
| The technology needed for your mechanitor to create and control standard-tier mechanoids. You can get signal chips by using a mechanitor to summon a [[diabolus]] threat.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Basic mechtech|Basic mechtech]]&lt;br /&gt;
| Simple (Mechanitor)&amp;lt;br/&amp;gt;1x [[Signal chip]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Standard mechtech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High mechtech&amp;quot;&lt;br /&gt;
! High mechtech {{BiotechIcon}}&lt;br /&gt;
| The technology needed for your mechanitor to create and control high-tier mechanoids. You can get powerfocus chips by using a mechanitor to summon a [[war queen]] threat.&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
| [[#Standard mechtech|Standard mechtech]]&amp;lt;br/&amp;gt;[[#Multi-analyzer|Multi-analyzer]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x [[Powerfocus chip]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::High mechtech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wastepack atomizer&amp;quot;&lt;br /&gt;
! Wastepack atomizer {{BiotechIcon}}&lt;br /&gt;
| Build [[wastepack atomizer]]s which can safely dispose of [[toxic wastepack]]s by decomposing them at the molecular level.&lt;br /&gt;
| 8000&lt;br /&gt;
| 8000&lt;br /&gt;
| 16000&lt;br /&gt;
| [[#Advanced fabrication|Advanced fabrication]]&lt;br /&gt;
| Simple&amp;lt;br/&amp;gt;1x [[Nano structuring chip]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Wastepack atomizer]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Security door&amp;quot;&lt;br /&gt;
! Security door {{AnomalyIcon}}&lt;br /&gt;
| Build a heavily reinforced door. It is slow to open and requires power, but is very strong. It's a good choice if you want to keep something dangerous out - or in.&lt;br /&gt;
| 700&lt;br /&gt;
| 700&lt;br /&gt;
| 1400&lt;br /&gt;
| [[#Autodoor|Autodoor]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Security door]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Turret pack&amp;quot;&lt;br /&gt;
! Turret pack {{AnomalyIcon}}&lt;br /&gt;
| Build a wearable pack that allows a user to deploy a battery-powered turret.&lt;br /&gt;
| 1400&lt;br /&gt;
| 1400&lt;br /&gt;
| 2800&lt;br /&gt;
| [[#Gun turrets|Gun turrets]]&amp;lt;br/&amp;gt;[[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Turret pack]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Basic gravtech&amp;quot;&lt;br /&gt;
! Basic gravtech {{OdysseyIcon}}&lt;br /&gt;
| Build a gravship and use it to travel the planet. Launching a gravship will abandon your current map. You won't be able to return.&lt;br /&gt;
| 300&lt;br /&gt;
| 300&lt;br /&gt;
| 600&lt;br /&gt;
| [[#Electricity|Electricity]]&amp;lt;br/&amp;gt;[[Grav engine]] inspection&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Basic gravtech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard gravtech&amp;quot;&lt;br /&gt;
! Standard gravtech {{OdysseyIcon}}&lt;br /&gt;
| Build complex gravship parts.&lt;br /&gt;
| 1200&lt;br /&gt;
| 1200&lt;br /&gt;
| 2400&lt;br /&gt;
| [[#Basic gravtech|Basic gravtech]]&amp;lt;br/&amp;gt;[[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Standard gravtech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orbital tech&amp;quot;&lt;br /&gt;
! Orbital tech {{OdysseyIcon}}&lt;br /&gt;
| Construct buildings and apparel that can protect against the harsh vacuum of space.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Orbital tech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy bridges&amp;quot;&lt;br /&gt;
! Heavy bridges {{OdysseyIcon}}&lt;br /&gt;
| Build heavy bridges that support heavy buildings. You can use this to build whole colonies on the water.&lt;br /&gt;
| 800&lt;br /&gt;
| 800&lt;br /&gt;
| 1600&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Heavy bridges]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hunter drones&amp;quot;&lt;br /&gt;
! Hunter drones {{OdysseyIcon}}&lt;br /&gt;
| Build traps and wearable packs that release hunter drones. These explosive drones pursue hostiles and detonate when within range.&lt;br /&gt;
| 1600&lt;br /&gt;
| 1600&lt;br /&gt;
| 3200&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Heavy bridges]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
:{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked &lt;br /&gt;
:{{Note label||Classic Start|B}} The Classic Start begin with this research unlocked &lt;br /&gt;
:{{Note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.&lt;br /&gt;
&lt;br /&gt;
=== Spacer Research Projects ===&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost&lt;br /&gt;
! Industrial start cost&lt;br /&gt;
! Tribal start cost&lt;br /&gt;
! Required Research&lt;br /&gt;
! Required Research Bench &amp;amp; Addon&lt;br /&gt;
! width=&amp;quot;250px&amp;quot; | Unlocks&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cryptosleep casket&amp;quot;&lt;br /&gt;
! Cryptosleep casket&lt;br /&gt;
| Construct [[cryptosleep casket]]s, which can put living beings in a state of indefinite suspended animation.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Multi-analyzer|Multi-analyzer]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Cryptosleep casket]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Recon armor&amp;quot;&lt;br /&gt;
! Recon armor&lt;br /&gt;
| Craft [[Recon helmet|recon]] [[Recon armor| armor]], a light powered armor suit used by scout troops who need protection on the move. Note that these also require [[advanced component]]s.&lt;br /&gt;
| 6000&lt;br /&gt;
| 6000&lt;br /&gt;
| 12000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Complex clothing|Complex clothing]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Recon armor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Marine armor&amp;quot;&lt;br /&gt;
! Marine armor&lt;br /&gt;
| Build [[Marine helmet|marine]] [[Marine armor| armor]]. A general-use powered armor suit used by high-tech shock troops. Note that these also require [[advanced component]]s.&lt;br /&gt;
| 6000&lt;br /&gt;
| 6000&lt;br /&gt;
| 12000&lt;br /&gt;
| [[#Recon armor|Recon armor]]&amp;lt;br/&amp;gt;[[#Complex clothing|Complex clothing]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Marine armor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pulse charged munitions&amp;quot;&lt;br /&gt;
! Pulse charged munitions&lt;br /&gt;
| Build [[Charge rifle|weapons]] which fire pulse-charged munitions for extra damage. Note that these also require [[advanced component]]s.&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Precision rifling|Precision rifling]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Pulse charged munitions]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bionic replacements&amp;quot;&lt;br /&gt;
! Bionic replacements&lt;br /&gt;
| Build high-tech [[bionic]] body parts to replace [[Bionic arm|lost]] [[Bionic leg|limbs]] and [[Bionic eye|eyes]]. Requires a skilled [[Medical|doctor]] to attach.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000?&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Bionic replacements]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Starflight basics&amp;quot;&lt;br /&gt;
! Starflight basics&lt;br /&gt;
| Construct the structural and supportive elements of a [[ship|starship]]. This is the first step in building a ship to leave this star system.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Advanced fabrication|Advanced fabrication]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Starflight basics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Starflight sensors&amp;quot;&lt;br /&gt;
! Starflight sensors&lt;br /&gt;
| Construct long-range sensors for a starship. These sensors are essential for navigation, communication, and threat avoidance.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Starflight basics|Starflight basics]]&amp;lt;br/&amp;gt;[[#Long-range mineral scanner|Long-range mineral scanner]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Starflight sensors]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Vacuum cryptosleep casket&amp;quot;&lt;br /&gt;
! Vacuum cryptosleep casket&lt;br /&gt;
| Construct hardened [[cryptosleep casket|ship cryptosleep caskets]] tough enough to be exposed to vacuum, for transporting people on the years-long journey between the stars.&lt;br /&gt;
| 2800&lt;br /&gt;
| 2800&lt;br /&gt;
| 5600&lt;br /&gt;
| [[#Starflight basics|Starflight basics]]&amp;lt;br/&amp;gt;[[#Cryptosleep casket|Cryptosleep casket]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Vacuum cryptosleep casket]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Starship reactor&amp;quot;&lt;br /&gt;
! Starship reactor&lt;br /&gt;
| Build a long-duration nuclear [[Ship reactor|reactor]] to power a [[ship|starship]]. Note that reactors have a long startup process that will attract raiders.&lt;br /&gt;
| 6000&lt;br /&gt;
| 6000&lt;br /&gt;
| 12000&lt;br /&gt;
| [[#Starflight basics|Starflight basics]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Starship reactor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Johnson-Tanaka drive&amp;quot;&lt;br /&gt;
! Johnson-Tanaka drive&lt;br /&gt;
| Construct a Johnson-Tanaka drive for a [[ship]]. The JT drive can push you to other stars by leveraging quantum scale effects to beam momentum to distant stars. Of course, as with all starships, it still takes many years to get anywhere.&lt;br /&gt;
| 6000&lt;br /&gt;
| 6000&lt;br /&gt;
| 12000&lt;br /&gt;
| [[#Starflight basics|Starflight basics]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Johnson-Tanaka drive]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Machine persuasion&amp;quot;&lt;br /&gt;
! Machine persuasion&lt;br /&gt;
| Build a reward-signal system to persuade an existing [[persona core|AI persona]] into serving as a ship's machine captain. Since people sleep during interstellar travel, a persona core is necessary to handle the complex decisions of a years-long starflight.&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
| [[#Starflight basics|Starflight basics]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Machine persuasion]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cataphract armor&amp;quot;&lt;br /&gt;
! Cataphract armor {{RoyaltyIcon}}&lt;br /&gt;
| Craft [[Cataphract helmet|cataphract]] [[Cataphract armor| armor]], heavy powered armor that slows the user but which can absorb extreme punishment. Note that these also require [[advanced component]]s.&lt;br /&gt;
| 6000&lt;br /&gt;
| 6000&lt;br /&gt;
| 12000&lt;br /&gt;
| [[#Marine armor|Marine armor]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;2x Cataphract Armor [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Cataphract armor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Brain wiring&amp;quot;&lt;br /&gt;
! Brain wiring {{RoyaltyIcon}}&lt;br /&gt;
| Craft brain implants that [[joywire|induce]] or [[painstopper|prevent]] blunt sensations like [[Mood|joy]] or [[pain]].&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&amp;lt;br/&amp;gt;1x Brain Wiring [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Brain wiring]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Specialized limbs&amp;quot;&lt;br /&gt;
! Specialized limbs {{RoyaltyIcon}}&lt;br /&gt;
| Craft specialized bionic limbs built for specific purposes - both [[Power claw|combat]] and labor.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]]&lt;br /&gt;
| Hi-tech&amp;lt;br/&amp;gt;1x Specialized Limbs [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Specialized limbs]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Compact weaponry&amp;quot;&lt;br /&gt;
! Compact weaponry {{RoyaltyIcon}}&lt;br /&gt;
| Craft compact, concealable bionic weapons which can be embedded in various body parts.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]]&lt;br /&gt;
| Hi-tech&amp;lt;br/&amp;gt;1x Compact Weaponry [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Compact weaponry]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poison synthesis&amp;quot;&lt;br /&gt;
! Poison synthesis {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionics that synthesize venom from internal chemical reactors for use in toxifying attacks.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Compact weaponry|Compact weaponry]]&lt;br /&gt;
| Hi-tech&amp;lt;br/&amp;gt;1x Poison Synthesis [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Poison synthesis]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Toxin filtration&amp;quot;&lt;br /&gt;
! Toxin filtration {{BiotechIcon}}&lt;br /&gt;
| Craft and install bionic organs that can filter out toxins from the environment and from enemy attacks.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Toxin filtration]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Growth vats&amp;quot;&lt;br /&gt;
! Growth vats {{BiotechIcon}}&lt;br /&gt;
| Construct growth vats which can gestate an embryo or accelerate a [[child]]'s growth.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Growth vats]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Advanced gravtech&amp;quot;&lt;br /&gt;
! Advanced gravtech {{OdysseyIcon}}&lt;br /&gt;
| Build advanced gravship parts.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Standard gravtech|Standard gravtech]]&amp;lt;br/&amp;gt;[[#Fabrication|Fabrication]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Advanced gravtech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beam weapons&amp;quot;&lt;br /&gt;
! Beam weapons {{OdysseyIcon}}&lt;br /&gt;
| Construct weapons that use gamma ray beams to burn through armor and ignite targets.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Pulse-charged munitions|Pulse-charged munitions]]&amp;lt;br/&amp;gt;[[#Advanced fabrication|Advanced fabrication]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Beam weapons]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Shuttle&amp;quot;&lt;br /&gt;
! Shuttle {{OdysseyIcon}}&lt;br /&gt;
| Build a shuttle which can be used for long distance travel or to reach orbit. This requires a shuttle engine which can be bought from orbital traders, salvaged from other shuttles, or obtained through quests.&lt;br /&gt;
| 2500&lt;br /&gt;
| 2500&lt;br /&gt;
| 5000&lt;br /&gt;
| [[#Transport pod|Transport pod]]&amp;lt;br/&amp;gt;[[#Multi-analyzer|Multi-analyzer]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Shuttle]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
:{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked &lt;br /&gt;
:{{Note label||Classic Start|B}} The Classic Start begin with this research unlocked &lt;br /&gt;
:{{Note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.&lt;br /&gt;
&lt;br /&gt;
=== Ultra Research Projects ===&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost&lt;br /&gt;
! Industrial start cost&lt;br /&gt;
! Tribal start cost&lt;br /&gt;
! Required Research&lt;br /&gt;
! Required Research Bench &amp;amp; Addon&lt;br /&gt;
! width=&amp;quot;250px&amp;quot; | Unlocks&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Artificial metabolism&amp;quot;&lt;br /&gt;
! Artificial metabolism {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionics that process food [[sterilizing stomach|more safely]] or [[Nuclear stomach|efficiently]] than a biological stomach.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Artificial Metabolism [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Artificial metabolism]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Neural computation&amp;quot;&lt;br /&gt;
! Neural computation {{RoyaltyIcon}}&lt;br /&gt;
| Craft brain implants that assist [[Neurocalculator|thought]] and [[Learning assistant|learning]] by use of a direct, shallow brain-computer interface.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Neural Computation [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Neural computation]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin hardening&amp;quot;&lt;br /&gt;
! Skin hardening {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionic implants which [[stoneskin gland|induce]] the [[toughskin gland|toughening]] of natural skin, producing an [[armorskin gland|armor-like]] effect.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Skin Hardening [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Skin hardening]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Healing factors&amp;quot;&lt;br /&gt;
! Healing factors {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionics that enhance natural [[healing enhancer|healing]] processes.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Healing Factors [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Healing factors]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Flesh shaping&amp;quot;&lt;br /&gt;
! Flesh shaping {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionics which induce the reshaping of natural flesh, usually for the purposes of [[aesthetic shaper|aesthetic]] [[aesthetic nose|enhancement]] or [[love enhancer|personal pleasure]].&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Flesh Shaping [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Flesh shaping]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Molecular analysis&amp;quot;&lt;br /&gt;
! Molecular analysis {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionics with molecular analyzers for [[Immunoenhancer|assisting the immune system]] or [[Gastro-analyzer|analyzing food]].&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Molecular Analysis [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Molecular analysis]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Circadian influence&amp;quot;&lt;br /&gt;
! Circadian influence {{RoyaltyIcon}}&lt;br /&gt;
| Craft brain implants that chemically manipulate the circadian rhythm, [[Circadian assistant|reducing]] or [[Circadian half-cycler|altering]] the need to sleep.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Circadian Influence [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Circadian influence]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ultra mechtech&amp;quot;&lt;br /&gt;
! Ultra mechtech {{BiotechIcon}}&lt;br /&gt;
| The advanced technology needed for your mechanitor to create and control ultra-tier mechanoids, including large mechs and ultra-tier mechanitor gear. You can get nano structuring chips by using a mechanitor to summon an [[apocriton]] threat.&lt;br /&gt;
| 5000&lt;br /&gt;
| 5000&lt;br /&gt;
| 10000&lt;br /&gt;
| [[#High mechtech|High mechtech]]&amp;lt;br/&amp;gt;[[#Fabrication|Fabrication]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x [[Nano structuring chip]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Ultra mechtech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
:{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked &lt;br /&gt;
:{{Note label||Classic Start|B}} The Classic Start begin with this research unlocked &lt;br /&gt;
:{{Note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.&lt;br /&gt;
&lt;br /&gt;
== Anomaly ==&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Dark study is the primary method through which players can unlock the abilities in the Anomaly DLC for their [[colony]]. It is unlocked by investigating the &amp;quot;fallen monolith&amp;quot;. Certain [[buildings]] and [[gear]] require dark study in order to be built.&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
{{Stub|section=1|reason=This System has way more to it than just the projects itself. Also see [[containment]] for impact of strength on study. [[Entity Study Rate]]. [[Study Efficiency]]}} &amp;lt;!-- may be a good idea to split basic and advanced into two tables --&amp;gt; &amp;lt;!-- potentially make serums their own as well? --&amp;gt;&lt;br /&gt;
While regular research is a kind of stationary work, performed in a single room inside the colony, dark study must be done where the studied entity is located. Captured entities will be studied in their containment room, [[void monolith]] and [[obelisk]]s can't be moved and must be studied right where they spawn, while anomaly items such as [[golden cube]] or [[unnatural corpse]] can be moved to wherever you want to study them.&lt;br /&gt;
Each anomaly entity gives either basic or advanced study points when studied, which go to the active basic or advanced study project. At first, the [[void monolith]] and all encountered entities will give basic study points. But eventually entities that give advanced study points will appear, and the monolith can also be attuned to give advanced points instead of basic points. Advanced study points convert into basic research if no advanced research is active, but basic study points never convert into advanced study points.&lt;br /&gt;
&lt;br /&gt;
Unlike researching, studying speed is not determined by the researcher's intellectual skill, but by their studying efficiency, which can be improved by the [[voidsight serum]]. Studying speed also depend on the condition of the entity being studied. Captured entities give more study points if the containment strength is high, and obelisks give more points if their activity level is high. Different types of captured entities also give different amount and type of study points.&lt;br /&gt;
&lt;br /&gt;
==== Void study ====&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
The [[Ideoligion#Void_study|void study]] precept multiplies the amount of knowledge gained from studying by {{Bad|50%}}, {{Bad|75%}}, {{Good|125%}}, or {{Good|150%}}, depending on which level of the precept you have. For example, a [[sightstealer]] provides 1.7 basic study every 2 days, and with a 150% study rate, that would become 2.55 basic study every 2 days.&lt;br /&gt;
&lt;br /&gt;
===Projects===&lt;br /&gt;
====Basic projects====&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost &amp;lt;!-- knowledgeCost--&amp;gt;&lt;br /&gt;
! Required Research &amp;lt;!-- prerequisites --&amp;gt;&lt;br /&gt;
! Entity Codex Requirement&lt;br /&gt;
! Category &amp;lt;!-- There are 6 categories of research, but only 5 listed --&amp;gt; &amp;lt;!-- Basic and advanced psychic rituals have been merged as the tier column makes separation redundant with current layout --&amp;gt;&lt;br /&gt;
! Required [[Entities|Entity]] Tier &amp;lt;!-- knowledgeCategory --&amp;gt; &amp;lt;!-- only 2(Basic, Advanced) of the 3(Basic, Advanced, Ultimate) tiers are involved in researching listed tech --&amp;gt;&lt;br /&gt;
! width=&amp;quot;250px&amp;quot; | Unlocks&lt;br /&gt;
&amp;lt;!-- Bioferrite content --&amp;gt;&lt;br /&gt;
|-id=&amp;quot;Bioferrite extraction&amp;quot;&lt;br /&gt;
!Bioferrite extraction {{AnomalyIcon}}&lt;br /&gt;
|Extract [[Bioferrite|bioferrite]] directly from captured [[Entities|entities]]. Use it to craft weapons and apparel at a crafting spot or [[Bioferrite shaper]].&lt;br /&gt;
| 5&lt;br /&gt;
|None&lt;br /&gt;
|&lt;br /&gt;
|Bioferrite&lt;br /&gt;
|Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Bioferrite extraction]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Bioferrite harvesting&amp;quot;&lt;br /&gt;
! Bioferrite harvester {{AnomalyIcon}}&lt;br /&gt;
| Build bioferrite harvesters that automatically extract [[Bioferrite|bioferrite]] from captured [[Entities|entities]]. Produces more [[Bioferrite|bioferrite]] then manual extraction.&lt;br /&gt;
| 10&lt;br /&gt;
| [[#Electricity|Electricity]]&amp;lt;br/&amp;gt;[[#Entity containment|Entity containment]]&lt;br /&gt;
| &lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Bioferrite harvesting]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Bioferrite shaping&amp;quot;&lt;br /&gt;
! Bioferrite shaping {{AnomalyIcon}}&lt;br /&gt;
| Shape and re-form [[Bioferrite|bioferrite]] into useful tools, weapons, flooring, and more.&lt;br /&gt;
| 20&lt;br /&gt;
| [[#Bioferrite extraction|Bioferrite extraction]]&lt;br /&gt;
| &lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Bioferrite shaping]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Bioferrite weaponry&amp;quot; &amp;lt;!-- for some reason its def name is BioferriteIgnition --&amp;gt;&lt;br /&gt;
! Bioferrite weaponry {{AnomalyIcon}}&lt;br /&gt;
| Create advanced [[Weapons|weapons]] that use [[Bioferrite|bioferrite]] as a fuel source.&lt;br /&gt;
| 60&lt;br /&gt;
| [[#Bioferrite shaping|Bioferrite shaping]]&amp;lt;br/&amp;gt;[[#Precision rifling|Precision rifling]]&lt;br /&gt;
| &lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Bioferrite weaponry]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Void sculptures&amp;quot;&lt;br /&gt;
! Void sculptures {{AnomalyIcon}}&lt;br /&gt;
| Craft special void sculptures from [[Bioferrite|bioferrite]] to enhance the quality of [[Psychic rituals|psychic rituals]].&lt;br /&gt;
| 25&lt;br /&gt;
| [[#Bioferrite extraction|Bioferrite extraction]]&amp;lt;br/&amp;gt;[[#Void provocation|Void provocation]]&lt;br /&gt;
| &lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Void sculptures]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Frenzy inducer&amp;quot;&lt;br /&gt;
! Frenzy inducer {{AnomalyIcon}}&lt;br /&gt;
| Build [[Shard|shard]]-powered structures that generate a frenetic psychic field to make anyone nearby move and work faster. However, the unstable emotional energy creates a tendency towards violence, irritating anyone nearby.&lt;br /&gt;
| 60&lt;br /&gt;
| [[#Sleep suppressor|Sleep suppressor]]&lt;br /&gt;
| &lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Frenzy inducer]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Sleep suppressor&amp;quot;&lt;br /&gt;
! Sleep suppressor {{AnomalyIcon}}&lt;br /&gt;
| Build [[Shard|shard]]-powered structures that stimulate those nearby to prevent fatigue. The device will irritate anyone nearby.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Bioferrite extraction|Bioferrite extraction]]&amp;lt;br/&amp;gt;[[#Entity containment|Entity containment]]&lt;br /&gt;
| &lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Sleep suppressor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&amp;lt;!-- Containment content --&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Entity containment&amp;quot;&lt;br /&gt;
! Entity containment {{AnomalyIcon}}&lt;br /&gt;
| Build holding platforms and inhibitors to better contain [[Entities|entities]].&lt;br /&gt;
| 10&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| &lt;br /&gt;
| Containment&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Entity containment]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Electroharvester&amp;quot;&lt;br /&gt;
! Electroharvester {{AnomalyIcon}}&lt;br /&gt;
| Build a [[Generator|generator]] that draws [[Power|electricity]] from contained [[Entities|entities]]. This process aggravates entities, making them harder to contain.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Entity containment|Entity containment]]&lt;br /&gt;
| &lt;br /&gt;
| Containment&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Electroharvester]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Disruptor flares&amp;quot;&lt;br /&gt;
! Disruptor flares {{AnomalyIcon}}&lt;br /&gt;
| Build [[Bioferrite|bioferrite]]-based flare packs that reveal invisible creatures and light up an area.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Entity containment|Entity Containment]]&amp;lt;br/&amp;gt;[[#Bioferrite shaping|Bioferrite Shaping]]&lt;br /&gt;
| &lt;br /&gt;
| Containment&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Disruptor flares]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Proximity detector&amp;quot;&lt;br /&gt;
! Proximity detector {{AnomalyIcon}}&lt;br /&gt;
| Build a device that can detect invisible creatures.&lt;br /&gt;
| 15&lt;br /&gt;
| [[#Entity containment|Entity containment]]&lt;br /&gt;
| [[Sightstealer]]&lt;br /&gt;
| Containment&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Proximity detector]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&amp;lt;!-- Psychic rituals --&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Void provocation&amp;quot; &amp;lt;!-- def name is BasicPsychicRituals --&amp;gt;&lt;br /&gt;
! Void provocation {{AnomalyIcon}}&lt;br /&gt;
| Build a [[Psychic ritual spot|psychic ritual spot]] and perform [[Psychic rituals|psychic rituals]]. Use the void provocation ritual to discover new [[Entities|entities]].&lt;br /&gt;
| 5&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Void provocation]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Draw animals&amp;quot; &amp;lt;!-- for some reason its def name is SummonAnimals --&amp;gt;&lt;br /&gt;
! Draw animals {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] which will draw a herd of [[Animals|animals]].&lt;br /&gt;
| 20&lt;br /&gt;
| [[#Void provocation|Void provocation]]&lt;br /&gt;
| &lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Draw animals]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Draw shamblers&amp;quot; &amp;lt;!-- for some reason its def name is SummonShamblers --&amp;gt;&lt;br /&gt;
! Draw shamblers {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] which will draw a horde of [[Shambler|animated corpses]]. While hostile, the corpses won't attack your colony directly. They can be captured for study.&lt;br /&gt;
| 25&lt;br /&gt;
| [[#Draw animals|Draw animals]]&lt;br /&gt;
| [[Shambler]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Draw shamblers]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Chronophagy&amp;quot;&lt;br /&gt;
! Chronophagy {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] that causes a target to age rapidly. The ritual invoker will become younger in the process. The target will suffer brain damage as a result, which may be lethal for elderly targets.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Psychophagy|Psychophagy]]&lt;br /&gt;
| &lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Chronophagy]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Psychophagy&amp;quot;&lt;br /&gt;
! Psychophagy {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] which deadens a target's [[Psychic sensitivity|psychic sensitivity]] and temporarily boosts the ritual invoker's [[Psychic sensitivity|psychic sensitivity]]. The target will suffer brain damage as a side-effect.&lt;br /&gt;
| 20&lt;br /&gt;
| [[#Void provocation|Void provocation]]&lt;br /&gt;
| &lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Psychophagy]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Skip abduction&amp;quot;&lt;br /&gt;
! Skip abduction {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] that abducts a random [[Hostile|hostile]] person from anywhere in the world, putting them in a short-term coma for capture.&lt;br /&gt;
| 40&lt;br /&gt;
| [[#Void provocation|Void provocation]]&lt;br /&gt;
| &lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Skip abduction]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Summon fleshbeasts&amp;quot;&lt;br /&gt;
! Summon fleshbeasts {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] which provokes [[Fleshbeasts|fleshbeasts]] to emerge from the ground near enemies, attacking anyone nearby.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Draw animals|Draw animals]]&lt;br /&gt;
| [[Fleshbeast]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Summon Flashbeasts]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&amp;lt;!-- Misc --&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Bliss lobotomy&amp;quot;&lt;br /&gt;
! Bliss lobotomy {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Doctoring#Operations|surgery]] that lobotomizes a person, making them happier while rendering them incapable of intellectual and skilled labor.&lt;br /&gt;
| 25&lt;br /&gt;
| [[#Bioferrite extraction|Bioferrite extraction]]&lt;br /&gt;
| [[Gorehulk]]&lt;br /&gt;
| Misc&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Bliss lobotomy]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Ghoul infusion&amp;quot;&lt;br /&gt;
! Ghoul infusion {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Doctoring#Operations|surgery]] that infuses a living person with an [[Shard|archotech shard]], transforming them into a terrifying ghoul. [[Ghoul|Ghouls]] are strong melee combatants but are incapable of doing work. Ghouls will go mad if they are not fed enough raw meat.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Bioferrite extraction|Bioferrite extraction]]&lt;br /&gt;
| [[Ghoul]]&lt;br /&gt;
| Misc&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Ghoul infusion]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Deadlife dust&amp;quot;&lt;br /&gt;
! Deadlife dust {{AnomalyIcon}}&lt;br /&gt;
| Craft devices that produce clouds of microscopic [[Archotech#Archotechnology|archites]]. The archites can reanimate corpses to produce deadly [[Shambler|shamblers]] that will only attack your enemies.&lt;br /&gt;
| 60&lt;br /&gt;
| [[#Bioferrite shaping|Bioferrite shaping]]&lt;br /&gt;
| [[Death pall]]&lt;br /&gt;
| Misc&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Deadlife dust]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
:{{Note label||Anomaly Research Points|A}} &amp;quot;The Anomaly&amp;quot; scenario starts with a single [[holding platform]] and [[proximity detector]]&lt;br /&gt;
&lt;br /&gt;
====Advanced projects====&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost &amp;lt;!-- knowledgeCost--&amp;gt;&lt;br /&gt;
! Required Research &amp;lt;!-- prerequisites --&amp;gt;&lt;br /&gt;
! Entity Codex Requirement&lt;br /&gt;
! Category &amp;lt;!-- There are 6 categories of research, but only 5 listed --&amp;gt; &amp;lt;!-- Basic and advanced psychic rituals have been merged as the tier column makes separation redundant with current layout --&amp;gt;&lt;br /&gt;
! Required [[Entities|Entity]] Tier &amp;lt;!-- knowledgeCategory --&amp;gt; &amp;lt;!-- only 2(Basic, Advanced) of the 3(Basic, Advanced, Ultimate) tiers are involved in researching listed tech --&amp;gt;&lt;br /&gt;
! width=&amp;quot;250px&amp;quot; | Unlocks&lt;br /&gt;
&amp;lt;!-- Bioferrite content --&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Bioferrite generator&amp;quot;&lt;br /&gt;
! Bioferrite generator {{AnomalyIcon}}&lt;br /&gt;
| Build power [[Generator|generators]] that burn [[Bioferrite|bioferrite]] as a fuel.&lt;br /&gt;
| 40&lt;br /&gt;
| [[#Electroharvester|Electroharvester]]&lt;br /&gt;
| &lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Bioferrite generator]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Insanity weaponry&amp;quot;&lt;br /&gt;
! Insanity weaponry {{AnomalyIcon}}&lt;br /&gt;
| Restructure [[Shard|archotech shards]] into limited-use weapons that shock, manipulate, and destroy enemies using [[Archotech|archotechnology]].&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Bioferrite shaping|Bioferrite shaping]]&lt;br /&gt;
| [[Nociosphere]]&lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Insanity weaponry]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Mutation weaponry&amp;quot;&lt;br /&gt;
! Mutation weaponry {{AnomalyIcon}}&lt;br /&gt;
| Restructure [[Shard|archotech shards]] into limited-use weapons that twist living targets into terrifying creatures.&lt;br /&gt;
| 35&lt;br /&gt;
| [[#Bioferrite shaping|Bioferrite Shaping]]&lt;br /&gt;
| [[Fleshmass nucleus]]&lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Mutation weaponry]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Atmospheric heater&amp;quot;&lt;br /&gt;
! Atmospheric heater {{AnomalyIcon}}&lt;br /&gt;
| Build [[Bioferrite|bioferrite]]-powered [[Heater|heaters]] that produce enough heat to warm an entire region.&lt;br /&gt;
| 60&lt;br /&gt;
| [[#Bioferrite generator|Bioferrite generator]]&lt;br /&gt;
| &lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Atmospheric heater]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&amp;lt;!-- Advanced psychic rituals --&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Advanced psychic rituals&amp;quot;&lt;br /&gt;
! Advanced psychic rituals {{AnomalyIcon}}&lt;br /&gt;
| Perform advanced [[Psychic rituals|psychic rituals]].&lt;br /&gt;
| 15&lt;br /&gt;
| [[#Void provocation|Void provocation]]&lt;br /&gt;
| &lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Advanced psychic rituals]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Provoke pit gate&amp;quot; &amp;lt;!-- def name is SummonPitGate --&amp;gt;&lt;br /&gt;
! Provoke [[Pit gate|pit gate]] {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] which causes underground [[Fleshbeasts|fleshbeasts]] to open up a massive hole in the ground. The hole leads down to a fleshbeast-infested cavern which can be explored for resources.&lt;br /&gt;
| 80&lt;br /&gt;
| [[#Advanced psychic rituals|Advanced psychic rituals]]&lt;br /&gt;
| [[Dreadmeld]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Provoke pit gate]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Death refusal&amp;quot;&lt;br /&gt;
! Death refusal {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] which grants death refusal to an individual, allowing them to self-resurrect once after dying.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Advanced psychic rituals|Advanced psychic rituals]]&lt;br /&gt;
| [[Unnatural corpse]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Death refusal]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Philophagy&amp;quot;&lt;br /&gt;
! Philophagy {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] that drains experience from a victim and gives it to the invoker. The process will dull the target's mind, weakening their skills and causing brain damage.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Chronophagy|Chronophagy]]&amp;lt;br/&amp;gt;[[#Advanced psychic rituals|Advanced psychic rituals]]&lt;br /&gt;
| &lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Philophagy]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Pleasure pulse&amp;quot;&lt;br /&gt;
! Pleasure pulse {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] that makes everyone in the region happier but reduces their desire to work.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Advanced psychic rituals|Advanced psychic rituals]]&lt;br /&gt;
| [[Golden cube]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Pleasure pulse]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Neurosis pulse&amp;quot;&lt;br /&gt;
! Neurosis pulse {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] that makes everyone in the region work faster but become more irritable.&lt;br /&gt;
| 40&lt;br /&gt;
| [[#Advanced psychic rituals|Advanced psychic rituals]]&lt;br /&gt;
| [[Blood rain]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Neurosis pulse]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Blood rain&amp;quot;&lt;br /&gt;
! Blood rain {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] which causes blood-like psychofluid to fall from the sky. Anyone caught outside will soon be driven into a berserk rage.&lt;br /&gt;
| 50&lt;br /&gt;
| [[#Advanced psychic rituals|Advanced psychic rituals]]&lt;br /&gt;
| [[Blood rain]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Blood rain]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Brainwipe&amp;quot;&lt;br /&gt;
! Brainwipe {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] which erases much of a person's episodic memories. Traumatic events will be forgotten. [[Prisoner#Resistance|Resistant prisoners]] will become easier to [[Prisoner#Recruit|recruit]]. Allows recruiting unwaveringly loyal prisoners.&lt;br /&gt;
| 40&lt;br /&gt;
| [[#Philophagy|Philophagy]]&lt;br /&gt;
| [[Revenant]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Brainwipe]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&amp;lt;!-- Serums --&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Serum synthesis&amp;quot;&lt;br /&gt;
! Serum synthesis {{AnomalyIcon}}&lt;br /&gt;
| Build a serum lab to synthesize high-tech serums. Serums harness [[Archotech|archotechnological]] power to bestow a temporary effect on the user.&lt;br /&gt;
| 15&lt;br /&gt;
| [[#Bioferrite shaping|Bioferrite shaping]]&lt;br /&gt;
| &lt;br /&gt;
| Serums&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Serum synthesis]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Metalblood serum&amp;quot;&lt;br /&gt;
! Metalblood serum {{AnomalyIcon}}&lt;br /&gt;
| Synthesize metalblood serums that make the user more resistant to damage.&lt;br /&gt;
| 35&lt;br /&gt;
| [[#Serum synthesis|Serum synthesis]]&lt;br /&gt;
| [[Metalhorror]]&lt;br /&gt;
| Serums&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Metalblood serum]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Mind-numb serum&amp;quot;&lt;br /&gt;
! Mind-numb serum {{AnomalyIcon}}&lt;br /&gt;
| Synthesize a serum that stabilizes a person's mood, preventing [[Mental break|mental breaks]].&lt;br /&gt;
| 35&lt;br /&gt;
| [[#Serum synthesis|Serum synthesis]]&lt;br /&gt;
| &lt;br /&gt;
| Serums&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Mind-numb serum]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Juggernaut serum&amp;quot;&lt;br /&gt;
! Juggernaut serum {{AnomalyIcon}}&lt;br /&gt;
| Synthesize a serum which temporarily increases the user's strength and speed, and allows them to recover from injuries faster. However, it reduces their mood.&lt;br /&gt;
| 35&lt;br /&gt;
| [[#Serum synthesis|Serum synthesis]]&lt;br /&gt;
| [[Chimera]]&lt;br /&gt;
| Serums&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Juggernaut serum]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Ghoul enhancements&amp;quot;&lt;br /&gt;
! Ghoul enhancements {{AnomalyIcon}}&lt;br /&gt;
| Craft [[Bioferrite|bioferrite]] [[Artificial body parts|prosthetics]] to make [[Ghoul|ghouls]] stronger.&lt;br /&gt;
| 40&lt;br /&gt;
| [[#Ghoul infusion|Ghoul infusion]]&lt;br /&gt;
| [[Ghoul]]&lt;br /&gt;
| Misc&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Ghoul enhancements]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Ghoul resurrection&amp;quot;&lt;br /&gt;
! Ghoul resurrection {{AnomalyIcon}}&lt;br /&gt;
| Synthesize a serum that can bring dead [[Ghoul|ghouls]] back to life.&lt;br /&gt;
| 20&lt;br /&gt;
| [[#Serum synthesis|Serum synthesis]]&amp;lt;br/&amp;gt;[[#Ghoul infusion|Ghoul enhancements]]&lt;br /&gt;
| [[Ghoul]]&lt;br /&gt;
| Misc &amp;lt;!-- says serum but it's considered misc in defs --&amp;gt;&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Ghoul resurrection]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Revenant invisibility&amp;quot;&lt;br /&gt;
! Revenant invisibility {{AnomalyIcon}}&lt;br /&gt;
| Modify a [[Revenant spine|revenant spine]] so that it can be implanted in a human, allowing them to become temporarily invisible.&lt;br /&gt;
| 40&lt;br /&gt;
| [[#Disruptor flares|Disruptor flares]]&lt;br /&gt;
| [[Revenant]]&lt;br /&gt;
| Misc&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Revenant invisibility]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Analysis ===&lt;br /&gt;
As the speed of dark study is not affected by intellectual skill, it should not be assigned to you main researcher to let them focus on regular researching. The studying pawn should still have some intellectual skill to reduce the time spent studying.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
This is a rough suggestion of what technologies to research. Variations exist, and research order can change depending on current map and [[biome]], colonist skill, personal playstyle/goals, and [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
The key criterion is what is most likely to affect your survivability right now. For example, for a [[New Tribe]] [[ice sheet]] colony, that may be getting [[#Complex clothing|Complex clothing]] for [[parka]]s to let you function outside for extended periods. &lt;br /&gt;
&lt;br /&gt;
Generally however, the primary risk is from combat, either directly or the downward spirals that can result of the damage to colonists and infrastructure that results. This makes rushing [[#Flak armor|Flak armor]] and [[#Gas operation|Gas operation]] a solid option as not only will they give you equipment that can carry you into the end game,  the prerequisite researches also unlock options while you're building towards for that end-game load out. The most obvious examples are the early guns which can stand in for the later ones that you might eventually standarize on, however the other options are also very useful - [[#Smithing|Smithing]] unlocks [[mace]]s for good early melee, [[#Machining|Machining]] gives you [[frag grenades]] to dominate melee threats etc. &lt;br /&gt;
&lt;br /&gt;
Once survivability is reached, projects can be selected by preference or prioritized based on what allows for fastest progression. &lt;br /&gt;
&lt;br /&gt;
This may look something like this:&lt;br /&gt;
# One of:{{Ref label|Power|1}}&lt;br /&gt;
#* [[Batteries]] and [[solar generator]]s&lt;br /&gt;
#* [[Watermill generator]]s&lt;br /&gt;
#* [[Geothermal generator]]&lt;br /&gt;
# [[#Microelectronics|Microelectronics]] {{Ref label|Micro|2}}&lt;br /&gt;
# [[Multi-analyzer]] {{Ref label|Multi|3}}&lt;br /&gt;
# [[Fabrication bench|Fabrication]] {{Ref label|Multi|3}}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:{{Note label|Power|1}} You'll want some better source of [[power]]. Solar generators are easy to use, and with batteries, are a consistent source of power. [[Watermill generator]]s can only be used if a [[World_generation#Rivers|river]] (not ocean) is nearby. Water is more reliable than solar, for less research than batteries + solar. &lt;br /&gt;
:In theory, [[geothermal generator]]s provide much more power than either option, but its 3200 research cost makes it more difficult for newer players. Rushing to geothermal is still possible, especially if you rely on [[wind turbine]]s or [[wood-fired generator]]s initially.&lt;br /&gt;
:{{Note label|Micro|2}} Microelectronics gives access to [[hi-tech research bench]], which makes research 33% faster. It ''also'' gives access to the [[comms console]], an easy source for tradable items, and [[EMP grenades]], which are very powerful against [[mechanoid]]s.&lt;br /&gt;
:{{Note label|Multi|3}} A [[multi-analyzer]] boosts research by a further 10%, though you may not have the materials to create one. If you can't build a multi-analyzer or Fabrication's [[fabrication bench]] yet, then you'll gain the opportunity to chase some other tribal/industrial research projects. The ultimate goal is to reach Fabrication as soon as possible, so you can make your own [[component]]s.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Research tree core.png|thumb|800px|center|All research projects in the base game]]&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - [[Stonecutter's table]] now requires research&lt;br /&gt;
* Beta 19/1.0 - Split &amp;quot;Hospital beds&amp;quot; into [[#Sterile materials|Sterile materials]] and [[#Hospital bed|Hospital beds]] research projects.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - [[#Bioregeneration|Bioregeneration]] research project added.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - [[#Brain wiring|Brain wiring]], [[#Compact weaponry|compact weaponry]], [[#Neural supercharger|neural supercharge]], [[#Biosculpting|biosculpting]], [[#Specialized limbs|specialized limbs]], [[#Poison synthesis|poison synthesis]] projects now require hi-tech research bench.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - The Colored lights research reworked and renamed to [[#Advanced lights|Advanced lights]].&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - [[#Tox gas|Tox gas]] research prerequisite: [[#Electricity|Electricity]] -&amp;gt; [[#Machining|Machining]].&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Improved formatting of the research project content source line in the research UI.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Incorrect dialog when completing research other than active project in some modded cases. Fix: Inspect pane displaying incorrect power consumption with research.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - When using a techprof persona core, bring up the research completed window.&lt;br /&gt;
&lt;br /&gt;
[[Category:Research]]&lt;/div&gt;</summary>
		<author><name>Arandomturtle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ritual_mask&amp;diff=175525</id>
		<title>Ritual mask</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ritual_mask&amp;diff=175525"/>
		<updated>2026-02-18T18:36:40Z</updated>

		<summary type="html">&lt;p&gt;Arandomturtle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Ritual mask&lt;br /&gt;
| image = Ritual mask.png&lt;br /&gt;
| description = A haunting mask worn by those that worship the void.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Clothing&lt;br /&gt;
| tech level = Neolithic&lt;br /&gt;
| hp = 80&lt;br /&gt;
| beauty = -5&lt;br /&gt;
| work to make = 3000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| insulationheatfactor = 0.1&lt;br /&gt;
| insulationcoldfactor = 0.2&lt;br /&gt;
| painshockthreshold = +15&lt;br /&gt;
| armorbluntfactor = 0.3&lt;br /&gt;
| armorsharpfactor = 0.3&lt;br /&gt;
| armorheatfactor  = 0.3&lt;br /&gt;
| mass base = 1.4&lt;br /&gt;
| equipdelay = 1.5&lt;br /&gt;
| lifestage = Child, Adult&lt;br /&gt;
| coverage = Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw&lt;br /&gt;
| layer = Headgear&lt;br /&gt;
| marketvalue = {{Market Value Calculator|Cultist mask|Bioferrite}}&lt;br /&gt;
| production facility 1 = Bioferrite shaper&lt;br /&gt;
| production facility 2 = crafting spot&lt;br /&gt;
| stuff tags = Bioferrite&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 25&lt;br /&gt;
| research = Bioferrite extraction&lt;br /&gt;
| has quality = true&lt;br /&gt;
| thingCategories = &lt;br /&gt;
| defaultOutfitTags = Worker&lt;br /&gt;
| tags = Horaxian&lt;br /&gt;
| tradeTags = HoraxArmor&lt;br /&gt;
| page verified for version = &lt;br /&gt;
}}&lt;br /&gt;
The '''ritual mask''' is an item of [[clothing]] added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Stub|section=1|reason=Spawn on cultists?}}&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
In addition to minor head protection, a ritual mask increases the [[pain shock threshold]] of its wearer by {{+|15%}}, allowing its wearer to take more [[pain]] before being [[downed]].&lt;br /&gt;
&lt;br /&gt;
{{Hover title|Version/1.6.4630|At the time of writing}}, the ritual mask is the only item with the &amp;quot;Bioferrite&amp;quot; [[stuff]] tag. This technically makes the mask stuffable but forces only one option for the crafting material. This is done to allow the mask to benefit from the following psychic buffs afforded to stuffable items made of bioferrite:&lt;br /&gt;
&lt;br /&gt;
Equipped items stuffed from bioferrite including the mask apply a multiplier to the wearer's [[psychic sensitivity]]. These multipliers stack multiplicatively with one another and with other bonuses from [[eltex]]{{RoyaltyIcon}} items {{Check Tag|Prestige?|Prestige armor implements it bonus differently, check how it stacks}}&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Quality&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
|- &lt;br /&gt;
! Psychic Sensitivity&lt;br /&gt;
| ×1.06&lt;br /&gt;
| ×1.08&lt;br /&gt;
| ×1.1&lt;br /&gt;
| ×1.13&lt;br /&gt;
| ×1.15&lt;br /&gt;
| ×1.17&lt;br /&gt;
| ×1.20&lt;br /&gt;
|}&lt;br /&gt;
For example, a pawn with a base psychic sensitivity of 100%, a [[psychic sensitizer]],{{RoyaltyIcon}} a normal [[eltex shirt]],{{RoyaltyIcon}} and a bioferrite item of normal, good, and excellent quality, would result in a psychic sensitivity of:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Psychic sensitivity''' = ((100% + 25%) + 8.3%) * 1.1 * 1.13 * 1.15 = {{%|((1 + 0.25) + 0.083) * 1.1 * 1.13 * 1.15 round 2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Equipped items stuffed from bioferrite apply an offset to both [[neural heat limit]] and [[neural heat recovery rate]],{{RoyaltyIcon}} which stacks additively. Note that the heat limit bonus stacks with the bonus to the limit from the increased psychic sensitivity, however due to the sensitivity bonus' multiplicative nature the total bonus cannot be easily quantified without assuming what other bonuses to sensitivity a pawn may have. &lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Quality&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
|- &lt;br /&gt;
! Neural Heat Limit&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
| 11&lt;br /&gt;
| 13&lt;br /&gt;
| 15&lt;br /&gt;
| 18&lt;br /&gt;
|-&lt;br /&gt;
! Neural Heat Recover Rate&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Rewrite|section=1|reason=Cleanup, expansion}}&lt;br /&gt;
The ritual mask serves as an excellent early game full-head-coverage armor piece. It's directly better than items like a [[visage mask]]{{IdeologyIcon}} for its increase to [[pain shock threshold]] and added [[psychic sensitivity]]. A [[simple helmet]] for example has better stats in general but, unlike the ritual mask, doesn't cover the entire head.&lt;br /&gt;
&lt;br /&gt;
For a [[psycast]]er,{{RoyaltyIcon}} it's a cheap and highly efficient alternative to [[eltex]]{{RoyaltyIcon}} headgear, especially for its competent protection.&lt;br /&gt;
&lt;br /&gt;
In terms of armor, if your colony is in possession of enough [[devilstrand]] or [[hyperweave]], it's recommended that you instead use a [[ceremonial hood]], although the ceremonial hood comes without the increased pain shock threshold and psychic sensitivity.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dreadmask colored.png|Dreadmask&lt;br /&gt;
Twisted mask colored.png|Twisted Mask&lt;br /&gt;
Spiked apex colored.png|Spiked Apek&lt;br /&gt;
Spikemask colored.png|Spikemask&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dreadmask.png|Dreadmask base&lt;br /&gt;
Twisted mask.png|Twisted Mask base&lt;br /&gt;
Spiked apex.png|Spiked Apek base&lt;br /&gt;
Spikemask.png|Spikemask base&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing}}&lt;br /&gt;
[[Category:Clothing]]&lt;/div&gt;</summary>
		<author><name>Arandomturtle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Nerve_spiker&amp;diff=175523</id>
		<title>Nerve spiker</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Nerve_spiker&amp;diff=175523"/>
		<updated>2026-02-18T18:35:24Z</updated>

		<summary type="html">&lt;p&gt;Arandomturtle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Nerve spiker &lt;br /&gt;
| image = Nerve spiker.png  &lt;br /&gt;
| description = A crossbow-like device that throws rough spikes embedded with a paralytic biotoxin. Low damage, but it stuns non-mechanoid targets. Large targets are more resistant to the biotoxin and will be stunned for less time.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Medieval&lt;br /&gt;
| class = Medieval&lt;br /&gt;
| damage = 11&lt;br /&gt;
| damage type = Nerve&lt;br /&gt;
| armorPenetration = 16&lt;br /&gt;
| range = 29.9&lt;br /&gt;
| accuracyTouch = 70&lt;br /&gt;
| accuracyShort = 78&lt;br /&gt;
| accuracyMedium = 65&lt;br /&gt;
| accuracyLong = 35&lt;br /&gt;
| mode = Single-Shot&lt;br /&gt;
| warmup = 87&lt;br /&gt;
| cooldown = 99&lt;br /&gt;
| burst = 1&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| velocity = 44&lt;br /&gt;
| production facility 2 = Bioferrite shaper&lt;br /&gt;
| production facility 1 = Crafting spot&lt;br /&gt;
| research = Bioferrite extraction&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 40&lt;br /&gt;
| marketvalue = &lt;br /&gt;
| mass base = 1.3&lt;br /&gt;
| stoppingPower = 0.5&lt;br /&gt;
| work to make = 9000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Limb&lt;br /&gt;
| meleeattack1cool = 2.0&lt;br /&gt;
| meleeattack1ap = 13&lt;br /&gt;
| meleeattack2dmg = 9&lt;br /&gt;
| meleeattack2type = poke&lt;br /&gt;
| meleeattack2part = Limb&lt;br /&gt;
| meleeattack2cool = 2.0&lt;br /&gt;
| meleeattack2ap = 13&lt;br /&gt;
| MeleeWeaponAverageDPS = &lt;br /&gt;
| MeleeWeaponAverageAP = &lt;br /&gt;
| page verified for version =&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 3&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = NerveSpiker&lt;br /&gt;
| tradeTags = HoraxWeapon&lt;br /&gt;
| thingSetMakerTags = &lt;br /&gt;
| thingCategories = WeaponsRanged&lt;br /&gt;
}}&lt;br /&gt;
'''Nerve spikers''' are [[ranged weapon]]s added by the [[Anomaly DLC]] that deal low {{DPS}} but stun organic targets on hit.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{Stub|section=|reason=Details- how long is stun  does it provides every time, define living target eyc}}&lt;br /&gt;
The nerve spiker is a crossbow like weapon that stuns living targets on hit.&lt;br /&gt;
&lt;br /&gt;
The stun time is between {{ticks|45}} and {{ticks|270}} seconds, dependent on the body size and quality of the weapon. After being stunned, targets become 'Adapted', gaining immunity from further stuns for {{ticks|240}}. The immunity starts ticking down as soon as the stun is applied; stun duration or future stuns have no effect on adaptation.&lt;br /&gt;
&lt;br /&gt;
Stun duration based on body size:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart | width = 400 | height = 200 | xAxisTitle = Body size | yAxisFormat = f | yAxisMin = 0 | yAxisTitle = Stun duration (in seconds) | type = line | x = 0.01, 1, 2, 4 | y1 = 3, 2, 2, 1 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Quality&lt;br /&gt;
! Stun duration&lt;br /&gt;
|-&lt;br /&gt;
| Awful&lt;br /&gt;
| 75%&lt;br /&gt;
|-&lt;br /&gt;
| Poor&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| Normal&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| Good&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| Excellent&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| Masterwork&lt;br /&gt;
| 125%&lt;br /&gt;
|-&lt;br /&gt;
| Legendary&lt;br /&gt;
| 150%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Potential for melee blocking, maximum Stun uptime % etc, pairing with aiming time and cooldown factors can you stunlock?}}&lt;br /&gt;
The nerve spiker has a low rate of fire and performs poorly at all ranges. Up to short range, it performs similarly to a [[short bow]], and while it performs better at range including having a longer over all range, this only makes it slightly better than than the worst ranged weapons in the game. The stun does not help much.&lt;br /&gt;
&amp;lt;!--This makes it good especially in close combat fights and for hunting. It can be aquired early in the game as quest reward due to its low value. Higher quality nerve spikers can hit enemies reliably, especially when paired with a pawn with a high shooting skill. This makes them very valuable in slowing down dangerous enemies. --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[Electric smelter|Smelting]] nerve spikers yields {{Icon Small|bioferrite}} 10 [[bioferrite]] each. This makes cultist raids a decent source of the material.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* ? - Can now be crafted at a crafting spot.&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Single-Shot Weapons]]&lt;/div&gt;</summary>
		<author><name>Arandomturtle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ceremonial_hood&amp;diff=175522</id>
		<title>Ceremonial hood</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ceremonial_hood&amp;diff=175522"/>
		<updated>2026-02-18T18:24:03Z</updated>

		<summary type="html">&lt;p&gt;Arandomturtle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Distinguish|Hood}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Ceremonial hood&lt;br /&gt;
| image = Ceremonial hood.png&lt;br /&gt;
| description = A ceremonial mask typically worn by those that worship the void and its ruler.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Clothing&lt;br /&gt;
| tech level = Neolithic&lt;br /&gt;
| hp = 90&lt;br /&gt;
| beauty = 3&lt;br /&gt;
| work to make = 2000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| insulationheatfactor = 0.1&lt;br /&gt;
| insulationcoldfactor = 0.5&lt;br /&gt;
| armorbluntfactor = 0.4&lt;br /&gt;
| armorsharpfactor = 0.4&lt;br /&gt;
| armorheatfactor  = 0.4&lt;br /&gt;
| mass base = 0.1&lt;br /&gt;
| equipdelay = 1.5&lt;br /&gt;
| lifestage = Child, Adult&lt;br /&gt;
| coverage = Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw&lt;br /&gt;
| layer = Headgear&lt;br /&gt;
| production facility 1 = Bioferrite shaper&lt;br /&gt;
| production facility 2 = crafting spot&lt;br /&gt;
| stuff tags = Fabric&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| resource 2 = Bioferrite&lt;br /&gt;
| resource 2 amount = 10&lt;br /&gt;
| research = Bioferrite extraction&lt;br /&gt;
| has quality = true&lt;br /&gt;
| thingCategories = &lt;br /&gt;
| defaultOutfitTags = Worker&lt;br /&gt;
| tags = HoraxianCeremonial&lt;br /&gt;
| tradeTags = HoraxArmor&lt;br /&gt;
| page verified for version = &lt;br /&gt;
}}&lt;br /&gt;
The '''ceremonial hood''' is an item of [[clothing]] added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Since the ceremonial hood is not [[stuff]]able with [[bioferrite]], but rather uses it as a set ingredient, it does not grant bioferrite's bonuses to [[psychic sensitivity]] and [[neural heat]]. Its function is limited to protection and style.&lt;br /&gt;
&lt;br /&gt;
The hood can be set as an ideoligion's preferred apparel, granting a mood bonus while offering respectable protection. In this role, it's strictly better than a [[broadwrap]], granting more armor with a smaller wealth footprint.&lt;br /&gt;
&lt;br /&gt;
Without being favored by an ideoligion, a [[devilstrand]] ceremonial hood can still be used as combat armor. It can't realistically protect a pawn's brain from more powerful weapons such as [[charge lance]]s, but it's much cheaper than [[power armor]] helmets that can, and still boasts full-face coverage. [[Death refusal]] is highly accessible and can absorb an occasional unlucky hit while the hood reduces most combat injuries. When considering coverage and stats, a devilstrand ceremonial hood offers superior sharp and heat protection to a [[plasteel]] simple helmet of the same quality, or inferior sharp in exchange for coverage and heat armor when compared to a [[steel]] [[flak helmet]]. In both cases, the blunt protection of the hood leaves something to be desired however.&lt;br /&gt;
&lt;br /&gt;
As an alternative to the hood, the bioferrite could be fashioned into a simple or kid helmet, which lack full-face coverage but have bioferrite's psychic bonuses and an even smaller wealth footprint.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
{{Stub|section=1|reason=Confirm and expand spawning mechanics. See [[Samurai helmet]] for example}}&lt;br /&gt;
Random style - whisperer mask and ceremonial dreadcap&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ceremonial hood.png|Whisperer Mask&lt;br /&gt;
Ceremonial dreadcap.png|Ceremonial dreadcap&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
[[Category:Clothing]]&lt;/div&gt;</summary>
		<author><name>Arandomturtle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Titles&amp;diff=175489</id>
		<title>Titles</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Titles&amp;diff=175489"/>
		<updated>2026-02-18T06:36:09Z</updated>

		<summary type="html">&lt;p&gt;Arandomturtle: /* Clothing requirements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Rewrite|reason=Restore lost content from major rewrite ([https://rimworldwiki.com/index.php?title=Titles&amp;amp;oldid=110606 see old])}}&lt;br /&gt;
'''Titles''' are a mechanic introduced in the [[Royalty]] DLC, representing power and prestige from the [[Empire]]. &lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Summary == &lt;br /&gt;
Titles are obtained by spending '''Honor''', the currency of the Royalty system. Honor is offered as a [[quest]] reward, or can be purchased from Royal Tribute Collector caravans in exchange for either [[gold]] or [[prisoners]]. &lt;br /&gt;
&lt;br /&gt;
Titles come with demands. From the title of Acolyte onwards, the title holder will start to demand certain apparel, a proper throne room, and more prestigious bedrooms. There are also limits on [[recreation]]. Empire guests and colonists with certain [[traits]] will be ''conceited'' and have more demands. In exchange, the empire will grant increasing levels of [[Psylink]], and give you access to [[#Permits|Permits]].&lt;br /&gt;
&lt;br /&gt;
Titles are retained if you become [[goodwill|hostile]] to the [[empire|empire faction]], though using permits is disabled until relations are restored. Titles can be renounced at the pawn's Bio screen.&lt;br /&gt;
&lt;br /&gt;
'''Special Traits:'''&lt;br /&gt;
* [[Ascetic]]s do not have royal demands, overriding the clothing and bedroom needs entirely. They'll need a throne in an enclosed room, but do not care if throne requirements are unmet. However, their throne room's Impressiveness will affect their mood, positively or negatively. Note that Ascetics will need to meet throne requirements to get their title, and that the [[Psyfocus#Dignified|meditation effectiveness]] of the throne remains improved by meeting the title requirements.&lt;br /&gt;
* Pawns with the [[Nudist]] and [[Cannibal (Trait)|Cannibal]] traits prefer being nude or eating human meat over their title requirements.&lt;br /&gt;
* Pawns with the Greedy, Jealous, or Abrasive traits are [[Titles#Conceited_pawns|Conceited]] and will have greater royal demands.&lt;br /&gt;
* [[Slaves]]{{IdeologyIcon}} can be given Honor, and will rank up as usual, with the same clothing and room requirements. However, they are unable to use permits, and slavery overrides conceited pawns' inability to work. There is a bug where slaves in a [[caravan]] can use their permits.{{Check Tag|Check for 1.4}}&lt;br /&gt;
&lt;br /&gt;
=== Conceited pawns ===&lt;br /&gt;
{{Stub|section=1|reason=When can they eat low-class food.}}&lt;br /&gt;
Pawns that are guests from, or are recruited from, the [[Empire]] faction, and those with the [[Greedy]], [[Jealous]], or [[Abrasive]] traits, are Conceited and will have greater royal demands. If [[Abrasive]] has been overridden by the [[Kind instinct]] gene{{BiotechIcon}} after they have a title they will still be conceited, but if they receive the gene before their first title then they will not be conceited even if the gene is removed later.{{Check Tag|Inc. post rank up?|Does this persist if they rank up without the gene?}}&lt;br /&gt;
&lt;br /&gt;
Starting at [[Acolyte]] and getting more severe with each rank, conceited nobles will refuse to do work of certain types, and will normally only eat certain types of food.{{Check Tag|Clarification needed| Will they eat it if fed given it as a prisoner? Will they eat it if fed it as a patient?}} Conceited nobles that eat food not in their allowed list will receive {{Thought|desc=That meal was below my station. My title's formal requirements should always be respected.|label=Ate low-class food|value=-8|duration=1}}. Note that conceited pawns will only automatically eat low-class food if they are starving. Also note that [[hemogen pack]]s{{BiotechIcon}} count as food for this purpose, even when being consumed for [[hemogen]]{{BiotechIcon}} and not [[saturation]].&lt;br /&gt;
&lt;br /&gt;
Conceited nobles have higher expectations then normal pawns, starting at [[Acolyte]] if their expectations would be lower they replace their regular [[Mood#Expectation moodlets|expectation moodlets]] with moderate expectations. Each additional title they get makes their minimum expectations one higher up to royal expectations at [[Archon]] and above.&lt;br /&gt;
&lt;br /&gt;
The game will show a popup warning if you attempt to give a conceited pawn royal honor.&lt;br /&gt;
&lt;br /&gt;
===Honor===&lt;br /&gt;
Honor is a direct reward for empire [[quest]]s that gives access to the empire's titles. Selling gold,  prisoners, or  [[slave]]s{{IdeologyIcon}} to a [[royal tribute collector]] also gives Honor. The pawn that does the selling gets the honor.&lt;br /&gt;
[[Skills#Social|Social]] skill or other social factors do not affect honor gain, but the pawn has to be [[Incapable|capable]] of Social in order to initiate trade.&lt;br /&gt;
&lt;br /&gt;
*Selling [[prisoner]]s or slaves gives 3 honor per pawn. They must be able to walk while being sold, but no other qualities matter. This gives the regular penalties for selling humans.&lt;br /&gt;
**It is possible to use the [[painblock]] psycast to temporarily make a pawn mobile, then rescue the now-Empire pawn for a [[goodwill]] boost.&lt;br /&gt;
*[[Gold]] gives 0.015 point of Honor per gold item, rounded down. Therefore, the amount of gold per honor:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gold Spent !! Honor || Equiv. Market Value&lt;br /&gt;
|-&lt;br /&gt;
! {{icon Small|gold}} 67 &lt;br /&gt;
| 1 || {{#expr: {{Q|Gold|Market Value Base}}*67}}&lt;br /&gt;
|-&lt;br /&gt;
! {{icon Small|gold}} 134 &lt;br /&gt;
| 2 || {{#expr: {{Q|Gold|Market Value Base}}*134}}&lt;br /&gt;
|-&lt;br /&gt;
! {{icon Small|gold}} 200 &lt;br /&gt;
| 3 || {{#expr: {{Q|Gold|Market Value Base}}*200}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bestowing ceremony ==&lt;br /&gt;
{{see also|Quests#Noble_Ceremony{{!}}Quests}}&lt;br /&gt;
The lowest title, Freeholder, is automatically 'purchased' as soon as a pawn earns their first point of Honor. Any further titles must be obtained through the bestowing ceremony.&lt;br /&gt;
&lt;br /&gt;
A colonist with enough honor for a new title can accept the received quest to invoke the [[Empire#Bestower|bestower]], a ceremonial priest-like figure who arrives by [[imperial shuttle]] with a retinue of guards. To accept the quest, the pawn to be bestowed must have a throne room that meets the requirements, even if they themselves do not care about it. There is no room requirement for Freeholder and Novice ranks. The bestowing ceremony will be performed in the throne room assigned to the pawn to be bestowed upon. If the throne room no longer meets requirements, or is unassigned from the pawn, then the quest will fail and the bestower will return home. If no such room is available, the bestower will instead attempt to find a [[party spot]] and failing that pick a social gathering spot.{{Check Tag|Confirm Social Spot|Party spot is right, needs more testing to verify whether they target social gathering spots}} The ceremony itself gives the psylink upgrade and title. The bestower carries 2 [[psylink neuroformer]]s; if you wish, you may [[down]], arrest, or kill the bestower to steal them. Bestowers will leave if they are exposed to dense{{Check Tag|Detail needed|Define: Dense}} [[tox gas]] or [[rot stink]].&lt;br /&gt;
&lt;br /&gt;
If the quest fails for any reason except promotion to a higher rank, it will reoccur after a period of time.{{Check Tag|How long}}&lt;br /&gt;
&lt;br /&gt;
If you receive enough honor to qualify for a higher title, then the lower title's bestowing ceremony will be skipped entirely. Note that this can result in lost opportunities to gain honor from the skipped ceremonies, but you will still receive all of the missed psycasts that you would have gotten if you hadn't skipped the lower titles.&lt;br /&gt;
&lt;br /&gt;
The ceremony is considered a [[ritual]] and its outcome affects colonist mood. It can also grant extra honor based on ritual quality, up to a maximum of 3 honor at &amp;gt;90% quality. Quality is determined by participant count and room impressiveness. This is independent from the actual outcome.&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Ritual Quality&lt;br /&gt;
!0%&lt;br /&gt;
!30%&lt;br /&gt;
!60%&lt;br /&gt;
!90%&lt;br /&gt;
|- &lt;br /&gt;
!Honor Gained&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
BestowingCeremony.jpg|A bestower granting the Archon rank to a pawn.&lt;br /&gt;
BestowingCeremonyDeparture.jpg|Bestower and guards leaving on shuttle after granting a title.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inheritance ===&lt;br /&gt;
Titles from Acolyte onwards are able to be inherited. Heirs are automatically assigned, with additional weight towards spouses. They can be changed from a [[comms console]]; in order for heirs to actually change, you must complete a monument [[quest]]. Failure to complete the quest in time gives a [[goodwill]] penalty and causes no change.&lt;br /&gt;
&lt;br /&gt;
When a noble dies, the heir will automatically gain the Freeholder title, if they didn't already have honor. They must begin a bestowing ceremony to obtain their proper rank. Should the noble be [[Resurrector mech serum|resurrected]], the title is lost, even if the bestowing ceremony hasn't begun yet.&lt;br /&gt;
&lt;br /&gt;
== Titles ==&lt;br /&gt;
For a full list of titles and their requirements, see the [[#Table of requirements|Table of requirements]].&lt;br /&gt;
&lt;br /&gt;
*'''Freeholder (1 honor):''' The Imperial title of freeholder is used by the Empire to signifies a fully-respected individual. Most Imperial citizens earn it while young through volunteer work or military service. The title is also offered to outsiders who act with honor in the eyes of the Empire.&lt;br /&gt;
*'''Novice (7 honor):''' The Imperial title of novice is held by those who have recently been initiated into the ranks of the psychic cult. It gives the holder the right to use low-level psychic abilities as part of their learning. This title is often held by senior soldiers, warskiff pilots, spies, advisors, diplomats, intrusion operatives, and other key individuals. Many important people spend their entire lives as novices.&lt;br /&gt;
*'''Acolyte (13 honor):''' The title of acolyte is the first title of senior learners in the psychic cult, and encompasses a wide range of practical positions. Some acolytes are purely students, learning to lead troops, manage societies, or use psycasts in specialized schools. Others come from wealthy families and might own city buildings or farm complexes. During wartime, an acolyte might lead a platoon of troops, captain a small frigate, or serve their liege as an advisor.&lt;br /&gt;
*'''Knight/Dame (21 honor):''' The title of knight is held by agents of the psychic cult who have fully passed their training, but who have not ascended to higher leadership roles. Many knights never advance further, and spend their lives as respected warriors, advisors, or commanders. In war, some knights lead troop companies and assault squadrons, while psychic-focused knights engage in espionage, sabotage, and battlefield psychic combat.&lt;br /&gt;
*'''Praetor (31 honor):''' The title of praetor denotes a member of the psychic cult who carries out field mission in a more senior role than a mere knight. During peacetime, a praetor will usually manage a city district, asteroid sector, or agricultural region. During war, they take authority over the smallest independent combat units - terrestrial troop cohorts, or space-borne destroyers or combat groups.&lt;br /&gt;
*'''Baron/Baroness (45 honor):''' The title of baron is the lowest of the psychic lords who can act as a semi-independent ruler. Most barons are subordinate to a higher lord. In the Empire, a baron will typically own a city sector, mining colony, or similar outfit. At wartime, a baron may captain a capital ship in name, or control a regiment of troops.&lt;br /&gt;
*'''Archon (65 honor):''' The title of archon is middle rank among the independent members of the psychic cult. In peacetime, an archon may rule to a city or colony. A successful archon might have a small personal fleet, possibly including capital ships.&lt;br /&gt;
&lt;br /&gt;
===Unobtainable===&lt;br /&gt;
&lt;br /&gt;
These titles cannot be obtained through honor without the use of mods, though it is possible to recruit a pawn that already has the title through arresting quest pawns or via [[Skip abduction]].&lt;br /&gt;
&lt;br /&gt;
*'''Dominus:''' The Imperial title of dominus is the highest of the middle-ranked independent rulers. In the Empire, domini control provinces, mega-cities, or moons. At war, a dominus can field a division-level force, or a fleet with capital ships and dozens of support craft.&lt;br /&gt;
*'''Consul:''' The Imperial title of consul is a lower level of high nobility. In the Empire, consuls control planets. At war, a consul can usually field an army-sized force of multiple divisions, supported by several fleets. Some command from a super-capital ship or control space-based megastructures. (Note: Consul is only obtainable if Stellarch is converted to your colony as a colonist.)&lt;br /&gt;
*'''Stellarch:''' The Imperial title of stellarch represents dominion over an entire star system. In the Empire, since interstellar travel times are years long, stellarchs rule their systems with a great degree of independence. They each swear fealty to the Emperor, but since the Emperor may be many light-years away, a stellarch may go years or decades without interacting with him.&lt;br /&gt;
*'''Emperor/Empress:''' The Imperial title of emperor indicates sovereign dominion over the entire Empire, all its peoples, planets, and fleets. All other lords swear fealty to a high lord, while the Emperor swears fealty to no one. However, even the Emperor depends on the support of lower nobles to remain in power. (Note: The emperor is never seen in the normal game.)&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
For a full list of requirements per title, see [[#Table of requirements|Table of requirements]].&lt;br /&gt;
&lt;br /&gt;
=== Thrones and Bedrooms ===&lt;br /&gt;
Titles of Acolyte and above require a throne room and separate bedrooms. Both rooms must be fully [[floor]]ed, and higher ranks will require all fine floors. As with non-titled pawns, couples can share a bedroom without penalty, regardless of either partners level of nobility. Unlike non-titled pawns however, nobles will object to sharing a room with a [[baby]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Any number of nobles can share a throne room, though they need individual thrones. Ways to remove a pawns [[sleep]] need, such as a [[Circadian half-cycler]], the [[Body mastery]] trait,{{AnomalyIcon}} or the [[Never sleep|Never sleep gene]],{{BiotechIcon}} do not negate the desire for a bedroom, though pawns won't sleep in it. &lt;br /&gt;
&lt;br /&gt;
As the titles increase in honor, so does the minimum requirement. Greater titles have an increasing minimum # of floor tiles, Impressiveness, and require specific furniture.&lt;br /&gt;
&lt;br /&gt;
For the purposes of the throne room requirement, they cannot have beds, workstations, ritual buildings from [[Ideology]] {{IdeologyIcon}}, or any building under the [[Biotech]] {{BiotechIcon}} or [[Anomaly]] {{AnomalyIcon}} tabs. However, they can function as Impressive recreation and dining rooms, giving your entire colony a mood buff. The [[meditation throne]] itself also functions as a chair, but the [[grand meditation throne]] can only be used for meditation and [[television]] watching.&lt;br /&gt;
&lt;br /&gt;
[[Ascetic]] pawns do not have to meet bedroom requirements at all. They won't care if their throne doesn't meet requirements. However, they must have a suitable throne room to actually receive their title, and they will have reduced [[psyfocus]] from a throne if requirements aren't met.&lt;br /&gt;
&lt;br /&gt;
=== Clothing requirements ===&lt;br /&gt;
Nobles of a rank that desire clothing will experience a {{--|4}} &amp;quot;''Want &amp;lt;TITLE&amp;gt;-specific apparel''&amp;quot; [[thought]] to their mood if any of their requirements are not met. For ranks that require a specific [[quality]], a separate stacking a {{--|4}} &amp;quot;''Want &amp;lt;TITLE&amp;gt;-quality apparel''&amp;quot; thought is applied if the items worn are not of the required quality.&lt;br /&gt;
&lt;br /&gt;
Clothing requires that a noble is ''covered'' in suitable apparel, i.e. that all body parts have an associated apparel. For example, Archons (and below) can suffice with a [[cape]] and any suitable headgear, or the combination of headgear and [[formal shirt]], [[formal vest]] / [[corset]], and [[prestige robe]].&lt;br /&gt;
&lt;br /&gt;
The [[Nudist]] trait and the [[Nudism]]{{ideologyIcon}} precepts override the clothing requirement, and Ascetic pawns ignore it.&lt;br /&gt;
&lt;br /&gt;
===Food requirements===&lt;br /&gt;
Conceited nobles will refuse to eat certain foods, with fewer items being acceptable as the ranks increase. In general, all conceited nobles can eat [[lavish meal]]s, [[milk]], and other delicacies like [[insect jelly]] and [[chocolate]]. Ranks lower than Baron can eat [[fine meal]]s normally. If a noble is starving, then they will eat the meal at a {{--|7}} mood penalty. Non-conceited nobles have no such restrictions.&lt;br /&gt;
&lt;br /&gt;
Conceited [[Cannibal (Trait)|Cannibal]] nobles can eat [[human meat]] without penalty, and gain the normal positive moodlets from doing so. However, they still refuse to eat improper meals that include human meat, and when eating said meals, they will ''not'' get the benefit from the Cannibal trait. [[Sanguophages]] {{BiotechIcon}} and other Hemogenic nobles can bloodfeed, but can't consume [[hemogen pack]]s.&lt;br /&gt;
&lt;br /&gt;
===Work restrictions===&lt;br /&gt;
Conceited nobles will refuse to do certain work types; the restriction increases with each title. Conceited pawns up to Archon will continue to do Doctor, Warden, Art, and Research work, but higher ranks can't do anything outside of combat. Non-conceited nobles have no such restrictions, as are nobles who are [[slaves|enslaved]]{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
===Psylink===&lt;br /&gt;
{{Main|Psycasts}}&lt;br /&gt;
Every title, from Novice onward, grant an increase of 1 [[Psylink]] level. If a pawn already matches their title's respective level (from [[psylink neuroformer]]s or [[anima tree]] linking), then no new levels will be given.&lt;br /&gt;
&lt;br /&gt;
The bestower will implant a [[psylink neuroformer]] during the noble's bestowing ceremony, but they come with two. It is possible to arrest the bestower for an extra level, but this makes the empire faction hostile to you. If they are [[downed]] for other reasons (like [[heatstroke]]), you will still lose [[goodwill]].&lt;br /&gt;
&lt;br /&gt;
=== Permits ===&lt;br /&gt;
Nobles that have reached Acolyte or higher will gain access to '''Permits'''. One permit is awarded for every title from Acolyte onwards, for a maximum of five permits for Archons. Higher titles will give access to stronger permits. These can include item drops, immediate support, or even direct bombardments. Permits have a cooldown; if used during it, there is an Honor cost. A pawn can't demote themselves to use a permit again.&lt;br /&gt;
&lt;br /&gt;
Once picked, permits stay with your pawn, and can't be freely changed. You can return all permits and re-assign them again; this costs 8 honor ''and'' the costs of any permit currently in cooldown. New permits won't have a cooldown, as the cost has been paid.&lt;br /&gt;
&lt;br /&gt;
You can't use permits if the [[empire]] faction is hostile towards you. [[Slave|Enslaved]]{{IdeologyIcon}} nobles and guests from the [[Empire]] are also unable to use permits. If an NPC noble is captured, they will come with randomly assigned permits.&lt;br /&gt;
&lt;br /&gt;
Permits are lost when titles are, such as upon revocation and death, inheritance, and resurrection.&lt;br /&gt;
&lt;br /&gt;
Note that some permits do not work in [[orbit]]{{OdysseyIcon}} showing the message, &amp;quot;the [[Empire]] faction cannot reach this area.&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Permit Name !! Prerequisite !! Cooldown&amp;lt;br&amp;gt;(Days) !! Honor Cost&amp;lt;Br&amp;gt;&amp;lt;small&amp;gt;(to ignore cooldown)&amp;lt;/small&amp;gt; !! Description !! Works in&amp;lt;br&amp;gt;[[Orbit]]?{{OdysseyIcon}} !! data-sort-type=number | Equiv. Value&lt;br /&gt;
|- id=&amp;quot;Call transport shuttle&amp;quot;&lt;br /&gt;
|'''Call transport shuttle''' &lt;br /&gt;
| data-sort-value=3|Knight/Dame &lt;br /&gt;
| 40  &lt;br /&gt;
| 8 &lt;br /&gt;
| Call a one-way [[imperial shuttle]] for your own use, which will transport colonists, items, and animals up to 70 tiles away.&amp;lt;br&amp;gt;The shuttle can hold a total of 1000kg on a loaded map, but as of 1.2.2900 it ignored this weight limit for [[caravan]]s. &lt;br /&gt;
| {{Check}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call laborer team&amp;quot;&lt;br /&gt;
|'''Call laborer team''' &lt;br /&gt;
| data-sort-value=2|Acolyte &lt;br /&gt;
|  60  &lt;br /&gt;
| 4 &lt;br /&gt;
| Call a group of 4 [[Empire#Laborer|laborers]] to assist you for 4 days. They are fully controllable, and their equipment can be changed freely. They are always incapable of violence, animals work, social and research; sometimes other tasks are restricted by backstories. Each laborer death nominally causes a loss of 12 goodwill but this is not actually applied as of 1.4.3704. When downed or killed, laborers deduct [[Raid_points#Adaption_factor|adaptation days]] as if they were full colonists. Useful for menial labor, but also no worse in combat than any other violence-incapable meat shield, with the added advantages of being perfectly expendable and occasionally having [[Empire#Xenotypes|robust or pain-resistant xenotypes]]. &lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call laborer gang&amp;quot;&lt;br /&gt;
|'''Call laborer gang''' &lt;br /&gt;
| data-sort-value=6|Archon&amp;lt;br&amp;gt;[[#Call laborer team|Laborer Team]]&lt;br /&gt;
| 60 &lt;br /&gt;
| 8 &lt;br /&gt;
| As ''Call laborer team'', but twice the headcount.&amp;lt;br&amp;gt;Loses access to laborer team.&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call aerodrone strike&amp;quot;&lt;br /&gt;
|'''Call aerodrone strike''' &lt;br /&gt;
| data-sort-value=3|Knight/Dame &lt;br /&gt;
| 45 &lt;br /&gt;
| 6 &lt;br /&gt;
| Call a single-impact aerodrone strike at a target position. 45 tile range, 3 tile miss radius, 8 tile explosion radius, 50 [[Damage types#Bomb|Bomb damage]], {{ticks|120}} warmup time. &lt;br /&gt;
| {{Cross}}&lt;br /&gt;
|{{icon Small|silver||{{Q|Doomsday rocket launcher|Market Value Base}}}}{{ref label|Equiv|*}}&lt;br /&gt;
|- id=&amp;quot;Call aerodrone salvo&amp;quot;&lt;br /&gt;
|'''Call aerodrone salvo''' &lt;br /&gt;
|  data-sort-value=4|Praetor &amp;lt;br&amp;gt; [[#Call aerodrone strike|Aerodrone Strike]]&lt;br /&gt;
| 60 &lt;br /&gt;
| 8 &lt;br /&gt;
| Call an extended salvo of aerodrone strikes around a target position. 45 tile range, 8 tile miss radius, 6 tile explosion radius, 50 [[Damage types#Bomb|Bomb damage]], {{ticks|120}} warmup time. 6 rounds with {{ticks|60}} between them.&amp;lt;br&amp;gt;Loses access to aerodrone strike&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{icon Small|silver||{{Q|Orbital bombardment targeter|Market Value Base}}}}{{ref label|Equiv2|*}}&lt;br /&gt;
|- id=&amp;quot;Call trooper squad&amp;quot;&lt;br /&gt;
|'''Call trooper squad''' &lt;br /&gt;
| data-sort-value=2|Acolyte  &lt;br /&gt;
| 40 &lt;br /&gt;
| 4 &lt;br /&gt;
| Call a group of 4 light [[Empire#Trooper|troopers]] to aid you in battle, who can't be controlled. They will refuse to attack pawns that are not enemies to the Empire.&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call janissary squad&amp;quot;&lt;br /&gt;
|'''Call janissary squad''' &lt;br /&gt;
| data-sort-value=4|Praetor &lt;br /&gt;
| 50 &lt;br /&gt;
| 6 &lt;br /&gt;
| Call a group of 4 professional [[Empire#Janissary|janissaries]] to aid you in battle. As troopers otherwise.&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call cataphract squad&amp;quot;&lt;br /&gt;
|'''Call cataphract squad''' &lt;br /&gt;
| data-sort-value=6|Archon&amp;lt;br&amp;gt; [[#Call Janissary Squad|Janissaries]] &lt;br /&gt;
| 60 &lt;br /&gt;
| 8 &lt;br /&gt;
| Call a group of 4 heavy [[Empire#Cataphract|cataphracts]] to aid you in battle. As troopers otherwise.&amp;lt;br&amp;gt;Loses access to janissary squad.&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Steel drop&amp;quot;&lt;br /&gt;
|'''Steel drop''' &lt;br /&gt;
| data-sort-value=2|Acolyte &lt;br /&gt;
| 45 &lt;br /&gt;
| 4 &lt;br /&gt;
| Call for a drop of 250 [[steel]]. &lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{icon Small|silver||{{#expr:{{Q|steel|Market Value Base}}*250}}}}&lt;br /&gt;
|- id=&amp;quot;Glitterworld medicine drop&amp;quot;&lt;br /&gt;
|'''Glitterworld medicine drop''' &lt;br /&gt;
| data-sort-value=5|Baron/Baroness &lt;br /&gt;
| 45 &lt;br /&gt;
| 8 &lt;br /&gt;
| Call for a drop of 5 [[glitterworld medicine]]. &lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{icon Small|silver||{{#expr:{{Q|glitterworld medicine|Market Value Base}}*5}}}}&lt;br /&gt;
|- id=&amp;quot;Silver drop&amp;quot;&lt;br /&gt;
|'''Silver drop'''  &lt;br /&gt;
| data-sort-value=3|Knight/Dame &lt;br /&gt;
| 45 &lt;br /&gt;
| 6 &lt;br /&gt;
| Call for a drop of 500 [[silver]]. &lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{icon Small|silver||500}}&lt;br /&gt;
|- id=&amp;quot;Food drop&amp;quot;&lt;br /&gt;
|'''Food drop''' &lt;br /&gt;
| data-sort-value=2|Acolyte  &lt;br /&gt;
| 45 &lt;br /&gt;
| 4 &lt;br /&gt;
| Call for a drop of 20 [[packaged survival meal]]s.&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{icon Small|silver||{{#expr:{{Q|packaged survival meal|Market Value Base}}*20}}}}&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Equiv|*}} Roughly equivalent to a [[Doomsday rocket launcher]]&lt;br /&gt;
:{{note|Equiv2|*}} Inferior, but most closely equivalent, to an [[Orbital bombardment targeter]]&lt;br /&gt;
&lt;br /&gt;
===Speeches===&lt;br /&gt;
{{Quote|Initiate a speech from the throne. '''&amp;lt;PAWN NAME&amp;gt;''' will go to '''&amp;lt;PAWN POSSESSIVE&amp;gt;''' throne and call all colonists to listen to a speech there. If all goes well, listeners will feel inspired, and gain respect for '''&amp;lt;PAWN NAME&amp;gt;'''. If it goes poorly, the speech will do social damage. The outcome depends on '''&amp;lt;PAWN NAME&amp;gt;''''s social abilities.|In-Game Description}}&lt;br /&gt;
&lt;br /&gt;
At Praetor rank, Nobles gain the ability to give speeches. This ability is manually triggered by the player. These speeches have a cool down, require an assigned throne, and cannot happen while another gathering is happening. Speeches last {{ticks|10000}} or 4 in-game hours. &lt;br /&gt;
&lt;br /&gt;
A speech grants attendees a [[Mood#Gatherings|moodlet]] and changes the listener's opinion of the speaker, both proportional to the success of the speech:&lt;br /&gt;
*A &amp;quot;Terrible Speech&amp;quot; will grant a -12 negative mood to attendees and a -30 opinion of the speaker. &lt;br /&gt;
*An &amp;quot;Uninspiring Speech&amp;quot; will grant a -4 negative mood to attendees and a -15 opinion of the speaker. &lt;br /&gt;
*An &amp;quot;Encouraging Speech&amp;quot; will grant a +4 positive mood and a +20 opinion of the speaker. &lt;br /&gt;
* An &amp;quot;Inspirational Speech&amp;quot; grants a +8 to mood and a massive +40 opinion of the speaker. Each listener has a 5% chance of getting an [[inspiration]].&lt;br /&gt;
&lt;br /&gt;
Both [[Skills#Social|Social skill]] and [[Social Impact]] can greatly improve success, but the exact relationship is unknown. Wear [[top hat]]s, [[coronet]]s, and other royal items that increase social impact.&lt;br /&gt;
&lt;br /&gt;
The cooldown between uses of the speech ability varies by rank. At Praetor rank this cooldown is {{ticks|1200000}} or 20 in-game days.  At Baron rank this cooldown is {{ticks|900000}} or 15 in-game days. At Archon rank or higher, this cooldown is {{ticks|600000}} or 10 in-game days.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
A rank of Knight/Dame is required to trade with an empire [[faction base]] or trade caravan.&lt;br /&gt;
&lt;br /&gt;
A rank of Baron/Baroness or higher is required to trade with the empire's [[comms console|trade ships]].&lt;br /&gt;
&lt;br /&gt;
=== Decrees === &lt;br /&gt;
{{stub|section=1|reason=Needs more info. Also, link is effectively dead}}&lt;br /&gt;
{{Main|Decree}}&lt;br /&gt;
Nobles will sometimes issue a &amp;quot;decree&amp;quot; quest as part of a mental break, or at random if [[conceited]]{{Check Tag|Verify}}. Decrees demand things such as producing, harvesting, or killing some number of a certain thing, or constructing a monument. The quest gives no reward except for a positive moodlet of {{+|6}} &amp;quot;Decree satisfied&amp;quot;{{Check Tag|Thought template}} for 15 days to the noble when fulfilled. If the quest's deadline is not met, the noble who issued it gets a negative &amp;quot;Decree ignored&amp;quot; moodlet{{Check Tag|Thought template}}⁰ starting at {{--|5}} and increasing linearly to {{--|15}} over the course of 15 days. A noble can issue more decrees before the current one is fulfilled, though only the oldest &amp;quot;Decree ignored&amp;quot; applies at a time.&lt;br /&gt;
&lt;br /&gt;
Dying, being kidnapped, or renouncing a title ends any current decrees as of 1.1.2579.{{Check Tag|Verify currently}}  Decrees are also forgotten after 80 days if unfulfilled.&lt;br /&gt;
&lt;br /&gt;
== Table of requirements ==&lt;br /&gt;
{| {{STDT|sortable c_19 align-right}}&lt;br /&gt;
|-&lt;br /&gt;
! Obtainable Titles !! Royal Honor Required (total) !! Psylink Level !! {{Good|Capable|noFormat=1}}/{{Bad|Incapable|noFormat=1}} of&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Only if Noble is [[Titles#Conceited_pawns|Conceited]]&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New restrictions in Bold)&amp;lt;/sub&amp;gt; !! Throne Room Requirements&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New this tier in Bold)&amp;lt;/sub&amp;gt; !! Bedroom Requirement&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New this tier in Bold)&amp;lt;/sub&amp;gt; !! Food Requirements&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Only if Noble is [[Titles#Conceited_pawns|Conceited]]&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(Lost next tier in ''italic'')&amp;lt;sub&amp;gt; !! Clothing Requirement&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New this tier in Bold)&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(Lost next tier in ''italic'')&amp;lt;sub&amp;gt; !! New Abilities with this Rank&lt;br /&gt;
|- id=&amp;quot;Freeholder&amp;quot;&lt;br /&gt;
! Freeholder &lt;br /&gt;
| 1 || 0 || {{Good|'' Any ''|noFormat=1}} || ''None'' || ''None'' || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|- id=&amp;quot;Yeoman&amp;quot;&lt;br /&gt;
! Novice&lt;br /&gt;
| 6 (7) || 1 || {{Good|'' Any ''|noFormat=1}} || ''None'' || ''None'' || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|- id=&amp;quot;Acolyte&amp;quot;&lt;br /&gt;
! Acolyte &lt;br /&gt;
| 6 (13) || 2 || {{Bad|'''Cleaning'''|noFormat=1}} || '''Area 24, Throne, all floored, Brazier x2'''&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit, Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| '''Area 16, all floored, Double bed''' || [[Fine meal]], ''[[Packaged survival meal]]'', ''[[Simple meal]]'', ''[[Pemmican]]'', [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||  One of: '''[[Top hat]]/[[Ladies hat]], [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]'''; AND&amp;lt;br&amp;gt;One of: '''[[Formal shirt]], [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]]''' || 1 Permit Point&lt;br /&gt;
|- id=&amp;quot;Knight&amp;quot; &lt;br /&gt;
! id=&amp;quot;Dame&amp;quot; | Knight/Dame &lt;br /&gt;
| 8 (21) || 3 || {{Bad|Cleaning, '''Haul'''|noFormat=1}} || '''Area 30''', '''Impressiveness 60''', Throne,  all floored, Brazier x2, '''Column x2''', '''Harp''' &amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Harpsichord or Piano suffice, All braziers must be lit, Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| '''Area 24''', '''Impressiveness 40''', all floored, Double bed, '''End table, Dresser''' || [[Fine meal]], [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || One of: [[Top hat]]/[[Ladies hat]], [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]; AND&amp;lt;br&amp;gt;One of: [[Formal shirt]], [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]] ||  1 Permit Point &amp;lt;Br&amp;gt; Trade with Empire Caravan/Settlements&lt;br /&gt;
|- id=&amp;quot;Praetor&amp;quot;&lt;br /&gt;
! Praetor &lt;br /&gt;
| 10 (31) || 4 || {{Good|'' Cook, Construct, Smith, Handle, Tailor, Craft, Doctor, Warden, Hunt, Art, Research ''|noFormat=1}}&amp;lt;br/&amp;gt; {{Bad|Cleaning, Haul, '''Plant cut''', '''Grow''', '''Mining'''|noFormat=1}} || '''Area 40''', '''Impressiveness 90''', Throne,  all floored, Brazier x2, '''Column x4''', Harp &amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Harpsichord or Piano suffice, All braziers must be lit, Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| Area 24, '''Impressiveness 50''', all floored, Double bed, End table, Dresser || ''[[Fine meal]]'', [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || One of: ''[[Top hat]]/[[Ladies hat]]'', [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]; AND&amp;lt;br&amp;gt;One of: [[Formal shirt]], [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]]&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;'''(All apparel must be at least Normal [[quality]])'''&amp;lt;/sub&amp;gt;||  1 Permit Point &amp;lt;Br&amp;gt; Give speech once per 20 days&lt;br /&gt;
|- id=&amp;quot;Baron&amp;quot;&lt;br /&gt;
! id=&amp;quot;Baroness&amp;quot; | Baron/Baroness &lt;br /&gt;
| 14 (45) || 5 || {{Good|'' Doctor, Warden, Hunt, Art, Research ''|noFormat=1}}&amp;lt;br&amp;gt; {{Bad|Cleaning, Haul, Plant cut, Grow, Mining, '''Cook''', '''Construct''', '''Smith''', '''Handle''', '''Tailor''', '''Craft'''|noFormat=1}} || '''Area 60''', '''Impressiveness 120''', '''Grand Throne''', '''all [[fine floor|''fine'' floored]]''', Brazier x2, Column x4, '''Drape x2''', '''Harpsichord''' &amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Piano suffices, All braziers must be lit, Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| '''Area 30''', '''Impressiveness 70''', all floored, '''Royal bed''', End table, Dresser, '''Drape''' || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||One of: '''[[Coronet]]''', [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]; AND EITHER&amp;lt;br&amp;gt;Two of: [[Formal shirt]], '''[[Formal vest]]/[[Corset]]'''; OR&amp;lt;br&amp;gt;One of: [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]].&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(All apparel must be at least Normal [[quality]])&amp;lt;/sub&amp;gt;||  1 Permit Point &amp;lt;Br&amp;gt; Trade with Imperial orbital traders &amp;lt;Br&amp;gt; Speech cooldown reduced to 15 days &amp;lt;Br&amp;gt; Expectations replaced with Noble Expectations if Conceited&lt;br /&gt;
|- id=&amp;quot;Archon&amp;quot; &lt;br /&gt;
! Archon &lt;br /&gt;
| 20 (65) || 6 || {{Good|'' Doctor, Warden, Hunt, Art, Research ''|noFormat=1}}&amp;lt;br&amp;gt; {{Bad|Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft|noFormat=1}} || '''Room area 80''', '''Room impressiveness 160''', Grand throne, all [[fine floor]]ed, Brazier x2, '''Column x6''', Drape x2, '''Piano'''&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit, Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| Area 30, '''Impressiveness 80''', '''All [[fine floor|''fine'' floored]]''', Royal bed, End table, Dresser, Drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||One of: ''[[Coronet]]'', [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]; AND EITHER&amp;lt;br&amp;gt; All of: [[Formal shirt]], [[Formal vest]]/[[Corset]], '''[[Prestige robe]]'''; OR&amp;lt;br&amp;gt;One of: ''[[Cape]]'', [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]].&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(All apparel must be at least Normal [[quality]])&amp;lt;/sub&amp;gt;||  1 Permit Point  &amp;lt;Br&amp;gt; Speech cooldown reduced to 10 days&amp;lt;Br&amp;gt; Expectations replaced with Royal Expectations if Conceited&lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;table c_19 align-right&amp;quot;&lt;br /&gt;
! NPC Titles !! Psylink Level !! Incapable of !! Throne Room Requirements !! Bedroom Requirements !! Food Requirements !! Clothing Requirement&lt;br /&gt;
|-id=&amp;quot;Dominus&amp;quot; &lt;br /&gt;
! Dominus&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Area 80, Impressiveness 160, Grand throne, all [[fine floor]]ed, Brazier x2, Column x6, Piano&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Area 30, Impressiveness 80, all [[fine floor]]ed, Royal bed, End table, Dresser, Drape &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | One of: '''[[Stellic crown]]''', [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]]; AND EITHER&amp;lt;br&amp;gt; All of: [[Formal shirt]], [[Formal vest]]/[[Corset]], '''[[Prestige robe]]'''; OR&amp;lt;br&amp;gt;One of: [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]].&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(All apparel must be at least Normal [[quality]])&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-id=&amp;quot;Consul&amp;quot; &lt;br /&gt;
! Consul&lt;br /&gt;
|-id=&amp;quot;Stellarch&amp;quot;&lt;br /&gt;
! Stellarch&lt;br /&gt;
|-id=&amp;quot;Emperor&amp;quot; &lt;br /&gt;
! id=&amp;quot;Empress&amp;quot; | Emperor/Empress&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The royal favor icon is reminiscent of the head of the [[eltex staff]] carried by the [[Empire#Pawns|Bestower]]. This is fitting, since the bestower grants the received titles to the pawn.&lt;br /&gt;
If the map is polluted enough,{{Check Tag|How polluted?}} the bestower will come with a gas mask instead of their usual headgear.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
These are only provided as easily comparable examples - they are not considered ideal or efficient.&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Room example Acolyte Throneroom.png|'''Acolyte Example Throne Room '''&lt;br /&gt;
File:Room example Knight Throneroom.png|'''Knight Example Throne Room '''&lt;br /&gt;
File:Room example Praetor Throneroom.png|'''Praetor Example Throne Room '''&lt;br /&gt;
File:Room example Baron Throneroom.png|'''Baron Example Throne Room '''&lt;br /&gt;
File:Room example Count Throneroom.png|'''Archon Example Throne Room '''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Room example Acolyte Bedroom.png|'''Acolyte Example Bedroom '''&lt;br /&gt;
File:Room example Knight Bedroom.png|'''Knight Example Bedroom '''&lt;br /&gt;
File:Room example Praetor Bedroom.png|'''Praetor Example Bedroom '''&lt;br /&gt;
File:Room example Baron Bedroom.png|'''Baron Example Bedroom '''&lt;br /&gt;
File:Room example Count Bedroom.png|'''Archon Example Bedroom '''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
{{Stub|section=1|reason=Record old title names and flavor after 1.5.4241 change}}&lt;br /&gt;
* [[Royalty DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.1.2563|1.1.2563]] - [[Resurrector mech serum]] now removes royal titles, to prevent duplicating titles.&lt;br /&gt;
* [[Version/1.1.2571|1.1.2571]] - Baron can now do Animals, Count can now do commoner work and instead is now only unable to do same as Baron, plus Animals.&lt;br /&gt;
* [[Version/1.1.2575|1.1.2575]] - Added the ability to renounce the title from the bio tab.&lt;br /&gt;
* [[Version/1.1.2579|1.1.2579]] - Mechanics were changed from all Nobles having hard restrictions, to only some. Dying, being kidnapped, or renouncing a title now ends decrees.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Rename esquire to acolyte. Adjust some title descriptions.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Added permits system, previous ally summon abilities subsumed into it with new abilities added. Speech duration: 5hrs -&amp;gt; 4hrs. Inspiring Speeches have 5% chance to inspire each attendee. Titles no longer gained instantly nor neuroformers drop podded in - both replaced with Bestower and Bestowal Ceremony. Renamed royal favor to honor. New visual effects for all orbital bombardments - you can now see and hear incoming projectiles and other details are improved. Fix: LOS calcs for purpose of royal aid don't match LOS for guns.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Removed full-map light up effect of all strikes. Added new permits: Steel drop, Glitterworld medicine drop, Silver drop, Food drop. Renamed Orbital Strike and Orbital Salvo permits to Aerodrone Strike and Aerodrone Salvo (for fiction coherence reasons). Increased warmup time for aerodrone permits by 1 second. Titles no longer instantly transferred to heirs upon death of noble - now triggers bestower quest for the heir. Added new noble compatible clothing: Beret, Cape, Eltex Skullcap, and Stellic Crown. Stellarch and other non-rewardable title holding pawns now get any permits. NPC nobles now purchase random permits on generation. &lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Throne speeches have been re-tooled into [[rituals]].&lt;br /&gt;
* Prior to 1.4 - Higher tier instruments can now be used in place of lower tier instruments to meet the requirements of lower rank nobles. E.g. a piano can be used to fulfil the need a praetor's need for a harp. Previously, the exact instrument had to be used. &lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Resurrected pawns with titles that were inherited lose all permits associated with the lost titles.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Permit shuttle fails when sent to a worksite.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - [[Mechlord suit]] and [[Mechlord helmet|helmet]] now satisfies royal title requirements.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Bestowers will leave if they are exposed to dense tox gas or rot stink.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Permits not reset when royal pawn dies, has title inherited, then is resurrected&lt;br /&gt;
* [[Version/1.5.4241|1.5.4241]] - Re-flavor royal titles.&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Arandomturtle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Titles&amp;diff=175488</id>
		<title>Titles</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Titles&amp;diff=175488"/>
		<updated>2026-02-18T06:29:29Z</updated>

		<summary type="html">&lt;p&gt;Arandomturtle: /* Permits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Rewrite|reason=Restore lost content from major rewrite ([https://rimworldwiki.com/index.php?title=Titles&amp;amp;oldid=110606 see old])}}&lt;br /&gt;
'''Titles''' are a mechanic introduced in the [[Royalty]] DLC, representing power and prestige from the [[Empire]]. &lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Summary == &lt;br /&gt;
Titles are obtained by spending '''Honor''', the currency of the Royalty system. Honor is offered as a [[quest]] reward, or can be purchased from Royal Tribute Collector caravans in exchange for either [[gold]] or [[prisoners]]. &lt;br /&gt;
&lt;br /&gt;
Titles come with demands. From the title of Acolyte onwards, the title holder will start to demand certain apparel, a proper throne room, and more prestigious bedrooms. There are also limits on [[recreation]]. Empire guests and colonists with certain [[traits]] will be ''conceited'' and have more demands. In exchange, the empire will grant increasing levels of [[Psylink]], and give you access to [[#Permits|Permits]].&lt;br /&gt;
&lt;br /&gt;
Titles are retained if you become [[goodwill|hostile]] to the [[empire|empire faction]], though using permits is disabled until relations are restored. Titles can be renounced at the pawn's Bio screen.&lt;br /&gt;
&lt;br /&gt;
'''Special Traits:'''&lt;br /&gt;
* [[Ascetic]]s do not have royal demands, overriding the clothing and bedroom needs entirely. They'll need a throne in an enclosed room, but do not care if throne requirements are unmet. However, their throne room's Impressiveness will affect their mood, positively or negatively. Note that Ascetics will need to meet throne requirements to get their title, and that the [[Psyfocus#Dignified|meditation effectiveness]] of the throne remains improved by meeting the title requirements.&lt;br /&gt;
* Pawns with the [[Nudist]] and [[Cannibal (Trait)|Cannibal]] traits prefer being nude or eating human meat over their title requirements.&lt;br /&gt;
* Pawns with the Greedy, Jealous, or Abrasive traits are [[Titles#Conceited_pawns|Conceited]] and will have greater royal demands.&lt;br /&gt;
* [[Slaves]]{{IdeologyIcon}} can be given Honor, and will rank up as usual, with the same clothing and room requirements. However, they are unable to use permits, and slavery overrides conceited pawns' inability to work. There is a bug where slaves in a [[caravan]] can use their permits.{{Check Tag|Check for 1.4}}&lt;br /&gt;
&lt;br /&gt;
=== Conceited pawns ===&lt;br /&gt;
{{Stub|section=1|reason=When can they eat low-class food.}}&lt;br /&gt;
Pawns that are guests from, or are recruited from, the [[Empire]] faction, and those with the [[Greedy]], [[Jealous]], or [[Abrasive]] traits, are Conceited and will have greater royal demands. If [[Abrasive]] has been overridden by the [[Kind instinct]] gene{{BiotechIcon}} after they have a title they will still be conceited, but if they receive the gene before their first title then they will not be conceited even if the gene is removed later.{{Check Tag|Inc. post rank up?|Does this persist if they rank up without the gene?}}&lt;br /&gt;
&lt;br /&gt;
Starting at [[Acolyte]] and getting more severe with each rank, conceited nobles will refuse to do work of certain types, and will normally only eat certain types of food.{{Check Tag|Clarification needed| Will they eat it if fed given it as a prisoner? Will they eat it if fed it as a patient?}} Conceited nobles that eat food not in their allowed list will receive {{Thought|desc=That meal was below my station. My title's formal requirements should always be respected.|label=Ate low-class food|value=-8|duration=1}}. Note that conceited pawns will only automatically eat low-class food if they are starving. Also note that [[hemogen pack]]s{{BiotechIcon}} count as food for this purpose, even when being consumed for [[hemogen]]{{BiotechIcon}} and not [[saturation]].&lt;br /&gt;
&lt;br /&gt;
Conceited nobles have higher expectations then normal pawns, starting at [[Acolyte]] if their expectations would be lower they replace their regular [[Mood#Expectation moodlets|expectation moodlets]] with moderate expectations. Each additional title they get makes their minimum expectations one higher up to royal expectations at [[Archon]] and above.&lt;br /&gt;
&lt;br /&gt;
The game will show a popup warning if you attempt to give a conceited pawn royal honor.&lt;br /&gt;
&lt;br /&gt;
===Honor===&lt;br /&gt;
Honor is a direct reward for empire [[quest]]s that gives access to the empire's titles. Selling gold,  prisoners, or  [[slave]]s{{IdeologyIcon}} to a [[royal tribute collector]] also gives Honor. The pawn that does the selling gets the honor.&lt;br /&gt;
[[Skills#Social|Social]] skill or other social factors do not affect honor gain, but the pawn has to be [[Incapable|capable]] of Social in order to initiate trade.&lt;br /&gt;
&lt;br /&gt;
*Selling [[prisoner]]s or slaves gives 3 honor per pawn. They must be able to walk while being sold, but no other qualities matter. This gives the regular penalties for selling humans.&lt;br /&gt;
**It is possible to use the [[painblock]] psycast to temporarily make a pawn mobile, then rescue the now-Empire pawn for a [[goodwill]] boost.&lt;br /&gt;
*[[Gold]] gives 0.015 point of Honor per gold item, rounded down. Therefore, the amount of gold per honor:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gold Spent !! Honor || Equiv. Market Value&lt;br /&gt;
|-&lt;br /&gt;
! {{icon Small|gold}} 67 &lt;br /&gt;
| 1 || {{#expr: {{Q|Gold|Market Value Base}}*67}}&lt;br /&gt;
|-&lt;br /&gt;
! {{icon Small|gold}} 134 &lt;br /&gt;
| 2 || {{#expr: {{Q|Gold|Market Value Base}}*134}}&lt;br /&gt;
|-&lt;br /&gt;
! {{icon Small|gold}} 200 &lt;br /&gt;
| 3 || {{#expr: {{Q|Gold|Market Value Base}}*200}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bestowing ceremony ==&lt;br /&gt;
{{see also|Quests#Noble_Ceremony{{!}}Quests}}&lt;br /&gt;
The lowest title, Freeholder, is automatically 'purchased' as soon as a pawn earns their first point of Honor. Any further titles must be obtained through the bestowing ceremony.&lt;br /&gt;
&lt;br /&gt;
A colonist with enough honor for a new title can accept the received quest to invoke the [[Empire#Bestower|bestower]], a ceremonial priest-like figure who arrives by [[imperial shuttle]] with a retinue of guards. To accept the quest, the pawn to be bestowed must have a throne room that meets the requirements, even if they themselves do not care about it. There is no room requirement for Freeholder and Novice ranks. The bestowing ceremony will be performed in the throne room assigned to the pawn to be bestowed upon. If the throne room no longer meets requirements, or is unassigned from the pawn, then the quest will fail and the bestower will return home. If no such room is available, the bestower will instead attempt to find a [[party spot]] and failing that pick a social gathering spot.{{Check Tag|Confirm Social Spot|Party spot is right, needs more testing to verify whether they target social gathering spots}} The ceremony itself gives the psylink upgrade and title. The bestower carries 2 [[psylink neuroformer]]s; if you wish, you may [[down]], arrest, or kill the bestower to steal them. Bestowers will leave if they are exposed to dense{{Check Tag|Detail needed|Define: Dense}} [[tox gas]] or [[rot stink]].&lt;br /&gt;
&lt;br /&gt;
If the quest fails for any reason except promotion to a higher rank, it will reoccur after a period of time.{{Check Tag|How long}}&lt;br /&gt;
&lt;br /&gt;
If you receive enough honor to qualify for a higher title, then the lower title's bestowing ceremony will be skipped entirely. Note that this can result in lost opportunities to gain honor from the skipped ceremonies, but you will still receive all of the missed psycasts that you would have gotten if you hadn't skipped the lower titles.&lt;br /&gt;
&lt;br /&gt;
The ceremony is considered a [[ritual]] and its outcome affects colonist mood. It can also grant extra honor based on ritual quality, up to a maximum of 3 honor at &amp;gt;90% quality. Quality is determined by participant count and room impressiveness. This is independent from the actual outcome.&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Ritual Quality&lt;br /&gt;
!0%&lt;br /&gt;
!30%&lt;br /&gt;
!60%&lt;br /&gt;
!90%&lt;br /&gt;
|- &lt;br /&gt;
!Honor Gained&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
BestowingCeremony.jpg|A bestower granting the Archon rank to a pawn.&lt;br /&gt;
BestowingCeremonyDeparture.jpg|Bestower and guards leaving on shuttle after granting a title.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inheritance ===&lt;br /&gt;
Titles from Acolyte onwards are able to be inherited. Heirs are automatically assigned, with additional weight towards spouses. They can be changed from a [[comms console]]; in order for heirs to actually change, you must complete a monument [[quest]]. Failure to complete the quest in time gives a [[goodwill]] penalty and causes no change.&lt;br /&gt;
&lt;br /&gt;
When a noble dies, the heir will automatically gain the Freeholder title, if they didn't already have honor. They must begin a bestowing ceremony to obtain their proper rank. Should the noble be [[Resurrector mech serum|resurrected]], the title is lost, even if the bestowing ceremony hasn't begun yet.&lt;br /&gt;
&lt;br /&gt;
== Titles ==&lt;br /&gt;
For a full list of titles and their requirements, see the [[#Table of requirements|Table of requirements]].&lt;br /&gt;
&lt;br /&gt;
*'''Freeholder (1 honor):''' The Imperial title of freeholder is used by the Empire to signifies a fully-respected individual. Most Imperial citizens earn it while young through volunteer work or military service. The title is also offered to outsiders who act with honor in the eyes of the Empire.&lt;br /&gt;
*'''Novice (7 honor):''' The Imperial title of novice is held by those who have recently been initiated into the ranks of the psychic cult. It gives the holder the right to use low-level psychic abilities as part of their learning. This title is often held by senior soldiers, warskiff pilots, spies, advisors, diplomats, intrusion operatives, and other key individuals. Many important people spend their entire lives as novices.&lt;br /&gt;
*'''Acolyte (13 honor):''' The title of acolyte is the first title of senior learners in the psychic cult, and encompasses a wide range of practical positions. Some acolytes are purely students, learning to lead troops, manage societies, or use psycasts in specialized schools. Others come from wealthy families and might own city buildings or farm complexes. During wartime, an acolyte might lead a platoon of troops, captain a small frigate, or serve their liege as an advisor.&lt;br /&gt;
*'''Knight/Dame (21 honor):''' The title of knight is held by agents of the psychic cult who have fully passed their training, but who have not ascended to higher leadership roles. Many knights never advance further, and spend their lives as respected warriors, advisors, or commanders. In war, some knights lead troop companies and assault squadrons, while psychic-focused knights engage in espionage, sabotage, and battlefield psychic combat.&lt;br /&gt;
*'''Praetor (31 honor):''' The title of praetor denotes a member of the psychic cult who carries out field mission in a more senior role than a mere knight. During peacetime, a praetor will usually manage a city district, asteroid sector, or agricultural region. During war, they take authority over the smallest independent combat units - terrestrial troop cohorts, or space-borne destroyers or combat groups.&lt;br /&gt;
*'''Baron/Baroness (45 honor):''' The title of baron is the lowest of the psychic lords who can act as a semi-independent ruler. Most barons are subordinate to a higher lord. In the Empire, a baron will typically own a city sector, mining colony, or similar outfit. At wartime, a baron may captain a capital ship in name, or control a regiment of troops.&lt;br /&gt;
*'''Archon (65 honor):''' The title of archon is middle rank among the independent members of the psychic cult. In peacetime, an archon may rule to a city or colony. A successful archon might have a small personal fleet, possibly including capital ships.&lt;br /&gt;
&lt;br /&gt;
===Unobtainable===&lt;br /&gt;
&lt;br /&gt;
These titles cannot be obtained through honor without the use of mods, though it is possible to recruit a pawn that already has the title through arresting quest pawns or via [[Skip abduction]].&lt;br /&gt;
&lt;br /&gt;
*'''Dominus:''' The Imperial title of dominus is the highest of the middle-ranked independent rulers. In the Empire, domini control provinces, mega-cities, or moons. At war, a dominus can field a division-level force, or a fleet with capital ships and dozens of support craft.&lt;br /&gt;
*'''Consul:''' The Imperial title of consul is a lower level of high nobility. In the Empire, consuls control planets. At war, a consul can usually field an army-sized force of multiple divisions, supported by several fleets. Some command from a super-capital ship or control space-based megastructures. (Note: Consul is only obtainable if Stellarch is converted to your colony as a colonist.)&lt;br /&gt;
*'''Stellarch:''' The Imperial title of stellarch represents dominion over an entire star system. In the Empire, since interstellar travel times are years long, stellarchs rule their systems with a great degree of independence. They each swear fealty to the Emperor, but since the Emperor may be many light-years away, a stellarch may go years or decades without interacting with him.&lt;br /&gt;
*'''Emperor/Empress:''' The Imperial title of emperor indicates sovereign dominion over the entire Empire, all its peoples, planets, and fleets. All other lords swear fealty to a high lord, while the Emperor swears fealty to no one. However, even the Emperor depends on the support of lower nobles to remain in power. (Note: The emperor is never seen in the normal game.)&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
For a full list of requirements per title, see [[#Table of requirements|Table of requirements]].&lt;br /&gt;
&lt;br /&gt;
=== Thrones and Bedrooms ===&lt;br /&gt;
Titles of Acolyte and above require a throne room and separate bedrooms. Both rooms must be fully [[floor]]ed, and higher ranks will require all fine floors. As with non-titled pawns, couples can share a bedroom without penalty, regardless of either partners level of nobility. Unlike non-titled pawns however, nobles will object to sharing a room with a [[baby]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Any number of nobles can share a throne room, though they need individual thrones. Ways to remove a pawns [[sleep]] need, such as a [[Circadian half-cycler]], the [[Body mastery]] trait,{{AnomalyIcon}} or the [[Never sleep|Never sleep gene]],{{BiotechIcon}} do not negate the desire for a bedroom, though pawns won't sleep in it. &lt;br /&gt;
&lt;br /&gt;
As the titles increase in honor, so does the minimum requirement. Greater titles have an increasing minimum # of floor tiles, Impressiveness, and require specific furniture.&lt;br /&gt;
&lt;br /&gt;
For the purposes of the throne room requirement, they cannot have beds, workstations, ritual buildings from [[Ideology]] {{IdeologyIcon}}, or any building under the [[Biotech]] {{BiotechIcon}} or [[Anomaly]] {{AnomalyIcon}} tabs. However, they can function as Impressive recreation and dining rooms, giving your entire colony a mood buff. The [[meditation throne]] itself also functions as a chair, but the [[grand meditation throne]] can only be used for meditation and [[television]] watching.&lt;br /&gt;
&lt;br /&gt;
[[Ascetic]] pawns do not have to meet bedroom requirements at all. They won't care if their throne doesn't meet requirements. However, they must have a suitable throne room to actually receive their title, and they will have reduced [[psyfocus]] from a throne if requirements aren't met.&lt;br /&gt;
&lt;br /&gt;
=== Clothing requirements ===&lt;br /&gt;
Nobles of a rank that desire clothing will experience a {{--|4}} &amp;quot;''Want &amp;lt;TITLE&amp;gt;-specific apparel''&amp;quot; [[thought]] to their mood if any of their requirements are not met. For ranks that require a specific [[quality]], a separate stacking a {{--|4}} &amp;quot;''Want &amp;lt;TITLE&amp;gt;-quality apparel''&amp;quot; thought is applied if the items worn are not of the required quality.&lt;br /&gt;
&lt;br /&gt;
Clothing requires that a noble is ''covered'' in suitable apparel, i.e. that all body parts have an associated apparel. For example, Archons (and below) can suffice with a [[cape]] and any suitable headgear, or the combination of headgear and [[formal shirt]], [[formal vest]] / [[corset]], and [[prestige robe]].&lt;br /&gt;
&lt;br /&gt;
The [[Nudist]] trait{{Check Tag|Precept?|Do the nudist precepts override this requirement as well?}} overrides the clothing requirement, and Ascetic pawns ignore it.&lt;br /&gt;
&lt;br /&gt;
===Food requirements===&lt;br /&gt;
Conceited nobles will refuse to eat certain foods, with fewer items being acceptable as the ranks increase. In general, all conceited nobles can eat [[lavish meal]]s, [[milk]], and other delicacies like [[insect jelly]] and [[chocolate]]. Ranks lower than Baron can eat [[fine meal]]s normally. If a noble is starving, then they will eat the meal at a {{--|7}} mood penalty. Non-conceited nobles have no such restrictions.&lt;br /&gt;
&lt;br /&gt;
Conceited [[Cannibal (Trait)|Cannibal]] nobles can eat [[human meat]] without penalty, and gain the normal positive moodlets from doing so. However, they still refuse to eat improper meals that include human meat, and when eating said meals, they will ''not'' get the benefit from the Cannibal trait. [[Sanguophages]] {{BiotechIcon}} and other Hemogenic nobles can bloodfeed, but can't consume [[hemogen pack]]s.&lt;br /&gt;
&lt;br /&gt;
===Work restrictions===&lt;br /&gt;
Conceited nobles will refuse to do certain work types; the restriction increases with each title. Conceited pawns up to Archon will continue to do Doctor, Warden, Art, and Research work, but higher ranks can't do anything outside of combat. Non-conceited nobles have no such restrictions, as are nobles who are [[slaves|enslaved]]{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
===Psylink===&lt;br /&gt;
{{Main|Psycasts}}&lt;br /&gt;
Every title, from Novice onward, grant an increase of 1 [[Psylink]] level. If a pawn already matches their title's respective level (from [[psylink neuroformer]]s or [[anima tree]] linking), then no new levels will be given.&lt;br /&gt;
&lt;br /&gt;
The bestower will implant a [[psylink neuroformer]] during the noble's bestowing ceremony, but they come with two. It is possible to arrest the bestower for an extra level, but this makes the empire faction hostile to you. If they are [[downed]] for other reasons (like [[heatstroke]]), you will still lose [[goodwill]].&lt;br /&gt;
&lt;br /&gt;
=== Permits ===&lt;br /&gt;
Nobles that have reached Acolyte or higher will gain access to '''Permits'''. One permit is awarded for every title from Acolyte onwards, for a maximum of five permits for Archons. Higher titles will give access to stronger permits. These can include item drops, immediate support, or even direct bombardments. Permits have a cooldown; if used during it, there is an Honor cost. A pawn can't demote themselves to use a permit again.&lt;br /&gt;
&lt;br /&gt;
Once picked, permits stay with your pawn, and can't be freely changed. You can return all permits and re-assign them again; this costs 8 honor ''and'' the costs of any permit currently in cooldown. New permits won't have a cooldown, as the cost has been paid.&lt;br /&gt;
&lt;br /&gt;
You can't use permits if the [[empire]] faction is hostile towards you. [[Slave|Enslaved]]{{IdeologyIcon}} nobles and guests from the [[Empire]] are also unable to use permits. If an NPC noble is captured, they will come with randomly assigned permits.&lt;br /&gt;
&lt;br /&gt;
Permits are lost when titles are, such as upon revocation and death, inheritance, and resurrection.&lt;br /&gt;
&lt;br /&gt;
Note that some permits do not work in [[orbit]]{{OdysseyIcon}} showing the message, &amp;quot;the [[Empire]] faction cannot reach this area.&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Permit Name !! Prerequisite !! Cooldown&amp;lt;br&amp;gt;(Days) !! Honor Cost&amp;lt;Br&amp;gt;&amp;lt;small&amp;gt;(to ignore cooldown)&amp;lt;/small&amp;gt; !! Description !! Works in&amp;lt;br&amp;gt;[[Orbit]]?{{OdysseyIcon}} !! data-sort-type=number | Equiv. Value&lt;br /&gt;
|- id=&amp;quot;Call transport shuttle&amp;quot;&lt;br /&gt;
|'''Call transport shuttle''' &lt;br /&gt;
| data-sort-value=3|Knight/Dame &lt;br /&gt;
| 40  &lt;br /&gt;
| 8 &lt;br /&gt;
| Call a one-way [[imperial shuttle]] for your own use, which will transport colonists, items, and animals up to 70 tiles away.&amp;lt;br&amp;gt;The shuttle can hold a total of 1000kg on a loaded map, but as of 1.2.2900 it ignored this weight limit for [[caravan]]s. &lt;br /&gt;
| {{Check}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call laborer team&amp;quot;&lt;br /&gt;
|'''Call laborer team''' &lt;br /&gt;
| data-sort-value=2|Acolyte &lt;br /&gt;
|  60  &lt;br /&gt;
| 4 &lt;br /&gt;
| Call a group of 4 [[Empire#Laborer|laborers]] to assist you for 4 days. They are fully controllable, and their equipment can be changed freely. They are always incapable of violence, animals work, social and research; sometimes other tasks are restricted by backstories. Each laborer death nominally causes a loss of 12 goodwill but this is not actually applied as of 1.4.3704. When downed or killed, laborers deduct [[Raid_points#Adaption_factor|adaptation days]] as if they were full colonists. Useful for menial labor, but also no worse in combat than any other violence-incapable meat shield, with the added advantages of being perfectly expendable and occasionally having [[Empire#Xenotypes|robust or pain-resistant xenotypes]]. &lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call laborer gang&amp;quot;&lt;br /&gt;
|'''Call laborer gang''' &lt;br /&gt;
| data-sort-value=6|Archon&amp;lt;br&amp;gt;[[#Call laborer team|Laborer Team]]&lt;br /&gt;
| 60 &lt;br /&gt;
| 8 &lt;br /&gt;
| As ''Call laborer team'', but twice the headcount.&amp;lt;br&amp;gt;Loses access to laborer team.&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call aerodrone strike&amp;quot;&lt;br /&gt;
|'''Call aerodrone strike''' &lt;br /&gt;
| data-sort-value=3|Knight/Dame &lt;br /&gt;
| 45 &lt;br /&gt;
| 6 &lt;br /&gt;
| Call a single-impact aerodrone strike at a target position. 45 tile range, 3 tile miss radius, 8 tile explosion radius, 50 [[Damage types#Bomb|Bomb damage]], {{ticks|120}} warmup time. &lt;br /&gt;
| {{Cross}}&lt;br /&gt;
|{{icon Small|silver||{{Q|Doomsday rocket launcher|Market Value Base}}}}{{ref label|Equiv|*}}&lt;br /&gt;
|- id=&amp;quot;Call aerodrone salvo&amp;quot;&lt;br /&gt;
|'''Call aerodrone salvo''' &lt;br /&gt;
|  data-sort-value=4|Praetor &amp;lt;br&amp;gt; [[#Call aerodrone strike|Aerodrone Strike]]&lt;br /&gt;
| 60 &lt;br /&gt;
| 8 &lt;br /&gt;
| Call an extended salvo of aerodrone strikes around a target position. 45 tile range, 8 tile miss radius, 6 tile explosion radius, 50 [[Damage types#Bomb|Bomb damage]], {{ticks|120}} warmup time. 6 rounds with {{ticks|60}} between them.&amp;lt;br&amp;gt;Loses access to aerodrone strike&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{icon Small|silver||{{Q|Orbital bombardment targeter|Market Value Base}}}}{{ref label|Equiv2|*}}&lt;br /&gt;
|- id=&amp;quot;Call trooper squad&amp;quot;&lt;br /&gt;
|'''Call trooper squad''' &lt;br /&gt;
| data-sort-value=2|Acolyte  &lt;br /&gt;
| 40 &lt;br /&gt;
| 4 &lt;br /&gt;
| Call a group of 4 light [[Empire#Trooper|troopers]] to aid you in battle, who can't be controlled. They will refuse to attack pawns that are not enemies to the Empire.&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call janissary squad&amp;quot;&lt;br /&gt;
|'''Call janissary squad''' &lt;br /&gt;
| data-sort-value=4|Praetor &lt;br /&gt;
| 50 &lt;br /&gt;
| 6 &lt;br /&gt;
| Call a group of 4 professional [[Empire#Janissary|janissaries]] to aid you in battle. As troopers otherwise.&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call cataphract squad&amp;quot;&lt;br /&gt;
|'''Call cataphract squad''' &lt;br /&gt;
| data-sort-value=6|Archon&amp;lt;br&amp;gt; [[#Call Janissary Squad|Janissaries]] &lt;br /&gt;
| 60 &lt;br /&gt;
| 8 &lt;br /&gt;
| Call a group of 4 heavy [[Empire#Cataphract|cataphracts]] to aid you in battle. As troopers otherwise.&amp;lt;br&amp;gt;Loses access to janissary squad.&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Steel drop&amp;quot;&lt;br /&gt;
|'''Steel drop''' &lt;br /&gt;
| data-sort-value=2|Acolyte &lt;br /&gt;
| 45 &lt;br /&gt;
| 4 &lt;br /&gt;
| Call for a drop of 250 [[steel]]. &lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{icon Small|silver||{{#expr:{{Q|steel|Market Value Base}}*250}}}}&lt;br /&gt;
|- id=&amp;quot;Glitterworld medicine drop&amp;quot;&lt;br /&gt;
|'''Glitterworld medicine drop''' &lt;br /&gt;
| data-sort-value=5|Baron/Baroness &lt;br /&gt;
| 45 &lt;br /&gt;
| 8 &lt;br /&gt;
| Call for a drop of 5 [[glitterworld medicine]]. &lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{icon Small|silver||{{#expr:{{Q|glitterworld medicine|Market Value Base}}*5}}}}&lt;br /&gt;
|- id=&amp;quot;Silver drop&amp;quot;&lt;br /&gt;
|'''Silver drop'''  &lt;br /&gt;
| data-sort-value=3|Knight/Dame &lt;br /&gt;
| 45 &lt;br /&gt;
| 6 &lt;br /&gt;
| Call for a drop of 500 [[silver]]. &lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{icon Small|silver||500}}&lt;br /&gt;
|- id=&amp;quot;Food drop&amp;quot;&lt;br /&gt;
|'''Food drop''' &lt;br /&gt;
| data-sort-value=2|Acolyte  &lt;br /&gt;
| 45 &lt;br /&gt;
| 4 &lt;br /&gt;
| Call for a drop of 20 [[packaged survival meal]]s.&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{icon Small|silver||{{#expr:{{Q|packaged survival meal|Market Value Base}}*20}}}}&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Equiv|*}} Roughly equivalent to a [[Doomsday rocket launcher]]&lt;br /&gt;
:{{note|Equiv2|*}} Inferior, but most closely equivalent, to an [[Orbital bombardment targeter]]&lt;br /&gt;
&lt;br /&gt;
===Speeches===&lt;br /&gt;
{{Quote|Initiate a speech from the throne. '''&amp;lt;PAWN NAME&amp;gt;''' will go to '''&amp;lt;PAWN POSSESSIVE&amp;gt;''' throne and call all colonists to listen to a speech there. If all goes well, listeners will feel inspired, and gain respect for '''&amp;lt;PAWN NAME&amp;gt;'''. If it goes poorly, the speech will do social damage. The outcome depends on '''&amp;lt;PAWN NAME&amp;gt;''''s social abilities.|In-Game Description}}&lt;br /&gt;
&lt;br /&gt;
At Praetor rank, Nobles gain the ability to give speeches. This ability is manually triggered by the player. These speeches have a cool down, require an assigned throne, and cannot happen while another gathering is happening. Speeches last {{ticks|10000}} or 4 in-game hours. &lt;br /&gt;
&lt;br /&gt;
A speech grants attendees a [[Mood#Gatherings|moodlet]] and changes the listener's opinion of the speaker, both proportional to the success of the speech:&lt;br /&gt;
*A &amp;quot;Terrible Speech&amp;quot; will grant a -12 negative mood to attendees and a -30 opinion of the speaker. &lt;br /&gt;
*An &amp;quot;Uninspiring Speech&amp;quot; will grant a -4 negative mood to attendees and a -15 opinion of the speaker. &lt;br /&gt;
*An &amp;quot;Encouraging Speech&amp;quot; will grant a +4 positive mood and a +20 opinion of the speaker. &lt;br /&gt;
* An &amp;quot;Inspirational Speech&amp;quot; grants a +8 to mood and a massive +40 opinion of the speaker. Each listener has a 5% chance of getting an [[inspiration]].&lt;br /&gt;
&lt;br /&gt;
Both [[Skills#Social|Social skill]] and [[Social Impact]] can greatly improve success, but the exact relationship is unknown. Wear [[top hat]]s, [[coronet]]s, and other royal items that increase social impact.&lt;br /&gt;
&lt;br /&gt;
The cooldown between uses of the speech ability varies by rank. At Praetor rank this cooldown is {{ticks|1200000}} or 20 in-game days.  At Baron rank this cooldown is {{ticks|900000}} or 15 in-game days. At Archon rank or higher, this cooldown is {{ticks|600000}} or 10 in-game days.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
A rank of Knight/Dame is required to trade with an empire [[faction base]] or trade caravan.&lt;br /&gt;
&lt;br /&gt;
A rank of Baron/Baroness or higher is required to trade with the empire's [[comms console|trade ships]].&lt;br /&gt;
&lt;br /&gt;
=== Decrees === &lt;br /&gt;
{{stub|section=1|reason=Needs more info. Also, link is effectively dead}}&lt;br /&gt;
{{Main|Decree}}&lt;br /&gt;
Nobles will sometimes issue a &amp;quot;decree&amp;quot; quest as part of a mental break, or at random if [[conceited]]{{Check Tag|Verify}}. Decrees demand things such as producing, harvesting, or killing some number of a certain thing, or constructing a monument. The quest gives no reward except for a positive moodlet of {{+|6}} &amp;quot;Decree satisfied&amp;quot;{{Check Tag|Thought template}} for 15 days to the noble when fulfilled. If the quest's deadline is not met, the noble who issued it gets a negative &amp;quot;Decree ignored&amp;quot; moodlet{{Check Tag|Thought template}}⁰ starting at {{--|5}} and increasing linearly to {{--|15}} over the course of 15 days. A noble can issue more decrees before the current one is fulfilled, though only the oldest &amp;quot;Decree ignored&amp;quot; applies at a time.&lt;br /&gt;
&lt;br /&gt;
Dying, being kidnapped, or renouncing a title ends any current decrees as of 1.1.2579.{{Check Tag|Verify currently}}  Decrees are also forgotten after 80 days if unfulfilled.&lt;br /&gt;
&lt;br /&gt;
== Table of requirements ==&lt;br /&gt;
{| {{STDT|sortable c_19 align-right}}&lt;br /&gt;
|-&lt;br /&gt;
! Obtainable Titles !! Royal Honor Required (total) !! Psylink Level !! {{Good|Capable|noFormat=1}}/{{Bad|Incapable|noFormat=1}} of&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Only if Noble is [[Titles#Conceited_pawns|Conceited]]&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New restrictions in Bold)&amp;lt;/sub&amp;gt; !! Throne Room Requirements&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New this tier in Bold)&amp;lt;/sub&amp;gt; !! Bedroom Requirement&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New this tier in Bold)&amp;lt;/sub&amp;gt; !! Food Requirements&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Only if Noble is [[Titles#Conceited_pawns|Conceited]]&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(Lost next tier in ''italic'')&amp;lt;sub&amp;gt; !! Clothing Requirement&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New this tier in Bold)&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(Lost next tier in ''italic'')&amp;lt;sub&amp;gt; !! New Abilities with this Rank&lt;br /&gt;
|- id=&amp;quot;Freeholder&amp;quot;&lt;br /&gt;
! Freeholder &lt;br /&gt;
| 1 || 0 || {{Good|'' Any ''|noFormat=1}} || ''None'' || ''None'' || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|- id=&amp;quot;Yeoman&amp;quot;&lt;br /&gt;
! Novice&lt;br /&gt;
| 6 (7) || 1 || {{Good|'' Any ''|noFormat=1}} || ''None'' || ''None'' || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|- id=&amp;quot;Acolyte&amp;quot;&lt;br /&gt;
! Acolyte &lt;br /&gt;
| 6 (13) || 2 || {{Bad|'''Cleaning'''|noFormat=1}} || '''Area 24, Throne, all floored, Brazier x2'''&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit, Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| '''Area 16, all floored, Double bed''' || [[Fine meal]], ''[[Packaged survival meal]]'', ''[[Simple meal]]'', ''[[Pemmican]]'', [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||  One of: '''[[Top hat]]/[[Ladies hat]], [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]'''; AND&amp;lt;br&amp;gt;One of: '''[[Formal shirt]], [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]]''' || 1 Permit Point&lt;br /&gt;
|- id=&amp;quot;Knight&amp;quot; &lt;br /&gt;
! id=&amp;quot;Dame&amp;quot; | Knight/Dame &lt;br /&gt;
| 8 (21) || 3 || {{Bad|Cleaning, '''Haul'''|noFormat=1}} || '''Area 30''', '''Impressiveness 60''', Throne,  all floored, Brazier x2, '''Column x2''', '''Harp''' &amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Harpsichord or Piano suffice, All braziers must be lit, Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| '''Area 24''', '''Impressiveness 40''', all floored, Double bed, '''End table, Dresser''' || [[Fine meal]], [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || One of: [[Top hat]]/[[Ladies hat]], [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]; AND&amp;lt;br&amp;gt;One of: [[Formal shirt]], [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]] ||  1 Permit Point &amp;lt;Br&amp;gt; Trade with Empire Caravan/Settlements&lt;br /&gt;
|- id=&amp;quot;Praetor&amp;quot;&lt;br /&gt;
! Praetor &lt;br /&gt;
| 10 (31) || 4 || {{Good|'' Cook, Construct, Smith, Handle, Tailor, Craft, Doctor, Warden, Hunt, Art, Research ''|noFormat=1}}&amp;lt;br/&amp;gt; {{Bad|Cleaning, Haul, '''Plant cut''', '''Grow''', '''Mining'''|noFormat=1}} || '''Area 40''', '''Impressiveness 90''', Throne,  all floored, Brazier x2, '''Column x4''', Harp &amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Harpsichord or Piano suffice, All braziers must be lit, Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| Area 24, '''Impressiveness 50''', all floored, Double bed, End table, Dresser || ''[[Fine meal]]'', [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || One of: ''[[Top hat]]/[[Ladies hat]]'', [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]; AND&amp;lt;br&amp;gt;One of: [[Formal shirt]], [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]]&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;'''(All apparel must be at least Normal [[quality]])'''&amp;lt;/sub&amp;gt;||  1 Permit Point &amp;lt;Br&amp;gt; Give speech once per 20 days&lt;br /&gt;
|- id=&amp;quot;Baron&amp;quot;&lt;br /&gt;
! id=&amp;quot;Baroness&amp;quot; | Baron/Baroness &lt;br /&gt;
| 14 (45) || 5 || {{Good|'' Doctor, Warden, Hunt, Art, Research ''|noFormat=1}}&amp;lt;br&amp;gt; {{Bad|Cleaning, Haul, Plant cut, Grow, Mining, '''Cook''', '''Construct''', '''Smith''', '''Handle''', '''Tailor''', '''Craft'''|noFormat=1}} || '''Area 60''', '''Impressiveness 120''', '''Grand Throne''', '''all [[fine floor|''fine'' floored]]''', Brazier x2, Column x4, '''Drape x2''', '''Harpsichord''' &amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Piano suffices, All braziers must be lit, Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| '''Area 30''', '''Impressiveness 70''', all floored, '''Royal bed''', End table, Dresser, '''Drape''' || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||One of: '''[[Coronet]]''', [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]; AND EITHER&amp;lt;br&amp;gt;Two of: [[Formal shirt]], '''[[Formal vest]]/[[Corset]]'''; OR&amp;lt;br&amp;gt;One of: [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]].&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(All apparel must be at least Normal [[quality]])&amp;lt;/sub&amp;gt;||  1 Permit Point &amp;lt;Br&amp;gt; Trade with Imperial orbital traders &amp;lt;Br&amp;gt; Speech cooldown reduced to 15 days &amp;lt;Br&amp;gt; Expectations replaced with Noble Expectations if Conceited&lt;br /&gt;
|- id=&amp;quot;Archon&amp;quot; &lt;br /&gt;
! Archon &lt;br /&gt;
| 20 (65) || 6 || {{Good|'' Doctor, Warden, Hunt, Art, Research ''|noFormat=1}}&amp;lt;br&amp;gt; {{Bad|Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft|noFormat=1}} || '''Room area 80''', '''Room impressiveness 160''', Grand throne, all [[fine floor]]ed, Brazier x2, '''Column x6''', Drape x2, '''Piano'''&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit, Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| Area 30, '''Impressiveness 80''', '''All [[fine floor|''fine'' floored]]''', Royal bed, End table, Dresser, Drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||One of: ''[[Coronet]]'', [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]; AND EITHER&amp;lt;br&amp;gt; All of: [[Formal shirt]], [[Formal vest]]/[[Corset]], '''[[Prestige robe]]'''; OR&amp;lt;br&amp;gt;One of: ''[[Cape]]'', [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]].&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(All apparel must be at least Normal [[quality]])&amp;lt;/sub&amp;gt;||  1 Permit Point  &amp;lt;Br&amp;gt; Speech cooldown reduced to 10 days&amp;lt;Br&amp;gt; Expectations replaced with Royal Expectations if Conceited&lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;table c_19 align-right&amp;quot;&lt;br /&gt;
! NPC Titles !! Psylink Level !! Incapable of !! Throne Room Requirements !! Bedroom Requirements !! Food Requirements !! Clothing Requirement&lt;br /&gt;
|-id=&amp;quot;Dominus&amp;quot; &lt;br /&gt;
! Dominus&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Area 80, Impressiveness 160, Grand throne, all [[fine floor]]ed, Brazier x2, Column x6, Piano&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Area 30, Impressiveness 80, all [[fine floor]]ed, Royal bed, End table, Dresser, Drape &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | One of: '''[[Stellic crown]]''', [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]]; AND EITHER&amp;lt;br&amp;gt; All of: [[Formal shirt]], [[Formal vest]]/[[Corset]], '''[[Prestige robe]]'''; OR&amp;lt;br&amp;gt;One of: [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]].&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(All apparel must be at least Normal [[quality]])&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-id=&amp;quot;Consul&amp;quot; &lt;br /&gt;
! Consul&lt;br /&gt;
|-id=&amp;quot;Stellarch&amp;quot;&lt;br /&gt;
! Stellarch&lt;br /&gt;
|-id=&amp;quot;Emperor&amp;quot; &lt;br /&gt;
! id=&amp;quot;Empress&amp;quot; | Emperor/Empress&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The royal favor icon is reminiscent of the head of the [[eltex staff]] carried by the [[Empire#Pawns|Bestower]]. This is fitting, since the bestower grants the received titles to the pawn.&lt;br /&gt;
If the map is polluted enough,{{Check Tag|How polluted?}} the bestower will come with a gas mask instead of their usual headgear.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
These are only provided as easily comparable examples - they are not considered ideal or efficient.&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Room example Acolyte Throneroom.png|'''Acolyte Example Throne Room '''&lt;br /&gt;
File:Room example Knight Throneroom.png|'''Knight Example Throne Room '''&lt;br /&gt;
File:Room example Praetor Throneroom.png|'''Praetor Example Throne Room '''&lt;br /&gt;
File:Room example Baron Throneroom.png|'''Baron Example Throne Room '''&lt;br /&gt;
File:Room example Count Throneroom.png|'''Archon Example Throne Room '''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Room example Acolyte Bedroom.png|'''Acolyte Example Bedroom '''&lt;br /&gt;
File:Room example Knight Bedroom.png|'''Knight Example Bedroom '''&lt;br /&gt;
File:Room example Praetor Bedroom.png|'''Praetor Example Bedroom '''&lt;br /&gt;
File:Room example Baron Bedroom.png|'''Baron Example Bedroom '''&lt;br /&gt;
File:Room example Count Bedroom.png|'''Archon Example Bedroom '''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
{{Stub|section=1|reason=Record old title names and flavor after 1.5.4241 change}}&lt;br /&gt;
* [[Royalty DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.1.2563|1.1.2563]] - [[Resurrector mech serum]] now removes royal titles, to prevent duplicating titles.&lt;br /&gt;
* [[Version/1.1.2571|1.1.2571]] - Baron can now do Animals, Count can now do commoner work and instead is now only unable to do same as Baron, plus Animals.&lt;br /&gt;
* [[Version/1.1.2575|1.1.2575]] - Added the ability to renounce the title from the bio tab.&lt;br /&gt;
* [[Version/1.1.2579|1.1.2579]] - Mechanics were changed from all Nobles having hard restrictions, to only some. Dying, being kidnapped, or renouncing a title now ends decrees.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Rename esquire to acolyte. Adjust some title descriptions.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Added permits system, previous ally summon abilities subsumed into it with new abilities added. Speech duration: 5hrs -&amp;gt; 4hrs. Inspiring Speeches have 5% chance to inspire each attendee. Titles no longer gained instantly nor neuroformers drop podded in - both replaced with Bestower and Bestowal Ceremony. Renamed royal favor to honor. New visual effects for all orbital bombardments - you can now see and hear incoming projectiles and other details are improved. Fix: LOS calcs for purpose of royal aid don't match LOS for guns.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Removed full-map light up effect of all strikes. Added new permits: Steel drop, Glitterworld medicine drop, Silver drop, Food drop. Renamed Orbital Strike and Orbital Salvo permits to Aerodrone Strike and Aerodrone Salvo (for fiction coherence reasons). Increased warmup time for aerodrone permits by 1 second. Titles no longer instantly transferred to heirs upon death of noble - now triggers bestower quest for the heir. Added new noble compatible clothing: Beret, Cape, Eltex Skullcap, and Stellic Crown. Stellarch and other non-rewardable title holding pawns now get any permits. NPC nobles now purchase random permits on generation. &lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Throne speeches have been re-tooled into [[rituals]].&lt;br /&gt;
* Prior to 1.4 - Higher tier instruments can now be used in place of lower tier instruments to meet the requirements of lower rank nobles. E.g. a piano can be used to fulfil the need a praetor's need for a harp. Previously, the exact instrument had to be used. &lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Resurrected pawns with titles that were inherited lose all permits associated with the lost titles.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Permit shuttle fails when sent to a worksite.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - [[Mechlord suit]] and [[Mechlord helmet|helmet]] now satisfies royal title requirements.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Bestowers will leave if they are exposed to dense tox gas or rot stink.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Permits not reset when royal pawn dies, has title inherited, then is resurrected&lt;br /&gt;
* [[Version/1.5.4241|1.5.4241]] - Re-flavor royal titles.&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Arandomturtle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Death_pall&amp;diff=165570</id>
		<title>Death pall</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Death_pall&amp;diff=165570"/>
		<updated>2025-07-18T06:59:47Z</updated>

		<summary type="html">&lt;p&gt;Arandomturtle: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=General}}&lt;br /&gt;
[[File:Deathpall.png|72px|right]]&lt;br /&gt;
'''Death palls''' are an [[entity]] and [[weather]] event added by the [[Anomaly DLC]] that causes corpses exposed to it to be raised as [[shambler]]s. &lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Death pall is an entity event that reanimates the dead. It can be triggered by performing the Void Provocation ritual, or it can occur as a Major Threat. Unlike Grey Pall, its arrival is signified by a red event box.&lt;br /&gt;
&lt;br /&gt;
This event cannot fire before day 15, and once fired, can only fire again after 30 days.{{Check Tag|Provoked?|Are these two limits only with natural spawns or does it also prevent it spawning with provocation}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Death pall will fall over the map tile for 1-3 days, and resurrect any non-[[mechanoid]] [[corpse]]s which are not indoors and under a [[roof]] as [[Shambler]]s. This includes corpses that have already risen as Shamblers and have died for any reason, including metabolic exhaustion. Corpses will not reanimate during a Death pall if they are burnt or otherwise destroyed. &lt;br /&gt;
&lt;br /&gt;
Death pall can reanimate any and all corpses, including entities, desiccated corpses, and corpses missing vital [[body part]]s or organs (such as the head, torso or [[heart]]).  Reanimated corpses will regenerate vital body parts, but non-vital body parts such as eyes/arms/etc will stay damaged/destroyed.&lt;br /&gt;
&lt;br /&gt;
Death Pall blocks standard weather transitions. While Death Pall is active rain will not occur to put out fires.&lt;br /&gt;
&lt;br /&gt;
[[Grave]]s, [[sarcophagi]], [[Transport pod]]s, [[gibbet cage]]s{{IdeologyIcon}} and [[Passenger shuttle]]s{{OdysseyIcon}} will prevent their occupants rising from a death pall, however [[shelves]] will not.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
The only threat Death pall serves to your colony is the creation of shamblers, in the form of [[human]]oid and [[animal]] corpses. [[Megasloth]]s, [[Timber wolf|Timber wolves]], [[Thrumbo]]s and other dangerous animals can be bought back from the dead as aggressive shamblers if left outdoors. It is best to butcher or burn corpses which are laying around outdoors, in order to prevent any accidental shambler creation.&lt;br /&gt;
&lt;br /&gt;
An alternate tactic could be to leave corpses outside of your base, in order for them to rise during the Death pall and attack your enemies. However, this will leave your base surrounded by shamblers that will also be aggressive to you.&lt;br /&gt;
&lt;br /&gt;
A corpse simply being under a roof ''will not'' prevent it from reanimating during a death pall. To prevent reanimation, a corpse must be under a roof ''and'' inside a fully enclosed room. Corpses that are under a roof outdoors, or are not under a roof indoors will still reanimate. The room containing the corpse does not have to be entirely roofed - reanimation will not occur as long as it is enclosed and the corpse itself is under a roof tile.&lt;br /&gt;
&lt;br /&gt;
Corpses that are being butchered at a [[Butcher table]] or [[Butcher spot]] located outside will reanimate during a death pall.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Arandomturtle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Titles&amp;diff=165544</id>
		<title>Titles</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Titles&amp;diff=165544"/>
		<updated>2025-07-18T01:05:50Z</updated>

		<summary type="html">&lt;p&gt;Arandomturtle: /* Conceited pawns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Rewrite|reason=Restore lost content from major rewrite ([https://rimworldwiki.com/index.php?title=Titles&amp;amp;oldid=110606 see old])}}&lt;br /&gt;
'''Titles''' are a mechanic introduced in the [[Royalty]] DLC, representing power and prestige from the [[Empire]]. &lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Summary == &lt;br /&gt;
Titles are obtained by spending '''Honor''', the currency of the Royalty system. Honor is offered as a [[quest]] reward, or can be purchased from Royal Tribute Collector caravans in exchange for either [[gold]] or [[prisoners]]. &lt;br /&gt;
&lt;br /&gt;
Titles come with demands. From the title of Acolyte onwards, the title holder will start to demand certain apparel, a proper throne room, and more prestigious bedrooms. There are also limits on [[recreation]]. Empire guests and colonists with certain [[traits]] will be ''conceited'' and have more demands. In exchange, the empire will grant increasing levels of [[Psylink]], and give you access to [[#Permits|Permits]].&lt;br /&gt;
&lt;br /&gt;
Titles are retained if you become [[goodwill|hostile]] to the [[empire|empire faction]], though using permits is disabled until relations are restored. Titles can be renounced at the pawn's Bio screen.&lt;br /&gt;
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'''Special Traits:'''&lt;br /&gt;
* [[Ascetic]]s do not have royal demands, overriding the clothing and bedroom needs entirely. They'll need a throne in an enclosed room, but do not care if throne requirements are unmet. However, their throne room's Impressiveness will affect their mood, positively or negatively. Note that Ascetics will need to meet throne requirements to get their title, and that the [[Psyfocus#Dignified|meditation effectiveness]] of the throne remains improved by meeting the title requirements.&lt;br /&gt;
* Pawns with the [[Nudist]] and [[Cannibal (Trait)|Cannibal]] traits prefer being nude or eating human meat over their title requirements.&lt;br /&gt;
* [[Slaves]]{{IdeologyIcon}} can be given Honor, and will rank up as usual, with the same clothing and room requirements. However, they are unable to use permits, and slavery overrides conceited pawns' inability to work. There is a bug where slaves in a [[caravan]] can use their permits.{{Check Tag|Check for 1.4}}&lt;br /&gt;
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=== Conceited pawns ===&lt;br /&gt;
{{Stub|section=1|reason=When can they eat low-class food}}&lt;br /&gt;
Pawns that are guests from, or are recruited from, the [[Empire]] faction, and those with the [[Greedy]], [[Jealous]], or [[Abrasive]] traits, are Conceited and will have greater royal demands. If [[Abrasive]] has been overridden by the [[Kind instinct]]{{BiotechIcon}} gene after they have a title they will still be conceited, but if they receive the gene before their first title then they will not be conceited even if the gene is removed later. Starting at [[Acolyte]] and getting more severe with each title they will refuse to do work of certain types, and will normally only eat certain types of food. {{Check Tag|Clarification needed| Will they eat it if fed given it as a prisoner? Will they eat it if fed it as a patient?}} Conceited nobles that eat food not in their allowed list will receive {{Thought|desc=That meal was below my station. My title's formal requirements should always be respected.|label=Ate low-class food|value=-8|duration=1}}. Note that conceited pawns will only automatically eat low-class food if they are starving. Also note that [[hemogen pack]]s{{BiotechIcon}} count as food for this purpose, even when being consumed for [[hemogen]]{{BiotechIcon}} and not [[saturation]].&lt;br /&gt;
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Conceited nobles have higher expectations then normal pawns, starting at [[Acolyte]] if their expectations would be lower they replace their regular [[Mood#Expectation moodlets|expectation moodlets]] with moderate expectations. Each additional title they get makes their minimum expectations one higher up to royal expectations at [[Archon]] and above.&lt;br /&gt;
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The game will show a popup warning if you attempt to give a conceited pawn royal honor.&lt;br /&gt;
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===Honor===&lt;br /&gt;
Honor is a direct reward for empire [[quest]]s that gives access to the empire's titles. Selling gold,  prisoners, or  [[slave]]s{{IdeologyIcon}} to a [[royal tribute collector]] also gives Honor. The pawn that does the selling gets the honor.&lt;br /&gt;
[[Skills#Social|Social]] skill or other social factors do not affect honor gain, but the pawn has to be [[Incapable|capable]] of Social in order to initiate trade.&lt;br /&gt;
&lt;br /&gt;
*Selling [[prisoner]]s or slaves gives 3 honor per pawn. They must be able to walk while being sold, but no other qualities matter. This gives the regular penalties for selling humans.&lt;br /&gt;
**It is possible to use the [[painblock]] psycast to temporarily make a pawn mobile, then rescue the now-Empire pawn for a [[goodwill]] boost.&lt;br /&gt;
*[[Gold]] gives 0.015 point of Honor per gold item, rounded down. Therefore, the amount of gold per honor:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gold Spent !! Honor || Equiv. Market Value&lt;br /&gt;
|-&lt;br /&gt;
! {{icon Small|gold}} 67 &lt;br /&gt;
| 1 || {{#expr: {{Q|Gold|Market Value Base}}*67}}&lt;br /&gt;
|-&lt;br /&gt;
! {{icon Small|gold}} 134 &lt;br /&gt;
| 2 || {{#expr: {{Q|Gold|Market Value Base}}*134}}&lt;br /&gt;
|-&lt;br /&gt;
! {{icon Small|gold}} 200 &lt;br /&gt;
| 3 || {{#expr: {{Q|Gold|Market Value Base}}*200}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bestowing ceremony ==&lt;br /&gt;
{{see also|Quests#Noble_Ceremony{{!}}Quests}}&lt;br /&gt;
The lowest title, Freeholder, is automatically 'purchased' as soon as a pawn earns his first point of Honor. Any further titles must be obtained through the bestowing ceremony.&lt;br /&gt;
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A colonist with enough honor for a new title can accept the received quest to invoke the [[Empire#Bestower|bestower]], a ceremonial priest-like figure who arrives by [[shuttle]] with a retinue of guards. To accept the quest, the pawn to be bestowed must have a throne room that meets the requirements, even if they themselves do not care about it. There is no room requirement for Freeholder and Novice ranks. The bestowing ceremony will be performed in the throne room assigned to the pawn to be bestowed upon. If the throne room no longer meets requirements, or is unassigned from the pawn, then the quest will fail and the bestower will return home. If no such room is available, the bestower will instead attempt to find a [[party spot]] and failing that pick a social gathering spot.{{Check Tag|Confirm Social Spot|Party spot is right, needs more testing to verify whether they target social gathering spots}} The ceremony itself gives the psylink upgrade and title. The bestower carries 2 [[psylink neuroformer]]s; if you wish, you may [[down]], arrest, or kill the bestower to steal them. Bestowers will leave if they are exposed to dense{{Check Tag|Detail needed|Define: Dense}} [[tox gas]] or [[rot stink]].&lt;br /&gt;
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If the quest fails for any reason except promotion to a higher rank, it will reoccur after a period of time.{{Check Tag|How long}}&lt;br /&gt;
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If you receive enough honor to qualify for a higher title, then the lower title's bestowing ceremony will be skipped entirely. Note that this can result in lost opportunities to gain honor from the skipped ceremonies, but you will still receive all of the missed psycasts that you would have gotten if you hadn't skipped the lower titles.&lt;br /&gt;
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The ceremony is considered a [[ritual]] and its outcome affects colonist mood. It can also grant extra honor based on ritual quality, up to a maximum of 3 honor at &amp;gt;90% quality. Quality is determined by participant count and room impressiveness. This is independent from the actual outcome.&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Ritual Quality&lt;br /&gt;
!0%&lt;br /&gt;
!30%&lt;br /&gt;
!60%&lt;br /&gt;
!90%&lt;br /&gt;
|- &lt;br /&gt;
!Honor Gained&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
BestowingCeremony.jpg|A bestower granting the Archon rank to a pawn.&lt;br /&gt;
BestowingCeremonyDeparture.jpg|Bestower and guards leaving on shuttle after granting a title.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inheritance ===&lt;br /&gt;
Titles from Acolyte onwards are able to be inherited. Heirs are automatically assigned, with additional weight towards spouses. They can be changed from a [[comms console]]; in order for heirs to actually change, you must complete a monument [[quest]]. Failure to complete the quest in time gives a [[goodwill]] penalty and causes no change.&lt;br /&gt;
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When a noble dies, the heir will automatically gain the Freeholder title, if they didn't already have honor. They must begin a bestowing ceremony to obtain their proper rank. Should the noble be [[Resurrector mech serum|resurrected]], the title is lost, even if the bestowing ceremony hasn't begun yet.&lt;br /&gt;
&lt;br /&gt;
== Titles ==&lt;br /&gt;
For a full list of titles and their requirements, see the [[#Table of requirements|Table of requirements]].&lt;br /&gt;
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*'''Freeholder (1 honor):''' The Imperial title of freeholder is used by the Empire to signifies a fully-respected individual. Most Imperial citizens earn it while young through volunteer work or military service. The title is also offered to outsiders who act with honor in the eyes of the Empire.&lt;br /&gt;
*'''Novice (7 honor):''' The Imperial title of novice is held by those who have recently been initiated into the ranks of the psychic cult. It gives the holder the right to use low-level psychic abilities as part of their learning. This title is often held by senior soldiers, warskiff pilots, spies, advisors, diplomats, intrusion operatives, and other key individuals. Many important people spend their entire lives as novices.&lt;br /&gt;
*'''Acolyte (13 honor):''' The title of acolyte is the first title of senior learners in the psychic cult, and encompasses a wide range of practical positions. Some acolytes are purely students, learning to lead troops, manage societies, or use psycasts in specialized schools. Others come from wealthy families and might own city buildings or farm complexes. During wartime, an acolyte might lead a platoon of troops, captain a small frigate, or serve their liege as an advisor.&lt;br /&gt;
*'''Knight/Dame (21 honor):''' The title of knight is held by agents of the psychic cult who have fully passed their training, but who have not ascended to higher leadership roles. Many knights never advance further, and spend their lives as respected warriors, advisors, or commanders. In war, some knights lead troop companies and assault squadrons, while psychic-focused knights engage in espionage, sabotage, and battlefield psychic combat.&lt;br /&gt;
*'''Praetor (31 honor):''' The title of praetor is denotes{{Sic}} a member of the psychic cult who carries out field mission in a more senior role than a mere knight. During peacetime, a praetor will usually manage a city district, asteroid sector, or agricultural region. During war, they take authority over the smallest independent combat units - terrestrial troop cohorts, or space-borne destroyers or combat groups.&lt;br /&gt;
*'''Baron/Baroness (45 honor):''' The title of baron is the lowest of the psychic lords who can act as a semi-independent ruler. Most barons are subordinate to a higher lord. In the Empire, a baron will typically own a city sector, mining colony, or similar outfit. At wartime, a baron may captain a capital ship in name, or control a regiment of troops.&lt;br /&gt;
*'''Archon (65 honor):''' The title of archon is middle rank among the independent members of the psychic cult. In peacetime, an archon may rule to a city or colony. A successful archon might have a small personal fleet, possibly including capital ships.&lt;br /&gt;
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===Unobtainable===&lt;br /&gt;
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These titles cannot be obtained without the use of mods.&lt;br /&gt;
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*'''Dominus:''' The Imperial title of dominus is the highest of the middle-ranked independent rulers. In the Empire, domini control provinces, mega-cities, or moons. At war, a dominus can field a division-level force, or a fleet with capital ships and dozens of support craft.&lt;br /&gt;
*'''Consul:''' The Imperial title of consul is a lower level of high nobility. In the Empire, consuls control planets. At war, a consul can usually field an army-sized force of multiple divisions, supported by several fleets. Some command from a super-capital ship or control space-based megastructures. (Note: Consul is only obtainable if Stellarch is converted to your colony as a colonist.)&lt;br /&gt;
*'''Stellarch:''' The Imperial title of stellarch represents dominion over an entire star system. In the Empire, since interstellar travel times are years long, stellarchs rule their systems with a great degree of independence. They each swear fealty to the Emperor, but since the Emperor may be many light-years away, a stellarch may go years or decades without interacting with him.&lt;br /&gt;
*'''Emperor/Empress:''' The Imperial title of emperor indicates sovereign dominion over the entire Empire, all its peoples, planets, and fleets. All other lords swear fealty to a high lord, while the Emperor swears fealty to no one. However, even the Emperor depends on the support of lower nobles to remain in power. (Note: The emperor is never seen in the normal game.)&lt;br /&gt;
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== Requirements ==&lt;br /&gt;
For a full list of requirements per title, see [[#Table of requirements|Table of requirements]].&lt;br /&gt;
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=== Thrones and Bedrooms ===&lt;br /&gt;
Titles of Acolyte and above require a throne room and separate bedrooms. Both rooms must be fully [[floor]]ed, and higher ranks will require all fine floors. As with non-titled pawns, couples can share a bedroom without penalty, regardless of either partners level of nobility. Unlike non-titled pawns however, nobles will object to sharing a room with a [[baby]].{{BiotechIcon}}&lt;br /&gt;
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Any number of nobles can share a throne room, though they need individual thrones. A [[Circadian half-cycler]] does not negate the desire for a bedroom, though pawns won't sleep in it. &lt;br /&gt;
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As the titles increase in honor, so does the minimum requirement. Greater titles have an increasing minimum # of floor tiles, Impressiveness, and require specific furniture.&lt;br /&gt;
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For the purposes of the throne room requirement, they cannot have beds, workstations, ritual buildings from [[Ideology]] {{IdeologyIcon}}, or any building under the [[Biotech]] {{BiotechIcon}} or [[Anomaly]] {{AnomalyIcon}} tabs. However, they can function as Impressive recreation and dining rooms, giving your entire colony a mood buff. The [[meditation throne]] itself also functions as a chair, but the [[grand meditation throne]] can only be used for meditation and [[television]] watching.&lt;br /&gt;
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[[Ascetic]] pawns do not have to meet bedroom requirements at all. They won't care if their throne doesn't meet requirements. However, they must have a suitable throne room to actually receive their title, and they will have reduced [[psyfocus]] from a throne if requirements aren't met.&lt;br /&gt;
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=== Clothing requirements ===&lt;br /&gt;
Nobles of a rank that desire clothing will experience a {{--|4}} &amp;quot;''Want &amp;lt;TITLE&amp;gt;-specific apparel''&amp;quot; [[thought]] to their mood if any of their requirements are not met. For ranks that require a specific [[quality]], a separate stacking a {{--|4}} &amp;quot;''Want &amp;lt;TITLE&amp;gt;-quality apparel''&amp;quot; thought is applied if the items worn are not of the required quality.&lt;br /&gt;
&lt;br /&gt;
Clothing requires that a noble is ''covered'' in suitable apparel, i.e. that all body parts have an associated apparel. For example, Archons (and below) can suffice with a [[cape]] and any suitable headgear, or the combination of headgear and [[formal shirt]], [[formal vest]] / [[corset]], and [[prestige robe]].&lt;br /&gt;
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The [[Nudist]] trait{{Check Tag|Precept?|Do the nudist precepts override this requirement as well?}} overrides the clothing requirement, and Ascetic pawns ignore it.&lt;br /&gt;
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===Food requirements===&lt;br /&gt;
Conceited nobles will refuse to eat certain foods, with fewer items being acceptable as the ranks increase. In general, all conceited nobles can eat [[lavish meal]]s, [[milk]], and other delicacies like [[insect jelly]] and [[chocolate]]. Ranks lower than Baron can eat [[fine meal]]s normally. If a noble is starving, then they will eat the meal at a {{--|7}} mood penalty. Non-conceited nobles have no such restrictions.&lt;br /&gt;
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Conceited [[Cannibal (Trait)|Cannibal]] nobles can eat [[human meat]] without penalty, and gain the normal positive moodlets from doing so. However, they still refuse to eat improper meals that include human meat, and when eating said meals, they will ''not'' get the benefit from the Cannibal trait. [[Sanguophages]] {{BiotechIcon}} and other Hemogenic nobles can bloodfeed, but can't consume [[hemogen pack]]s.&lt;br /&gt;
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===Work restrictions===&lt;br /&gt;
Conceited nobles will refuse to do certain work types; the restriction increases with each title. Conceited pawns up to Archon will continue to do Doctor, Warden, Art, and Research work, but higher ranks can't do anything outside of combat. Non-conceited nobles have no such restrictions, as are nobles who are [[slaves|enslaved]]{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
===Psylink===&lt;br /&gt;
{{Main|Psycasts}}&lt;br /&gt;
Every title, from Novice onward, grant an increase of 1 [[Psylink]] level. If a pawn already matches their title's respective level (from [[psylink neuroformer]]s or [[anima tree]] linking), then no new levels will be given.&lt;br /&gt;
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The bestower will implant a [[psylink neuroformer]] during the noble's bestowing ceremony, but they come with two. It is possible to arrest the bestower for an extra level, but this makes the empire faction hostile to you. If they are [[downed]] for other reasons (like [[heatstroke]]), you will still lose [[goodwill]].&lt;br /&gt;
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=== Permits ===&lt;br /&gt;
Nobles that have reached Acolyte or higher will gain access to '''Permits'''. One permit is awarded for every title from Acolyte onwards, for a maximum of five permits for Archons. Higher titles will give access to stronger permits. These can include item drops, immediate support, or even direct bombardments. Permits have a cooldown; if used during it, there is an Honor cost. A pawn can't demote themselves to use a permit again.&lt;br /&gt;
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Once picked, permits stay with your pawn, and can't be freely changed. You can return all permits and re-assign them again; this costs 8 honor ''and'' the costs of any permit currently in cooldown. New permits won't have a cooldown, as the cost has been paid.&lt;br /&gt;
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You can't use permits if the [[empire]] faction is hostile from you. [[Slave|Enslaved]]{{IdeologyIcon}} nobles and guests from the [[Empire]] are also unable to use permits. If an NPC noble is captured, they will come with randomly assigned permits.&lt;br /&gt;
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Permits are lost when titles are, such as upon revocation and death, inheritance, and resurrection.&lt;br /&gt;
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{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Permit Name !! Prerequisite !! Cooldown&amp;lt;br&amp;gt;(Days) !! Honor Cost&amp;lt;Br&amp;gt;&amp;lt;small&amp;gt;(to ignore cooldown)&amp;lt;/small&amp;gt; !! Description !! data-sort-type=number | Equiv. Value&lt;br /&gt;
|- id=&amp;quot;Call transport shuttle&amp;quot;&lt;br /&gt;
|'''Call transport shuttle''' || data-sort-value=3|Knight/Dame || 40  || 8 || Call a one-way [[shuttle]] for your own use, which will transport colonists, items, and animals up to 70 tiles away.&amp;lt;br&amp;gt;The shuttle can hold a total of 1000kg on a loaded map, but as of 1.2.2900 it ignored this weight limit for [[caravan]]s. || ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call laborer team&amp;quot;&lt;br /&gt;
|'''Call laborer team''' || data-sort-value=2|Acolyte ||  60  || 4 || Call a group of 4 [[Empire#Laborer|laborers]] to assist you for 4 days. They are fully controllable, and their equipment can be changed freely. They are always incapable of violence, animals work, social and research; sometimes other tasks are restricted by backstories. Each laborer death nominally causes a loss of 12 goodwill but this is not actually applied as of 1.4.3704. When downed or killed, laborers deduct [[Raid_points#Adaption_factor|adaptation days]] as if they were full colonists. Useful for menial labor, but also no worse in combat than any other violence-incapable meat shield, with the added advantages of being perfectly expendable and occasionally having [[Empire#Xenotypes|robust or pain-resistant xenotypes]]. || ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call laborer gang&amp;quot;&lt;br /&gt;
|'''Call laborer gang''' || data-sort-value=6|Count&amp;lt;br&amp;gt;[[#Call laborer team|Laborer Team]]|| 60 || 8 || As ''Call laborer team'', but twice the headcount.&amp;lt;br&amp;gt;Loses access to laborer team.|| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call aerodrone strike&amp;quot;&lt;br /&gt;
|'''Call aerodrone strike''' || data-sort-value=3|Knight/Dame || 45 || 6 || Call a single-impact aerodrone strike at a target position. 45 tile range, 3 tile miss radius, 8 tile explosion radius, 50 [[Damage types#Bomb|Bomb damage]], {{ticks|120}} warmup time. || {{icon Small|silver||{{Q|Doomsday rocket launcher|Market Value Base}}}}{{ref label|Equiv|*}}&lt;br /&gt;
|- id=&amp;quot;Call aerodrone salvo&amp;quot;&lt;br /&gt;
|'''Call aerodrone salvo''' ||  data-sort-value=4|Praetor &amp;lt;br&amp;gt; [[#Call aerodrone strike|Aerodrone Strike]]|| 60 || 8 || Call an extended salvo of aerodrone strikes around a target position. 45 tile range, 8 tile miss radius, 6 tile explosion radius, 50 [[Damage types#Bomb|Bomb damage]], {{ticks|120}} warmup time. 6 rounds with {{ticks|60}} between them.&amp;lt;br&amp;gt;Loses access to aerodrone strike|| {{icon Small|silver||{{Q|Orbital bombardment targeter|Market Value Base}}}}{{ref label|Equiv2|*}}&lt;br /&gt;
|- id=&amp;quot;Call trooper squad&amp;quot;&lt;br /&gt;
|'''Call trooper squad''' || data-sort-value=2|Acolyte  || 40 || 4 || Call a group of 4 light [[Empire#Trooper|troopers]] to aid you in battle, who can't be controlled. They will refuse to attack pawns that are not enemies to the Empire.|| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call janissary squad&amp;quot;&lt;br /&gt;
|'''Call janissary squad''' || data-sort-value=4|Praetor || 50 || 6 || Call a group of 4 professional [[Empire#Janissary|janissaries]] to aid you in battle. As troopers otherwise.|| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call cataphract squad&amp;quot;&lt;br /&gt;
|'''Call cataphract squad''' || data-sort-value=6|Count/Countess&amp;lt;br&amp;gt; [[#Call Janissary Squad|Janissaries]] || 60 || 8 || Call a group of 4 heavy [[Empire#Cataphract|cataphracts]] to aid you in battle. As troopers otherwise.&amp;lt;br&amp;gt;Loses access to janissary squad.|| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Steel drop&amp;quot;&lt;br /&gt;
|'''Steel drop''' || data-sort-value=2|Acolyte || 45 || 4 || Call for a drop of 250 [[steel]]. || {{icon Small|silver||{{#expr:{{Q|steel|Market Value Base}}*250}}}}&lt;br /&gt;
|- id=&amp;quot;Glitterworld medicine drop&amp;quot;&lt;br /&gt;
|'''Glitterworld medicine drop''' || data-sort-value=5|Baron/Baroness || 45 || 8 || Call for a drop of 5 [[glitterworld medicine]]. || {{icon Small|silver||{{#expr:{{Q|glitterworld medicine|Market Value Base}}*5}}}}&lt;br /&gt;
|- id=&amp;quot;Silver drop&amp;quot;&lt;br /&gt;
|'''Silver drop'''  || data-sort-value=3|Knight/Dame || 45 || 6 ||Call for a drop of 500 [[silver]]. || {{icon Small|silver||500}}&lt;br /&gt;
|- id=&amp;quot;Food drop&amp;quot;&lt;br /&gt;
|'''Food drop''' || data-sort-value=2|Acolyte  || 45 || 4 || Call for a drop of 20 [[packaged survival meal]]s.|| {{icon Small|silver||{{#expr:{{Q|packaged survival meal|Market Value Base}}*20}}}}&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Equiv|*}} Roughly equivalent to a [[Doomsday rocket launcher]]&lt;br /&gt;
:{{note|Equiv2|*}} Inferior, but most closely equivalent, to an [[Orbital bombardment targeter]]&lt;br /&gt;
&lt;br /&gt;
===Speeches===&lt;br /&gt;
{{Quote|Initiate a speech from the throne. '''&amp;lt;PAWN NAME&amp;gt;''' will go to '''&amp;lt;PAWN POSSESSIVE&amp;gt;''' throne and call all colonists to listen to a speech there. If all goes well, listeners will feel inspired, and gain respect for '''&amp;lt;PAWN NAME&amp;gt;'''. If it goes poorly, the speech will do social damage. The outcome depends on '''&amp;lt;PAWN NAME&amp;gt;''''s social abilities.|In-Game Description}}&lt;br /&gt;
&lt;br /&gt;
At Praetor rank, Nobles gain the ability to give speeches. This ability is manually triggered by the player. These speeches have a cool down, require an assigned throne, and cannot happen while another gathering is happening. Speeches last {{ticks|10000}} or 4 in-game hours. &lt;br /&gt;
&lt;br /&gt;
A speech grants attendees a [[Mood#Gatherings|moodlet]] and changes the listener's opinion of the speaker, both proportional to the success of the speech:&lt;br /&gt;
*A &amp;quot;Terrible Speech&amp;quot; will grant a -12 negative mood to attendees and a -30 opinion of the speaker. &lt;br /&gt;
*An &amp;quot;Uninspiring Speech&amp;quot; will grant a -4 negative mood to attendees and a -15 opinion of the speaker. &lt;br /&gt;
*An &amp;quot;Encouraging Speech&amp;quot; will grant a +4 positive mood and a +20 opinion of the speaker. &lt;br /&gt;
* An &amp;quot;Inspirational Speech&amp;quot; grants a +8 to mood and a massive +40 opinion of the speaker. Each listener has a 5% chance of getting an [[inspiration]].&lt;br /&gt;
&lt;br /&gt;
Both [[Skills#Social|Social skill]] and [[Social Impact]] can greatly improve success, but the exact relationship is unknown. Wear [[top hat]]s, [[coronet]]s, and other royal items that increase social impact.&lt;br /&gt;
&lt;br /&gt;
The cooldown between uses of the speech ability varies by rank. At Praetor rank this cooldown is {{ticks|1200000}} or 20 in-game days.  At Baron rank this cooldown is {{ticks|900000}} or 15 in-game days. At Archon rank or higher, this cooldown is {{ticks|600000}} or 10 in-game days.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
A rank of Knight/Dame is required to trade with an empire [[faction base]] or trade caravan.&lt;br /&gt;
&lt;br /&gt;
A rank of Baron/Baroness or higher is required to trade with the empire's [[comms console|trade ships]].&lt;br /&gt;
&lt;br /&gt;
=== Decrees === &lt;br /&gt;
{{stub|section=1|reason=Needs more info. Also, link is effectively dead}}&lt;br /&gt;
{{Main|Decree}}&lt;br /&gt;
Nobles will sometimes issue quests with no reward except for a positive moodlet of +6 to the noble when fulfilled under ?? conditions. The noble that issued the decree will experience an increasingly negative moodlet if the quest remains unfulfilled, starting at -?? and increasing by ?? after ??. Conversely, they will experience a positive moodlet of +6 if fulfilled. Decrees demand things such as producing, harvesting, or killing a certain amount of things.&lt;br /&gt;
Dying, being kidnapped, or renouncing a title ends any current decrees as of 1.1.2579.&lt;br /&gt;
&lt;br /&gt;
== Table of requirements ==&lt;br /&gt;
{| {{STDT|sortable c_19 align-right}}&lt;br /&gt;
|-&lt;br /&gt;
! Obtainable Titles !! Royal Honor Required (total) !! Psylink Level !! {{Good|Capable|noFormat=1}}/{{Bad|Incapable|noFormat=1}} of&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Only if Noble is [[Titles#Conceited_pawns|Conceited]]&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New restrictions in Bold)&amp;lt;/sub&amp;gt; !! Throne Room Requirements&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New this tier in Bold)&amp;lt;/sub&amp;gt; !! Bedroom Requirement&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New this tier in Bold)&amp;lt;/sub&amp;gt; !! Food Requirements&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Only if Noble is [[Titles#Conceited_pawns|Conceited]]&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(Lost next tier in ''italic'')&amp;lt;sub&amp;gt; !! Clothing Requirement&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New this tier in Bold)&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(Lost next tier in ''italic'')&amp;lt;sub&amp;gt; !! New Abilities with this Rank&lt;br /&gt;
|- id=&amp;quot;Freeholder&amp;quot;&lt;br /&gt;
! Freeholder &lt;br /&gt;
| 1 || 0 || {{Good|'' Any ''|noFormat=1}} || ''None'' || ''None'' || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|- id=&amp;quot;Yeoman&amp;quot;&lt;br /&gt;
! Novice&lt;br /&gt;
| 6 (7) || 1 || {{Good|'' Any ''|noFormat=1}} || ''None'' || ''None'' || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|- id=&amp;quot;Acolyte&amp;quot;&lt;br /&gt;
! Acolyte &lt;br /&gt;
| 6 (13) || 2 || {{Bad|'''Cleaning'''|noFormat=1}} || '''Area 24, Throne, all floored, Brazier x2'''&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit, Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| '''Area 16, all floored, Double bed''' || [[Fine meal]], ''[[Packaged survival meal]]'', ''[[Simple meal]]'', ''[[Pemmican]]'', [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||  One of: '''[[Top hat]]/[[Ladies hat]], [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]'''; AND&amp;lt;br&amp;gt;One of: '''[[Formal shirt]], [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]]''' || 1 Permit Point&lt;br /&gt;
|- id=&amp;quot;Knight&amp;quot; &lt;br /&gt;
! id=&amp;quot;Dame&amp;quot; | Knight/Dame &lt;br /&gt;
| 8 (21) || 3 || {{Bad|Cleaning, '''Haul'''|noFormat=1}} || '''Area 30''', '''Impressiveness 60''', Throne,  all floored, Brazier x2, '''Column x2''', '''Harp''' &amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Harpsichord or Piano suffice, All braziers must be lit, Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| '''Area 24''', '''Impressiveness 40''', all floored, Double bed, '''End table, Dresser''' || [[Fine meal]], [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || One of: [[Top hat]]/[[Ladies hat]], [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]; AND&amp;lt;br&amp;gt;One of: [[Formal shirt]], [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]] ||  1 Permit Point &amp;lt;Br&amp;gt; Trade with Empire Caravan/Settlements&lt;br /&gt;
|- id=&amp;quot;Praetor&amp;quot;&lt;br /&gt;
! Praetor &lt;br /&gt;
| 10 (31) || 4 || {{Good|'' Cook, Construct, Smith, Handle, Tailor, Craft, Doctor, Warden, Hunt, Art, Research ''|noFormat=1}}&amp;lt;br/&amp;gt; {{Bad|Cleaning, Haul, '''Plant cut''', '''Grow''', '''Mining'''|noFormat=1}} || '''Area 40''', '''Impressiveness 90''', Throne,  all floored, Brazier x2, '''Column x4''', Harp &amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Harpsichord or Piano suffice, All braziers must be lit, Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| Area 24, '''Impressiveness 50''', all floored, Double bed, End table, Dresser || ''[[Fine meal]]'', [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || One of: ''[[Top hat]]/[[Ladies hat]]'', [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]; AND&amp;lt;br&amp;gt;One of: [[Formal shirt]], [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]]&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;'''(All apparel must be at least Normal [[quality]])'''&amp;lt;/sub&amp;gt;||  1 Permit Point &amp;lt;Br&amp;gt; Give speech once per 20 days&lt;br /&gt;
|- id=&amp;quot;Baron&amp;quot;&lt;br /&gt;
! id=&amp;quot;Baroness&amp;quot; | Baron/Baroness &lt;br /&gt;
| 14 (45) || 5 || {{Good|'' Doctor, Warden, Hunt, Art, Research ''|noFormat=1}}&amp;lt;br&amp;gt; {{Bad|Cleaning, Haul, Plant cut, Grow, Mining, '''Cook''', '''Construct''', '''Smith''', '''Handle''', '''Tailor''', '''Craft'''|noFormat=1}} || '''Area 60''', '''Impressiveness 120''', '''Grand Throne''', '''all [[fine floor|''fine'' floored]]''', Brazier x2, Column x4, '''Drape x2''', '''Harpsichord''' &amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Piano suffices, All braziers must be lit, Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| '''Area 30''', '''Impressiveness 70''', all floored, '''Royal bed''', End table, Dresser, '''Drape''' || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||One of: '''[[Coronet]]''', [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]; AND EITHER&amp;lt;br&amp;gt;Two of: [[Formal shirt]], '''[[Formal vest]]/[[Corset]]'''; OR&amp;lt;br&amp;gt;One of: [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]].&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(All apparel must be at least Normal [[quality]])&amp;lt;/sub&amp;gt;||  1 Permit Point &amp;lt;Br&amp;gt; Trade with Imperial orbital traders &amp;lt;Br&amp;gt; Speech cooldown reduced to 15 days &amp;lt;Br&amp;gt; Expectations replaced with Noble Expectations if Conceited&lt;br /&gt;
|- id=&amp;quot;Archon&amp;quot; &lt;br /&gt;
! Archon &lt;br /&gt;
| 20 (65) || 6 || {{Good|'' Doctor, Warden, Hunt, Art, Research ''|noFormat=1}}&amp;lt;br&amp;gt; {{Bad|Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft|noFormat=1}} || '''Room area 80''', '''Room impressiveness 160''', Grand throne, all [[fine floor]]ed, Brazier x2, '''Column x6''', Drape x2, '''Piano'''&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit, Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| Area 30, '''Impressiveness 80''', '''All [[fine floor|''fine'' floored]]''', Royal bed, End table, Dresser, Drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||One of: ''[[Coronet]]'', [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]; AND EITHER&amp;lt;br&amp;gt; All of: [[Formal shirt]], [[Formal vest]]/[[Corset]], '''[[Prestige robe]]'''; OR&amp;lt;br&amp;gt;One of: ''[[Cape]]'', [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]].&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(All apparel must be at least Normal [[quality]])&amp;lt;/sub&amp;gt;||  1 Permit Point  &amp;lt;Br&amp;gt; Speech cooldown reduced to 10 days&amp;lt;Br&amp;gt; Expectations replaced with Royal Expectations if Conceited&lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;table c_19 align-right&amp;quot;&lt;br /&gt;
! NPC Titles !! Psylink Level !! Incapable of !! Throne Room Requirements !! Bedroom Requirements !! Food Requirements !! Clothing Requirement&lt;br /&gt;
|-id=&amp;quot;Dominus&amp;quot; &lt;br /&gt;
! Dominus&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Area 80, Impressiveness 160, Grand throne, all [[fine floor]]ed, Brazier x2, Column x6, Piano&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Area 30, Impressiveness 80, all [[fine floor]]ed, Royal bed, End table, Dresser, Drape &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | One of: '''[[Stellic crown]]''', [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]]; AND EITHER&amp;lt;br&amp;gt; All of: [[Formal shirt]], [[Formal vest]]/[[Corset]], '''[[Prestige robe]]'''; OR&amp;lt;br&amp;gt;One of: [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]].&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(All apparel must be at least Normal [[quality]])&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-id=&amp;quot;Consul&amp;quot; &lt;br /&gt;
! Consul&lt;br /&gt;
|-id=&amp;quot;Stellarch&amp;quot;&lt;br /&gt;
! Stellarch&lt;br /&gt;
|-id=&amp;quot;Emperor&amp;quot; &lt;br /&gt;
! id=&amp;quot;Empress&amp;quot; | Emperor/Empress&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The royal favor icon is reminiscent of the head of the [[eltex staff]] carried by the [[Empire#Pawns|Bestower]]. This is fitting, since the bestower grants the received titles to the pawn.&lt;br /&gt;
If the map is polluted enough,{{Check Tag|How polluted?}} the bestower will come with a gas mask instead of their usual headgear.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
These are only provided as easily comparable examples - they are not considered ideal or efficient.&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Room example Acolyte Throneroom.png|'''Acolyte Example Throne Room '''&lt;br /&gt;
File:Room example Knight Throneroom.png|'''Knight Example Throne Room '''&lt;br /&gt;
File:Room example Praetor Throneroom.png|'''Praetor Example Throne Room '''&lt;br /&gt;
File:Room example Baron Throneroom.png|'''Baron Example Throne Room '''&lt;br /&gt;
File:Room example Count Throneroom.png|'''Archon Example Throne Room '''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Room example Acolyte Bedroom.png|'''Acolyte Example Bedroom '''&lt;br /&gt;
File:Room example Knight Bedroom.png|'''Knight Example Bedroom '''&lt;br /&gt;
File:Room example Praetor Bedroom.png|'''Praetor Example Bedroom '''&lt;br /&gt;
File:Room example Baron Bedroom.png|'''Baron Example Bedroom '''&lt;br /&gt;
File:Room example Count Bedroom.png|'''Archon Example Bedroom '''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
{{Stub|section=1|reason=Record old title names and flavor after 1.5.4241 change}}&lt;br /&gt;
* [[Royalty DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.1.2563|1.1.2563]] - [[Resurrector mech serum]] now removes royal titles, to prevent duplicating titles.&lt;br /&gt;
* [[Version/1.1.2571|1.1.2571]] - Baron can now do Animals, Count can now do commoner work and instead is now only unable to do same as Baron, plus Animals.&lt;br /&gt;
* [[Version/1.1.2575|1.1.2575]] - Added the ability to renounce the title from the bio tab.&lt;br /&gt;
* [[Version/1.1.2579|1.1.2579]] - Mechanics were changed from all Nobles having hard restrictions, to only some. Dying, being kidnapped, or renouncing a title now ends decrees.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Rename esquire to acolyte. Adjust some title descriptions.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Added permits system, previous ally summon abilities subsumed into it with new abilities added. Speech duration: 5hrs -&amp;gt; 4hrs. Inspiring Speeches have 5% chance to inspire each attendee. Titles no longer gained instantly nor neuroformers drop podded in - both replaced with Bestower and Bestowal Ceremony. Renamed royal favor to honor. New visual effects for all orbital bombardments - you can now see and hear incoming projectiles and other details are improved. Fix: LOS calcs for purpose of royal aid don't match LOS for guns.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Removed full-map light up effect of all strikes. Added new permits: Steel drop, Glitterworld medicine drop, Silver drop, Food drop. Renamed Orbital Strike and Orbital Salvo permits to Aerodrone Strike and Aerodrone Salvo (for fiction coherence reasons). Increased warmup time for aerodrone permits by 1 second. Titles no longer instantly transferred to heirs upon death of noble - now triggers bestower quest for the heir. Added new noble compatible clothing: Beret, Cape, Eltex Skullcap, and Stellic Crown. Stellarch and other non-rewardable title holding pawns now get any permits. NPC nobles now purchase random permits on generation. &lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Throne speeches have been re-tooled into [[rituals]].&lt;br /&gt;
* Prior to 1.4 - Higher tier instruments can now be used in place of lower tier instruments to meet the requirements of lower rank nobles. E.g. a piano can be used to fulfil the need a praetor's need for a harp. Previously, the exact instrument had to be used. &lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Resurrected pawns with titles that were inherited lose all permits associated with the lost titles.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Permit shuttle fails when sent to a worksite.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - [[Mechlord suit]] and [[Mechlord helmet|helmet]] now satisfies royal title requirements.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Bestowers will leave if they are exposed to dense tox gas or rot stink.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Permits not reset when royal pawn dies, has title inherited, then is resurrected&lt;br /&gt;
* [[Version/1.5.4241|1.5.4241]] - Re-flavor royal titles.&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Arandomturtle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Archon&amp;diff=165543</id>
		<title>Archon</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Archon&amp;diff=165543"/>
		<updated>2025-07-18T00:41:04Z</updated>

		<summary type="html">&lt;p&gt;Arandomturtle: Redirected page to Titles#Archon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Titles#Archon]]&lt;/div&gt;</summary>
		<author><name>Arandomturtle</name></author>
	</entry>
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