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	<updated>2026-07-21T15:52:52Z</updated>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Eltex_skullcap&amp;diff=182076</id>
		<title>Eltex skullcap</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Eltex_skullcap&amp;diff=182076"/>
		<updated>2026-07-14T19:23:22Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Eltex skullcap&lt;br /&gt;
| image = Eltex skullcap.png&lt;br /&gt;
| description = A tight skullcap designed for psychic focusing. It provides no physical protection, but its special materials enhance the wearer's psychic sensitivity and dissipate neural heat.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Clothing&lt;br /&gt;
| tech level = Ultra&lt;br /&gt;
| hp = 80&lt;br /&gt;
| mass base = 0.8&lt;br /&gt;
| marketvalue = 500&lt;br /&gt;
| armorblunt = 0&lt;br /&gt;
| armorsharp = 0&lt;br /&gt;
| armorheat = 0&lt;br /&gt;
| insulationcold = 0&lt;br /&gt;
| insulationheat = 0&lt;br /&gt;
| equipdelay = 1.5&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| coverage = Head, Left Ear, Right Ear&lt;br /&gt;
| layer = Headgear&lt;br /&gt;
| has quality = true&lt;br /&gt;
| thingCategories = Headgear&lt;br /&gt;
| tradeTags = PsychicApparel, Clothing&lt;br /&gt;
| tags = Psychic&lt;br /&gt;
| defaultOutfitTags = Soldier&lt;br /&gt;
| thingSetMakerTags = RewardStandardMidFreq&lt;br /&gt;
}}&lt;br /&gt;
The '''eltex skullcap''' is an item of [[clothing]] added by the [[Royalty DLC]] that improves [[psychic sensitivity]] and makes [[psycast]]ers more effective.&lt;br /&gt;
&lt;br /&gt;
It is one of a set of [[eltex|eltex items]] with similar effects that cover different parts of the body.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Eltex skullcaps cannot be crafted. Instead, they can only be purchased through [[trade]] or received as a [[quest]] reward. &lt;br /&gt;
&lt;br /&gt;
They also spawn on [[Empire#Pawns|Imperial Nobles]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The {{lc:{{PAGENAME}}}} improves a pawns [[psychic sensitivity]] by a [[quality]]-dependent amount, and improves the pawn's base [[neural heat recovery rate]] by {{+|0.091}} heat per second, though this will be modified by their psylink level.&lt;br /&gt;
&lt;br /&gt;
To consider themselves properly dressed and avoid a {{--|4}} [[Mood|''&amp;quot;Want &amp;lt;TITLE&amp;gt;-specific apparel&amp;quot;'']] moodlet, [[Titles|nobles]] must wear a rank-appropriate pieces of headwear. A {{lc:{{PAGENAME}}}} satisfies the headwear requirements of all nobles.  Note that any quality requirements must still be met to avoid the separate and stacking a {{--|4}} &amp;quot;''Want &amp;lt;TITLE&amp;gt;-quality apparel''&amp;quot; moodlet.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Offering no protection, no insulation, and low HP, the eltex skullcap is obviously neither a frontline helmet nor utility clothing. Instead it is exclusively focused on buffing [[psycast]]ers. It has the second largest flat buff to [[Psychic Sensitivity]], only beaten by the [[eltex staff]], and the second largest buff to [[neural heat recovery rate]], second only to persona weapons with the [[Neural cooling]] trait. On a pawn with maximum psylink, the gain to neural heat maximum is significant. A legendary skullcap offers enough additional neural heat capacity to entirely absorb the heat gain or of six casts of the 1st level [[Burden]], or one cast of the 5th level [[Invisibility]], while also offering faster regeneration. &lt;br /&gt;
&lt;br /&gt;
In exchange, it leaves the wearer's head completely unprotected. Loss of the head is obviously fatal, damage to the eyes significantly impairs effectiveness and damage to the brain is permanent and devastating even when not fatal. Care must be taken to keep the wearer out of harms way and if possible, a [[shield belt]] is recommended.&lt;br /&gt;
&lt;br /&gt;
===Comparisons===&lt;br /&gt;
Compared to the [[eltex helmet]], the skullcap is essentially a complete upgrade. While the helmet does offer some armor and some insulation, it is so little that the armor piercing of almost all weapons in the game is sufficient to completely invalidate it, while the insulation gain is negligible. With effectively nothing to gain in return, there is little reason to choose the inferior buffs to psychic abilities that the helmet offers.&lt;br /&gt;
&lt;br /&gt;
Compared to [[prestige recon helmet|prestige]] [[prestige marine helmet|power]] [[prestige cataphract helmet|helmets]], the skullcap offers significantly better psychic buffs, while the helmets offer significant protection up to and including the best available in-game. Thus, the role of the particular psycaster is the determining factor, with a front-line psycasting fighter preferring the prestige helmets, while the support-oriented psycaster will prefer the skullcap. &lt;br /&gt;
&lt;br /&gt;
Compared to [[bioferrite]]{{AnomalyIcon}} [[flak helmet]]s, bioferrite equipment will multiply Psychic Sensitivity instead of adding to it, so a bioferrite helmet can offer more sensitivity if modifiers are stacked together. If both items are legendary, they reach parity at 300% pre-helmet sensitivity. In addition, bioferrite helmets can be crafted, provide actual protection and have better item HP. However, skullcaps will always provide more Neural Heat Recovery.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
{{Psychic Sensitivity Quality Table|0.40|0.091}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Eltex skullcap A.png|Eltex Skullcap Variant A&lt;br /&gt;
Eltex skullcap B.png|Eltex Skullcap Variant B&lt;br /&gt;
Eltex skullcap C.png|Eltex Skullcap Variant C&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Defense_tactics&amp;diff=182074</id>
		<title>Defense tactics</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Defense_tactics&amp;diff=182074"/>
		<updated>2026-07-15T12:25:08Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Pikemen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite|reason=This guide is outdated on some sections, lacking new content on others, focuses too much on specific scenarios without really giving general advice. It's also too long. It should be helpful, easy to understand and navigate for newer players. See Discussion for a detailed commentary}}&lt;br /&gt;
{{Image wanted|reason=New images are needed for mechanoids added in Biotech}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
{{for|defensive constructions against threats|Defense structures}}&lt;br /&gt;
&lt;br /&gt;
Getting attacked, whether by tribals, pirates, hordes of angry animals or by something more alien is a common event in the rimworlds. Defense against these attacks is one of the keys to having a successful colony.&lt;br /&gt;
&lt;br /&gt;
This page details different tactics for defense and visualizations of them, applicable to most stages of the game.&lt;br /&gt;
&lt;br /&gt;
= Core battle tactics =&lt;br /&gt;
&lt;br /&gt;
No matter what sort of defenses you use, these battle tactics may be useful.&lt;br /&gt;
&lt;br /&gt;
== Melee ==&lt;br /&gt;
Melee in RimWorld serves two main functions:&lt;br /&gt;
* Enemies that are engaged in melee combat will not fire their ranged weapons or move, allowing melee to take out ranged threats (who are usually feeble melee combatants) or fend off enemy melee fighters.&lt;br /&gt;
* Enemies cannot move beyond a [[draft]]ed colonist, allowing melee pawns in a chokepoint to block the advance of enemies.&lt;br /&gt;
&lt;br /&gt;
In addition to colonists, [[animal]]s, [[friendly mechanoids]],{{BiotechIcon}} and especially [[ghoul]]s{{AnomalyIcon}} can make great melee fighters.&lt;br /&gt;
&lt;br /&gt;
=== Melee blocking ===&lt;br /&gt;
Melee blocking is when melee fighters are placed in front of a chokepoint, preventing melee enemies from attacking. Instead of engaging melee enemies on the frontline, ''retreat behind your walls, and open doors to use as chokepoints''. Leave up to three melee brawlers standing right outside (not in) the chokepoint, as the pictures below, so that the enemy must stand on the doorway and be forced in a 1v3 situation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Melee_test_eleplants_normal.png|10 manhunter elephants vs 3 armored brawlers and 4 armored gunners; all colonists are downed while all elephants remain standing.&lt;br /&gt;
File:Melee_test_eleplants_block.png|Same situation but with melee blocking; only 1 colonist downed, and all elephants defeated.&lt;br /&gt;
Bodyblock_choke.png|thumb|right|You shall not pass.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Overall, this is a horrifically effective way of dealing with most melee threats. Ranged fighters in the back can provide supporting fire, and replacement melee pawns can be rotated in once the frontline is damaged.&lt;br /&gt;
&lt;br /&gt;
[[Animal]]s (except [[pen animal]]s) can be used to melee block by creating an [[allowed area]] that is only one tile large immediately in front of the chokepoint/door, and do not need to be trained in Attack to do so. This often results in substantial injury or death to animals, of course, so ensure the animals used are expendable (ie. not bonded or otherwise critical to the colony), and don't use explosive animals like [[Boomalope]]s or [[Boomrat]]s.&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
Any corner of a hallway or corner outside a room can be used to &amp;quot;ambush&amp;quot; enemy ranged attackers, allowing melee fighters to approach much more easily. Simply place melee fighters behind a corner, and once enemies approach, rush the melee fighters in. This reduces the distance melee fighters need to travel.&lt;br /&gt;
&lt;br /&gt;
Any other means of breaking line of sight, such as [[door]]s placed within the colony, can also be used in order to perform an ambush. Outdoor structures and hills may be used too.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Melee ambush.png|Attacking a ranged opponent using a corner of a hallway.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Melee rush ===&lt;br /&gt;
This involves charging melee fighters in, either a small group or a large mass, to take out a ranged threat, such as a sniper sitting in [[cover]] beyond your ranged colonist's reach. With large enough numbers and protection, they can overwhelm a group of enemy ranged fighters.&lt;br /&gt;
* [[Shield belt]]s and good armor are usually necessary for your colonists to close the gap between you and the enemy. &lt;br /&gt;
* Movement abilities, such as [[jump pack]]s,{{RoyaltyIcon}} the [[skip]] [[psycast]],{{RoyaltyIcon}} and the [[longjump legs]] [[gene]],{{BiotechIcon}} are a great way to approach enemies. Increasing movement speed with [[bionic leg]]s, [[go-juice]], etc. can also be helpful.&lt;br /&gt;
&lt;br /&gt;
If you aren't afraid of friendly fire, it can be combined with a firing squad from a distance for devastating effects. The brawlers cause chaos within the raiding party while the firing squad lays fire to destroy them, utilizing the fact that the raiders are trying to cope with your brawlers.&lt;br /&gt;
&lt;br /&gt;
Note that enemy melee rushes are not to be countered by your own melee rush; [[#Melee blocking|melee blocking]] is a much more effective tactic.&lt;br /&gt;
&lt;br /&gt;
=== Peeling ===&lt;br /&gt;
If a vulnerable gunner is or will be under attack by melee attackers, you can 'peel' them away using your brawlers. Have them engage the melee attackers, who will then focus on your brawlers, allowing your gunner to get to relative safety.&lt;br /&gt;
 &lt;br /&gt;
Trained animals automatically peel for their assigned masters, if 'Release animals' is Off. The animals will attack any hostiles coming close rather than straying off to attack distant targets. Setting 'Release animals' to On right when another colonist in distress near the trainer causes the animals to swarm the attacker, peeling them off.&lt;br /&gt;
&lt;br /&gt;
Peeling is a relatively high-risk activity, as you are trying to put a pawn at risk in return for allowing a pawn at greater risk to escape. Peeling pawns should be expendable or decently armored.&lt;br /&gt;
&lt;br /&gt;
=== Ranged pawn self-defense ===&lt;br /&gt;
Guns can be used in melee combat, in two ways:&lt;br /&gt;
&lt;br /&gt;
* Gun barrels can deal damage in melee. While they aren't as good as dedicated melee weapons, they will hurt, and possibly beat a low-quality melee weapon. This allows shooters to have a fighting chance against melee enemies. A gunner is likely to take out a damaged pawn or small animals on their own. Also, fighting in melee with a [[sniper rifle]] may be better than trying to fire the sniper at touch range.&lt;br /&gt;
&lt;br /&gt;
* Unlike raiders, colonists can shoot their ranged weapons ''even when being attacked in melee'' (so long as the target is not in melee range). When attacked in melee, colonists will focus on melee combat by default, but can be told to fire by targeting another distant enemy. This is likely to be more effective for beating the overall raid than melee combat.&lt;br /&gt;
&lt;br /&gt;
In addition, [[body part weapon]]s like [[power claw]]s and [[knee spike]]s{{RoyaltyIcon}} can be installed to give ranged fighters a better melee weapon for when they have to engage in melee.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Firing in melee.png|Colonists can use their ranged weapons even when being attacked in melee (so long as their target is not attacking in melee).&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranged support ===&lt;br /&gt;
For maximum pain against melee enemies, use high-DPS guns for your backline, combined with quality melee for your frontline to deal sustained damage in between barrages.&lt;br /&gt;
*The [[chain shotgun]] or [[heavy SMG]] are the weapons of choice in close-quarters due to their unparalleled close-range DPS. &lt;br /&gt;
*[[Charge rifle]]s are comparable to [[chain shotgun]]s and [[heavy SMG]]s at short distances, while also able to fight effectively at long-range combat, so they are a great option if they can be afforded.&lt;br /&gt;
* Grenades may also be used and can be incredibly effective at stacked melee groups trying to enter through a chokepoint, but should be ground-targeted rather than freely targeted by the pawn, to avoid grenading your own melee blockers. &lt;br /&gt;
:Grenades can land anywhere within 1 tile of the targeted tile, so place your ground target 1 tile further away to avoid accidentally grenading your own forces or blowing up the walls that are enabling you to melee block.  Like [[minigun]]s, this will often shred the walls of your chokepoint, so building extra layers of walls at the chokepoint can be helpful.&lt;br /&gt;
*[[Minigun]]s, while effective at shredding the tightly packed enemies behind the chokepoint, are generally not recommended due to the collateral damage to the walls. If you do choose to use them, aim at the middle of the crowd so you can hit as many enemies as possible, while also reducing the damage done to the walls.&lt;br /&gt;
&lt;br /&gt;
Stray bullets will harm your tanks if the shooter is standing more then five squares behind them; that means it is not a good idea to use long-range fire when charging. &lt;br /&gt;
&lt;br /&gt;
Combined with measures to force enemies into close range, these weapons may be effective against ranged enemies as well, but beware as enemies can still fire until you start beating them up.&lt;br /&gt;
&lt;br /&gt;
== Stationary ranged combat ==&lt;br /&gt;
{{See also|Defense structures}}&lt;br /&gt;
&lt;br /&gt;
=== Spacing out ===&lt;br /&gt;
Each colonist should ideally stand '''at least 1 tile away from other colonists''', thus reducing the chance of enemy bullets hitting somebody else after missing the original target, which deals a lot of damage to static grouped up defenders. Explosives will also hit fewer people this way, though there are better countermeasures than simply spacing defenders apart.&lt;br /&gt;
&lt;br /&gt;
Alternatively, placing all colonists within 5 tiles of each other will prevent friendly fire entirely, making it appropriate if there are no ranged or explosive attackers.&lt;br /&gt;
&lt;br /&gt;
=== Friendly fire management ===&lt;br /&gt;
Friendly fire is a serious issue when facing close-range attackers, especially manhunter packs. If they manage to run past your barrage of gunfire to engage your ranged soldiers, they may receive more injuries from friendly fire in the ensuing chaos than the attackers themselves. You need to be careful when directing your troops so you don't hit your own forces by accident.&lt;br /&gt;
&lt;br /&gt;
Pawns can fire over the shoulders of friendlies up to 2 tiles (i.e. 1-tile space in between) away, meaning that you can have a 3-wide row of soldiers without friendly fire, although this may not be recommended.&lt;br /&gt;
&lt;br /&gt;
# When the enemy breaks the ranks, only let the soldiers closest to melee attackers fire at them. &lt;br /&gt;
#*Manually re-target the others to fire at another direction, repositioning them if needed. &lt;br /&gt;
# Disable 'Fire at will' when the enemies are closing in so they won't switch targets, potentially causing friendly fire.&lt;br /&gt;
# Have only 1 line of shooters so stray bullets, including bullets fired horizontally at melee attackers, will less likely hit someone.&lt;br /&gt;
&lt;br /&gt;
== Dealing with rockets ==&lt;br /&gt;
Rocket launchers are painful to deal with, due to the huge area damage and long range. Raiders with rocket launchers are often seen in the backline preparing their rockets, while their allies lay down fire at the front. In the mid-late game, they are one of the biggest threats from the enemy. &lt;br /&gt;
&lt;br /&gt;
* Single pawns can split off from the group and charge, or pre-placed at the front of a defensive fortification, to act as distractions. They can get distracted quite easily, wasting them on animals or lone colonists. [[Animal]]s, [[turret]]s, [[friendly mechanoids]]{{BiotechIcon}} and [[ghoul]]s{{AnomalyIcon}} are all great options, as they are expendable or cheap to revive. An expendable colonist (ideally wearing a [[shield belt]] for protection) can also do the trick. In a pinch, sacrificing regular colonists may be needed; if a rocket user is already targeting a pawn and there's no way to stop it, having that pawn split off and take the hit may result in less damage.&lt;br /&gt;
* [[Psychic insanity lance]]s and [[psychic shock lance]]s are the most straightforward way of dealing with a rocket launcher.&lt;br /&gt;
* [[Psycast]]s{{RoyaltyIcon}} are effective. [[Berserk]] can be used like a psychic insanity lance, [[berserk pulse]] can be used on a nearby group of enemies to cause the rocket launcher to incur friendly fire, and [[skipshield]] can block projectiles entirely (the rocket will explode on contact, so place the shield well in front of the colonists, don't place it on top of them).&lt;br /&gt;
&lt;br /&gt;
Enemies may take friendly fire, the chance being maximized by having the rocket travel  over as many enemies as possible through aligning your distractors. Each rocket traveling over a pawn has up to 40% chance to impact, setting it off early.&lt;br /&gt;
&lt;br /&gt;
If you see that an enemy rocketeer has locked onto a brawler, you can also choose to charge the enemy with that brawler. It will either cause the enemy to deal immense friendly fire, or allow you to take out the rocketeer outright.&lt;br /&gt;
&lt;br /&gt;
== Rescue ==&lt;br /&gt;
When a colonist is downed or severely injured, it's ideal - if not always possible - to drag them out of the fight immediately. Don't leave them there otherwise they risk dying from stray bullets or blood loss. You don't really need to send them directly to hospital; just drop them off somewhere outside of active combat. &lt;br /&gt;
&lt;br /&gt;
Colonists lying outside cover are riskier to rescue. Choose the right time to pull them out, ensuring that there are no melee enemy nearby that could tie up the rescuer, and use your best-protected colonists. Don't allow anyone near at other times as they may draw fire. Consider drugging your rescue team with [[go-juice]] if the pawn you are rescuing is under heavy fire, as this will both increase the rescuer's speed and improve their pain resistance, making them less likely to be downed. Using a [[jump pack]] {{RoyaltyIcon}} to rapidly jump in and pull them out of combat, with the i-frames incurred during jumping, makes this significantly faster and safer for both rescuer and rescuee. [[Locust armor]] {{RoyaltyIcon}} can be substituted at the cost of armor, but ideally should be paired with a [[shield belt]] to make up it. At high qualities, for the short duration of exposure, a shield belt can be superior as it prevents all damage, including that which would slow the pawn or reduce medical skills.&lt;br /&gt;
&lt;br /&gt;
Non-combatants, such as those incapable of violence, are ideal to serve as rescue members by standing near a fight to pull out downed colonists. Non-combatant doctors should wear a [[shield belt]] and carry quality medicine at all times, so they can be drafted during combat and quickly tend to wounded colonist on the field. Non-combatants should be equipped similarly to above, though with no ranged weapons they have fewer restrictions on wearing a shield belt to prevent damage, and their value proposition improves.&lt;br /&gt;
&lt;br /&gt;
If a colonist cannot reach the hospital in time, typically ~2 hours from death or less, have the doctor patch colonists up a little such that they can reach the hospital without bleeding out, then carry them there. You will have a higher infection chance this way, but it's better than the colonist bleeding to death while on their way to the hospital. The remaining injuries can then be treated in the cleaner environment.  Alternatively, an untuned [[biosculpter pod]]{{IdeologyIcon}} can be kept nearby and the injured pawn loaded into it. This can save pawns moments from death, that a doctor could not treat fast enough to save. The cost of the pods can be considerable however, and they must be de-tuned or deconstructed and reconstructed after each event.&lt;br /&gt;
&lt;br /&gt;
== Mobile warfare ==&lt;br /&gt;
&lt;br /&gt;
=== Door potshots ===&lt;br /&gt;
This strategy relies on a few quirks with standard raider AI:&lt;br /&gt;
* Enemies cannot open doors, and will not explicitly focus on doors. Even if a colonist is seen walking out, enemies are not persistent, especially if a multiple-door &amp;quot;airlock&amp;quot; is used.&lt;br /&gt;
* If enemies do ''not'' have a clear, unobstructed path to a colonist, they will start bashing at furniture and walls randomly, splitting up to do so.&lt;br /&gt;
&lt;br /&gt;
On a smaller scale, this strategy can be used by building a large room with doors at each side. Enemies will split up, then shots can be fired, then any exposed colonists can retreat from opposing attacks by having the door close behind them. On a larger scale, build a multi-layer [[defense structures#Perimeter wall|perimeter wall]] with no open entrances but many doorways, with each door being in an &amp;quot;airlock&amp;quot; formation with 2+ doors separated each with a gap between.&lt;br /&gt;
&lt;br /&gt;
=== Flanking and surrounding ===&lt;br /&gt;
To flank enemies, have some defenders approach enemies from the sides or the back instead of concentrating fire on the front. To surround them, attack from all sides.&lt;br /&gt;
&lt;br /&gt;
Enemy ranged units often stay in the same spot and only have cover from one direction, making them vulnerable to either tactic. Flanking enemy ranged units can distract them and cause them to lose their cover advantage. While this makes you lose the advantage of high-quality cover, it is balanced out by the enemy's loss of cover.&lt;br /&gt;
&lt;br /&gt;
* '''Wide arc flanking:''' Instead of huddling together in a straight line, have colonists take cover in different locations in a wide arc. This allows colonists to shoot at different angles, as well as protecting from explosives and friendly fire. This can be employed against sieges and other open operations where static cover is not available.&lt;br /&gt;
&lt;br /&gt;
* '''Close-quarters flanking:''' This strategy takes advantage of terrain or existing walls scattered on the map. Send a small detachment of shooters/brawlers behind structures before the enemy moves in. Ideally these structures should be near your main combat line, forming an &amp;quot;L&amp;quot; shape to prevent the enemy from surrounding your detachment. Shotguns and melee are great weapons.&lt;br /&gt;
: Take a few shots as the enemy moves pass, and if they attack, retreat behind cover to direct them to the main force. Any enemy that follow will be isolated and can be eliminated. Don't forget to manage your main force in the meantime. After the enemy force has passed, emerge from cover to attack them from behind. This strategy avoids melee friendly fire, by having melee fighters engage from behind, and better enables shotguns&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Close-quarter flanking1.png|Initial position of the flanking maneuver, the detachment is hidden from the enemy&lt;br /&gt;
Close-quarter flanking2.png|Colonists take shots at the enemy from cover&lt;br /&gt;
Close-quarter flanking3.png|When attacked, the detachment retreats behind the wall&lt;br /&gt;
Close-quarter flanking4.png|After the enemy has engaged with the main force, attack them from behind&lt;br /&gt;
Close-quarter flanking5.png|The enemy is fleeing&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Moving in ====&lt;br /&gt;
While moving in you need to make sure you stay far enough away from enemies. Directly right-clicking on the destination will nearly always result in a path that crosses with the enemy. This can be overcome by '''shift-clicking to form a path for the pawn to follow''', making sure to keep sufficient distance.&lt;br /&gt;
&lt;br /&gt;
Shield belts, drawing enemy fire from a different direction, or simply using walls and terrain to block projectiles are all good ways to move in.&lt;br /&gt;
&lt;br /&gt;
=== Firing at cover ===&lt;br /&gt;
While cover works best against attacks coming straight, it's usually better to fire straight at the target instead of from an angle. If you fire straight at it, only 1 unit of cover will be effective, but if you shoot at a diagonal angle, 2 units of cover will be effective, both being capable of blocking shots, in total contributing to higher cover effectiveness.&lt;br /&gt;
&lt;br /&gt;
However, if you can get to the point where you're almost firing horizontally at the raiders, then cover becomes nearly ineffective at protecting the raider, allowing many more shots to connect. This often requires you get out of your own cover, so it's not recommended unless you can find suitable cover nearby. &lt;br /&gt;
&lt;br /&gt;
This also works for your pawns: in [[killbox]], it's better to place cover at angle to increase it's effectiveness, while raiders can't benefit from angle due to lack of cover. &amp;quot;[[Cover|Wall + Sandbag]]&amp;quot; combination will have higher than 75% effectiveness at ''just right'' angle (≈83-96.75%).&lt;br /&gt;
&lt;br /&gt;
'''The below shows the difference firing angle makes on the hit chance of a pawn hiding behind cover.''' Cover values are from Alpha 16, but the mechanics remains unchanged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Fire_cover_straight.png|Firing straight at a raider in cover; 1 stone chunk blocks 40%.&lt;br /&gt;
File:Fire_cover_angled1.png|Firing at an angle; 2 stone chunks block 48% total.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Fire_cover_angled2.png|Firing at a greater angle; 2 stone chunks block 37% total.&lt;br /&gt;
File:Fire_cover_angled3.png|Firing almost horizontally; 1 granite chunk blocks 8% only.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tanking ===&lt;br /&gt;
This tactic simply requires you put your shielded colonists before your static gunners to partially soak up gunfire. This is best when you have insufficient cover, or additional cover to block more bullets for your frontline tanks.&lt;br /&gt;
&lt;br /&gt;
As with any tactic involving meat shields, this poses a great risk to colonists' lives. If the colonists' shields are downed and they are not well-armored, you will have to get them to retreat behind cover until their shields come back online, otherwise your colonist will be exposed to ruthless gunfire.&lt;br /&gt;
&lt;br /&gt;
Beware of high damage-per-hit weapons which can instantly down shields.&lt;br /&gt;
&lt;br /&gt;
=== Hit and run ===&lt;br /&gt;
Against slow or static targets you can employ this to weaken them. You will need several fast-moving long-ranged colonists, possibly with [[charge lance]]s or [[bolt-action rifle]]s. Have them move within range to fire, quickly exiting range once the enemy returns fire. Repeat until conditions are no longer safe to conduct this attack, such as enemies entering full aggression and charging.&lt;br /&gt;
&lt;br /&gt;
Effective against siege camps, preparing raiders, and crashed ship parts, for they tend to stay put at their location until they are aggravated into attacking.&lt;br /&gt;
&lt;br /&gt;
=== Kiting ===&lt;br /&gt;
This tactic is effective when all or the most dangerous enemies are slow [[moving]].&lt;br /&gt;
&lt;br /&gt;
Ideally, you have fast colonists - 120%+ [[Moving]] - running near moving enemies, drawing their attention. Constantly outrun the enemy while staying within their attention range. If not, the enemy will engage other targets instead. This way, kiters can distract a group of enemies by leading them around the map. Other colonists can fire at the kited enemies. And if the kiting colonist is fast enough, they can take a few potshots (once they are far enough).&lt;br /&gt;
&lt;br /&gt;
As long as your colonist safely outruns hostiles, you're fine. However, if the enemy catches up, your colonist will be slowed and on his own.  Even with a regular speed colonist, kiting can be beneficial, as it gives valuable time for your ranged colonists to shoot.&lt;br /&gt;
&lt;br /&gt;
====Equipment====&lt;br /&gt;
A fast, long-range weapon is safest - e.g. the [[assault rifle]] or [[bolt-action rifle]]. A fast moderate-range weapon (e.g. [[machine pistol]]) may be used against melee enemies, but is riskier. Slow weapons such as sniper rifles are not recommended, as the need to stand still for extended periods puts soldiers in grave danger.&lt;br /&gt;
&lt;br /&gt;
Kiting colonists should be lightly armored while still maintaining a fast speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;left&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Kiting_1.png|'''Kiting #1 - when enemies are as fast as the majority of your colonists. Optimal scenario shown - all raiders are lured to 1 colonist. Ideally you have &amp;gt;1 colonist faster than the enemy. '''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Black circle is the ideal kiting route, when your kiter is fast enough. Red lines can be used if the kiter is too slow to run a full circle. Enemies might catch up, but you've gained valuable time for colonists to shoot&lt;br /&gt;
File:Kiting_2.png|'''Kiting #2 - when all colonists can outrun and outrange the enemy. Retreat just before you get into enemy range.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional tactics ==&lt;br /&gt;
&lt;br /&gt;
=== Baiting ===&lt;br /&gt;
&lt;br /&gt;
Faster, more well-protected colonists can be used to lead enemies into traps or ambushes. This is for situations when you have defenses concentrated in one direction, but the enemy comes from another.&lt;br /&gt;
&lt;br /&gt;
[[File:Bait tables 2.jpg|300px|thumb|right|Setting the bait furniture on fire only hastened this raider's demise.]]&lt;br /&gt;
&lt;br /&gt;
Cheap furniture also makes good bait. Raiders will smash any player-built furniture left out in the open, such as tables or wooden stools. This can be helpful to split them up or lure them into range of your defenders' weapons.&lt;br /&gt;
&lt;br /&gt;
=== Luring in ===&lt;br /&gt;
Enemies can be lured closer to your base by keeping your colonists out of sight, then swarming out to attack once they draw closer to your base. Afterwards they will switch to engage your defenders.&lt;br /&gt;
&lt;br /&gt;
This can be used to negate the range advantage of enemies. It also works well with melee blocking to lure enemies into trying to jam themselves into your chokepoints, rather than beating up your base.&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
The animals on the map, tamed or not, can be used to your advantage.&lt;br /&gt;
&lt;br /&gt;
==== Tamed animal release ====&lt;br /&gt;
With your handlers, you can amass a huge army of animals to charge the enemy. Simply find a good combat-capable animal, tame it, and train it to learn Release.&lt;br /&gt;
&lt;br /&gt;
There are many animals that are good for this purpose. Main tactics are take quality vs take quantity.&lt;br /&gt;
* Large animals like [[Thrumbo]]s, [[elephant]]s or [[rhinoceros|rhino]]s have good DPS and their large health scale means that damage is less likely to kill them before they can get patched up by your doctors. However they are harder to tame and very hard to keep a big amount. Replenish losses for a long time (especially Thrumbos). Due to smaller amounts, in case of big raid, they can block only few gunners and will sooner be downed by others.&lt;br /&gt;
* [[Warg]]s and [[bear]]s offer a good balance of DPS, breedability and feasible number to keep (can eat bodies of raiders). Better block large number of gunners.&lt;br /&gt;
* [[Husky|Huskies]] significantly less DPS than the others, but are easy to breed, feed, and provide hauling. Can block big raids.&lt;br /&gt;
* Dryads don't need food, training, breed and can self-heal. Colony only need to maintain trees. Clawers are the best choice for meat attack, while barkskins for tanking. Use separately: clawers are faster than barkskins, and barkskins will not perform their main duty.&lt;br /&gt;
&lt;br /&gt;
Tamed animals also cause pirates to fire near their allies in a bid to get them off their allies, potentially causing friendly fire.&lt;br /&gt;
&lt;br /&gt;
==== Strategic zoning ====&lt;br /&gt;
Raiders take their sweet time to exterminate any trace of your tamed animals on the map. This can be exploited to your advantage, as long as you're willing to have a few animals valiantly sacrifice themselves.&lt;br /&gt;
&lt;br /&gt;
*'''Distraction''': If you let your animals run all over the place, raiders may be tied up trying to wipe out the animals. This can give your colonists time to prepare, such as entering defensive positions or running to your mortars to fire a few rounds, as well as scatter the raiders making them easier to deal with. Raiders wielding rocket launchers also tend to waste them on your animals, leaving your colonists and structures mostly unharmed. However if they see better targets they will come at them instead.&lt;br /&gt;
*'''Direct offense''': Besides distraction, animals may also engage raiders, harming or killing them. &lt;br /&gt;
*'''Manipulation''': Animals can be moved around without the need of training Release, simply by changing the allowed zone of your animals. A short time later, the animals will move towards the zone and stay there. When animals are sleeping you can put animal sleeping spots beneath them and then remove them to wake them up. ''Changing'' the animal's zone also immediately forces it to move, at high speed, if they are not in the area of the new zone.  This can also be used to update an existing zone's area by changing the animal to a different zone (which they aren't in the area of) and then back to the original zone again.  Untrained animals will flee from threats, but will fight back to defend themselves if they are damaged by a hostile.&lt;br /&gt;
**'''Aggressive zoning''':  Zone animals in a place where you are expecting an encounter with enemies. Enemies will notice the animals and will start attacking, making them fight back and injure or even down the attackers. This method works for any animal, even those that cannot be trained. Remember to undo the zoning otherwise the animals may starve. [[Boomrat]]s are especially useful by causing explosions, setting raiders on fire and delaying their assault.&lt;br /&gt;
&lt;br /&gt;
**'''Animal chokepoint''': Zone the animals in a chokepoint, creating a dense cluster.&lt;br /&gt;
***This is vulnerable to AoE weaponry so increase the area of the zone to make it that animals don't get too tightly together, if the enemy has explosives.&lt;br /&gt;
&lt;br /&gt;
==== Aggravating animals ====&lt;br /&gt;
If you have any easily enraged wild animals ([[emu]]s, [[thrumbo]]s, etc) standing near the enemy, you can shoot them to anger them and make them charge at the enemy. &lt;br /&gt;
&lt;br /&gt;
You can also opt to enrage an animal then have a fast colonist (&amp;gt;130% Moving) lead it towards the enemy. Some enemies will stop and engage the animal, potentially causing it to switch targets. For quite the obvious reasons it's best to equip a shield belt on the kiting colonist if he isn't the one enraging the animal.&lt;br /&gt;
&lt;br /&gt;
For this, larger animals are best due to their high health and damage. A thrumbo can be considered a godsend in a raid; just send 1 straight into the raider hordes, and let 'er rip. &amp;lt;br&amp;gt;&lt;br /&gt;
Smaller animals are faster and hard to hit, making them decent distraction and causing a hefty amount of friendly fire among the enemy as well.&lt;br /&gt;
&lt;br /&gt;
Remember, if you can down the animal easily with colonists, so can the raiders.&lt;br /&gt;
&lt;br /&gt;
Similarly to this, casting [[manhunter pulse]]{{RoyaltyIcon}} on a flock of wild (or tamed but not trained) animals can wreak havoc on raiders, just make sure that your own pawns are too far away to be targeted. It may make sense to have some fenced-in pastures at the edge of the map for this very purpose.&lt;br /&gt;
&lt;br /&gt;
=== Meat shield ===&lt;br /&gt;
The animals surrounding a handler can be used as a convenient meat shield as they take bullets, arrows and other projectiles (but not explosions) for their master. Provided they don't stray too far, they won't receive friendly fire as the shooters simply fire over them. All you need is to train Obedience, instead of Release.&lt;br /&gt;
&lt;br /&gt;
Slaves with shield belts are also a good sponge for bullets. New meat shields can be obtained from survived and enslaved raiders.&lt;br /&gt;
&lt;br /&gt;
=== Base scattering ===&lt;br /&gt;
&lt;br /&gt;
This is a '''last-ditch tactic to defeat human enemies''' if you are significantly outnumbered.&lt;br /&gt;
&lt;br /&gt;
Instead of engaging them right away, let enemies scatter around the base first. After they scatter widely apart, divide and conquer, using large groups of soldiers to overcome them with ease, while others are busy demolishing other parts of your base.&lt;br /&gt;
&lt;br /&gt;
Remember to patch up the base after the damage done. Coolers are especially tricky as they serve as weak points and are expensive.&lt;br /&gt;
&lt;br /&gt;
=== Outside help ===&lt;br /&gt;
If the [[AI Storytellers|storyteller]] is feeling somewhat merciful, outside help may come to save the day, such as friendly [[caravan]]s, military aid from allied factions, or another raid group hostile to the first one. Don't count on this however, as these rarely happen on their own, and most of the time you still need to fend off the raiders yourself.&lt;br /&gt;
&lt;br /&gt;
It is possible to call for military aid at will via the [[comms console]], if allied to an outlander or [[empire]]{{RoyaltyIcon}} faction. The raiders that are sent will only be worth 150-400 [[raid points]], so they are unlikely to handle mid-game or late-game raids on their own, but they can serve as distractions and potentially give a winning advantage at lower difficulties or in the earlier stages of the game.&lt;br /&gt;
&lt;br /&gt;
It's possible to activate [[quest]]s to provoke outside help, e.g., accepting a refugee quest that spawns a manhunter pack (without a delay) when a raid approaches, or accepting an [[empire]]{{RoyaltyIcon}} quest so the noble is used as a sacrifice..&lt;br /&gt;
&lt;br /&gt;
==== Common enemy ====&lt;br /&gt;
If mechanoids, manhunters or another enemy faction show up, raiders may stop to engage them. This causes losses to both groups of enemies, making it easier to pick off the stragglers. Being concurrently raided by two different enemies at once is more common during the ship reactor start-up phase, making it slightly easier to survive the onslaught.&lt;br /&gt;
&lt;br /&gt;
If there are unopened [[ancient shrine]]s you can open them, which may contain artifacts, mechanoids, confused spacers, all useful against raiders, or none of the above.&lt;br /&gt;
&lt;br /&gt;
Using the [[psychic animal pulser]] or the Manhunter Pulse psychic ability is essentially invoking this tactic, but you need to be very careful when using it.&lt;br /&gt;
&lt;br /&gt;
=== Environmental hazards ===&lt;br /&gt;
Very rarely, when unable to put up a proper fight, you can count on Mother Nature to play for your side. Invaders will come to you without proper protection against the weather. You will be able to fend off the attack without confrontation.&lt;br /&gt;
&lt;br /&gt;
Choosing to play on an extremely hot or cold map, such as in a [[sea ice]] biome near the poles, seals the fate of all human raiders foolhardy enough to come. However, once passing 300 raid points, only [[mechanoids]] will spawn in extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;450px&amp;quot; heights=&amp;quot;450px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Siege flee from Toxic fallout and hypothermia.png|'''Siege flees from Toxic fallout and hypothermia.'''&lt;br /&gt;
File:Siege flee from Toxic fallout and hypothermia 2.png|'''Free prisoners in bulk.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Humanoid assaults =&lt;br /&gt;
== Raiders ==&lt;br /&gt;
&amp;quot;Raiders&amp;quot; come in a wide variety of sub-types, and with a surprising variety of tactics. But they all need to be explained the error of their ways...&lt;br /&gt;
&lt;br /&gt;
=== Behavior ===&lt;br /&gt;
&lt;br /&gt;
[[Raider]]s will attack randomly chosen constructed objects, colonists and colony [[animals]]. They will not attack natural rock walls (except for sappers), non-hostile wild animals or unpowered [[turrets]]. They will attack [[prisoner]]s if they are captured from their enemy factions.&lt;br /&gt;
&lt;br /&gt;
They usually set fire to crops in [[growing zone]]s, [[power]] generators, [[power conduit]]s, and other [[production]] buildings. They will melee attack furniture, doors and walls. They will also use thrown explosives on structures, and some use [[EMP grenades]] to stun your turrets.&lt;br /&gt;
&lt;br /&gt;
Raiders will prioritize firing on [[colonists]] or [[turrets]] that are actively engaging in the fight, but will otherwise attack random objects.&lt;br /&gt;
&lt;br /&gt;
If human raiders are unable to defeat your colony in time, they may give up. Normal raiders will give up between {{ticks|26000}} to {{ticks|38000}} after the raid begins, while sappers will give up between {{ticks|33000}} to {{ticks|38000}} after they begin the attack.&lt;br /&gt;
&lt;br /&gt;
=== Preparation ===&lt;br /&gt;
Human raiders will sometimes start by standing around in a group where they spawned and will continue this until they lose a certain amount of raiders or they hit a certain preparation time limit, at which point they begin the assault. When a colonist is close to the raiders they will attack the colonist.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
Raiders spawn with randomized equipment determined by their &amp;quot;pawn kind&amp;quot;. While the budget for &amp;quot;purchasing&amp;quot; each individual of the different pawn kind is determined by the [[storyteller]] and the current [[raid points]] value, the equipment itself is decided by the weapon and clothing budgets and type restrictions of the pawn kind. More information on the pawn kinds can be seen in the Pawns sections on each [[faction]]s' page.&lt;br /&gt;
&lt;br /&gt;
==== Apparel ====&lt;br /&gt;
[[Raiders|Pirates]] can range from only wearing a tattered pair of [[pants]] to [[flak vest]]s to full sets of [[marine armor]]. [[Raider#Mercenaries|Mercenary slashers]] will always come in [[shield belt]]s and only they do so. &lt;br /&gt;
&lt;br /&gt;
[[Tribals]] always come in [[tribalwear]], with some in [[war mask]]s or [[veil]]s. Some later game come with [[plate armor]] as well. &lt;br /&gt;
&lt;br /&gt;
In cold environments, both will come in wearing [[parka]]s or [[tuque]]s, protecting them from temperatures of around -40 to -50°C, sometimes up to -110°C if they wear wool parkas. They don't usually come in wearing [[duster]]s or [[cowboy hat]]s in hot areas, making them vulnerable to the heat.&lt;br /&gt;
&lt;br /&gt;
They tend to wear leather, [[cloth]] or [[synthread]] clothes, which don't provide good protection, and less commonly the more protective [[devilstrand]] or [[hyperweave]].&lt;br /&gt;
&lt;br /&gt;
While mid-late game pirates usually come with normal quality flak and marine armor providing around 100% sharp armor, with quality apparel you can push yours to have more than 130%, even without masterworks or legendaries, giving you the upper hand.&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
For most factions, skills are assigned at random, meaning that raiders are not always given weapon appropriate for their skills; skilled shooters can be randomly equipped with melee weapons and melee pawns equipped with guns. So if you have your colonists equip weapons according to their skills, you already have an advantage over many enemies. Unlike the other factions, the [[Empire]]{{RoyaltyIcon}} will ''ensure'' that its soldiers have skills appropriate for their issued weapons.&lt;br /&gt;
&lt;br /&gt;
[[Tribals]] usually come equipped with primitive weapons of random quality, either melee weapons or ranged weapons limited to bows and [[pila]]. Melee weapons are not to be underestimated however, as blunt armor is often lacking and both [[longsword]]s and [[spear]]s are relatively common and have respectable {{AP}}.&lt;br /&gt;
&lt;br /&gt;
[[Pirates]] and [[outlanders]] can spawn with most weapons in the game, up to and including dangerous [[doomsday rocket launcher]]s.&lt;br /&gt;
&lt;br /&gt;
However, some classes of raider always come with the same weapon or same category of weapon. For example, [[Raider#Mercenary_sniper|mercenary snipers]] always use [[sniper rifle]]s, [[Raider#Mercenary_grenadiers|grenadiers]] always wield either [[frag grenades]] or [[molotov cocktails]], and tribal archers of all types always use [[neolithic]] ranged weaponry.&lt;br /&gt;
&lt;br /&gt;
==== Drugs ====&lt;br /&gt;
&lt;br /&gt;
Pirates or Outlanders may utilize some form of combat-enhancing drug, namely [[go-juice]], [[yayo]] and [[luciferium]]. They will usually start off addicted to them, and will carry some in their inventory which is dropped upon death. They may also use multiple drugs, disregarding the risk of overdose.&lt;br /&gt;
&lt;br /&gt;
These can reduce the amount of the pain received, making the raider last longer in battle before going down. Increased movement speed also allow raiders to get into position earlier, and brawlers to harass your defenders more easily.&lt;br /&gt;
&lt;br /&gt;
*[[Go-juice]] is an excellent combat drug that makes the raider much more efficient in battle. It eliminates 90% of pain, gives a 30% movement speed buff, and a 10% consciousness buff for more accuracy. The raider is almost guaranteed to fight until death, or the rarer case of incapacitation through a shattered spine, severe brain damage or removal of both legs. &lt;br /&gt;
**It's almost always more worth it to use body part-destroying weapons such as the [[Sniper rifle]] to kill them, as Go-juice does not reduce the actual damage they take.&lt;br /&gt;
*[[Yayo]] grants a 15% buff to speed and eliminates half of pain received. Enemies under the effect of yayo are more durable against damage not concentrated on a vital body part&lt;br /&gt;
**It will take more hits to down them, and more likely the raider dies first due to lethal damage, but is still possible.&lt;br /&gt;
*[[Luciferium]] grants a wide range of buffs to the user, from increased organ function, to slight movement speed and consciousness buffs, to reduced pain.&lt;br /&gt;
**It's more troublesome to capture addicted raiders since you'll need to regularly feed them luciferium to sustain their lives, which is very expensive and hard to come by -- it's usually more worthwhile to just strip and finish them on the spot.&lt;br /&gt;
**Although it is possible to farm this drug by addicting raiders to it and release them, the next time they come they will bring some with them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sieges ===&lt;br /&gt;
&lt;br /&gt;
During a [[Raider#Siege|siege]], raiders go to a location outside your base, receive materials via drop pod and will proceed to build a simple mortar camp. The mortar camp will generally have 2 mortars and sandbags as cover. The sandbags need not cover the mortars, nor will they necessarily face your base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;450px&amp;quot; heights=&amp;quot;450px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Siege_base_construct.png|Siege camp under construction.&lt;br /&gt;
File:Siege_base_finished.png|Finished siege camp. Note that sieges always come with 2 mortars.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When faced with a siege, there are a few strategies you can use.&lt;br /&gt;
&lt;br /&gt;
In most cases it's better to attack the siege camp as the raiders will continuously siege the colony even if you're in hiding, and most likely you will eventually need to face off against the raiders yourself.&lt;br /&gt;
&lt;br /&gt;
==== Camp assault ====&lt;br /&gt;
&lt;br /&gt;
If you assault their camp, one possibility is sniping the raiders, prompting them to assault your colony directly instead of continuing their siege once you down several of them. Defeating them early enough will result in most of their items remaining intact, which you can take for yourself. &amp;lt;br&amp;gt;&lt;br /&gt;
Another alternative is to snipe the mortars, hoping an explosion will take out many raiders, but keep in mind that for those you will need to either send someone dangerously close to enemy fire, or draw all attention to one side to allow flankers to snipe and detonate them.&lt;br /&gt;
&lt;br /&gt;
Unlike most defensive situations, this time they will have the advantage of good cover on their side. You will have to find suitable cover, such as stone chunks, which you can fire from.&lt;br /&gt;
&lt;br /&gt;
Sniping [[mortar]]s under construction, when they have much lower health, is effective at wasting the enemy's resources.&lt;br /&gt;
&lt;br /&gt;
They are vulnerable to flanking if they haven't finished their sandbags or left a side uncovered. However, once all cover is completed, flanking is less of an effective solution.&lt;br /&gt;
&lt;br /&gt;
==== Early interception ====&lt;br /&gt;
&lt;br /&gt;
The best time to attack them is when they've just started building their camp. At this time their resources would have arrived.&lt;br /&gt;
&lt;br /&gt;
Attacking them at this time forces them to use stone chunks just like you do, instead of having the superior sandbags on their side. Their mortars won't be ready as well.&lt;br /&gt;
&lt;br /&gt;
'''Attack only when their resources have arrived''', otherwise they will flee and not send any resources, which you could've stolen had you attacked later.&lt;br /&gt;
&lt;br /&gt;
==== Hit-and-run ====&lt;br /&gt;
&lt;br /&gt;
An effective tactic to lure sieging raiders out is to conduct hit-and-run attacks against them. Taking down someone usually causes them to give up on sieges and directly attack, making them lose their cover advantage.&lt;br /&gt;
&lt;br /&gt;
==== Countering with mortars ====&lt;br /&gt;
&lt;br /&gt;
If you have your own mortars, you can use them to fire back at the raiders. The raiders will stay put to defend the camp, making them easy targets for mortar strikes.  It's best to wait for the raiders to arrive at their siege encampment location so leading the target isn't required.&lt;br /&gt;
&lt;br /&gt;
[[High-explosive shell]]s deal heavy damage to tight groups of raiders if they hit, ignoring all cover but solid walls in the process. A tight volley can devastate mortar camps, forcing them to either attack or flee outright.  Waiting for their supplies to be dropped gives you the possibility of causing their own mortar shells to explode on them causing significant additional damage.&lt;br /&gt;
&lt;br /&gt;
[[Incendiary shell]]s are an effective way of distracting sieges as the raiders will be preoccupied with extinguishing the resultant flames. 2 mortars are usually enough to keep them from doing any activity other than firefighting, unless it is raining or there are no flammables nearby. This deals little damage to them, however.&lt;br /&gt;
&lt;br /&gt;
[[EMP shell]]s can stun the mortars, preventing them from firing. It is perhaps better used as a support weapon while your defenders assault the camps, to reduce the damage done to your base.&lt;br /&gt;
&lt;br /&gt;
==== Sneak attack ====&lt;br /&gt;
&lt;br /&gt;
If you don't have the strength to attack directly, you can wait for them to sleep at night, then use the opportunity to set your colonists into position for a sneak attack. &lt;br /&gt;
&lt;br /&gt;
Once someone receives an injury, everybody will wake up, so be sure to have everything in place.&lt;br /&gt;
&lt;br /&gt;
# Get within range and throw a coordinated barrage of [[frag grenades]] at the enemy, blowing the defenseless raiders to bits.&lt;br /&gt;
# Go very close (no more than 3 tiles) then unload your guns on the exposed raiders. Nearly every bullet will connect, dealing heavy amounts of damage upfront.&lt;br /&gt;
# 1 well-aimed [[doomsday rocket launcher]] can end the siege easily. While also effective at day, it is much safer to approach at night, and the raiders will also be more tightly packed.&lt;br /&gt;
# Send brawlers straight in, beating up dangerous enemies like rocketeers first. &lt;br /&gt;
# Steal their supplies and wait for them to send more. Free food and mortar shells!&lt;br /&gt;
# Scatter chemfuel canisters around the camp, pick up shells and survival meals. Retreat. Load one incendiary round into your mortar. Do one shoot, enjoy the popcorn.&lt;br /&gt;
# Burn the enemy with fire, a task made much easier while they are off-guard. This will eventually force them out to attack after suffering from heavy losses.&lt;br /&gt;
#* Lighting the mortars on fire allows them to be destroyed with ease.&lt;br /&gt;
#* Surround the camp with fire. Upon waking up, they will put forward their futile efforts in controlling the raging sea of fire around them, eventually giving up and attacking.&lt;br /&gt;
&lt;br /&gt;
==== Deep tunneling ====&lt;br /&gt;
&lt;br /&gt;
Mortars cannot hit anything that is under an overhead mountain. This makes deep mining a effective defensive strategy against heavy bombardment. If you don't build your base into a mountain, you may at least consider digging out at least one panic room for non-combatants to hide within from the shells while others head out for the assault.&lt;br /&gt;
&lt;br /&gt;
==== Firefoam shell jamming ====&lt;br /&gt;
&lt;br /&gt;
[[File:Firefoam shell jamming.png|500px|thumb|right|Enemy mortar filled with a firefoam shell, demonstrated by reddit user u/xenoxaos.]]&lt;br /&gt;
&lt;br /&gt;
An interesting way to nullify the threat of a mortar attack is to launch a transport pod filled with firefoam shells to a location closer to the mortars than the shells they brought with them. When the shells arrive, the enemy will load them shells into the mortar instead. This means that the damage to your base will be much reduced, as firefoam shells do little damage beyond damaging roofs.&lt;br /&gt;
&lt;br /&gt;
===Summon Fleshbeasts===&lt;br /&gt;
The [[Psychic_rituals#Draw_fleshbeasts|Draw Fleshbeasts]] psychic ritual can be an effective way of dealing with sieges. The ritual only takes 2 hours to complete, costs a trivial amount of [[Bioferrite]], and the resulting fleshbeasts generally pop out directly on top of hostiles on the map. Surviving Fleshbeasts are preferable to mop up compared to the damage caused by explosive shells landing in your hospital or storage rooms.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Shielded melee charges ===&lt;br /&gt;
&lt;br /&gt;
[[File:Melee_charge_edge.png|240px|thumb|right|Full melee charge at the edge of the map, with everyone shielded and equipped with melee weapons.]]&lt;br /&gt;
&lt;br /&gt;
Pirates, Outlanders or Imperials can come with all-melee charges, with most enemies wearing [[shield belt]]s. This can prove a threat to ranged-reliant defenses as they charge towards the colonists directly with their shield belts blocking large amounts of damage. &amp;lt;br&amp;gt;&lt;br /&gt;
While they are vulnerable when their shields are down, many can still reach your colonists and engage them in melee combat.&lt;br /&gt;
&lt;br /&gt;
==== Melee blocking ====&lt;br /&gt;
&lt;br /&gt;
The '''[[#Melee blocking|Melee blocking]]''' tactic is especially useful here; for better effectiveness, open multiple chokepoints to spread out enemies and keep them busy trying to squeeze in, otherwise they will get bored and wander off to attack other things.&lt;br /&gt;
&lt;br /&gt;
Shields don't stand a chance against concentrated fire poured down a narrow entrance.  Using [[Grenades|EMP Grenades]] or [[EMP launcher|EMP Launchers]] can entirely disable the enemy shields, making mowing them down much easier, but ensure you don't accidentally short out the shields of your own melee blockers.  It's best to order the grenadier or launcher wielder to attack a specific ground point rather than letting them freely select their target, as they may try to grenade a target right next to your own melee blockers.  Both grenades and launchers can deviate by up to 1 tile in any direction from the targeted square, so take that into account when selecting your aiming point.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sniper party ===&lt;br /&gt;
&lt;br /&gt;
Raiders can come using only sniper rifles, giving them a very long range but low overall damage.&lt;br /&gt;
&lt;br /&gt;
The danger comes in that if you engage them conventionally, you may need to exit your quality cover, removing your cover advantage.&lt;br /&gt;
&lt;br /&gt;
Sniping them back is not recommended unless you have a surplus of skilled snipers and cover.&lt;br /&gt;
&lt;br /&gt;
==== Luring in ====&lt;br /&gt;
&lt;br /&gt;
Instead of engaging them on the frontline, you can keep everyone out of sight, then rush out only once they get close to your base, negating their range advantage.&lt;br /&gt;
&lt;br /&gt;
==== Killbox ====&lt;br /&gt;
&lt;br /&gt;
A well-designed killbox can entirely negate any advantage that sniper parties field.  Critical to that is ensuring that line of sight is entirely blocked for incoming attackers until they are in range of your own forces, preventing them from being able to take cover once inside the killbox, and using sandbags to force them to walk (slowly) while already under concentrated fire without being able to return fire.&lt;br /&gt;
&lt;br /&gt;
=== Heavy explosives assault ===&lt;br /&gt;
&lt;br /&gt;
Enemies may come in mainly equipped with area damage weapons, such as rocket launchers, grenades and miniguns. This can cause serious damage to your base, your colonists, and the raiders themselves.&lt;br /&gt;
&lt;br /&gt;
The main danger, as always, is from the rockets. The ideal method is to [[#Distracting rockets|distract]] them from the main defending force, not only reducing damage taken by friendly forces, but also increasing friendly fire the enemy takes. The fact that so many of the raiders have rocket launchers means that friendly fire can be so serious that the raiders will decide to retreat to cut losses by friendly fire alone.&lt;br /&gt;
&lt;br /&gt;
Due to the wide use of explosives, cover is less useful; you would benefit more from flexibility in positioning rather than protection from cover. Space out your defenders, preferably far from your base structures, while giving them enough space to move around to evade attacks.&lt;br /&gt;
&lt;br /&gt;
==== Distraction ====&lt;br /&gt;
&lt;br /&gt;
If you have many tamed animals, you can zone them near the raiders, who will be distracted to fire at the animals with rockets. Enemies are much more likely to receive friendly fire when firing towards your animals right next to them.&lt;br /&gt;
&lt;br /&gt;
==== Grenadiers ====&lt;br /&gt;
&lt;br /&gt;
Besides rocketeers, many of the enemies will also be grenadiers, which are short-ranged and are thus vulnerable to fire from a distance. Once the rockets have been taken care of, you can shoot them down with concentrated fire quite easily. Make sure to dodge the grenades if they do close in.&lt;br /&gt;
&lt;br /&gt;
==== All-in melee charge ====&lt;br /&gt;
&lt;br /&gt;
You can go hardcore and send in all your shielded brawlers to go straight at the enemy rocketeers. Gunners should stay out of range of rockets until all rockets launchers have been used.&lt;br /&gt;
&lt;br /&gt;
This is especially effective when '''they come in to chase a refugee''', leaving you enough time to position your brawlers deep into the enemy. &amp;lt;br&amp;gt;&lt;br /&gt;
At any rate, expect losses this way due to the concentrated explosions.&lt;br /&gt;
&lt;br /&gt;
=== Base flank ===&lt;br /&gt;
&lt;br /&gt;
Besides sending one large attack party, enemies can also split up their forces and attack your base from multiple sides. &lt;br /&gt;
&lt;br /&gt;
To adequately defend against this sort of attack, you may need to split up your own defenders and fight several battles at once, thus increasing the difficulty of managing the battle.&lt;br /&gt;
&lt;br /&gt;
Each of the individual groups will flee on their accord.&lt;br /&gt;
&lt;br /&gt;
==== Divide and conquer ====&lt;br /&gt;
&lt;br /&gt;
If the enemy decides to prepare before attacking, you can afford to send out a larger attack party to eliminate the groups one-by-one.&lt;br /&gt;
&lt;br /&gt;
=== [[Sappers]] ===&lt;br /&gt;
&lt;br /&gt;
Sappers will mine and blast their way through any obstacles, such as natural or constructed walls, though avoiding high-health ore veins. They will also try to circumvent your defenses to attack from another direction. Their goal is to reach one of your bedrooms or barracks, where they will begin to wreak havoc.&lt;br /&gt;
&lt;br /&gt;
In an open base, sappers can usually be treated as a weaker-than-usual bunch of raiders. However, they are a great threat to turret-reliant, mountain or walled bases, including bases with killboxes.&lt;br /&gt;
&lt;br /&gt;
Their grenadiers and miners deal heavy damage to structures; even the toughest [[plasteel]] walls will not stop them for long. They will also persistently try to tunnel into your base, continuing even if their digger is killed or they are under attack.&lt;br /&gt;
&lt;br /&gt;
==== Turret funneling ====&lt;br /&gt;
&lt;br /&gt;
It is possible to funnel sappers with unpowered turrets, since sappers will avoid entering turret radius. Note that this doesn't appear to work to funnel sappers into killboxes.&lt;br /&gt;
&lt;br /&gt;
==== Early interception ====&lt;br /&gt;
&lt;br /&gt;
With enough manpower, you can choose to intercept them while they're tunneling into your base. They tend not to use cover when doing so, so you can catch them by surprise. Once your defenders intercept them, they will turn to engage you.&lt;br /&gt;
&lt;br /&gt;
==== Rocket counterattack ====&lt;br /&gt;
&lt;br /&gt;
The [[doomsday rocket launcher]] is your best bet against sappers, if they aren't a full melee charge. Since they are bunched closely together, a single well-placed rocket can blow up most of the attacking party, causing the rest to flee in panic. If they have rocket launchers, they may drop them on death, so you may actually end up with more rockets than you started with.&lt;br /&gt;
&lt;br /&gt;
If you are the one using the rockets, you have the advantage of being able to fire first. Aim it at a spot where the enemy is likely to be bunched up. If you're quick you can defeat the enemy before they can even fire back at you, ensuring victory.&lt;br /&gt;
&lt;br /&gt;
Rocketeers should be behind your best cover so they can survive long enough to fire. Your other colonists should be closer to the enemy to draw fire, but out of the rocket's path lest it hits your colonists instead.&lt;br /&gt;
&lt;br /&gt;
==== Mountain bases ====&lt;br /&gt;
&lt;br /&gt;
If you're in a mountain base you can draft a few melee pawns to wait at the entrance, as well as a few ranged pawns facing the entrance to fire down the tunnel. When they do break in you will already have prepared to face the raiders and can pour a stream of lead right into their face or cut them into pieces.&lt;br /&gt;
&lt;br /&gt;
In a mountain base, since they take longer to mine through the rock, you may try placing an [[IED trap]] right behind the wall that a sapper is trying to tunnel through, to catch them by surprise with an explosive blast. This is especially effective if it's placed right on the other side of a loose [[stone chunk]] (easily found in tunnels), which will slow down any enemies stepping over it enough that they won't be able to retreat in time.&lt;br /&gt;
&lt;br /&gt;
==== Aftermath ====&lt;br /&gt;
&lt;br /&gt;
Remember to cover up any tunnels or gaps in your defenses as they open up an opportunity for raiders to come straight into your base. You may fortify it and turn it into a booby-trapped chokepoint to catch unsuspecting raiders seeking direct entry.&lt;br /&gt;
&lt;br /&gt;
=== Drop pod attacks ===&lt;br /&gt;
&lt;br /&gt;
Sometimes pirates or mechanoids will come in drop pods. If they land at the edges, they can be treated as a normal raid party, unless you have expanded to the edges, in which they will land inside your base.  &amp;lt;br&amp;gt;&lt;br /&gt;
To defend against this, have a second line of defenses inside your base so you can deny the drop-podders easy entry into your base.&lt;br /&gt;
&lt;br /&gt;
The main danger comes in landing right in the center of your base. Capable enemies not using alternative strategies such as sieges or sappers have a 10% chance of doing so.&lt;br /&gt;
&lt;br /&gt;
Once they choose to land there, things will get ugly. By landing in the middle, they bypass most of your conventional defenses, and you can't use your cover advantage against them. They will also break through constructed roofs on their way down, landing right inside rooms and buildings. This can put not only your colonists, but your stockpiles in grave danger, as well, especially if they land near your volatile [[mortar shell]]s or [[chemfuel]] stores, or [[Battery|batteries]]. &lt;br /&gt;
&lt;br /&gt;
Fortunately for you, they have a short delay ({{ticks|520}}to be exact) before they open and all hell breaks loose. They also come in smaller numbers than regular raids.&lt;br /&gt;
&lt;br /&gt;
Enemies in drop pods cannot land in tiles beneath an Overhead mountain, so tunneling deep underground can make safe rooms.&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
Once you see them land, you should immediately decide what strategy will you use: attack immediately or wait and let them break furniture or steal things. In case of immediate attack, draft any nearby armed colonists to the site, whether they are your designated soldiers or not. Let them hold off the attackers for a while before your soldiers arrive to help. You have less than 9 seconds before they open, not enough for a soldier to get halfway across the map to help.&lt;br /&gt;
&lt;br /&gt;
Any non-combatants should immediately be evacuated. They may still stay close to help in rescue efforts, pulling out any downed colonists. Make sure it's safe to rescue them- as in rescuers not walking through the crossfire and back again to get a colonist to the hospital. You may need to forbid doors to prevent them from walking through the firefight into a hospital. Melee is useful against these attacks, for you can immediately start beating up the enemy as soon as they exit the pods. They can also shut down dangerous enemies such as rocketeers.&lt;br /&gt;
&lt;br /&gt;
If you decided to wait, draft your soldiers and put them near (but not close) to the drop area and wait. When raiders face no resistance, they will immediately start breaking furniture, put fire (sometimes turning the room they landed into gas chamber) and later will decide to steal some things (including furniture that can be moved), take it and flee. Let them do it, and when they take items and go, attack. While fleeing, they will not resist, making it much safer to kill all of them and return stolen back to the storage. Works best when raiders landed inside the locked room.&lt;br /&gt;
&lt;br /&gt;
Like other raids, humanoid raiders will attempt to flee after receiving heavy losses; however, if they land inside enclosed areas of your base, they will be trapped, allowing your colonists to down and capture them at leisure; in their panic, they won't try to fight back, until you're well into beating them up.&lt;br /&gt;
&lt;br /&gt;
==== Cover ====&lt;br /&gt;
&lt;br /&gt;
You should use your furniture or wall corners as cover and fire from behind them. You can also have 2 colonists hiding behind each doorway for full cover. Toggle the doors to be held open, otherwise they can't fire. Be careful as enemies will also utilise cover as well; to combat this, attack from multiple angles or use melee fighters.&lt;br /&gt;
&lt;br /&gt;
Spread out colonists so they don't take collateral damage, even if it may mean some will fire out of cover. Keep heavily armored colonists up front and lightly armored colonists at the back.&lt;br /&gt;
&lt;br /&gt;
Colonists with high construction skill can relocate furniture quickly; use this to your advantage by creating cover for yourself and removing it from enemies.&lt;br /&gt;
&lt;br /&gt;
If you have larger bases, you can build indoor defensive positions along crucial corridors, but take care not to let the enemy use them. Stone [[shelf|shelves]] are an option as they are durable, non-flammable and beauty-neutral.&lt;br /&gt;
&lt;br /&gt;
==== Fire management ====&lt;br /&gt;
&lt;br /&gt;
As most furniture is flammable, you will need to extinguish any fires if you want to prevent damage. One option is to reinstall and trigger a firefoam popper inside, which also fireproofs the room, preventing any further fires.&lt;br /&gt;
&lt;br /&gt;
If you prioritize the defeat of the raiders over the loss of your property, and the walls of the room are fireproof, you can simply let fires burn, or even start some more, while you evacuate the room and shut the doors, cooking the raiders alive. Watch out for fire and heat spreading to nearby rooms, and put out fires immediately once the raiders are well done. &amp;lt;br&amp;gt;&lt;br /&gt;
Not effective against mechanoids as they aren't affected by temperature and cannot be set on fire.&lt;br /&gt;
&lt;br /&gt;
==== Equipment ====&lt;br /&gt;
&lt;br /&gt;
High-DPS or melee weapons work best to deal with drop pod attacks. &amp;lt;br&amp;gt;&lt;br /&gt;
Mid-range weapons are also good for clearing out larger rooms. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Long-ranged weapons are less effective due to their low damage output and the confined nature of indoor spaces rendering their superior range unnecessary.&lt;br /&gt;
&lt;br /&gt;
Explosive, incendiary or area denial weapons are excellent at room-clearing, but are not recommended except in dire situations due to heavy collateral damage.&lt;br /&gt;
&lt;br /&gt;
=== Tribal raids ===&lt;br /&gt;
&lt;br /&gt;
[[File:Tribal_raid.png|300px|thumb|right|Group of tribal fighters.]]&lt;br /&gt;
&lt;br /&gt;
Tribal raiders come with relatively poor equipment, instead relying on sheer numbers for power. Their neolithic weapons can dish out heavy damage despite their low technology level. They are also adept at combat, with many being acquainted to some combat skill or another. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Different strategies may be required, compared to pirate or outlander raids.&lt;br /&gt;
&lt;br /&gt;
==== Tribal fighters ====&lt;br /&gt;
&lt;br /&gt;
They can take more of a beating compared to other poorly armored enemies as some of the clothing items they wear gives them increased endurance against pain, but when compared with other decently armored enemies they are easier to kill individually as their clothing doesn't provide much protection overall.&lt;br /&gt;
&lt;br /&gt;
Their archers or hunters can fire their bows from a somewhat long distance, sometimes forcing you out of cover to fire your shorter ranged weapons at them.&amp;lt;br&amp;gt;&lt;br /&gt;
Warriors or berserkers don't use shields (unlike their pirate counterpart, the mercenary slasher), making them vulnerable to gunfire.&lt;br /&gt;
&lt;br /&gt;
You should watch out for the pila wielded by heavy archers, as well as berserkers.&lt;br /&gt;
*Despite the short range and slow fire rate, pila are incredibly deadly if they land, capable of killing or incapacitating unprotected colonists with a lucky shot to the heart, spine or limbs.&lt;br /&gt;
*Berserkers carry excellent melee weapons that dish out incredible amounts of damage once they get close.&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
&lt;br /&gt;
You will need sufficient mid-long range firepower to take down tribal archers from a distance, for getting close to them in order to fire your guns is pretty much suicide. Long-ranged weapons beyond 32 tiles can effectively hit archers at maximum range, matching or outranging them.&lt;br /&gt;
&lt;br /&gt;
Close-mid ranged weapons with high stopping power are good for taking down tribespeople that come too close to your defenders, but they alone cannot defeat tribals effectively just by staying in static cover.&lt;br /&gt;
&lt;br /&gt;
Crowd control helps greatly in defeating tribal raids. &lt;br /&gt;
&lt;br /&gt;
*The [[Minigun]] is extremely effective as it can easily mow down the densely packed groups of tribal invaders.&lt;br /&gt;
*All explosive weapons are devastating on tribals.&lt;br /&gt;
**Rocket launchers deal heavy damage while being reasonably accurate.&lt;br /&gt;
**[[High-explosive shell]]s can pulverize a sizable group of tribals at once if they manage to hit.&lt;br /&gt;
**Grenades are less effective as you have to risk a colonist or two in order to get in range.&lt;br /&gt;
*Incendiary weapons are good at getting pesky archers out of cover for your colonists to hit.&lt;br /&gt;
&lt;br /&gt;
=== Empire raids ===&lt;br /&gt;
&lt;br /&gt;
Added in the new [[Royalty DLC]], the Empire is capable of sending powerful troops to assault your base. Unlike Outlanders, Tribals, or Pirates, one major advantage they have is that their skills are matched with the weapon they use- melee Champions will actually be good at melee, while Troopers, Janissaries or Cataphracts all have excellent ranged performance. &lt;br /&gt;
&lt;br /&gt;
Cataphracts are among the most heavily-armored units in-game, with an outer layer of [[cataphract armor]] and an inner layer from an [[armorskin gland]]. However, their armor also slows them down significantly.&lt;br /&gt;
&lt;br /&gt;
This can, however, be turned to your advantage through the use of [[Psycasts]] introduced in the Royalty DLC.  Using Berserk or Berserk Pulse on the most dangerous of the hostile army can cause them to turn their powerful weapons towards murdering (and being murdered by) their allies rather than your colonists.  Note that Berserk Pulse can affect pawns immediately on the other side of a wall by casting the ability on a tile adjacent to a wall, allowing the ability to function as a defense against sappers or groups moving through constrained areas (such as a narrow snaking corridor leading to your killbox).&lt;br /&gt;
&lt;br /&gt;
== Caravan ambushes ==&lt;br /&gt;
&lt;br /&gt;
Defensive battles don't always happen at base. Sometimes it may happen far away from it, striking one of your caravans, perhaps loaded with plenty of silver. Or maybe they creep to your traders and demand ransom, which you don't feel like paying. You always need to be prepared for ambushes when you send out caravans.&lt;br /&gt;
&lt;br /&gt;
=== Escort ===&lt;br /&gt;
&lt;br /&gt;
In any cargo-carrying caravan, sending only 1-2 colonists is usually not advised except in very short-distance trips as they will not be able to fend off an ambush. In this case, have combat-capable escort members which can fight and carry items, as well as medics who will patch up your colonists after battles.&lt;br /&gt;
&lt;br /&gt;
If you have lots of attack animals, you can also send just 1 skilled handler with the attack animals. They can swarm any attackers, and you can leave colonists back at base for work. Remember to take into account the animals' food needs; grazing animals work best for this reason.&lt;br /&gt;
&lt;br /&gt;
If you are not carrying much besides a lone colonist, leaving him to go alone is helpful as lone colonists are hard to detect, reducing both the likelihood and the power of ambushes. A single colonist with a pack animal trained to obedience should be able to fend off most attackers.&lt;br /&gt;
&lt;br /&gt;
=== Ambush site ===&lt;br /&gt;
&lt;br /&gt;
The ambush site is small, restricting the space where you can conduct your battle. This renders many tactics obsolete, such as long-ranged sniping or kiting. You will often have to face off the enemy in a direct gunfight or brawl.&lt;br /&gt;
&lt;br /&gt;
Besides this, you can't escape the fight until it's over, leaving no choice but to fight back.&lt;br /&gt;
&lt;br /&gt;
=== Cover and positioning ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ambush_fight.png|600px|thumb|right|Improvised defensive position against ambushes, making the best of what is there. Colonists behind walls will enjoy up to 75% full cover, while pirates will only receive 25% at most  from trees and such. Two brawlers are ready to execute a melee sortie, while another is ready to [[#Peeling|peel]] for the gunners. Combined with good equipment, this allows the fight to be won with few injuries even when outnumbered.]]&lt;br /&gt;
&lt;br /&gt;
If you have time, go somewhere where there is cover for you, but not the enemy. This gives you a significant upper hand in defensive battles where the enemy is coming at you. You should be hiding behind walls for cover if possible, as they provide up to 75% cover, but if they are not available, use what is available, e.g. stone chunks or trees. Space out your defenders to reduce the amount of collateral damage the pirates deal. &lt;br /&gt;
&lt;br /&gt;
Melee sorties or rushes work well if you have brawlers, to negate any dangerous ranged threats; [[shield belt]]s help them traverse the short distance to engage.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
You will need to bring some items so you can be prepared for a surprise attack.&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
You usually don't have weapons to switch in a caravan unless you're bringing more than you need with you, so choosing the right weapons for your escort party is important.&lt;br /&gt;
&lt;br /&gt;
*High-DPS weapons are optimal for dealing with ambushes.&lt;br /&gt;
*Long-ranged weapons are good for taking down targets at medium-long range, however their low DPS may offset their range advantage in an ambush.&lt;br /&gt;
*[[Minigun]]s are good against tightly-packed raiders hiding behind cover in an ambush. However, their heavy weight and movement speed reduction means you may want to reconsider bringing one.&lt;br /&gt;
*Melee weapons can help fight off enemy brawlers, or disrupt enemies behind cover. You should have at least 1 melee fighter in each escort.&lt;br /&gt;
&lt;br /&gt;
==== Medicine ====&lt;br /&gt;
You should have some medicine handy so your colonists can patch themselves up after the battle.&lt;br /&gt;
&lt;br /&gt;
[[Medicine]] should be your choice here; you should try to get good treatment to reduce chance of infection, as colonists don't get much rest in a caravan. [[Herbal medicine]] is useful if you have a good doctor on hand.&lt;br /&gt;
&lt;br /&gt;
=== Aftermath ===&lt;br /&gt;
&lt;br /&gt;
You can reform the caravan immediately after the battle is ended; you can bring along any downed colonists, as well as capture downed enemies. The caravan members will tend to themselves shortly afterwards.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can stay and forage from the ambush map before you leave.&lt;br /&gt;
&lt;br /&gt;
= Manhunters =&lt;br /&gt;
Animals, singly or in groups, may randomly turn mad and become hostile due to various reasons.&lt;br /&gt;
&lt;br /&gt;
When mad, they will actively attack humans or mechanoids, and will not attack other structures unless provoked (such as seeing someone walk through a door.  Note that this includes colony animals.  Manhunters can and will navigate through doors opened by colony animals, and will attack the door for a while if the door closes in front of them). They are not sophisticated in their attacks and are only capable of actively using melee. Some can explode upon death for devastating results.&lt;br /&gt;
&lt;br /&gt;
=== Animal categories ===&lt;br /&gt;
Most animals can be part of a manhunter pack. Each kind has its own statistics, and can be roughly grouped as follows:&lt;br /&gt;
&lt;br /&gt;
# In terms of speed:&lt;br /&gt;
#*Slow: Animals that run slower than an average colonist. This allows you to kite them in addition to melee blocking.&lt;br /&gt;
#*Fast: Animals that are faster than most colonists.&lt;br /&gt;
# In terms of other properties:&lt;br /&gt;
#*Explosive: Animals that explode on death such as [[boomalope]]s or [[boomrat]]s. They can set your brawlers alight, ruining melee blocking defenses, so for these, you may need alternative tactics.  These types, however, can trigger a chain reaction, as the explosion from one animal can kill others, causing further explosions and potentially further deaths.&lt;br /&gt;
&lt;br /&gt;
=== Occurrence ===&lt;br /&gt;
&lt;br /&gt;
Mad animals can strike your colony in several ways.&lt;br /&gt;
&lt;br /&gt;
#Singular mad animals may randomly attack.&lt;br /&gt;
#Manhunters packs can arrive in great numbers, afflicted by the deadly disease [[Scaria]].&lt;br /&gt;
#Psychic waves drive all animals of a single species insane, directing them at your colonists. They are usually scattered at first, then proceed to converge on your colonists.&lt;br /&gt;
#In an unfortunate hunting incident, animals being hunted will turn on you, and may even bring their allies along.&lt;br /&gt;
&lt;br /&gt;
=== Melee blocking ===&lt;br /&gt;
 &lt;br /&gt;
As with any full melee attacks, '''[[#Melee blocking|melee blocking]] is an extraordinarily efficient way to defeat manhunter packs'''. This is especially so if the animals are small such that they deal little damage before being killed, one after another.&lt;br /&gt;
&lt;br /&gt;
When psychic waves occur, either lure animals into one spot or set up multiple chokes for attack.&lt;br /&gt;
&lt;br /&gt;
=== Animals vs. Animals ===&lt;br /&gt;
&lt;br /&gt;
One good way to fight off mad animals is with... more animals! Just draft anyone with Release-capable animals assigned, and set them out. Your colonists can watch safely from a distance, or take a potshot or two while watching the animals tear each other apart. Just remember to have someone mop up the bloodstains and haul the corpses of the fallen.  As with melee blocking in general, even non-Release-trained animals can be used for defense by confining them to a single tile zone at the exit of your killbox, causing them to both body-block and attack any hostile animals that try to enter through it while your colonists shoot at them.&lt;br /&gt;
&lt;br /&gt;
=== Hit-and-run ===&lt;br /&gt;
&lt;br /&gt;
A slower strategy is to draft a colonist, place it in a door to shoot a maddened animal, move the colonist back to safety and wait until the animal gives up and wanders off, then repeat. Be careful since this will draw the attention of surrounding maddened animals making them attack the door where the colonist came from, so be ready to repair it immediately. &amp;lt;br&amp;gt;&lt;br /&gt;
You can either kill them directly or wait for blood loss to take its toll. Larger animals can be softened this way before you move in for the kill.&lt;br /&gt;
&lt;br /&gt;
This method is best used if you don't have enough firepower to take on them directly, and you have durable enough doors or a good builder to hold against animal attacks.&lt;br /&gt;
&lt;br /&gt;
=== Kiting ===&lt;br /&gt;
&lt;br /&gt;
Being unsophisticated in their tactics, they can be lured easily.&lt;br /&gt;
&lt;br /&gt;
If you have good shooters that are fast (moving &amp;gt;140%), you can easily kite the faster animals. &amp;lt;br&amp;gt;&lt;br /&gt;
The larger animals are usually slower and any colonist that has normal Moving will do fine against them, though it's still better with a faster-than-average colonist. &lt;br /&gt;
&lt;br /&gt;
It is possible to combine this with a long-range firing squad and turrets laying fire from a distance while they are chasing the colonist; be sure that the animals do not lose track of your kiters, otherwise they will switch targets and go for somebody else.&lt;br /&gt;
&lt;br /&gt;
=== Turrets ===&lt;br /&gt;
&lt;br /&gt;
Turrets can distract manhunters for your colonists, giving them more time to shoot while enemies are occupied by the turret. They may explode when destroyed, taking out a sizeable group of animals who won't run away from exploding turrets, switching to another target only after the turret is no more.&lt;br /&gt;
&lt;br /&gt;
=== Waiting it out ===&lt;br /&gt;
&lt;br /&gt;
If you have a perimeter wall or a superstructure base with decent food stocks, you can simply wait it out inside while they relentlessly swarm outside the walls.&lt;br /&gt;
&lt;br /&gt;
Remember not to let anyone outside unless your intent is to kill the animals. Be careful with your tamed animals who may accidentally let the manhunters in by holding doors open for them.&lt;br /&gt;
&lt;br /&gt;
They will actively attack doors if a colonist hides behind them; as a precaution, build it out of a sturdier material such as [[plasteel]] so they don't get destroyed during a manhunter attack. They will give up after a while if the doors are not destroyed. Alternatively, simply have a builder build a wall behind the door, totally preventing manhunters from entering even if they break the door.&lt;br /&gt;
&lt;br /&gt;
=== Scavenging dead animals ===&lt;br /&gt;
&lt;br /&gt;
Manhunter packs are a decent source of [[meat]] for your colony. If there are still maddened animals, wait until the other animals from the pack go to sleep, walk away far enough, or get a fast colonist to try and haul the dead ones away.  Note that animals with [[Scaria]] from the manhunter pack events have a high chance of instantly rotting on death and thus being unharvestable for meat or fur/hide.&lt;br /&gt;
&lt;br /&gt;
= Mechanoids =&lt;br /&gt;
{{stub|reason=Needs new Mechanoid types and Mechanoid cluster events from Biotech and Royalty}}&lt;br /&gt;
&lt;br /&gt;
Mechanoids come in 4 types: [[Scyther]]s, [[Lancer]]s (1.0), [[Centipede]]s, and [[Pikeman|Pikemen]] (1.1). They have much differing stats and weapons, meaning different tactics may be used. All types are armored to some degree, and are basically immune to fire damage.&lt;br /&gt;
&lt;br /&gt;
In many raids where they come/drop in at the edges, the Scythers will outrun the Centipedes by a great margin, giving some time to deal with them before the centipedes. However, they can and will support one another effectively, if given the chance for them to come together.&lt;br /&gt;
&lt;br /&gt;
Unlike human raiders, they do not flee, meaning that all of them have to be taken out to neutralize the threat. They do not actively use cover, either.&lt;br /&gt;
&lt;br /&gt;
=== General strategy ===&lt;br /&gt;
&lt;br /&gt;
Ranged mechanoids have a long attack range (at least 27 tiles), making them troublesome to deal with. A way to deal with this is to [[#Luring in|lure them into close range]].&lt;br /&gt;
&lt;br /&gt;
They are vulnerable to EMP damage, which can stun them, rendering them hunks of helpless metal. This can open a window of opportunity where you safely engage at close range, or even with melee. After each use of EMP, mechanoids will adapt to it, becoming immune to further stuns for a short while, so you will need to carefully time assaults and disengage when the mechanoids are about to reactivate.&lt;br /&gt;
&lt;br /&gt;
=== Scythers ===&lt;br /&gt;
&lt;br /&gt;
[[{{Q|Scyther|Image}}||100px|right]]&lt;br /&gt;
&lt;br /&gt;
Scythers are deadly with melee, and will charge head first at your defenders. They can easily win in a 1v1 fight unless your fighters are heavily armored and have high DPS.&lt;br /&gt;
&lt;br /&gt;
The optimal method of dispatching them is by [[#Melee blocking|melee blocking]], with the added effect of luring the other mechanoids closer to your base. This must be done quickly otherwise the centipedes will catch up and unleash hell on your colonists who are closely packed together in a melee blocking attack.&lt;br /&gt;
&lt;br /&gt;
EMP weaponry combined with melee blocking is a frighteningly effective and safe way to deal with scyther-only charges. A stunned scyther standing in the chokepoint will block all the other scythers standing behind. To prevent adaptation, only stun the mechanoids within the chokepoint.&lt;br /&gt;
&lt;br /&gt;
If fighting from a distance, high-damage weapons are essential to bursting them down before they reach your colonists. Make sure you always have someone to [[#Peeling|peel]] them off your gunners in case they do survive your barrage.&lt;br /&gt;
&lt;br /&gt;
=== Lancers ===&lt;br /&gt;
&lt;br /&gt;
[[{{Q|Lancer|Image}}||100px|right]]&lt;br /&gt;
&lt;br /&gt;
Lancers are capable of medium-long range supporting fire to pick out single targets. Despite their apparent role, their performance is actually better the closer you are to them, meaning that approaching them isn't a good option.&lt;br /&gt;
&lt;br /&gt;
They are vulnerable in melee combat, so melee rushing supported by close-range firepower can be used to take them down. Their low health makes taking them down relatively quick despite their light armor, though their damage in melee combat should not be underestimated, and concentrated fire from charge lances can make short work of shields.&lt;br /&gt;
&lt;br /&gt;
If fighting from a distance, cover is vital in getting the upper hand. You need to be able to get your other gunners into range while giving them reasonable cover from the high damage shots. Lancers aren't particularly good shooters (equivalent to a level 8 shooter), so you may readily outperform them with sufficient mid-long ranged firepower.&lt;br /&gt;
&lt;br /&gt;
=== Centipedes ===&lt;br /&gt;
&lt;br /&gt;
[[{{Q|Centipede|Image}}||100px|right]]&lt;br /&gt;
&lt;br /&gt;
Centipedes, on the other hand, specialize in crowd control and area denial; the [[Heavy charge blaster]] can annihilate groups of colonists, while the [[Inferno cannon]] sets your colonists ablaze and will burn down your base if you're not careful. They are incredibly durable, sporting thick armor and high health, and can take many hits before being downed.&lt;br /&gt;
&lt;br /&gt;
Spreading colonists apart can mitigate the crowd-control capabilities of centipedes, limiting the number of colonists hit by their weapons.&lt;br /&gt;
&lt;br /&gt;
The Inferno cannon is annoying to deal with and should be your priority target. Keep watch on your colonists at all times and always send them back into cover after they get hit.&lt;br /&gt;
&lt;br /&gt;
Despite their high resistance against sharp damage, shooting them is generally the best option. One good thing is that their large size makes them much easier to hit.&lt;br /&gt;
&lt;br /&gt;
Engaging it in melee is possible, though you have to be careful. While centipedes don't hit hard in melee, if they are carrying the heavy charge blaster, they can deal massive damage to grouped up brawlers, while inferno cannon can cause the brawlers to ignite and run, allowing the previously locked down centipedes to fire. Ideally, all nearby centipedes must either be engaged in melee or disabled to prevent this from happening.&lt;br /&gt;
&lt;br /&gt;
Their slow speed and weaker blunt armor make them excellent targets for high-explosive mortar attacks. Often you can land a couple of blows before they reach firing range, weakening them. This property also allows you to kite them provided they have no lancers or scythers supporting them.&lt;br /&gt;
&lt;br /&gt;
=== Pikemen ===&lt;br /&gt;
&lt;br /&gt;
[[{{Q|Pikeman|Image}}||100px|right]]&lt;br /&gt;
&lt;br /&gt;
Introduced in 1.1, pikemen take over the lancer's role as snipers. With a range of 44.9 tiles, pikemen's [[needle gun]]s outrange all weapons except for the [[sniper rifle]], and the [[uranium slug turret]].&lt;br /&gt;
They have poor damage output, making them less threatening compared to other mechanoids. Their accuracy is also not appropriate for a sniping mech- equivalent to a level 8 shooter, it will more often than not miss at range.&lt;br /&gt;
&lt;br /&gt;
As the description says, engaging pikemen at close range can be a viable way to take them down, once all others have been dealt with. Charging them can be risky due to the long distance pawns need to travel, but shield belts make the charge much safer, especially when you have multiple brawlers charging at once to divert concentrated fire. Swarming them with trained animals is also a viable strategy if you lack multiple skilled melee pawns or need them elsewhere.&lt;br /&gt;
&lt;br /&gt;
=== Termites ===&lt;br /&gt;
[[{{Q|Termite|Image}}||100px|right]]&lt;br /&gt;
&lt;br /&gt;
Spawning only in mechanoid breach raids, the [[termite]] is a dedicated anti-structure opponent. The termite's [[thump cannon]] can deal tremendous damage to your structures, and are able to destroy a three tile wide section of any [[wall]] weaker than [[plasteel]] in three shots or less. Against pawns, however, it is significantly less effective with lower damage, {{AP}}, and {{DPS}} than even the lowly [[short bow]].&lt;br /&gt;
&lt;br /&gt;
Since they are so specialized in breaching walls, they cannot deal much damage to your pawns. However, killing them should be prioritized after [[scyther]]s, since they will destroy your pawn's [[cover]], exposing your pawns to danger from the termites much more directly dangerous companions.&lt;br /&gt;
&lt;br /&gt;
=== Crashed ships ===&lt;br /&gt;
&lt;br /&gt;
Mechanoids are also part of crashed ship events. In 1.1 they drop alongside the ship in pods, while in 1.0 or earlier they swarm out when the ship is damaged.&lt;br /&gt;
&lt;br /&gt;
The type and where it lands are both important factors to consider when dealing with them.&lt;br /&gt;
&lt;br /&gt;
Psychic parts will reduce mood and occasionally drive nearby animals mad, while defoliator parts (aka. poison ship parts in 1.0) will kill nearby plants and cause serious losses to pastures or crops. You cannot deconstruct the part, only destroy it.&lt;br /&gt;
&lt;br /&gt;
Since they won't attack until triggered, you have some time to prepare. However, the longer you take, the worse it gets. If the defoliator ship part lands on the opposite side of your base at a map border, it is possible to leave it there, as they will also react to incoming raids and you may as well solve two problems at once. Not the same for the psychic version though.&lt;br /&gt;
&lt;br /&gt;
If they land between your plantations, you will need to place firefoam poppers and trigger them before combat to prevent fires; the foam will persist until it rains, but then if it is rainy, you won't need the poppers. You may also want to keep a few untriggered poppers nearby to rapidly extinguish a group of burning colonists at once.&lt;br /&gt;
&lt;br /&gt;
[[File:Crashed ship part using foam poppers.png|center|500px]]&lt;br /&gt;
&lt;br /&gt;
==== Defense behavior ====&lt;br /&gt;
&lt;br /&gt;
Mechanoids are triggered immediately when the part is damaged, or something is built within a three-tile radius. They may also be triggered by the Firefoam popper explosion. &lt;br /&gt;
&lt;br /&gt;
Upon triggering, scythers will immediately charge to attack, while lancers, centipedes and pikemen may instead sit in place and attempt to shoot interlopers, only moving to get within range.&lt;br /&gt;
&lt;br /&gt;
Afterwards, they will guard the ship part, engaging any hostiles that come close, and chasing them over short distances. They will return to the part if targets stray too far away from the ship.&lt;br /&gt;
&lt;br /&gt;
In 1.0 mechanoids chased targets over long distances and abandoned the ship part when it is at 50% health.&lt;br /&gt;
&lt;br /&gt;
==== Long-range engagement ====&lt;br /&gt;
&lt;br /&gt;
In the current version, it is better to trigger the mechanoids from a distance, rather than fighting way up close. This is necessary such that you can weaken the scythers with concentrated fire before they reach melee engagement range, as well as give you more time to defeat the lancers before the centipedes move within range. Scythers are especially dangerous as they come in swarms and can quickly overwhelm your gunners, as well as overpower your melee brawlers unless you outnumber or outarm them.&lt;br /&gt;
&lt;br /&gt;
You can trigger the mechanoids either by high-explosive mortar fire, or sniping the ship part.&lt;br /&gt;
*By attacking with sniper rifles at maximum range you will gain a good enough lead against the mechs to be able to escape safely even without enhancements unless armor is over-encumbering your colonists.&lt;br /&gt;
*Mortar volleys can soften the mechanoids, making them easier to defeat by your colonists afterwards.  Mortars may also destroy the ship part itself, which both ends the threat and prevents the mechanoids from disengaging from an attack and returning to guard it (though this can be either good or bad depending on the state of your defenses).&lt;br /&gt;
*In 1.1 you can also use EMP to stun them before engaging, then retreat before they exit stun, which is 25 seconds after being hit by EMP.&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
&lt;br /&gt;
High-DPS weapons are optimal at destroying both the ship part and its defending mechanoids.&lt;br /&gt;
&lt;br /&gt;
Due to the mechanoids spawning very close together, area of effect or crowd control weapons are punishing against them:&lt;br /&gt;
*The [[minigun]] is a powerful weapon here:&lt;br /&gt;
**It can make short work of the bunched-up mechanoids, then shred the ship part using its unparalleled raw DPS.&lt;br /&gt;
**Its already high DPS is further amplified when attacking centipedes as their large size makes it easier to land shots.&lt;br /&gt;
**Its long range allows you to attack from a safer distance.&lt;br /&gt;
*EMP mortar blasts are able to stun a large number of mechanoids caught in its blast. As the ship part blocks EMP pulses, fire several at once to hit all enemies with a single volley.&lt;br /&gt;
*Explosive weapons are useful for dealing damage, but keep in mind that the ship part will block the explosion. They do extra damage to the ship part.&lt;br /&gt;
&lt;br /&gt;
Incendiary weapons are a poor choice for any situation involving mechanoids or crashed ships, given that both are non-flammable.&lt;br /&gt;
&lt;br /&gt;
The [[orbital power beam targeter]] is the ultimate weapon against crashed ships. All you need to do is to aim the beam directly on the ship, and the beam will melt both the ship and its surrounding mechanoids.&lt;br /&gt;
&lt;br /&gt;
==== Construction ====&lt;br /&gt;
&lt;br /&gt;
{{main|Defense structures#Crashed ships}}&lt;br /&gt;
&lt;br /&gt;
Construction is an important part of defeating the mechanoids in a crashed ship. Usually it is best if you can prepare ample cover, such as sandbags or walls, to shoot from.&lt;br /&gt;
&lt;br /&gt;
Keep note that building within a three-tile distance will instantly trigger the mechanoids.&lt;br /&gt;
&lt;br /&gt;
If done properly, [[IED trap]]s can be used to weaken a mechanoid swarm. Don't build too many or you will vaporize the mechanoid corpses, which can be deconstructed for resources.&lt;br /&gt;
&lt;br /&gt;
==== Luring in ====&lt;br /&gt;
&lt;br /&gt;
If you already have ample static defenses, like killboxes, and you want to lure the mechanoids in, you will need to make the mechanoids abandon the ship by destroying it from a long distance.&lt;br /&gt;
&lt;br /&gt;
Previously in 1.0, you can lure the mechanoids simply by triggering at range.&lt;br /&gt;
&lt;br /&gt;
==== Hit-and-run (1.1) ====&lt;br /&gt;
&lt;br /&gt;
Their behavior change in 1.1 makes them vulnerable to hit-and-run tactics. After taking care of the scythers, you are able to chip away at the mechanoids slowly by shooting with sniper rifles at maximum range. If all pikemen are taken out then you are able to safely engage without fear of returning fire.&lt;br /&gt;
&lt;br /&gt;
==== Zoning animals ====&lt;br /&gt;
&lt;br /&gt;
When dealing with a crashed psychic ship part that has been there for some time, do not let any of your tamed animals near it, for the ship part can drive them into manhunter mode. This is additionally harmful as they are capable of opening doors to attack your colonists.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid breach raids ===&lt;br /&gt;
Mechanoid of the breach raids will not ever walk through the kill box as you wanted them to, instead they will blast walls down and head straight for your base. Their path is usually aimed for the colonists' beds and most valuable destructible items such as expensive furniture, workshops, dining/recreational rooms etc. until your colony is completely destroyed or the mechs get killed.&lt;br /&gt;
&lt;br /&gt;
It is recommended to have double outer walls around your base, empty space about 10-15 cells wide and the actual layer of inner defense like &amp;quot;wall, barricade, wall, barricade...&amp;quot; inside, when the mechs break in you can use EMP, melee rush tactic, bait and kite them in this &amp;quot;killzone&amp;quot; area with long ranged guns: Bolf-action riffles or/and Assault riffles. Never fight them in open field, they will outrange you!&lt;br /&gt;
&lt;br /&gt;
It is worth considering the use of a [[Psychic shock lance|psychic shock]] or [[Psychic insanity lance|insanity lance]] to take down the [[termite]] from far away, as there will only be up to two termites per raid. Losing the use of the specialized anti-structure [[thump cannon]] will significantly delay the raid, as they will instead be forced to destroy walls in their path with their more traditional weaponry. This gives you time to prepare a defense behind that section of wall.&lt;br /&gt;
&lt;br /&gt;
Typically this raid strategy will result in the mechanoids clumping up, giving a prime target for [[EMP grenades]] or a [[triple rocket launcher]], hopefully to devastating effect. Note the mechs will not attack colonists unless they come into the range of the mechanoid's gun. The long range of the triple rocket launcher is beneficial here, only putting the wielder in range of the [[pikeman|pikemen's]] needle gun.&lt;br /&gt;
&lt;br /&gt;
= Infestations =&lt;br /&gt;
&lt;br /&gt;
[[Infestation]]s will spawn under Overhead Mountains within 30 tiles of a colony [[structure]]. They can be a serious hazard in mountain bases due to the lack of free space to run away from with too many obstacles on the path, but not so much threat in open area (flat) maps. [[Insectoids]] are lightly armored, exclusively use melee and are slower than colonists. This gives them some protection against close range attacks, but leaves them vulnerable to ranged attacks and kiting tactics.&lt;br /&gt;
&lt;br /&gt;
[[File:Infestation within mountain rooms bugs.png|400px]]&lt;br /&gt;
&lt;br /&gt;
'''If you don't destroy them fast enough, they can reproduce, giving rise to even more hives and insects'''. This is especially true if you happen to have forgotten about a [[hive]], which given time can build itself into a giant mega-hive.&lt;br /&gt;
&lt;br /&gt;
=== Behavior ===&lt;br /&gt;
&lt;br /&gt;
Insects have a hive mindset; they will remain tending to their hive cluster, until they see an intruder, in which case they begin to engage all at once. They may also attack random furniture and structures in your colony.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, if the raiders, friendlies, visitors, caravans or your own colonists heavily or even slightly injured some of the bugs, (i.e. made them bleed, not just kill), the injured insect will happen to die to blood loss or starvation due to immobility, then the entire hive gets angered and will rush toward your colony! However, they appear to have a certain anger-mood-delay about 10-25 seconds, after which they will stop and go back to their nests.&lt;br /&gt;
&lt;br /&gt;
=== Fighting infestations ===&lt;br /&gt;
&lt;br /&gt;
The enclosed nature of mountain bases give colonists little distance to shoot from; thus, you may want some melee fighters to pair up with any ranged colonists.&lt;br /&gt;
&lt;br /&gt;
Individual fighters will quickly get overwhelmed by the insects especially against large [[megaspider]]s, so you shouldn't trickle your defensive forces in; rather, send them all at once to overpower the insects.&lt;br /&gt;
&lt;br /&gt;
=== Melee blocking ===&lt;br /&gt;
&lt;br /&gt;
If there is a single choke point for the insects to get into your base (usually a door leading to a corridor), usage of this tactic allows you to defeat insects efficiently. You may even stand a chance against massive infestations if for some reason fire isn't viable, but don't get cocky. If the infestation is large you will  need to bring backup tanks to replace the initial melee blocker if he or she gets downed or heavily injured.&lt;br /&gt;
&lt;br /&gt;
Choke points can arise on their own from insects digging out; simply wait for them to tunnel through and massacre them once they exit.&lt;br /&gt;
&lt;br /&gt;
This tactic is only viable if you have enough soldiers with ''substantial'' armor as insects inflict heavy sharp damage and will obliterate everybody not sufficiently protected.&lt;br /&gt;
&lt;br /&gt;
=== Using fire ===&lt;br /&gt;
&lt;br /&gt;
Fire is an effective way to clear early-mid stage infestations. If they spawn in an enclosed area with a door and plenty of flammables, all you need to do is to toss a molotov or shoot an [[incendiary launcher]] bolt into the room. The room will quickly catch fire, causing the temperature to rise fast, roasting the insects in it along with the hives.&lt;br /&gt;
&lt;br /&gt;
The downside of this approach is that it makes it impossible to farm any insect meat or jelly from the infestation, because it will all burn, and it is usually too hot inside the spawn room to manually extinguish the fires to save the goods (unless there is a way to quickly vent the heat, which is usually not feasible to set up).&lt;br /&gt;
&lt;br /&gt;
If there is a dedicated place in your base for infestations to spawn (see ''baiting'' below), it helps to have a few cheap wooden furniture items in that room, and maybe a few tiles of wooden floor.  A great source of additional flammable material are tainted clothing items and desiccated animal bodies.  Dusters and parkas have a lot of hitpoints, so they burn longer.  These items are easy to get into the burn room simply by creating a stockpile with appropriate settings.  A 3x3 stockpile should be more than enough to create enough heat to clear out any infestation.  The fire created will usually last several hours, which is more than enough time to kill everything in the spawn room.&lt;br /&gt;
&lt;br /&gt;
Separating the actual spawn room from the burn room with a wooden door makes it very easy for your colonists to start the fire without the insects attacking.  The heat will spread into the spawn room regardless (and burn the wooden door).&lt;br /&gt;
&lt;br /&gt;
Having a few flammable structures, such as cheap furniture) in the room is important, because the insects are stupid enough to attack these first when enraged from the fire, wasting time — instead of digging out of this trap.&lt;br /&gt;
&lt;br /&gt;
It is possible to reach the temperature maximum of 2000 degrees celsius this way.  Check the temperature in the spawn room before stepping in with any colonists, because they will very quickly collapse from heat stroke and possibly catch fire and die at these ludicrous temperatures.&lt;br /&gt;
&lt;br /&gt;
The insects will rush for the exit of the burn room in a panic when they realize what is happening to them, and will quickly attempt to dig out to escape, so make sure the exit door is made of rock which is durable and nonflammable.&lt;br /&gt;
&lt;br /&gt;
If there aren't any flammables around, you can still shoot the hives with fire weaponry. They will light aflame, along with the fuel puddles created on the ground.&lt;br /&gt;
&lt;br /&gt;
As any items inside the room are likely to catch fire and be destroyed, this tactic is not recommended in a place with many valuables such as warehouses. Also be careful with the heat spreading to nearby rooms.&lt;br /&gt;
&lt;br /&gt;
==== Heat stroke ====&lt;br /&gt;
By using a colonist to manually throw molotovs at the ground, either inside the bug room itself or in an adjacent room with an open doorway, you can maintain the temperature of the insect room between 150C and 200C, slowly knocking them unconscious and killing through heatstroke. As long as the temperature does not rise above 200C, the bugs will not get burn injuries, and therefore will not become aggressive. Have your colonist throw the molotovs through an open doorway in order to protect the colonist from the heat. When doing this, take care not to hit anything directly with the molotovs, as the fires created will anger the insects and set flammable objects on fire.&lt;br /&gt;
&lt;br /&gt;
It is important to note when doing this to make sure that all bugs are significantly above the serious heat stroke threshhold (60%) before you move in, otherwise the temperature will start falling when you stop throwing molotovs and they may recover and attack your colonists.&lt;br /&gt;
&lt;br /&gt;
=== Explosives ===&lt;br /&gt;
&lt;br /&gt;
Explosives are useful against large infestations. The [[Triple rocket launcher]] can raze infestations instantly. A single use [[Doomsday rocket launcher]] will deal massive damage over a large area. [[Frag grenades]] are unlimited and work well if you have the courage to send someone to close range. One blast can get several insects. &amp;lt;br&amp;gt;&lt;br /&gt;
Explosive animals ([[boomalope]]s or [[boomrat]]s) are also effective at clearing out infestations. Have them march straight into the hive by zoning them there. When the insects attack, the animals will be injured and explode, setting the insects and hives on fire.&lt;br /&gt;
&lt;br /&gt;
Mortars are useless against the hives themselves as they can't hit anything below an overhead mountain. However they are an option when fighting the insects in open space, with the explosions capable of severely injuring the insects, taking out the smaller ones in 1-2 hits.&lt;br /&gt;
&lt;br /&gt;
=== Late-stage infestations ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;500px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Infestation_ancient_shrine.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you've accidentally left a hive or two behind or totally ignored an infestation, after a few seasons you will have a giant hive community sprawling. This is '''extremely''' hard to treat, especially if you're low on colonists.&lt;br /&gt;
&lt;br /&gt;
If you're still on early-midgame, it's generally recommended that you pack up and run. If not, however, you will have to deal with them slowly. You need to lure the insects out, then defeat them to buy time for others to enter and destroy the hives. Kiting is a possibility due to their slower speeds, provided they continue to chase down your colonists.&lt;br /&gt;
&lt;br /&gt;
Explosives are recommended as they deal immense damage to the closely packed hives and insects. This is especially so with the doomsday rocket launcher, which can set entire infestations on fire, destroying the hives and severely weakening the insects.&lt;br /&gt;
&lt;br /&gt;
=== Prevention ===&lt;br /&gt;
&lt;br /&gt;
If you only have a few tiles of Overhead Mountain then it's best that you fill it up with walls to prevent any infestations from happening. If you are in a mountain base, then you will need to do more than that.&lt;br /&gt;
&lt;br /&gt;
==== Baiting ====&lt;br /&gt;
&lt;br /&gt;
You can mine out rooms a distance away from your colony to somehow control insects to nest there, instead of letting them spawn right in the middle of your base. Place some cheap flammable furniture inside to confuse the insects into thinking it's a prospective nesting spot, as well as to light on fire for a quick solution to an infestation problem. You may even use wooden walls or columns, which in a large enough room will cause a roof collapse and crush insects after being destroyed.&lt;br /&gt;
&lt;br /&gt;
A well-lit base discourages insects from nesting, though it can still happen. If you bait insects to spawn elsewhere the chance of an infestation spawning inside is greatly reduced.&lt;br /&gt;
&lt;br /&gt;
If you want the insect trap to automatically kill insects, put an [[IED incendiary trap]] inside the room, next to the flammables. Once an infestation spawns the insects will trigger the trap, lighting the room on fire and broiling the insects.&lt;br /&gt;
&lt;br /&gt;
Alternatively, fill it with spike traps to weaken them before they strike your base, giving you the advantage. Doing this preserves the hives, which can be good if you want to farm insect jelly.&lt;br /&gt;
&lt;br /&gt;
==== Deep freezing ====&lt;br /&gt;
&lt;br /&gt;
An interesting way to completely prevent infestations is to simply set your base temperature below -17°C with coolers, and have everyone in the colony wear [[parka]]s.&lt;br /&gt;
&lt;br /&gt;
This means that the 'Slept in the cold' debuff will be prevalent in the colony, however, so you will need something to offset the mood.  It will also incur a work speed penalty on all production facilities due to low temperature, making this strategy not very viable on all but the lowest difficulties (where infestations are not a big threat in any case).&lt;br /&gt;
&lt;br /&gt;
=== Deep drill infestations ===&lt;br /&gt;
&lt;br /&gt;
Deep drills can unearth insect hives, which will result in enraged insects charging up to attack after a while.&lt;br /&gt;
&lt;br /&gt;
When you see this happen, gather up your defense forces to fight the incoming insects. Have them approach your base where you can melee block them while evacuating other colonists so the insects don't go for them first. Nearby pets or other tamed animals will also be attacked; you can either evacuate them beforehand to reduce losses and ensure a successful melee blocking attack, or use them as bait to grab the insects' attention while your colonists lay fire on them.&lt;br /&gt;
&lt;br /&gt;
Note that if you have a deep drill near the walls of a room it is possible for the insects to spawn outside the room.&lt;br /&gt;
&lt;br /&gt;
= Prison breaks =&lt;br /&gt;
If you have prisoners (or potential colonists or hats) on hand, always expect them to break out any time. This is more so if you have many of them, each one ready to incite a riot whenever the guards aren't looking.&lt;br /&gt;
&lt;br /&gt;
Escaping prisoners can open any colony door, and will snatch weapons whenever they see one.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
You should [[#body block|body block the prisoners]] with armored wardens carrying blunt weapons, or melee attacks with guns. They will fight and down the prisoners while blocking their exit, buying time for reinforcements.&lt;br /&gt;
&lt;br /&gt;
Against already injured yet unarmed prisoners, send 1 brawler per prisoner to minimize the risk of beating them to death. &amp;lt;br&amp;gt;&lt;br /&gt;
For those at full health, 2 unarmed wardens or 1 skilled one can tackle a full-health unarmed prisoner without the wardens being downed in most cases. &lt;br /&gt;
&lt;br /&gt;
Ranged wardens should attack when the prisoners are blocked by melee wardens so they can attack from a distance without much danger, and their weapons won't land in the enemy hands so easily. Don't fire too much at them as you risk permanent damage as well as accidentally killing the prisoner.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
You goal here isn't to kill the prisoners, it's to down them so you can recapture them.&lt;br /&gt;
&lt;br /&gt;
*Blunt melee weapons such as the [[mace]] is a good choice for wardens to down escapees. The wounds don't bleed (unless you crush an internal organ or destroy a part entirely), nor will they be infected, giving them higher survival chances overall.&lt;br /&gt;
*At a distance, use low-moderate DPS weapons that won't deal too much damage to the prisoners, or to your people when the prisoners pick them up.&lt;br /&gt;
*Don't use high damage per hit weapons such as [[sniper rifle]]s or [[longsword]]s, as you risk instantly killing them or destroying an important part.&lt;br /&gt;
&lt;br /&gt;
=== Turrets ===&lt;br /&gt;
&lt;br /&gt;
Mini-turrets can be used as a form of distraction and supplementary firepower against prison breaks. Station them outside the prison doors, and they will fire on the escapees. They deliver decent firepower at short ranges, and leave no usable weapons on destruction. Prisoners also tend to stop to fight the turrets, giving wardens time to reach them.&lt;br /&gt;
&lt;br /&gt;
1-3 are enough for most prisons. Don't put too many otherwise they may kill the prisoners before you can intervene.&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=181972</id>
		<title>Ideoligion</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=181972"/>
		<updated>2026-07-11T12:30:13Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Optional */  you can't select Body modification:Disapproved with Flesh Purity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Stub|reason=Add Nomadic. Shipborn meme requirements/associated not implemented. traders guild}}&lt;br /&gt;
'''Ideoligions''' are both a system of mechanics introduced by, and the primary focus of, the [[Ideology DLC]]. They allow colonies to introduce a variety of new restrictions and capabilities to change gameplay, as well as new interactions with other factions.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Type of ideoligion ==&lt;br /&gt;
Whenever you start a new game, you will see the Ideology selection menu once you've selected a world tile.&lt;br /&gt;
&lt;br /&gt;
* '''Ideology system inactive''' - Disables most of the Ideology system. Player colonies and factions will no longer have any ideoligion. All buildings that would be restricted to certain ideoligions can be built, and any ''style'' - or cosmetic variant - of building can be built. (click the circle icon in the [[Architect]] tab, right next to the search bar).&lt;br /&gt;
:However, some aspects of the ideoligion system remain. You can still assign a [[Leader]], and will have access to a funeral and 2 [[ritual]]s - a dance party and drum party.{{Check Tag|Verify|Extremely quick testing}} In addition, there will be 3 randomized [[relic]]s that you can search for.&lt;br /&gt;
&lt;br /&gt;
* '''Create ideoligion (fluid)''' - Design an ideoligion that can change over time.&lt;br /&gt;
:A fluid ideoligion only has access to 1 [[meme]] at the start of the game, which cannot be a high impact meme. Otherwise, a fluid ideoligion has the same customization options as a fixed ideoligion. The difference is that a fluid ideology can change over the course of the game. As you gain [[#Development points|development points]], you can add / remove memes, and re-customize just about everything else.&lt;br /&gt;
&lt;br /&gt;
* '''Create ideoligion (fixed)''' - Design an ideoligion with complete control.&lt;br /&gt;
&lt;br /&gt;
* '''Presets''' - Use an ideoligion already created for you. Want to live under the mountain, but don't want to make a full ideoligion? Pick the &amp;quot;Mole people&amp;quot; preset. You will start with a Funeral and 2 other random [[ritual]]s, as well as a random [[relic]]. Other aspects of the ideoligion will also be randomized.&lt;br /&gt;
:For example, the &amp;quot;Classic-like&amp;quot; preset will have the following precepts:&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2; width:600px&amp;quot;&amp;gt;&lt;br /&gt;
* [[#Corpses|Corpses: Ugly]]&lt;br /&gt;
* [[#Insect meat|Insect meat: Despised]]&lt;br /&gt;
* [[#Marriage name|Marriage name: Usually man's]]&lt;br /&gt;
* [[#Eating nutrient paste|Eating nutrient paste: Disgusting]]&lt;br /&gt;
* [[#Physical love|Physical love: Free]]&lt;br /&gt;
* [[#Women's spouses|Women's spouses: One only]]&lt;br /&gt;
* [[#Men's spouses|Men's spouses: One only]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Development points ===&lt;br /&gt;
{{For|a guide for how to convert a non-fluid ideoligion to a fluid ideoligion via save editing|Fluid ideoligion save conversion guide}}&lt;br /&gt;
Fluid ideoligions are mostly the same as a static one, but can be changed over time through development points. When you have enough points, you can reform the ideoligion. It costs 10 points for the first reformation, and increases by +2 per reform until a max of 20 points. You cannot &amp;quot;store&amp;quot; points; once you can reform, no more points are gained.&lt;br /&gt;
&lt;br /&gt;
Development points can be obtained in the following ways:&lt;br /&gt;
* Performing [[rituals]]. Rituals will give a varying amount of points depending on if they are &amp;quot;anytime&amp;quot; rituals or &amp;quot;dated&amp;quot; rituals, how many rituals the ideoligion has and the quality of the ritual. If a ritual achieves a goal that awards development points (such as a conversion), both the points for the goal and the ritual are received in full. Anytime rituals (including funerals) give 1 point for a good outcome and 2 points for a great outcome.&lt;br /&gt;
Dated rituals grant more points the fewer rituals the ideoligion has, -as detailed below- however Funerals, Gladiator Duels, Blinding, and Scarification rituals '''''Do not''''' count for the following table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Terrible&lt;br /&gt;
! Boring&lt;br /&gt;
! Fun&lt;br /&gt;
! Unforgettable&lt;br /&gt;
|-&lt;br /&gt;
! 1 Ritual&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
! 2 Rituals&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! 3 Rituals&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4 Rituals&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 5+ Rituals&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Converting someone: 1 point.&lt;br /&gt;
Certain [[#Precepts|precepts]] allow an ideoligion to gain points from actions related to the precept.&lt;br /&gt;
* [[#Blindness|Blindness: Respected, Elevated or Sublime]]: Blinding someone: 1 point&lt;br /&gt;
* [[#Charity|Charity: Worthwhile, Important or Essential]]: Completing charity quests and accepting charity events&lt;br /&gt;
** [[Quests#Beggars|Helping beggars]]: 2 points&lt;br /&gt;
** [[Events#Wanderer joins|Accepting joining wanderer]]: 1 point&lt;br /&gt;
** [[Quests#Hospitality|Giving hospitality]] {{RoyaltyIcon}}: 2 points&lt;br /&gt;
** [[Quests#Shuttle Crash|Saving shuttle crash survivors]] {{RoyaltyIcon}}: 3 points&lt;br /&gt;
** [[Events#Transport pod crash|Saving a pod crash victim]]: 1 point&lt;br /&gt;
** [[Quests#Noble Wimp|Saving the noble wimp]] {{RoyaltyIcon}}: 1 point&lt;br /&gt;
** [[Quests#Threatened Joiner|Helping the threatened joiner]]: 2 points&lt;br /&gt;
* [[#Execution|Execution: Respected if guilty or Required]]: Executing prisoner: 1 point&lt;br /&gt;
* [[#Proselytizing|Proselytizing: Occasional, Sometimes or Frequent]]:&lt;br /&gt;
** Converting a new member: 1 point (in addition to the normal 1 point)&lt;br /&gt;
** Obtaining a [[Relic|relic]]: 5 points&lt;br /&gt;
** Completing the [[Quests#Pilgrims|pilgrims]] quest: 2 points&lt;br /&gt;
* [[#Raiding|Raiding: Respected or Required]]:&lt;br /&gt;
** Raiding someone: 1 point&lt;br /&gt;
** Raiding a bandit camp or work site: 2 points&lt;br /&gt;
* [[#Ranching|Ranching: Central]]: Successfully completing an [[Quests#Hospitality|Animal Hospitality quest]]{{RoyaltyIcon}}: 2 points&lt;br /&gt;
* [[#Slavery|Slavery: Honorable]]: Enslaving new prisoner: 1 point&lt;br /&gt;
* [[#Gauranlen connection|Gauranlen Connection: Strong]]: Planting gauranlen tree: 1 point&lt;br /&gt;
&lt;br /&gt;
Reformation allows you to add ''or'' remove 1 meme, ''or'' change the structure of your ideoligion. If you add a meme, you cannot remove / replace another meme or change structure. In addition, you can only add 1 [[style]] at a time. All other changes are unlimited.&lt;br /&gt;
&lt;br /&gt;
== Forming an ideoligion ==&lt;br /&gt;
An ideoligion consists of many separate aspects to customize:&lt;br /&gt;
&lt;br /&gt;
'''Primary'''&lt;br /&gt;
* '''[[#Structure|Structure]]''' - What deities (or lack thereof) that followers believe in. Examples include ''Abstract theist'', that &amp;quot;god(s) are formless and everywhere&amp;quot;, or ''Christian origin'', which is closer to the Abrahamic religions of the west. Structure helps determine the randomized names and lore of your ideoligion. This is almost entirely cosmetic, but can add a few ritual options.&lt;br /&gt;
&lt;br /&gt;
* '''[[#Memes|Memes]]''' - The basic beliefs of the ideoligion. An ideoligion with the ''Cannibal'' meme will definitely enjoy human meat. Each ideoligion can have up to 4 memes. Most memes do not add much on their own, but affect what precepts the ideoligion has and cannot have. Some memes have access to [[roles|specialists]].&lt;br /&gt;
&lt;br /&gt;
* '''[[#Precepts|Precepts]]''' - What a follower's belief systems are. Precepts directly determine how colonists will react to certain actions. An ideoligion with ''Cannibalism: Preferred'' will have followers enjoy eating human meat. An ideoligion with ''Cannibalism: Required (Ravenous)'' will want to eat human meat for every meal.&lt;br /&gt;
:Certain precepts have statistical effects beyond mood. For instance, ''Drugs: Essential'' boosts drug crop yield, synthesis speed, and sell price. These tend to be locked behind their associated meme.&lt;br /&gt;
&lt;br /&gt;
'''Secondary'''&lt;br /&gt;
* '''[[Rituals]]''' - Special occasions, from Dance Party to Animal Sacrifice to Funerals. Every time you do a ritual, you can end up with a good or bad outcome. Good outcomes will increase colonist [[mood]], and come with a special, defined reward. For example, a spectacular festival can give you a random recruit, or cause a [[gauranlen pod]] to sprout.&lt;br /&gt;
&lt;br /&gt;
:You can increase the chances of a good outcomes by following the ritual's requirements. A funeral can be done without your colonist's body, but the quality will be increased if the corpse is buried.&lt;br /&gt;
&lt;br /&gt;
* '''[[#Roles|Roles]]''' - Every ideoligion has a Leader and Moral Guide. From there, you can have up to 2 types of specialists. A Shooting Specialist will be great at ranged combat, but is unable to do many types of skilled work. Note that you can have as many specialists of a specific type as you want. For example, you can have 3 Shooting Specialists in a single colony, but cannot have a Shooting, Plants, AND Research specialist in the same ideoligion.&lt;br /&gt;
&lt;br /&gt;
* '''[[Relic]]s''' - Ideoligions can have relics. Relics can be either Legendary [[quality]] weapons or specific types of items that serve no other purpose. Relics must be found from a specific, multi-part relic hunt quest, which can take many years. Having a relic present will cause a number of benefits.&lt;br /&gt;
&lt;br /&gt;
* '''Buildings''' - Buildings used by your ideoligion: [[altar]]s, [[sacrificial flag]]s, etc. Largely used for rituals. Altars and the like will eventually be demanded by followers of your ideoligion in a temple room.&lt;br /&gt;
&lt;br /&gt;
* '''Preferences''' - Ideoligions can prefer [[apparel]], [[weapon]]s, and [[xenotype]]s,{{BiotechIcon}} as well as venerate specific [[animal]]s. Colonists will like having/being around preferred items. Whether a colonist will dislike a non-preferred item is dependent on the preference in question.&lt;br /&gt;
&lt;br /&gt;
'''Descriptive'''&lt;br /&gt;
* '''[[#Styles|Styles]]''' - How buildings made by an ideoligious builder will look. Largely cosmetic. However, it interacts with the Diversity of Thought precept. If colonists are neutral or bigoted, then they will enjoy being near styles of the same ideoligion. If colonists appreciate Diversity of Thought, they will enjoy being near styled buildings that their ideoligion could not make. Certain styles will affect more or less buildings.&lt;br /&gt;
&lt;br /&gt;
* '''[[#Cultures|Cultures]]''' - Roughly where your ideoligion comes from. Astropolitian represents those coming from space. Corunan represents [[New Tribe|tribes]] in general. Entirely cosmetic.&lt;br /&gt;
&lt;br /&gt;
* '''Lore''' - A randomly generated description of the ideoligion, based off of memes, structures, cultures, etc. Entirely cosmetic.&lt;br /&gt;
&lt;br /&gt;
* '''Icon / color''' - An ideoligion's icon is used whenever an ideology will be displayed. The color of the icon will be a preferred color for followers. Followers gain a {{+|1}} moodlet for wearing their ideology's color, or their own favorite color. All colors require [[dye]] and the same amount of dye.&lt;br /&gt;
&lt;br /&gt;
== Certainty ==&lt;br /&gt;
{{Main|Certainty}}&lt;br /&gt;
&lt;br /&gt;
'''Certainty''' is how willing a colonist is to maintain their current ideoligion. Conversion attempts reduce certainty. Once certainty hits 0%, a pawn's ideology will change.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
Choosing your structure affects which symbols the game uses for your ideoligion, and allows for the selection of some rituals that would otherwise require specific memes. It also influences some random generation options and flavor text but these can be overridden by player selection.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Structure !! Description !! Styles !! Unlocked Rituals !! Chance to Have Precept&lt;br /&gt;
|- id=&amp;quot;Abstract theist&amp;quot;&lt;br /&gt;
! Abstract theist&amp;lt;br/&amp;gt;[[File:Abstract theist.png|64px]]&lt;br /&gt;
| The god(s) do not have physical form, but are everywhere at once. They know all, and can do anything. Their will defines the moral structure of the universe. || || ||&lt;br /&gt;
|- id=&amp;quot;Animist&amp;quot;&lt;br /&gt;
! Animist&amp;lt;br/&amp;gt;[[File:Animist.png|64px]]&lt;br /&gt;
| Spirits live in everything around us. In the plants and animals, rivers and trees, sky and stars. The moral structure of the universe springs from the necessity of respecting them. || Animalist || ||&lt;br /&gt;
|- id=&amp;quot;Archist&amp;quot;&lt;br /&gt;
! Archist&amp;lt;br/&amp;gt;[[File:Archist.png|64px]]&lt;br /&gt;
| Archotechs are the true gods. They know the moral structure of the universe, and serving them is how we will connect with it. || || ||&lt;br /&gt;
|- id=&amp;quot;Buddhist origin&amp;quot;&lt;br /&gt;
! Buddhist origin&amp;lt;br/&amp;gt;[[File:Buddhist origin.png|64px]]&lt;br /&gt;
| This ideoligion is a descendant of ancient Buddhism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Buddhist || Smokeleaf circle || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Christian origin&amp;quot;&lt;br /&gt;
! Christian origin&amp;lt;br/&amp;gt;[[File:Christian origin.png|64px]]&lt;br /&gt;
| This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Christianity. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Christian || Christmas tree party || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Embodied theist&amp;quot;&lt;br /&gt;
! Embodied theist&amp;lt;br/&amp;gt;[[File:Embodied theist.png|64px]]&lt;br /&gt;
| The god(s) walk the planets like us, yet they are powerful and immortal as we are not. They decide the moral structure of the universe. || || ||&lt;br /&gt;
|- id=&amp;quot;Hindu origin&amp;quot;&lt;br /&gt;
! Hindu origin&amp;lt;br/&amp;gt;[[File:Hindu origin.png|64px]]&lt;br /&gt;
| This is a variant of the embodied theist structure. This ideoligion is a descendant of ancient Hinduism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Hindu || Smokeleaf circle || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Ideological&amp;quot;&lt;br /&gt;
! Ideological&amp;lt;br/&amp;gt;[[File:Ideological.png|64px]]&lt;br /&gt;
| There are no gods. The moral structure of the universe is found in our grand narrative of social forces. || || Symbol burning ||&lt;br /&gt;
|- id=&amp;quot;Islamic origin&amp;quot;&lt;br /&gt;
! Islamic origin&amp;lt;br/&amp;gt;[[File:Islamic origin.png|64px]]&lt;br /&gt;
| This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Islam. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Islamic || || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
Cultures affect names, appearances, and symbols.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Culture !! Factions Allowed !! Description&lt;br /&gt;
|- id=&amp;quot;Astropolitan&amp;quot;&lt;br /&gt;
! Astropolitan&amp;lt;br/&amp;gt;[[File:Astropolitan.png|32px]]&lt;br /&gt;
| [[New Arrivals]]&amp;lt;br/&amp;gt;[[Sanguophages (Faction)|Sanguophages]]{{BiotechIcon}}&amp;lt;br/&amp;gt;[[Traders guild]]{{OdysseyIcon}}&amp;lt;br/&amp;gt;[[Salvagers]]{{OdysseyIcon}}|| A broad collection of cultures common among frequent space travelers.&lt;br /&gt;
|- id=&amp;quot;Rustican&amp;quot;&lt;br /&gt;
! Rustican&amp;lt;br/&amp;gt;[[File:Civil outlander.png|32px]]&lt;br /&gt;
| [[Outlander]] Factions || A hardy industrial cultures common among rimworld outlanders.&lt;br /&gt;
|- id=&amp;quot;Corunan&amp;quot;&lt;br /&gt;
! Corunan&amp;lt;br/&amp;gt;[[File:GentleTribe.png|32px]]&lt;br /&gt;
| [[New Tribe]]&amp;lt;br/&amp;gt;[[Tribal]] Factions || An ancient culture common among rimworld tribes.&lt;br /&gt;
|- id=&amp;quot;Kriminul&amp;quot;&lt;br /&gt;
! Kriminul&amp;lt;br/&amp;gt;[[File:Pirate.png|32px]]&lt;br /&gt;
| [[Pirate]] Factions || A broad category describing the styles and practices of many pirate groups.&lt;br /&gt;
|- id=&amp;quot;Sophian&amp;quot;&lt;br /&gt;
! Sophian {{RoyaltyIcon}}&amp;lt;br/&amp;gt;[[File:Empire map marker.png|32px]]&lt;br /&gt;
| [[Empire]] Faction|| A techno-feudal culture centered on the planet Sophiamunda.&lt;br /&gt;
|}&lt;br /&gt;
Additionally, the [[Ancient]] factions, [[Outlander refugee group]],{{RoyaltyIcon}} [[Beggars]],{{IdeologyIcon}} [[Pilgrims]],{{IdeologyIcon}} and the [[Horax cult]]{{AnomalyIcon}} do not have any culture assigned to them; therefore they may use any existing one randomly.&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
{{recode|section=1|reason=Use collapsibles to allow a non-intrusive display of the styles where the reader can tab between the styles}}&lt;br /&gt;
An ideoligion can have 0-3 associated styles. People belonging to that ideoligion will apply those styles when making specific items. Colonists will get thoughts based on the styles of the objects around them, depending on their ideoligion's [[#Diversity of thought|diversity of thought]] precept either for having surroundings match or not match their ideoligion. Neutral surroundings produce no thought. If multiple styles of an ideoligion affect the same object, left-most applies. Note that building appearance in the construction menu will be based on your primary ideoligion, but the actual building might be different if built by a pawn of a different ideoligion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! style=width:6em | Style !! New buildables !! Affects items !! Affects objects !! Affects ritual ambience sound !! Player-accessible&lt;br /&gt;
|- id=&amp;quot;Style Hindu&amp;quot;&lt;br /&gt;
| [[File:Style Hindu.png|18px]] Hindu&lt;br /&gt;
| -&lt;br /&gt;
| [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|- id=&amp;quot;Style Christian&amp;quot;&lt;br /&gt;
| [[File:Style Christian.png|18px]] Christian&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Islamic&amp;quot;&lt;br /&gt;
| [[File:Style Islam.png|18px]] Islamic&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Buddhist&amp;quot;&lt;br /&gt;
| [[File:Style Buddhism.png|18px]] Buddhist&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Morbid&amp;quot;&lt;br /&gt;
| [[File:Style Morbid.png|18px]] Morbid&lt;br /&gt;
| [[Morbid carpet]], [[Morbid slab (broad)]], [[Morbid slab (medium)]], [[Morbid stone tile]] || [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]], [[Small altar#Styles|Small altar]], [[Medium altar#Styles|Medium altar]], [[Large altar#Styles|Large altar]], [[Grand altar#Styles|Grand altar]], [[Stool#Styles|Stool]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Torch lamp#Styles|Torch lamp]], [[Wall torch lamp#Styles|Wall torch lamp]], [[Column#Styles|Column]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Totemic&amp;quot;&lt;br /&gt;
| [[File:Style Totemic.png|18px]] Totemic&lt;br /&gt;
| [[Totemic boards]], [[Totemic slab (broad)]], [[Totemic slab (medium)]], [[Totemic stone tile]]&lt;br /&gt;
| [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]], [[Small altar#Styles|Small altar]], [[Medium altar#Styles|Medium altar]], [[Large altar#Styles|Large altar]], [[Grand altar#Styles|Grand altar]], [[Stool#Styles|Stool]], [[Dining chair#Styles|Dining chair]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Torch lamp#Styles|Torch lamp]], [[Wall torch lamp#Styles|Wall torch lamp]], [[Column#Styles|Column]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Spikecore&amp;quot;&lt;br /&gt;
| [[File:Style Spikecore.png|18px]] Spikecore&lt;br /&gt;
| [[Spikecore floor-star (broad)]], [[Spikecore floor-star (medium)]], [[Spikecore plates]], [[Spikecore stone tile]] || [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]], [[Flak jacket#Styles|Flak jacket]], [[Duster#Styles|Duster]], [[Jacket#Styles|Jacket]], [[Parka#Styles|Parka]]&lt;br /&gt;
| Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Torch lamp#Styles|Torch lamp]], [[Wall torch lamp#Styles|Wall torch lamp]], [[Column#Styles|Column]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Rustic&amp;quot;&lt;br /&gt;
| [[File:Style Rustic.png|18px]] Rustic&lt;br /&gt;
| [[Rustic rug (broad)]], [[Rustic rug (medium)]]&lt;br /&gt;
| [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]]&lt;br /&gt;
| [[Column#Styles|Column]], [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Torch lamp#Styles|Torch lamp]], [[Wall torch lamp#Styles|Wall torch lamp]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]])&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Animalist&amp;quot;&lt;br /&gt;
| [[File:Style Animalist.png|18px]] Animalist&lt;br /&gt;
| [[Animalist slab (broad)]], [[Animalist slab (medium)]]&lt;br /&gt;
| [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]], [[War mask#Styles|War mask]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Techist&amp;quot;&lt;br /&gt;
| [[File:Style Techist.png|18px]] Techist&lt;br /&gt;
| [[Hex carpet]], [[Hex tile]]&lt;br /&gt;
| -&lt;br /&gt;
| [[Column#Styles|Column]], [[Plant pot#Styles|Plant pot]], [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Shelf#Styles|Shelf]], [[Autodoor#Styles|Autodoor]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]])&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Horaxian&amp;quot;&lt;br /&gt;
| [[File:Style Horaxian.png|18px]] Horaxian{{AnomalyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| [[Axe#Styles|Axe]], [[Club#Styles|Club]], [[Gladius#Styles|Gladius]], [[Knife#Styles|Knife]], [[Mace#Styles|Mace]]&lt;br /&gt;
| -&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Style dominance ===&lt;br /&gt;
Pawns consider objects with style dominance within 27 tiles outdoors, or in the same room regardless of distance. An item is considered &amp;quot;uniform&amp;quot; if pawn's ideoligion can build it, and &amp;quot;diverse&amp;quot; otherwise, regardless of the actual style: for example, a totemic table will be considered diverse for an ideoligion with morbid and totemic styles, because the morbid style overrides totemic tables. If the total style dominance of uniform or diverse objects is at least 10 more than the other category, pawns will get an appropriate thought; the actual style of the object does not matter for stacking either: a morbid slab and a totemic slab in the same room will be uniform for an ideoligion with both styles, cancel each other out and give no thought for an ideoligion with one of those styles, and diverse for an ideoligion with neither.&lt;br /&gt;
&lt;br /&gt;
An ideoligion with no styles would still consider its own buildings (such as ideogram), but not ritual seats, to be uniform.&lt;br /&gt;
&lt;br /&gt;
Clothing, whether worn or placed on the ground, and uninstalled objects have no impact on style dominance.&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Style Dominance::+]]&lt;br /&gt;
| ?Style Dominance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Memes ==&lt;br /&gt;
You must choose one to four memes at the beginning of your playthrough to form the foundational ideas of your ideoligion. Some have much more gameplay impact than others. Hovering over a meme will show you the information in this table.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
! Meme !! Description !! Impact !! Incompatible Memes !! Required Precepts !! Chance to Have Precept !! Disabled Precepts !! Unlocked Roles !! Required Rituals !! Unlocked Rituals !! New Buildables !! Unlocked Craftables !! Start with Research !! Agreeing Traits !! Conflicting Traits !! Styles&lt;br /&gt;
|- id=&amp;quot;Animal personhood&amp;quot;&lt;br /&gt;
! '''Animal personhood'''&amp;lt;br/&amp;gt;[[File:Animal personhood.png|64px]]&lt;br /&gt;
| Animals have rights as humans do. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || [[#Rancher|Rancher]] || '''[[#Animal connection|Animal connection:]]''' Strong&amp;lt;br/&amp;gt;'''[[#Slaughtering animals|Slaughtering animals:]]''' Prohibited, Horrible, or Disapproved&amp;lt;br/&amp;gt;'''[[#Meat eating|Meat eating:]]''' Abhorrent, Horrible, or Disapproved&amp;lt;br/&amp;gt;{{OdysseyIcon}}'''[[#Fishing|Fishing:]]''' Prohibited or Disapproved || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Blindsight&amp;quot;&lt;br /&gt;
! '''[[Blindsight]]'''&amp;lt;br/&amp;gt;[[File:Blindsight.png|64px]]&lt;br /&gt;
| Only those who are blind can perceive true reality. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || [[#Darkness|Darkness]] || '''[[#Blind psysense|Blind psysense:]]''' Strong&amp;lt;br/&amp;gt;'''[[#Blindness|Blindness:]]''' Respected, Elevated, or Sublime || - || '''[[#Blindness|Blindness:]]''' Horrible&amp;lt;br/&amp;gt;'''[[#Lighting|Lighting:]]''' Darklight preferred&amp;lt;br/&amp;gt;'''[[#Combat in darkness|Combat in darkness:]]''' preferred || [[Ideoligion#Medical specialist|Medical specialist]] || Blinding || - || - || [[Blindfold]] || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Cannibal&amp;quot;&lt;br /&gt;
! '''Cannibal'''&amp;lt;br/&amp;gt;[[File:Cannibal.png|64px]]&lt;br /&gt;
| We must consume human flesh. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Organ use|Organ use:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Cannibalism|Cannibalism:]]''' Preferred, Required (strong), or Required (ravenous)&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Don't care, Respected if guilty, or Required || - || '''[[#Execution|Execution:]]''' Always horrible or Horrible if innocent || - || - || Cannibal feast || - || - || - || [[Cannibal (Trait)|Cannibal]] || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Collectivist&amp;quot;&lt;br /&gt;
! '''Collectivist'''&amp;lt;br/&amp;gt;[[File:Collectivist.png|64px]]&lt;br /&gt;
| Each person is part of a greater whole. People should work to play their part and help the group. ||style=&amp;quot;text-align: center;&amp;quot;data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Individualist|Individualist]] || '''[[#Work drive|Work drive:]]''' Tripled || Visage mask: Relaxed || '''[[#Marriage name|Marriage name:]]''' Keep names || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Darkness&amp;quot;&lt;br /&gt;
! '''Darkness'''&amp;lt;br/&amp;gt;[[File:Darkness.png|64px]]&lt;br /&gt;
| Bright light burns and destroys! Darkness nourishes and creates. People ought to live in darkness. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || [[#Blindsight|Blindsight]] || '''[[#Lighting|Lighting:]]''' Darklight preferred&amp;lt;br/&amp;gt;'''[[#Combat in darkness|Combat in darkness:]]''' Preferred || - || - || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Female supremacy&amp;quot;&lt;br /&gt;
! '''Female supremacy'''&amp;lt;br/&amp;gt;[[File:Female supremacy.png|64px]]&lt;br /&gt;
| Women are the superior gender and should rule. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Male supremacy|Male supremacy]] || - || Burka: Relaxed&amp;lt;br/&amp;gt;Veil: Strong || - || - || - || - || - || - || - || [[Misandrist]] || [[Misogynist]] || -&lt;br /&gt;
|- id=&amp;quot;Flesh purity&amp;quot;&lt;br /&gt;
! '''Flesh purity'''&amp;lt;br/&amp;gt;[[File:Flesh purity.png|64px]]&lt;br /&gt;
| The human body should not be debased. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#High life|High life]]&amp;lt;br/&amp;gt;[[#Transhumanist|Transhumanist]] || '''[[#Drug use|Drug use:]]''' Prohibited&amp;lt;br/&amp;gt;'''[[#Body modification|Body modification:]]''' Abhorrent&amp;lt;br/&amp;gt;'''[[#Scarification|Scarification:]]''' Horrible || - || '''[[#Body modification|Body modification:]]''' Approved&amp;lt;br/&amp;gt;'''[[#Physical love|Physical love:]]''' Free and approved || [[Ideoligion#Medical specialist|Medical specialist]] || - || Symbol burning || - || - || - || [[Body purist]]&amp;lt;br/&amp;gt;[[Nudist]] || [[Body modder]] || -&lt;br /&gt;
|- id=&amp;quot;Guilty&amp;quot;&lt;br /&gt;
! '''Guilty'''&amp;lt;br/&amp;gt;[[File:Guilty.png|64px]]&lt;br /&gt;
| Our people carry guilt from ages past. Others are more worthy. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Loyalist|Loyalist]] || '''[[#Pain|Pain:]]''' Idealized&amp;lt;br/&amp;gt;'''[[#Charity|Charity:]]''' Essential, Important, or Worthwhile || - || '''[[#Apostasy|Apostasy:]]''' Abhorrent, Horrible, and Guilty&amp;lt;br/&amp;gt;'''[[#Slavery|Slavery:]]''' Honorable || - || - || Symbol burning || - || [[Torture crown]] || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;High life&amp;quot;&lt;br /&gt;
! '''High life'''&amp;lt;br/&amp;gt;[[File:High life.png|64px]]&lt;br /&gt;
| Exotic states of mind are central to a good life. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Flesh purity|Flesh purity]] || '''[[#Drug use|Drug use:]]''' Essential || Flophat: Relaxed || '''[[#Drug use|Drug use:]]''' Prohibited, Medical only, or Medical/social only || [[Ideoligion#Plants specialist|Plants specialist]] || Smokeleaf circle || Smokeleaf circle || [[Autobong]]&amp;lt;br/&amp;gt;[[Mindbend carpet]] || - || - || [[Chemical interest]]&amp;lt;br/&amp;gt;[[Chemical fascination]] || - || -&lt;br /&gt;
|- id=&amp;quot;Human primacy&amp;quot;&lt;br /&gt;
! '''Human primacy'''&amp;lt;br/&amp;gt;[[File:Human primacy.png|64px]]&lt;br /&gt;
| Humans are the moral center of the universe. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Nature primacy|Nature primacy]] || '''[[#Bonding|Bonding:]]''' Disapproved || - || '''[[#Slaughtering animals|Slaughtering animals:]]''' Prohibited, Horrible, and Disapproved&amp;lt;br/&amp;gt;'''[[#Killing innocent animals|Killing innocent animals:]]''' Abhorrent, Horrible, and Disapproved&amp;lt;br/&amp;gt;'''[[#Mining|Mining:]]''' Prohibited, Horrible, and Disapproved&amp;lt;br/&amp;gt;'''[[#Cutting trees|Cutting trees:]]''' Prohibited, Horrible, and Disapproved || [[Ideoligion#Production specialist|Production specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Individualist&amp;quot;&lt;br /&gt;
! '''Individualist'''&amp;lt;br/&amp;gt;[[File:Individualist.png|64px]]&lt;br /&gt;
| Each person is a free individual with the right to their own ideas and decisions. Nobody should be made to conform. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Collectivist|Collectivist]]&amp;lt;br/&amp;gt;[[#Supremacist|Supremacist]] || - || - || '''[[#Slavery|Slavery:]]''' Honorable || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Loyalist&amp;quot;&lt;br /&gt;
! '''Loyalist'''&amp;lt;br/&amp;gt;[[File:Loyalist.png|64px]]&lt;br /&gt;
| We stand for our own before others. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Guilty|Guilty]] || - || - || - || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Male supremacy&amp;quot;&lt;br /&gt;
! '''Male supremacy'''&amp;lt;br/&amp;gt;[[File:Male supremacy.png|64px]]&lt;br /&gt;
| Men are the superior gender and should rule. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Female supremacy|Female supremacy]] || - || Burka: Relaxed&amp;lt;br/&amp;gt;Veil: Strong || - || - || - || - || - || - || - || [[Misogynist]] || [[Misandrist]] || -&lt;br /&gt;
|- id=&amp;quot;Nature primacy&amp;quot;&lt;br /&gt;
! '''Nature primacy'''&amp;lt;br/&amp;gt;[[File:Nature primacy.png|64px]]&lt;br /&gt;
| Man is a stain on nature's perfection. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Human primacy|Human primacy]] || - || - || - || [[Ideoligion#Plants specialist|Plants specialist]] || || - || - || - || - || - || - || Animalist&lt;br /&gt;
|- id=&amp;quot;Nudism&amp;quot;&lt;br /&gt;
! '''Nudism'''&amp;lt;br/&amp;gt;[[File:Nudism.png|64px]]&lt;br /&gt;
| Clothing binds, controls, and suffocates us. We should all hang free. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Male clothing|Male clothing:]]''' Fully nude or Pants at most&amp;lt;br/&amp;gt;'''[[#Female clothing|Female clothing:]]''' Fully nude or Pants at most || - || - || - || - || Symbol burning || - || - || - || [[Nudist]] || - || -&lt;br /&gt;
|- id=&amp;quot;Pain is virtue&amp;quot;&lt;br /&gt;
! '''Pain is virtue'''&amp;lt;br/&amp;gt;[[File:Pain is virtue.png|64px]]&lt;br /&gt;
| Virtue is shown through suffering of self and others. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Pain|Pain:]]''' Idealized&amp;lt;br/&amp;gt;'''[[#Comfort|Comfort:]]''' Ignored&amp;lt;br/&amp;gt;'''[[#Slab bed|Slab bed:]]''' Preferred || - || '''[[#Charity|Charity:]]''' Essential, Important, and Worthwhile&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Always abhorrent and Always horrible&amp;lt;br/&amp;gt;'''[[#Scarification|Scarification:]]''' Horrible&amp;lt;br/&amp;gt;'''[[#Skullspike|Skullspike:]]''' Disapproved || - || Scarification || Symbol burning || [[Slab bed]]&amp;lt;br/&amp;gt;[[Slab double bed]] || [[Torture crown]] || - || [[Ascetic]]&amp;lt;br/&amp;gt;[[Tortured artist]]&amp;lt;br/&amp;gt;[[Masochist]] || [[Wimp]]&amp;lt;br/&amp;gt;[[Gourmand]] || Morbid&lt;br /&gt;
|- id=&amp;quot;Proselytizer&amp;quot;&lt;br /&gt;
! '''Proselytizer'''&amp;lt;br/&amp;gt;[[File:Proselytizer.png|64px]]&lt;br /&gt;
| It is our duty to spread our beliefs. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || - || '''[[#Proselytizing|Proselytizing:]]''' Occasional, Sometimes, or Frequent || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Raider&amp;quot;&lt;br /&gt;
! '''Raider'''&amp;lt;br/&amp;gt;[[File:Raider.png|64px]]&lt;br /&gt;
| The strong should take from the weak. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || - || '''[[#Raiding|Raiding:]]''' Respected or Required&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Horrible if innocent, Don't care, Respected if guilty, or Required || - || '''[[#Skullspike|Skullspike:]]''' Disapproved&amp;lt;br/&amp;gt;'''[[#Slavery|Slavery:]]''' Abhorrent, Horrible, and Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br/&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]]|| - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Rancher&amp;quot;&lt;br /&gt;
! '''Rancher'''&amp;lt;br/&amp;gt;[[File:Rancher.png|64px]]&lt;br /&gt;
| Raising animals is the right way; raising plants to eat is not. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Animal personhood|Animal personhood]] || '''[[#Ranching|Ranching:]]''' Central&amp;lt;br/&amp;gt;'''[[#Meat eating|Meat eating:]]''' Mildly required, Seriously required, or Strictly required || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Supremacist&amp;quot;&lt;br /&gt;
! '''Supremacist'''&amp;lt;br/&amp;gt;[[File:Supremacist.png|64px]]&lt;br /&gt;
| Our people should dominate all others. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Individualist|Individualist]]&amp;lt;br/&amp;gt;[[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Guilty|Guilty]] || '''[[#Slavery|Slavery:]]''' Acceptable or Honorable&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Required, Respected if guilty, or Don't care || - || '''[[#Charity|Charity:]]''' Essential, Important and Worthwhile&amp;lt;br/&amp;gt;'''[[#Skullspike|Skullspike:]]''' Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br/&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot;&lt;br /&gt;
! '''Transhumanist'''&amp;lt;br/&amp;gt;[[File:Transhumanist.png|64px]]&lt;br /&gt;
| Human progress means merging with technology. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Flesh purity|Flesh purity]] || '''[[#Sleep accelerator|Sleep accelerator:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Neural supercharge|Neural supercharge:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Biosculpting|Biosculpting:]]''' Accelerated&amp;lt;br/&amp;gt;'''[[#Age reversal|Age reversal:]]''' Demanded&amp;lt;br/&amp;gt;'''[[#Eating nutrient paste|Eating nutrient paste:]]''' Don't mind&amp;lt;br/&amp;gt;'''[[#Body modification|Body modification:]]''' Approved || Slicecap: Relaxed || '''[[#Body modification|Body modification:]]''' Abhorrent or Disapproved || [[Ideoligion#Research specialist|Research specialist]] || - || - || [[Hex carpet]]&amp;lt;br/&amp;gt;[[Hex tile]]&amp;lt;br/&amp;gt;[[Neural supercharger]]&amp;lt;br/&amp;gt;[[Sleep accelerator]] || - || - || [[Body modder]] || [[Body purist]] || Techist&lt;br /&gt;
|- id=&amp;quot;Tree connection&amp;quot;&lt;br /&gt;
! '''Tree connection'''&amp;lt;br/&amp;gt;[[File:Tree connection.png|64px]]&lt;br /&gt;
| Trees are the essence of life, and we must be near them. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Trees|Trees:]]''' Desired&amp;lt;br/&amp;gt;'''[[#Rough living|Rough living:]]''' Welcomed&amp;lt;br/&amp;gt;'''[[#Temperature|Temperature:]]''' Tough&amp;lt;br/&amp;gt;'''[[#Gauranlen connection|Gauranlen connection:]]''' Strong&lt;br /&gt;
|| - || - || [[Ideoligion#Plants specialist|Plants specialist]] || - || - || - || - || [[Research#Tree sowing|Tree sowing]] || - || - || -&lt;br /&gt;
|- id=&amp;quot;Tunneler&amp;quot;&lt;br /&gt;
! '''Tunneler'''&amp;lt;br/&amp;gt;[[File:Tunneler.png|64px]]&lt;br /&gt;
| Humans ought to live underground, and enjoy the succulent fruit of the depths. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Fungus|Fungus:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Insect meat|Insect meat:]]''' Loved&amp;lt;br/&amp;gt;'''[[#Indoors|Indoors:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Mining yield|Mining yield:]]''' High || - || '''[[#Mining|Mining:]]''' Prohibited, Horrible, or Disapproved || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || [[Fungal gravel]] || - || [[Research#Stonecutting|Stonecutting]] || [[Undergrounder]] || - || -&lt;br /&gt;
|- id=&amp;quot;Bloodfeeding&amp;quot;&lt;br /&gt;
! '''Bloodfeeding'''&amp;lt;br/&amp;gt;{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:Bloodfeeding.png|64px]]&lt;br /&gt;
| Drinking blood is sacred. Bloodfeeders should be worshipped. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || - || '''[[#Bloodfeeders|Bloodfeeders:]]''' Revered&amp;lt;br/&amp;gt;'''[[#Organ use|Organ use:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Cannibalism|Cannibalism:]]''' Acceptable or Preferred&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Don't care, Respected if guilty, or Required || - || - || - || - || - || - || - || [[Research#Electricity|Electricity]]&amp;lt;br/&amp;gt;[[Research#Deathrest|Deathrest]] || - || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Ritualist&amp;quot;&lt;br /&gt;
! '''Ritualist'''&amp;lt;br/&amp;gt;{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:Ritualist.png|64px]]&lt;br /&gt;
| There is a greater energy in the universe. Through ritual we can understand it and harness its power. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || - || '''[[#Psychic rituals|Psychic rituals:]]''' Exalted&amp;lt;br/&amp;gt;'''[[#Void study|Void study:]]''' Very efficient&amp;lt;br/&amp;gt;'''[[#Research|Research:]]''' Slow, Very Slow or Extremely Slow || - || - || - || - || - || - || - || - || - || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Inhuman&amp;quot;&lt;br /&gt;
! '''Inhuman'''&amp;lt;br/&amp;gt;{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:Inhuman.png|64px]]&lt;br /&gt;
| Humanity is a barrier to our connection with the machine god and its pleasurable rewards. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High|| - || '''[[#Inhumanizing|Inhumanizing:]]''' Required&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Respected if guilty&amp;lt;br/&amp;gt;'''[[#Cannibalism|Cannibalism:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Corpses|Corpses:]]''' Don't care&amp;lt;br/&amp;gt;'''[[#Eating nutrient paste|Eating nutrient paste:]]''' Don't mind&amp;lt;br/&amp;gt;'''[[#Skullspike|Skullspike:]]''' Desired&amp;lt;br/&amp;gt;'''[[#Slavery|Slavery:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Physical love|Physical love:]]''' Free&amp;lt;br/&amp;gt;'''[[#Male clothing|Male clothing:]]''' No rules&amp;lt;br/&amp;gt;'''[[#Female clothing|Female clothing:]]''' No rules&amp;lt;br/&amp;gt;'''[[#Organ use|Organ use:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Diversity of thought|Diversity of thought:]]''' Neutral, Mild bigotry, Moderate bigotry or Intense bigotry || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Shipborn&amp;quot;&lt;br /&gt;
! '''Shipborn'''&amp;lt;br/&amp;gt;{{OdysseyIcon}}&amp;lt;br/&amp;gt;[[File:Shipborn.png|64px]]&lt;br /&gt;
| Humans were destined to live among the stars. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:Medium meme impact.png|32x32px]] Medium|| - || '''[[#Space habitat|Space habitat:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Indoors|Indoors:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Eating nutrient paste|Eating nutrient paste:]]''' Don't mind&amp;lt;br/&amp;gt;'''[[#Temperature|Temperature:]]''' Tough&amp;lt;br/&amp;gt; || - || - || - || - || - || - || - || - || - || [[Undergrounder|Undergrounder]] || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other Faction Customization ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Meme !! Civil outlander !! Rough outlander !! Gentle tribe !! Fierce tribe !! Savage tribe !! Cannibal tribe{{IdeologyIcon}} !! Nudist tribe{{IdeologyIcon}} !! Pirate gang !! Pirate cannibal gang{{IdeologyIcon}} !! Shattered Empire{{RoyaltyIcon}} !! Ancient faction*** !! Outlander refugee group{{RoyaltyIcon}} !! Beggars &amp;amp; Pilgrims{{IdeologyIcon}} !! Yttakin pirates{{BiotechIcon}} !! Waster pirates{{BiotechIcon}} !! Sanguophages{{BiotechIcon}} !! Horax cult{{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| Supremacist || {{Cross}} || '''Required''' || {{Cross}} || {{Cross}} || '''Required''' || {{Check}} || {{Check}} || '''Required''' || '''Required''' || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || '''Required''' || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Loyalist || {{Cross}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required''' || '''Required''' || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Guilty || {{Cross}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Individualist || {{Check}}** || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Collectivist || {{Check}}** || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required''' || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Transhumanist || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || '''Required''' || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Flesh purity || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Raider || {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || '''Required''' || '''Required''' || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || '''Required''' || '''Required''' || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Proselytizer || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| High life || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Nature primacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Human primacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || '''Required''' || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Female supremacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Male supremacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Animal personhood || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || '''Required''' || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Rancher || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Pain is virtue || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Darkness || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Tunneler || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Tree connection || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Nudism || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || '''Required''' || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Blindsight || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || '''Required''' || {{Check}} || {{Cross}} || '''Required''' || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required'''  || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Bloodfeeding{{BiotechIcon}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required'''  || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Ritualist{{AnomalyIcon}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}}  || '''Required'''&lt;br /&gt;
|-&lt;br /&gt;
| Inhuman{{AnomalyIcon}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}  || '''Required'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki/&amp;gt;* Appears on faction's options but conflicts with required meme&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;nowiki/&amp;gt;** Since only two memes available, one of Individualist OR Collectivist must be chosen&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;nowiki/&amp;gt;*** Only restricts what memes can be auto-generated and loaded from saved ideoligions, can otherwise lack or possess any memes&lt;br /&gt;
&lt;br /&gt;
=== Natural goodwill with other factions ===&lt;br /&gt;
Additionally, Supremacist and Raider have {{Bad|-50}} with everyone, Loyalist {{Bad|-10}} with everyone, and Guilty {{Good|+10}} with everyone. There is a {{Good|+10}} bonus for having the same ideoligion.&lt;br /&gt;
&lt;br /&gt;
Modifiers stack, but each pair only applies once; for example Flesh purity + Cannibal vs Flesh purity + Cannibal give {{Good|+10}} for Flesh purity/Flesh purity, {{Good|+10}} for Cannibal/Cannibal, and {{Good|+10}} for Flesh purity/Cannibal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! !! Individualist !! Collectivist !! Transhumanist !! Flesh purity !! Proselytizer !! High life !! Nature primacy !! Human primacy !! Female supremacy !! Male supremacy !! Animal personhood !! Rancher !! Pain is virtue !! Nudism !! Cannibal&lt;br /&gt;
|-&lt;br /&gt;
! Individualist&lt;br /&gt;
| style=&amp;quot;background-color:#d5d9db; color:forestgreen;&amp;quot;|'''+10''' || style=&amp;quot;color:firebrick;|'''-10''' || || || style=&amp;quot;color:firebrick;|'''-10''' || || || || style=&amp;quot;color:firebrick;|'''-10''' || style=&amp;quot;color:firebrick;|'''-10''' || || || || || style=&amp;quot;color:firebrick;|'''-10'''&lt;br /&gt;
|-&lt;br /&gt;
! Collectivist&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Transhumanist&lt;br /&gt;
| || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || style=&amp;quot;color:firebrick;|'''-20''' || || || style=&amp;quot;color:firebrick;|'''-20''' || style=&amp;quot;color:forestgreen;|'''+10''' || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Flesh purity&lt;br /&gt;
| || || style=&amp;quot;color:firebrick;|'''-20''' || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || style=&amp;quot;color:firebrick;|'''-30''' || || style=&amp;quot;color:forestgreen;|'''+10''' || || || || || || || style=&amp;quot;color:forestgreen;|'''+10'''&lt;br /&gt;
|-&lt;br /&gt;
! Proselytizer&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || || || ||style=&amp;quot;background-color:#d5d9db&amp;quot; | || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! High life&lt;br /&gt;
| || || || style=&amp;quot;color:firebrick;|'''-30''' || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Nature primacy&lt;br /&gt;
| || || style=&amp;quot;color:firebrick;|'''-20''' || || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || style=&amp;quot;color:firebrick;|'''-30''' || || || style=&amp;quot;color:forestgreen;|'''+10''' || style=&amp;quot;color:firebrick;|'''-30''' || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Human primacy&lt;br /&gt;
| || || style=&amp;quot;color:forestgreen;|'''+10''' || style=&amp;quot;color:forestgreen;|'''+10''' || || || style=&amp;quot;color:firebrick;|'''-30''' || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || || style=&amp;quot;color:firebrick;|'''-10''' || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Female supremacy&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || || || || || || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || style=&amp;quot;color:firebrick;|'''-30''' || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Male supremacy&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || || || || || || || || style=&amp;quot;color:firebrick;|'''-30''' || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Animal personhood&lt;br /&gt;
| || || || || || || style=&amp;quot;color:forestgreen;|'''+10''' || style=&amp;quot;color:firebrick;|'''-10''' || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || style=&amp;quot;color:firebrick;|'''-10''' || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Rancher&lt;br /&gt;
| || || || || || || style=&amp;quot;color:firebrick;|'''-30''' || || || || style=&amp;quot;color:firebrick;|'''-10''' ||style=&amp;quot;background-color:#d5d9db&amp;quot; | || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Pain is virtue&lt;br /&gt;
| || || || || || || || || || || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || style=&amp;quot;color:forestgreen;|'''+10'''&lt;br /&gt;
|-&lt;br /&gt;
! Nudism&lt;br /&gt;
| || || || || || || || || || || || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} ||&lt;br /&gt;
|-&lt;br /&gt;
! Cannibal&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || || || style=&amp;quot;color:forestgreen;|'''+10''' || || || || || || || || || style=&amp;quot;color:forestgreen;|'''+10''' || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Precepts ==&lt;br /&gt;
{{Recode|reason=Convert mood descriptions to [[Template: Thought]]. {{Error|DO NOT}} convert without adequate detail to fully utilize the template, including max stack count, duration etc.}}&lt;br /&gt;
Associated precepts have a chance to appear if a meme is present, but can still be removed if not required.&lt;br /&gt;
&lt;br /&gt;
Some precepts are available to all ideologies, some require at least one of the enabling memes, and some may be unavailable if certain memes are present.&lt;br /&gt;
&lt;br /&gt;
=== Present in every ideoligion ===&lt;br /&gt;
There are 19 issues (precept categories) that are present in every ideoligion and may not be removed. However, their level may be changed. They include &amp;quot;basic&amp;quot; precepts from the base game, used in &amp;quot;Play Classic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Issue !! Precept !! Description !! Requirement !! Associated !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blindness&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot;| Blindness&amp;lt;br/&amp;gt;[[File:Blindness.png|64px]]&lt;br /&gt;
| Horrible || Blinding people for ideoligious reasons is horrible. || Not [[#Blindsight|Blindsight]] || ||&lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;/br&amp;gt;{{Thought|desc=We blinded someone over ideoligious beliefs! This is wrong!|label=Blinding ceremony|value=-2|stack=1|duration=4}} after a blinding ceremony in the colony.&lt;br /&gt;
&amp;lt;/br&amp;gt;Disabled by: [[Psychopath]] and [[Bloodlust]] traits.&lt;br /&gt;
|-&lt;br /&gt;
| Respected || To be blind is a moral thing worthy of respect. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;/br&amp;gt;{{Thought|desc=Now that my sight is gone, I can see clearly.|label=Blind|value=+5|stack=1}} when missing both eyes.&lt;br /&gt;
&amp;lt;/br&amp;gt;{{Thought|desc=I was blinded in a righteous ceremony. Finally, I can start learning to see.|label=Was blinded|value=+3|stack=1|duration=4}} after being blinded in a blinding ceremony.&lt;br /&gt;
&amp;lt;/br&amp;gt;{{Thought|desc=Blocking my vision gives my mind closer access to true reality. It's not as good as a permanent blinding, but it's acceptable.|label=Vision blocked|value=+2|stack=1}} while wearing a blindfold.&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;'''Opinion:'''&lt;br /&gt;
&amp;lt;/br&amp;gt;{{+|10}} to fully blind pawns.&lt;br /&gt;
&amp;lt;/br&amp;gt;{{--|2}} to pawns that are not fully blind.&lt;br /&gt;
|-&lt;br /&gt;
| Elevated || The blind stand pure above the sighted. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;/br&amp;gt;{{Thought|desc=I can explore a greater awareness through my inability to see.|label=Blind|value=+10|stack=1}} when missing both eyes.&lt;br /&gt;
&amp;lt;/br&amp;gt;{{Thought|desc=I am on my way to enlightenment through blindness.|label=Half-blind|value=+1|stack=1}} when missing one eye.&lt;br /&gt;
&amp;lt;/br&amp;gt;{{Thought|desc=I wish to be blind so I can connect better with the true reality. Or, at a minimum, I should be blindfolded.|label=Not blind|value=-3|stack=1}} when NOT missing both eyes.&lt;br /&gt;
&amp;lt;/br&amp;gt;{{Thought|desc=I was blinded in a righteous ceremony. Finally, I can start learning to see.|label=Was blinded|value=+5|stack=1|duration=4}} after being blinded in a blinding ceremony.&lt;br /&gt;
&amp;lt;/br&amp;gt;{{Thought|desc=Blocking my vision gives my mind closer access to true reality. It's not as good as a permanent blinding, but it's acceptable.|label=Vision blocked|value=+2|stack=1}} while wearing a blindfold. Temporarily nullifies the {{--|3}} ''Not blind'' and {{+|1}} ''Half-blind'' mood penalties.&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;'''Opinion:'''&lt;br /&gt;
&amp;lt;/br&amp;gt;{{+|20}} to fully blind pawns.&lt;br /&gt;
&amp;lt;/br&amp;gt;{{+|5}} to half-blind pawns.&lt;br /&gt;
&amp;lt;/br&amp;gt;{{--|3}} to pawns that are not fully blind.&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;Note: Half-blind pawns still receive the mood and opinion penalties for not being fully blind, for a combined total of {{--|2}} mood and {{+|2}} opinion.&lt;br /&gt;
|-&lt;br /&gt;
| Sublime || Only the blind can be truly noble, for the sighted find their minds clouded by physical vision. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;/br&amp;gt;{{Thought|desc=I am free to explore the depths of my mind and the true reality without my sight limiting me.|label=Blind|value=+15|stack=1}} when missing both eyes.&lt;br /&gt;
&amp;lt;/br&amp;gt;{{Thought|desc=I am on the verge of true enlightenment through blindness.|label=Half-blind|value=-1|stack=1}} when missing one eye.&lt;br /&gt;
&amp;lt;/br&amp;gt;{{Thought|desc=I wish to be blind so much. I need these physical sights gone so I can touch the true reality. At minimum, I should wear a blindfold.|label=Not blind|value=-6|stack=1}} when NOT missing both eyes.&lt;br /&gt;
&amp;lt;/br&amp;gt;{{Thought|desc=I was blinded in a righteous ceremony. Finally, I can start learning to see.|label=Was blinded|value=+6|stack=1|duration=4}} after being blinded in a blinding ceremony.&lt;br /&gt;
&amp;lt;/br&amp;gt;{{Thought|desc=Blocking my vision gives my mind closer access to true reality. It's not as good as a permanent blinding, but it's acceptable.|label=Vision blocked|value=+2|stack=1}} while wearing a blindfold. Temporarily nullifies the {{--|6}} ''Not blind'' and {{--|1}} ''Half-blind'' mood penalties.&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;'''Opinion:'''&lt;br /&gt;
&amp;lt;/br&amp;gt;{{+|30}} to fully blind pawns.&lt;br /&gt;
&amp;lt;/br&amp;gt;{{+|5}} to half-blind pawns.&lt;br /&gt;
&amp;lt;/br&amp;gt;{{--|5}} to pawns that are not fully blind.&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;Note: Half-blind pawns still receive the mood and opinion penalties for not being fully blind, for a combined total of {{--|7}} mood and {{+|0}} opinion.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cannibalism&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | Cannibalism&amp;lt;br/&amp;gt;[[File:Cannibalism.png|64px]]&lt;br /&gt;
| Abhorrent || Eating human flesh is a deeply abhorrent and disgusting act. || || || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|value=-20|stack=1|label=ate human meat|desc=I had to eat human meat. This is an offense against everything I believe.|duration=1}}&amp;lt;br/&amp;gt;-12 mood for butchering a human&amp;lt;br/&amp;gt;-5 mood for a human butchered in the colony&amp;lt;br/&amp;gt;-20 opinion for butchering a human&amp;lt;br/&amp;gt;-10 opinion for eating human meat&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=Wearing human leather is disturbing. Who could do this?|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=-2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I'm dressed like an insane person.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=-4|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=I think there may be a face on my clothes. Oh, no... my clothes *are* a face.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=-6|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I look like a freak from a horror show, and I feel like I'm in a horror show.|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=-8|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]], [[Bloodlust]], and [[Cannibal (Trait)|Cannibal]] traits and the [[Inhumanized]] hediff.&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Eating human flesh is a horrible thing to do. || || || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|value=-12|stack=1|label=ate human meat|desc=I had to eat human meat. This was a horrible thing.|duration=1}}&amp;lt;br/&amp;gt;-6 mood for butchering a human&amp;lt;br/&amp;gt;-3 mood for a human butchered in the colony&amp;lt;br/&amp;gt;-10 opinion for butchering a human&amp;lt;br/&amp;gt;-5 opinion for eating human meat&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=Wearing human leather is wrong.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=-2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I feel really uncomfortable with all this human leather apparel.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=-3|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=Why am I wearing so much human leather? This is horrible!|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=-5|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I look like a freak, this is horrifying!|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=-6|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]], [[Bloodlust]], and [[Cannibal (Trait)|Cannibal]] traits and the [[Inhumanized]] hediff.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Eating human flesh is an ugly thing to do. || || [[#Pain is virtue|Pain is virtue]] || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|value=-5|stack=1|label=ate human meat|desc=I had to eat human meat. I believe such actions are wrong.|duration=1}}&amp;lt;br/&amp;gt;-3 mood for butchering a human&amp;lt;br/&amp;gt;-1 mood for a human butchered in the colony&amp;lt;br/&amp;gt;-5 opinion for butchering a human&amp;lt;br/&amp;gt;-3 opinion for eating human meat&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=I should not be wearing human leather apparel.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=-1|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I'm dressed in human skin. I do not like this.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=-2|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=Why am I wearing so much human leather apparel? We should have something else to wear for me...|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=-3|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I should really wear non-human leather apparel. I look like a crazy person.|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=-4|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]], [[Bloodlust]], and [[Cannibal (Trait)|Cannibal]] traits and the [[Inhumanized]] hediff.&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || Human meat is just meat, like any other. || || [[#Pain is virtue|Pain is virtue]] ||&lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5}}&lt;br /&gt;
&amp;lt;br/&amp;gt;Nullifies the following penalties for wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=Wearing human leather is disturbing. Who could do this?|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=-2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I'm dressed like an insane person.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=-4|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=I think there may be a face on my clothes. Oh, no, my clothes *are* a face.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=-6|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I look like a freak from a horror show, and I feel like I'm in a horror show.|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=-8|stack=1}} &lt;br /&gt;
|-&lt;br /&gt;
| Preferred || To consume human meat is a noble and necessary part of life. || || [[#Cannibal|Cannibal]] || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5}}&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|value=+2|stack=1|label=ate human meat|desc=I ate human meat. It makes me feel noble and strong.|duration=1}}&amp;lt;br/&amp;gt;-2 mood for not eating human meat for 8 days&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=I feel good wearing human leather apparel.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=+1|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I enjoy wearing the skin of others.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=+2|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=I wear the faces of my enemies. This makes me happy.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=+3|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I look like a real cannibal. Who could doubt me?|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=+4|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]] and [[Bloodlust]] traits.&lt;br /&gt;
|-&lt;br /&gt;
| Required (strong) || Consuming human flesh is important. It should be in every meal. || [[#Cannibal|Cannibal]] || [[#Cannibal|Cannibal]] || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5}}&lt;br /&gt;
&amp;lt;br/&amp;gt;-2 mood for eating food without human meat&amp;lt;br/&amp;gt;-3 opinion for eating food without human meat&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|value=+4|stack=1|label=ate human meat|desc=I ate human meat, as every real human should.|duration=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;-4 mood for not eating human meat for 8 days&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=I enjoy wearing the faces of others.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=+2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=This will scare them. All will know my power.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=+3|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=The faces on my clothes aren't smiling, but they make *me* happy.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=+5|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=The flesh! The flesh signals my triumph!|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=+6|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]] and [[Bloodlust]] traits.&lt;br /&gt;
|-&lt;br /&gt;
| Required (ravenous) || Man-flesh is morality. To eat a meal without it is unthinkable. || [[#Cannibal|Cannibal]] || [[#Cannibal|Cannibal]] || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5}}&lt;br /&gt;
&amp;lt;br/&amp;gt;-4 mood for eating food without human meat&lt;br /&gt;
&amp;lt;br/&amp;gt;-5 opinion for eating food without human meat&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|value=+6|stack=1|label=ate human meat|desc=I ate human meat! The world is right, and I am as I should be.|duration=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;-8 mood for not eating human meat for 8 days&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=I enjoy wearing the suffering of others.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=+2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=This will scare them. All will know my power.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=+4|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=The faces on my clothes aren't smiling, but they make *me* happy.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=+6|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=The flesh! The flesh signals my triumph!|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=+8|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]] and [[Bloodlust]] traits.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Corpses&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Corpses&amp;lt;br/&amp;gt;[[File:Precept corpses.png|64px]]&lt;br /&gt;
| Ugly || The sight of a dead person is horrible. || || || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;Experiences default {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}} upon seeing a [[human]] [[corpse]]. Note that this thought is nullified by the [[Bloodlust]], [[Psychopath]], and [[Cannibal (Trait)|Cannibal]] traits, as well as pro-[[#Cannibalism|Cannibalism]] precepts.&lt;br /&gt;
&amp;lt;br/&amp;gt;Experiences default {{Thought|desc=I saw a rotting corpse laying on the ground. It was disturbing.|label=observed rotting corpse|value=-6|stack=5|multi=0.5|duration=0.5}}&lt;br /&gt;
|-&lt;br /&gt;
| Don't care || The sight of a dead person is nothing to be concerned about. || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Cannibal|Cannibal]]&amp;lt;br/&amp;gt;[[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Raider|Raider]] || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Cannibal|Cannibal]]&amp;lt;br/&amp;gt;[[#Raider|Raider]] || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5}}&lt;br /&gt;
&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a rotting corpse laying on the ground. It was disturbing.|label=observed rotting corpse|value=-6|stack=5|multi=0.5}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Diversity of thought&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | Diversity of thought&amp;lt;br/&amp;gt;[[File:IdeoDiversity.png|64px]]&lt;br /&gt;
| Intense bigotry || Other beliefs are evil deceptions ruining the world. It's totally unacceptable to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || -3, -6, or -9 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;+3 for having all colonists of the same ideology&amp;lt;br/&amp;gt;-25 opinion for different ideology&amp;lt;br/&amp;gt;-5 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;-4 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br/&amp;gt;+5 mood for matching style surroundings&amp;lt;br/&amp;gt;-4 mood for mismatching style surroundings&amp;lt;br/&amp;gt;-6 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
| Moderate bigotry || Other beliefs are immoral delusions which do real harm. It's bad to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || -2, -4, or -6 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;+2 for having all colonists of the same ideology&amp;lt;br/&amp;gt;-15 opinion for different ideology&amp;lt;br/&amp;gt;-4 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;-2 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br/&amp;gt;+4 mood for matching style surroundings&amp;lt;br/&amp;gt;-3 mood for mismatching style surroundings&amp;lt;br/&amp;gt;-4 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
| Mild bigotry || Other beliefs are clearly folly. It's not good to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || -1, -2, or -3 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;+1 for having all colonists of the same ideology&amp;lt;br/&amp;gt;-5 opinion for different ideology&amp;lt;br/&amp;gt;-3 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;-1 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br/&amp;gt;+3 mood for matching style surroundings&amp;lt;br/&amp;gt;-2 mood for mismatching style surroundings&amp;lt;br/&amp;gt;-3 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || Other beliefs are neither approved or disapproved. || || || -2 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;+2 mood for matching style surroundings&amp;lt;br/&amp;gt;0 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
| Appreciated || Other beliefs are worth understanding. It's good to live with others who think differently. || || [[#Individualist|Individualist]] || +1, +2, or +3 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;0 mood for matching style surroundings&amp;lt;br/&amp;gt;+2 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
| Highly appreciated || Other beliefs hold unique knowledge. It's great to live with others who think differently. || [[#Individualist|Individualist]] || [[#Individualist|Individualist]] || +2, +4, or +6 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;0 mood for matching style surroundings&amp;lt;br/&amp;gt;+3 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
| Exalted || Working through disagreement is the height of morality. It's very moral to live with others who think differently. || [[#Individualist|Individualist]] || [[#Individualist|Individualist]] || +3, +6, or +9 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;0 mood for matching style surroundings&amp;lt;br/&amp;gt;+4 mood for mismatching style surroundings&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Eating nutrient paste&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Eating nutrient paste&amp;lt;br/&amp;gt;[[File:EatingNutrientPaste.png|64px]]&lt;br /&gt;
| Disgusting || Nutrient paste is disgusting. || || || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=I had to eat a disgusting, tasteless meal. I know it keeps you alive, but nobody wants to swallow that glop.|label=Ate nutrient paste meal|value=-4|stack=1|duration=1}}. &lt;br /&gt;
&amp;lt;/br&amp;gt;Disabled by: [[Ascetic]] trait.&lt;br /&gt;
|-&lt;br /&gt;
| Don't mind || There's nothing wrong with a meal of efficient, healthy nutrient paste. || [[#Transhumanist|Transhumanist]]&amp;lt;br/&amp;gt;[[#Inhuman|Inhuman]] || [[#Transhumanist|Transhumanist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Prevents {{Thought|desc=I had to eat a disgusting, tasteless meal. I know it keeps you alive, but nobody wants to swallow that glop.|label=ate nutrient paste meal|value=-4|stack=1|}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Execution&amp;quot;&lt;br /&gt;
! rowspan=6 | Execution&amp;lt;br/&amp;gt;[[File:Execution.png|64px]]&lt;br /&gt;
| Always abhorrent || Executing a prisoner is an abhorrent evil under any circumstances. || Not [[#Pain is virtue|Pain is virtue]] || [[#Individualist|Individualist]] || Pawns will not execute prisoners&amp;lt;br/&amp;gt;-20 mood for 6 days for killing a prisoner&amp;lt;br/&amp;gt;-3/-4/-6/-7/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest/ripscanning kill on a colonist&amp;lt;br/&amp;gt;-3/-4/-6/-7/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest/ripscanning kill on a prisoner or guest&amp;lt;br/&amp;gt;-7 mood for 6 days for non-execution prisoner death&amp;lt;br/&amp;gt;-25 opinion for executing a prisoner&amp;lt;br/&amp;gt;-25 opinion for killing a prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Always horrible || Executing a prisoner is a horrible thing under any circumstances. || Not [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;Not [[#Cannibal|Cannibal]] || [[#Individualist|Individualist]] || -15 mood for 6 days for killing or executing a prisoner&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a colonist&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a prisoner or guest&amp;lt;br/&amp;gt;-5 mood for 6 days for non-execution guilty prisoner death&amp;lt;br/&amp;gt;-15 opinion for executing a prisoner&amp;lt;br/&amp;gt;-15 opinion for killing a prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible if innocent || Executing an innocent prisoner is a horrible thing. If the prisoner is guilty, it's acceptable. || Not [[#Cannibal|Cannibal]] || || &lt;br /&gt;
-15 mood for 6 days for killing or executing an innocent prisoner&lt;br /&gt;
&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a colonist&lt;br /&gt;
&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a prisoner or guest&lt;br /&gt;
&amp;lt;br/&amp;gt;-5 mood for 6 days for non-execution guilty prisoner death&amp;lt;br/&amp;gt;-30 opinion for executing an innocent prisoner&lt;br /&gt;
&amp;lt;br/&amp;gt;-15 opinion for killing an innocent prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Don't care || Executing prisoners is acceptable, whether they are guilty or innocent. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Respected if guilty || Executing prisoners is acceptable. If the prisoner is guilty, it is cause for great happiness. || || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Collectivist|Collectivist]] || &lt;br /&gt;
+10 mood for 6 days for executing a guilty prisoner&lt;br /&gt;
&amp;lt;br/&amp;gt;+3 mood for 6 days for a guilty prisoner executed&lt;br /&gt;
&amp;lt;br/&amp;gt;+20 opinion for executing a guilty prisoner&lt;br /&gt;
|-&lt;br /&gt;
| Required || Prisoners must be executed on a regular basis. When they are, it is a happy occasion. || || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || &lt;br /&gt;
+10 mood for 6 days for executing a prisoner&lt;br /&gt;
&amp;lt;br/&amp;gt;+10 mood for killing a prisoner&lt;br /&gt;
&amp;lt;br/&amp;gt;+3 mood for 2 days for prisoner or guest executed&amp;lt;br/&amp;gt;-3 mood for no executions for 30 days&lt;br /&gt;
&amp;lt;br/&amp;gt;+15 opinion for executing a prisoner&lt;br /&gt;
&amp;lt;br/&amp;gt;+15 opinion for killing a prisoner&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fungus&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fungus&amp;lt;br/&amp;gt;[[File:Fungus.png|64px]]&lt;br /&gt;
| Despised || That dark-grown fungus food is just disgusting || Not [[#Tunneler|Tunneler]] || || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=That whole meal smelled like a dead rat left in a stagnant pool.|label=Ate fungus cooked|value=-3|stack=1|duration=1}} after eating a meal containing [[raw fungus|fungus]].&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=That fungus smelled like damp rags and tasted no better.|label=Ate fungus raw|value=-6|stack=1|duration=1}} after eating raw [[raw fungus|fungus]].&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || Fungus is the right crop to eat. Crops of the light are poisoned by the air and sun. || [[#Tunneler|Tunneler]] || [[#Tunneler|Tunneler]] || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=I ate some fungus and it was just what I like!|label=Ate fungus|value=+3|stack=1|duration=1}} after eating raw [[raw fungus|fungus]].&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=I ate a meal with fungus. Is there any dish it doesn't complement?|label=Ate cooked fungus|value=+3|stack=1|duration=1}} after eating a meal containing [[raw fungus|fungus]].&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=I ate a meal with a plant of the light. I wish it were a fungus.|label=Ate non-fungus plant cooked|value=-3|stack=1|duration=1}} after eating a non-[[raw fungus|fungus]] plant raw.&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=I had to eat a non-fungus plant food I despise. I much prefer fungus|label=Ate non-fungus plant raw|value=-5|stack=1|duration=1}} after eating a meal containing a non-[[raw fungus|fungus]] plant.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Insect meat&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Insect Meat&amp;lt;br/&amp;gt;[[File:InsectMeat.png|64px]]&lt;br /&gt;
| Despised || Insect meat is disgusting to even look at, much less eat. Slimy! || || || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;/br&amp;gt;{{Thought|desc=I ate a meal cooked from gray, slimy, insect meat. The seasoning partly covered the taste, but there were glands and fluid pockets in there that I can't identify.|label=Ate cooked insect meat|value=-3|stack=1|duration=1}} after eating a meal containing insect meat.&lt;br /&gt;
&amp;lt;/br&amp;gt;{{Thought|desc=I ate some gray, slimy, insect meat. It was, possibly, the most disgusting thing I've ever tasted.|label=Ate insect meat|value=-6|stack=1|duration=1}} after eating raw insect meat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Loved || There is nothing more divine than the succulent, slimy flesh of an insect || || [[#Tunneler|Tunneler]] || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;/br&amp;gt;{{Thought|desc=I ate a meal that contained insect meat. I could still taste hints of bug-slime!|label=Ate cooked insect meat|value=+6|stack=1|duration=1}} after eating a meal containing insect meat.&lt;br /&gt;
&amp;lt;/br&amp;gt;{{Thought|desc=I ate some insect meat. So smooth and succulent.|label=Ate insect meat|value=+6|stack=1|duration=1}} after eating raw insect meat.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Marriage name&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;6&amp;quot; | Marriage Name&amp;lt;br/&amp;gt;[[File:MarriageName.png|64px]]&lt;br /&gt;
| Always Man's || Couples must share the man's name. || || [[#Male Supremacy|Male supremacy]] || Couples always take man's name&lt;br /&gt;
|-&lt;br /&gt;
| Usually Man's || Most couples share the man's name || || || As random, but 95% to not consider taking woman's name and 75% to not consider keeping names&lt;br /&gt;
|-&lt;br /&gt;
| Random || Couples randomly choose whether to share a name, and which name to share. || || || Couples randomly select between taking man's, woman's, or keeping names&lt;br /&gt;
|-&lt;br /&gt;
| Keep Names || Both partners keep their names upon marriage. || Not [[#Collectivist|Collectivist]] || || Couples always keep their names&lt;br /&gt;
|-&lt;br /&gt;
| Usually Woman's || Most couples share the woman's name || || || As random, but 95% to not consider taking man's name and 75% to not consider keeping names&lt;br /&gt;
|-&lt;br /&gt;
| Always Woman's || Couples must share the woman's name. || || [[#Female supremacy|Female supremacy]] || Couples always take woman's name&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Female clothing&amp;quot;&lt;br /&gt;
! rowspan=7 | Female Clothing&amp;lt;br/&amp;gt;[[File:Nudity Female.png|64px]]&lt;br /&gt;
| Fully nude || Women must be entirely nude at all times. Utility items like shields belts or jump packs are acceptable. || || [[#Male supremacy|Male supremacy]]&amp;lt;br/&amp;gt;[[#Nudism|Nudism]] || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=I don't approve of covering myself, yet here I am doing it.|label=Wearing clothes|value=-4|stack=1}} while wearing clothing (if female).&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=I concealed my flesh. It was wrong.|label=Wore clothes|value=-4|stack=1|duration=0.5}} after having worn clothing (if female).&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{--|5}} opinion for wearing clothes (if female).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || Women should cover their groin, but may not cover anything else. Utility items like shields belts or jump packs are acceptable. || || [[#Nudism|Nudism]] || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=I shouldn't have my private parts hanging out.|label=Uncovered groin|value=-4|stack=1}} while not wearing pants (if female).&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=To stifle the skin is wrong. Only the groin should be covered.|label=Wearing clothes (non-groin)|value=-4|stack=1}} while wearing clothing other than pants (if female).&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=To conceal the skin is wrong, but I did it anyway. Only the groin should be covered.|label=Wore clothes (non-groin)|value=-4|stack=1|duration=0.5}} after having worn clothing other than pants (if female).&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{--|5}} opinion for wearing clothes other than pants (if female).&lt;br /&gt;
&amp;lt;br/&amp;gt;{{--|10}} opinion for uncovered groin (if female).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| No rules || A woman may display or cover any part of her body. || || [[#Individualist|Individualist]] ||&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Pants || Women must cover their groin. The rest of the body may be covered, or not. || || || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=I shouldn't have my private parts hanging out.|label=Uncovered groin|value=-4|stack=1}} while not wearing pants (if female).&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{--|10}} opinion for uncovered groin (if female).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Pants and shirt || Women must cover their groin and chest. The rest of the body may be covered, or not. || || || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=I don't like displaying my private parts or my chest.|label=Uncovered groin/chest|value=-4|stack=1}} while groin and/or chest are uncovered (if female).&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{--|10}} opinion for uncovered groin and/or chest (if female).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Pants, shirt, and hat || Women must cover their entire body and hair. The face may be covered, or not. || || [[#Male supremacy|Male supremacy]] || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=It's wrong to be displaying myself like this. Only the face may be visible.|label=Uncovered groin/chest/hair|value=-4|stack=1}} while groin, chest, and/or hair are uncovered (if female).&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{--|10}} opinion for uncovered groin, chest, and/or hair (if female).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || Women must cover their entire body, including their hair and face. || || [[#Male supremacy|Male supremacy]] || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=To show myself to the world is wrong. I should be completely covered up.|label=Uncovered any body part|value=-4|stack=1}} while groin, chest, hair, and/or face are uncovered (if female).&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{--|10}} opinion for uncovered groin, chest, hair, and/or face (if female).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Male clothing&amp;quot;&lt;br /&gt;
! rowspan=7 | Male Clothing&amp;lt;br/&amp;gt;[[File:Nudity Male.png|64px]]&lt;br /&gt;
| Fully nude || Men must be entirely nude at all times. Utility items like shields belts or jump packs are acceptable. || || [[#Female supremacy|Female supremacy]]&amp;lt;br/&amp;gt;[[#Nudism|Nudism]] || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=I don't approve of covering myself, yet here I am doing it.|label=Wearing clothes|value=-4|stack=1}} while wearing clothing (if male).&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=I concealed my flesh. It was wrong.|label=Wore clothes|value=-4|stack=1|duration=0.5}} after having worn clothing (if male).&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{--|5}} opinion for wearing clothes (if male).&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || Men should cover their groin, but may not cover anything else. Utility items like shields belts or jump packs are acceptable. || || [[#Nudism|Nudism]] || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=I shouldn't have my private parts hanging out.|label=Uncovered groin|value=-4|stack=1}} while not wearing pants (if male).&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=To stifle the skin is wrong. Only the groin should be covered.|label=Wearing clothes (non-groin)|value=-4|stack=1}} while wearing clothing other than pants (if male).&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=To conceal the skin is wrong, but I did it anyway. Only the groin should be covered.|label=Wore clothes (non-groin)|value=-4|stack=1|duration=0.5}} after having worn clothing other than pants (if male).&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{--|5}} opinion for wearing clothes other than pants (if male).&lt;br /&gt;
&amp;lt;br/&amp;gt;{{--|10}} opinion for uncovered groin (if male).&lt;br /&gt;
|-&lt;br /&gt;
| No rules || A man may display or cover any part of his body. || || [[#Individualist|Individualist]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Pants || Men must cover their groin. The rest of the body may be covered, or not. || || || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=I shouldn't have my private parts hanging out.|label=Uncovered groin|value=-4|stack=1}} while not wearing pants (if male).&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{--|10}} opinion for uncovered groin (if male).&lt;br /&gt;
|-&lt;br /&gt;
| Pants and shirt || Men must cover their groin and chest. The rest of the body may be covered, or not. || || || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=I don't like displaying my private parts or my chest.|label=Uncovered groin/chest|value=-4|stack=1}} while groin and/or chest are uncovered (if male).&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{--|10}} opinion for uncovered groin and/or chest (if male).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Pants, shirt, and hat || Men must cover their entire body and hair. The face may be covered, or not. || || [[#Female supremacy|Female supremacy]] || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=It's wrong to be displaying myself like this. Only the face may be visible.|label=Uncovered groin/chest/hair|value=-4|stack=1}} while groin, chest, and/or hair are uncovered (if male).&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{--|10}} opinion for uncovered groin, chest, and/or hair (if male).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || Men must cover their entire body, including their hair and face. || || [[#Female supremacy|Female supremacy]] || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=To show myself to the world is wrong. I should be completely covered up.|label=Uncovered any body part|value=-4|stack=1}} while groin, chest, hair, and/or face are uncovered (if male).&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{--|10}} opinion for uncovered groin, chest, hair, and/or face (if male).&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Organ use&amp;quot;&lt;br /&gt;
! rowspan=4 | Organ use&amp;lt;br/&amp;gt;[[File:OrganUse.png|64px]]&lt;br /&gt;
| Totally abhorrent || Any harvesting, trading, or installing natural organs is an abhorrent evil. || || [[#Flesh purity|Flesh purity]] || -30 mood for harvesting someone's organ&amp;lt;br/&amp;gt;-10 mood for organ harvested in the colony&amp;lt;br/&amp;gt;-30 mood for trading an organ&amp;lt;br/&amp;gt;-5 mood for organ traded in the colony&amp;lt;br/&amp;gt;-30 mood for installing an organ&amp;lt;br/&amp;gt;-4 mood for organ installed in the colony&amp;lt;br/&amp;gt;-30 opinion for harvesting an organ&amp;lt;br/&amp;gt;-30 opinion for trading an organ&amp;lt;br/&amp;gt;-15 opinion for installing an organ&lt;br /&gt;
|-&lt;br /&gt;
| No harvest or sell || Harvesting organs is a horrible thing. Selling any natural organ is pretty bad too. However, it's okay to buy and install them. || || [[#Flesh purity|Flesh purity]] || -15 mood for harvesting someone's organ&amp;lt;br/&amp;gt;-5 mood for organ harvested in the colony&amp;lt;br/&amp;gt;-8 mood for selling an organ&amp;lt;br/&amp;gt;-2 mood for organ sold in the colony&amp;lt;br/&amp;gt;-20 opinion for harvesting an organ&amp;lt;br/&amp;gt;-10 opinion for selling an organ&lt;br /&gt;
|-&lt;br /&gt;
| No harvest || Harvesting organs is a horrible thing. However, it's okay to buy, install, or sell them. || || [[#Cannibal|Cannibal]]&amp;lt;br/&amp;gt;[[#Raider|Raider]]&amp;lt;br/&amp;gt;[[#Collectivist|Collectivist]] || -15 mood for harvesting someone's organ&amp;lt;br/&amp;gt;-5 mood for organ harvested in the colony&amp;lt;br/&amp;gt;-20 opinion for harvesting an organ&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || It's okay to harvest, buy, install, or sell organs. || || [[#Cannibal|Cannibal]]&amp;lt;br/&amp;gt;[[#Raider|Raider]]&amp;lt;br/&amp;gt;[[#Collectivist|Collectivist]]||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Physical love&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | Physical Love&amp;lt;br/&amp;gt;[[File:PhysicalLove.png|64px]]&lt;br /&gt;
| Free || Physical intimacy is a natural part of life, with any partner, married or not. || || [[#Individualist|Individualist]]&lt;br /&gt;
|-&lt;br /&gt;
| Prohibited || The physical act of lust is always vile, disgusting, and wrong. || || [[#Flesh purity|Flesh purity]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || Pawns will not share beds&amp;lt;br/&amp;gt;-30 mood for 1 day for lovin'&amp;lt;br/&amp;gt;-20 opinion for lovin'&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || The physical act of lust is vile, though within marriage it is necessary. || || [[#Flesh purity|Flesh purity]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-30 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-20 opinion for lovin' with non-spouse&amp;lt;br/&amp;gt;-5 mood for 1 day for lovin' with spouse&amp;lt;br/&amp;gt;-5 opinion for lovin' with spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (strict) || To make love with another outside of marriage is deeply immoral. || || || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-30 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-20 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (moderate) || To make love with another outside of marriage is wrong. || || || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-15 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-10 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (mild) || Though it's understandable to make love with another outside of marriage, it's not a good thing. || || || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-5 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-5 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Free and approved || The physical act of love is a noble thing, no matter who does it with whom. || Not [[#Flesh purity|Flesh purity]] || [[#Individualist|Individualist]] || +5 opinion for loving'&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Research&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot;| Research&amp;lt;br/&amp;gt;[[File:Research.png|64px]]&lt;br /&gt;
| Not allowed || To research technology is an immoral act. It is not to be done. || || || '''Prohibition:'''&amp;lt;br/&amp;gt;Pawns are unwilling to research.&lt;br /&gt;
|-&lt;br /&gt;
| Extremely slow || Research isn't a worthwhile activity at all. Why try hard at it? || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Bad|x0.25}}&lt;br /&gt;
|-&lt;br /&gt;
| Very slow || Research work is unworthy of serious respect. Better not to be seen trying hard at it. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Bad|x0.50}}&lt;br /&gt;
|-&lt;br /&gt;
| Slow || Research work just isn't particularly meaningful. Why try hard at it? || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Bad|x0.75}}&lt;br /&gt;
|-&lt;br /&gt;
| Normal || Research is a worthwhile form of work that the community needs. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: '''×1.00'''&lt;br /&gt;
|-&lt;br /&gt;
| Fast || Research is an especially virtuous activity. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Good|x1.25}}&lt;br /&gt;
|-&lt;br /&gt;
| Very fast || Research is among the most meaningful acts a person can perform. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Good|x1.50}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarification&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot;| Scarification&amp;lt;br/&amp;gt;[[File:Scarification.png|64px]]&lt;br /&gt;
| Extreme || Every person ought to bear the ritual scars - all over. || [[#Pain is virtue|Pain is virtue]] || || +6 mood for getting scarified&amp;lt;br/&amp;gt;+3 mood for having 5 scars&amp;lt;br/&amp;gt;-3 mood for having fewer than 5 scars&amp;lt;br/&amp;gt;+10 opinion for having 5 scars&amp;lt;br/&amp;gt;-5 opinion for having 1-4 scars&amp;lt;br/&amp;gt;-10 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || Every person ought to bear the ritual scars - many of them. || [[#Pain is virtue|Pain is virtue]] || || +5 mood for getting scarified&amp;lt;br/&amp;gt;+2 mood for having 3 scars&amp;lt;br/&amp;gt;-2 mood for having fewer than 3 scars&amp;lt;br/&amp;gt;+5 opinion for having 3 scars&amp;lt;br/&amp;gt;-3 opinion for having 1-2 scars&amp;lt;br/&amp;gt;-5 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Minor || Every person ought to bear a ritual scar. || [[#Pain is virtue|Pain is virtue]] || || +3 mood for getting scarified&amp;lt;br/&amp;gt;+1 mood for having a scar&amp;lt;br/&amp;gt;-1 mood for having no scars&amp;lt;br/&amp;gt;+3 opinion for having a scar&amp;lt;br/&amp;gt;-3 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Scarifying people for ideoligious reasons is horrible. || Not [[#Pain is virtue|Pain is virtue]] || || -2 mood for scarification ceremony in the colony&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skullspike&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Skullspike&amp;lt;br/&amp;gt;[[File:Precept skullspike.png|64px]]&lt;br /&gt;
| Desired || A skull on a spike symbolizes our superiority. || || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Raider|Raider]] || Adds a mood increase of {{+|1}} for 1-3 [[Skullspike|skullspikes]], {{+|2}} for 4-8 skullspikes, and {{+|3}} for 9+ skullspikes. Mood effects negated by the [[Masochist]] trait.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Putting skulls on spikes is a barbaric practice. || Not [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;Not [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;Not [[#Raider|Raider]] || || Adds a mood malus of {{--|1}} for 1-3 [[Skullspike|skullspikes]], {{--|2}} for 4-8 skullspikes, and {{--|3}} for 9+ skullspikes. Mood effects negated by the [[Masochist]] trait.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slavery&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; | Slavery&amp;lt;br/&amp;gt;[[File:Slavery.png|64px]]&lt;br /&gt;
| Abhorrent || Owning or trading human beings is deeply evil. || Not [[#Raider|Raider]] || [[#Guilty|Guilty]]&amp;lt;br/&amp;gt;[[#Individualist|Individualist]] || '''Prohibitions:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Pawns will not sell pawns into [[slavery]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Pawns will not enslave [[prisoners]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;'''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold someone into slavery. It was an abhorrent, barbaric act.|label=slave sold|value=-10|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We're keeping slaves. It's barbaric.|label=slaves in colony|value=-3}}, per slave. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|20}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|20}} opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Owning or trading human beings is a horrible thing. || Not [[#Raider|Raider]] || [[#Guilty|Guilty]]&amp;lt;br/&amp;gt;[[#Individualist|Individualist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We're keeping slaves. It's wrong.|label=slaves in colony|value=-2}}, per [[slave]]. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sold a person into slavery. I'm not sure I can forgive myself.|label=sold slave|value=-10|stack=1|duration=6}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I forced someone into slavery. How can I justify that?|label=enslaved prisoner|value=-10|stack=1|duration=6}} (Only if they weren't previously enslaved)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold someone into slavery. What a horrible thing to do.|label=slave sold|value=-3|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We enslaved someone. What a horrible thing to do to another human.|label=prisoner enslaved|value=-3|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|10}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|10}} opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Slavery is part of life, though it is extremely distasteful. || Not [[#Raider|Raider]] || [[#Guilty|Guilty]]&amp;lt;br/&amp;gt;[[#Individualist|Individualist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We're keeping slaves. Even if it's necessary, it's distasteful and I wish we wouldn't.|label=slaves in colony|value=-1}}, per [[slave]]. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sold a person into slavery. I hope nothing terrible happens to them.|label=sold slave|value=-5|stack=1|duration=6}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I enslaved a person. It's hard to justify such actions.|label=enslaved prisoner|value=-5|stack=1|duration=6}} (Only if they weren't previously enslaved)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold a person into slavery. We shouldn't have done that.|label=slave sold|value=-2|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We enslaved someone. We shouldn't have done that.|label=prisoner enslaved|value=-2|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|5}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|5}} opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || Slavery is a normal, unremarkable part of life. || || || &lt;br /&gt;
''No mood or opinion effects for enslaving, buying, or selling slaves.''&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Faction will accept slaves when being traded with.&lt;br /&gt;
|-&lt;br /&gt;
| Honorable || One who owns and trades slaves should be honored and respected. || Not [[#Guilty|Guilty]]&amp;lt;br/&amp;gt;Not [[#Individualist|Individualist]] || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Collectivist|Collectivist]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || &lt;br /&gt;
'''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We've got slaves. It means we're on the right path.|label=slaves in colony|value=+1}}, per [[slave]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without slaves, nobody will respect us.|label=no slaves in colony|value=-2|stack=1}}, if Low [[expectations]] or higher&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sold someone into slavery. It'll make people notice my stature.|label=sold slave|value=+4|stack=1|duration=6}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I took someone into slavery. With no choice, they had to submit to me.|label=enslaved prisoner|value=+4|stack=1|duration=6}} (Only if they weren't previously enslaved)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold someone into slavery! A great display of our honor and power.|label=slave sold|value=+2|stack=5|multi=0.75|duration=6}} (Colony wide)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We enslaved someone. Now they know our honor and power!|label=prisoner enslaved|value=+2|stack=5|multi=0.75|duration=6}} (Colony wide)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|10}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|10}} opinion for enslaving a pawn&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Faction will accept slaves when being traded with.&lt;br /&gt;
|- id=&amp;quot;Women's spouses&amp;quot;&lt;br /&gt;
! rowspan=5 | Women's spouses&amp;lt;br/&amp;gt;[[File:SpouseCountFemale.png|64px]]&lt;br /&gt;
| One only || Women may have one spouse only. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Two or fewer || Women may have up to two spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Three or fewer || Women may have up to three spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Four or fewer || Women may have up to four spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Unlimited || Women may have as many spouses as they like. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Men's spouses&amp;quot;&lt;br /&gt;
! rowspan=5 | Men's spouses&amp;lt;br/&amp;gt;[[File:SpouseCountMale.png|64px]]&lt;br /&gt;
| One only || Men may have one spouse only. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Two or fewer || Men may have up to two spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Three or fewer || Men may have up to three spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Four or fewer || Men may have up to four spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Unlimited || Men may have as many spouses as they like. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Optional ===&lt;br /&gt;
These precepts can be added through memes or by player choice.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Issue !! Precept !! Description !! Requirement !! Associated !! Effects&lt;br /&gt;
|- id=&amp;quot;Slaughtering animals&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Slaughtering animals&amp;lt;br/&amp;gt;[[File:AnimalSlaughter.png|64px]]&lt;br /&gt;
| Prohibited || Slaughtering animals is absolutely prohibited. || || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Nature Primacy|Nature primacy]] || '''Prohibitions:'''&amp;lt;br/&amp;gt;Slaughter animal&amp;lt;br/&amp;gt;'''Mood:'''&lt;br /&gt;
* {{Thought|desc=Someone slaughtered an animal! A tragic loss of a unique life.|label=animal slaughtered|value=-4|duration=6|stacks=5|multi=0.75}}&lt;br /&gt;
'''Opinions:'''&amp;lt;br/&amp;gt;Slaughtered animal: {{Bad|-10}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To slaughter an animal is a horrible thing. || || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Nature Primacy|Nature primacy]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=I had to slaughter an animal! It was horrible to snuff out a mind like that.|label=slaughtered animal|value=-15|duration=6|stacks=1}}&lt;br /&gt;
* {{Thought|desc=Someone slaughtered an animal! What a horrible thing, to snuff out a mind like that.|label=animal slaughtered|value=-2|duration=6|stacks=5|multi=0.75}}&lt;br /&gt;
'''Opinions:'''&amp;lt;br/&amp;gt;Slaughtered animal: {{Bad|-5}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To slaughter an animal is an ugly thing. || || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Nature Primacy|Nature primacy]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=I had to slaughter an animal. It was an ugly thing to do.|label=slaughtered animal|value=-5|duration=6|stacks=1}}&lt;br /&gt;
* {{Thought|desc=Someone slaughtered an animal. It's a sad thing.|label=animal slaughtered|value=-1|duration=6|stacks=5|multi=0.75}}&lt;br /&gt;
'''Opinions:'''&amp;lt;br/&amp;gt;Slaughtered animal: {{Bad|-3}}&lt;br /&gt;
|- id=&amp;quot;Apostasy&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Apostasy&amp;lt;br/&amp;gt;[[File:Apostasy.png|64px]]&lt;br /&gt;
| Abhorrent || To leave our ideoligion after having known it is the depth of immorality. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
*Changed ideoligion: {{Bad|-30}}&amp;lt;br/&amp;gt;&lt;br /&gt;
*Apostate: {{Bad|-10}}&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Certainty Loss Factor]]: {{Good|×40%}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To leave our ideoligion after having known it indicates deep moral flaws. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
*Changed ideoligion: {{bad|-15}}&amp;lt;br/&amp;gt;&lt;br /&gt;
*Apostate: {{Bad|-5}}&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Certainty Loss Factor]]: {{Good|×60%}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To leave our ideoligion after having known it indicates character flaws. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
*Changed ideoligion: {{Bad|-8}}&amp;lt;br/&amp;gt;&lt;br /&gt;
*Apostate: {{Bad|-3}}&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Certainty Loss Factor]]: {{Good|×80%}}&lt;br /&gt;
|- id=&amp;quot;Autonomous weapons&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Autonomous weapons&amp;lt;br/&amp;gt;[[File:AutonomousWeapons.png|64px]]&lt;br /&gt;
| Prohibited || Allowing a machine to decide to kill is an absolutely inhuman thing to do. || || [[#Nature primacy|Nature primacy]] || Cannot build Turrets&amp;lt;br/&amp;gt;Colonists gain Mood: {{Thought|desc=We use automated weapons. It's absolutely abhorrent to give life-and-death decisions to a machine.|label=automated weapons|value=-12|stack=1}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Allowing a machine to decide to kill is a terrible thing. || || [[#Nature primacy|Nature primacy]] || Colonists gain Mood: {{Thought|desc=We use automated weapons. It's horrible to give life-and-death decisions to a machine.|label=automated weapons|value=-8|stack=1}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Allowing a machine to decide to kill is an ugly thing. || || [[#Nature primacy|Nature primacy]] || Colonists gain Mood: {{Thought|desc=We use automated weapons. It's really ugly to give life-and-death decision to a machine.|label=automated weapons|value=-4|stack=1}}&lt;br /&gt;
|- id=&amp;quot;Body modification&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Body modification&amp;lt;br/&amp;gt;[[File:BodyModifications.png|64px]]&lt;br /&gt;
| Abhorrent || To modify the natural human body is a flagrant violation of clear moral laws. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || '''Mood''':&lt;br /&gt;
* {{Thought|desc=I had to install an artificial body enhancement. This was deeply offensive to my beliefs.|label=installed enhancement|value=-30|duration=6}}&lt;br /&gt;
* {{Thought|desc=I have an artificial body enhancement. It's an abhorrent offense against everything I believe!|label=artificial enhancement|value=-18|duration=6}}&lt;br /&gt;
'''Opinion:''' {{Bad|-10}} against anyone that installed a prosthetic or artificial part, {{Bad|-5}} against anyone with a prosthetic or artificial part.&amp;lt;br/&amp;gt;&lt;br /&gt;
These do not apply if the pawn is not a Body Modder. Xenogenes trigger this mood penalty if they are not inheritable.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To modify the natural human body is an ugly, dirty act. || Not [[#Transhumanist|Transhumanist]]&amp;lt;br/&amp;gt;Not [[#Flesh purity|Flesh purity]] || || '''Mood''':&lt;br /&gt;
* {{Thought|desc=I had to install an artificial body enhancement. This was clearly against my beliefs.|label=installed enhancement|value=-5|duration=6}}&lt;br /&gt;
* {{Thought|desc=I have an artificial body enhancement. I don't believe such things are acceptable.|label=artificial enhancement|value=-4|duration=6}}&lt;br /&gt;
'''Opinion:''' {{Bad|-5}} against anyone that installed a prosthetic or artificial part, {{Bad|-3}} against anyone with a prosthetic or artificial part.&amp;lt;br/&amp;gt;&lt;br /&gt;
These do not apply if the pawn is not a Body Modder. Xenogenes trigger this mood penalty if they are not inheritable.&lt;br /&gt;
|-&lt;br /&gt;
| Approved || Humans should strive to reach our full potential by improving our flawed natural bodies. || Not [[#Flesh purity|Flesh purity]] || [[#Transhumanist|Transhumanist]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=I don't have any artificial body enhancements. It's against my beliefs to be so unenhanced.|label=no artificial enhancement|value=-3|stack=1}} at or above moderate expectations, nullified by Body purist.&lt;br /&gt;
* {{Thought|desc=This artificial enhancement matches my belief.|label=transhumanist modded|value=+1|stack=1}} for 1 artificial part.&lt;br /&gt;
* {{Thought|desc=The more artificial enhancements I get, the stronger my expression of my beliefs.|label=transhumanist connected|value=+1|stack=1}} for 2 artificial part.&lt;br /&gt;
* {{Thought|desc=My connection to my belief is increased by my third artificial enhancement. But I could use more.|label=transhumanist enhanced|value=+2|stack=1}} for 3 artificial part.&lt;br /&gt;
* {{Thought|desc=Only two more artificial enhancements are required to fully synchronize with my beliefs.|label=transhumanist synchronized|value=+2|stack=1}} for 4 artificial part.&lt;br /&gt;
* {{Thought|desc=Five artificial enhancements! I'm beginning to feel perfect integration with my beliefs.|label=transhumanist integrated|value=+3|stack=1}} for 5 artificial part.&lt;br /&gt;
* {{Thought|desc=It's as though I've left the weak flesh behind.|label=transhumanist transformed|value=+3|stack=1}} for 5+ artificial part.&lt;br /&gt;
All bonus disabled for Body Modder.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Bad|-3}} opinion for zero artificial parts if expectations ≥ Moderate (disabled for Body Purist) {{Check Tag|Xenogenes?|Xenogens count as artificial for body modder/purist traits, do they also count for ideo?}}&lt;br /&gt;
|- id=&amp;quot;Charity&amp;quot;&lt;br /&gt;
! rowspan=3| Charity&amp;lt;br/&amp;gt;[[File:Charity.png|64px]]&lt;br /&gt;
| Essential || We must always be charitable to those in need. To refuse one would be an inhuman act, no matter the circumstances. || Not [[#Supremacist|supremacist]]&amp;lt;br/&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || {{--|8}} mood for 8 days for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;&amp;gt;Charity quest is one marked as such in the quest log, and includes: beggars, relic pilgrims, joining wanderer, crashing shuttle, pod crash refugee, refugees, chased noble, and joining wanderer in danger&amp;lt;/ref&amp;gt;&amp;lt;br/&amp;gt;{{--|12}} mood for 8 days for attacking beggars or pilgrims&amp;lt;br/&amp;gt;{{+|4}} mood for 8 days for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Important || It's important to be charitable to those in need. Refusing to help is a terrible act. || Not [[#Supremacist|supremacist]]&amp;lt;br/&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || {{--|4}} mood for 8 days for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&amp;lt;br/&amp;gt;{{--|8}} mood for 8 days for attacking beggars or pilgrims&amp;lt;br/&amp;gt;{{+|2}} mood for 8 days for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Worthwhile || Helping those in need is a good thing. It makes the community stronger. || Not [[#Supremacist|supremacist]]&amp;lt;br/&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || {{--|2}} mood for 8 days for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&amp;lt;br/&amp;gt;{{--|6}} mood for 8 days for attacking beggars or pilgrims&amp;lt;br/&amp;gt;{{+|1}} mood for 8 days for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Drug use&amp;quot;&lt;br /&gt;
! rowspan=4| Drug use&amp;lt;br/&amp;gt;[[File:DrugUse.png|64px]]&lt;br /&gt;
| Prohibited || The body should absolutely not be poisoned by chemicals. The only exception is the use of medicine in direct medical care. || Not [[#High life|High life]] || [[#Flesh purity|Flesh purity]]&amp;lt;br/&amp;gt;[[#Collectivist|Collectivist]] || Pawns are unwilling to take or administer drugs&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I used a drug. Such chemicals in the body are a horrible offense against my beliefs.|label=used drug|value=-15|duration=3}}&lt;br /&gt;
* {{Thought|desc=I administered a drug. It was a horrible offense against my beliefs.|label=administered drug|value=-15|duration=3}}&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Drug use&amp;quot;&amp;gt;As pawns with this precept are unwilling to administer drugs, this won't appear on normal gameplay.&amp;lt;/ref&amp;gt;&lt;br /&gt;
{{Bad|-3}} opinion for consuming or administering a drug, for 5 days.&amp;lt;br/&amp;gt;&lt;br /&gt;
None of the above applies to pawns with [[Traits#Chemical fascination|Chemical fascination]] or [[Traits#Chemical interest|Chemical interest]]&lt;br /&gt;
|-&lt;br /&gt;
| Medical only || Poisoning the body for recreational purposes is a deeply immoral act. || Not [[#High life|High life]] || [[#Collectivist|Collectivist]] || Pawns are unwilling to take or administer recreational drugs.&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I used a recreational drug. It was an offense against my beliefs.|label=used recreational drug|value=-15|duration=3}}&lt;br /&gt;
* {{Thought|desc=I administered a recreational drug. It was a horrible offense against my beliefs.|label=administered recreational drug|value=-15|duration=3}}&lt;br /&gt;
{{Bad|-5}} opinion for consuming or administering a recreational drug, for 5 days.&amp;lt;br/&amp;gt;&lt;br /&gt;
None of the above applies to pawns with [[Traits#Chemical fascination|Chemical fascination]] or [[Traits#Chemical interest|Chemical interest]]&lt;br /&gt;
|-&lt;br /&gt;
| Medical or social only || A drink with a smoke is fine, especially with friends, but poisoning the body with powerful chemicals is wrong. || Not [[#High life|High life]] || [[#Collectivist|Collectivist]] || Pawns are unwilling to take or administer hard drugs.&lt;br /&gt;
* {{Thought|desc=I used a hard drug - not medical or even social. It was a horrible offense against my beliefs.|label=used hard drug|value=-15|duration=3}}&lt;br /&gt;
* {{Thought|desc=I administered a hard drug - not medical or even social. It was a horrible offense against my beliefs.|label=used hard drug|value=-15|duration=3}}&lt;br /&gt;
{{Bad|-8}} opinion for consuming or administering a hard drug, for 5 days.&amp;lt;br/&amp;gt;&lt;br /&gt;
None of the above applies to pawns with [[Traits#Chemical fascination|Chemical fascination]] or [[Traits#Chemical interest|Chemical interest]]&lt;br /&gt;
|-&lt;br /&gt;
| Essential || Exotic states of mind are central to a good life. || [[#High life|High life]] || [[#High life|High life]]&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Drug Crop Harvest Yield]]: {{Good|×150%}}&lt;br /&gt;
* [[Drug Synthesis Speed]]: {{Good|×150%}}&lt;br /&gt;
* [[Drug Sell Price Improvement]]: {{+|10%}}&lt;br /&gt;
'''Moods''' (excludes [[Teetotaler]]s):&lt;br /&gt;
* {{Thought|desc=The right path goes through altered consciousness, and I am walking it.|label=high life|value=+3|duration=0.75|stack=1}}&lt;br /&gt;
* {{Thought|desc=This is a hidden state.|label=high life|value=0|duration=0.25|stack=1}}. An invisible state.&lt;br /&gt;
* {{Thought|desc=I should be altering my consciousness. It's not right to be sober so long.|label=high life missing|value=-1|duration=1|stack=1}}&lt;br /&gt;
* {{Thought|desc=I should be altering my consciousness. It's not right to be sober so long.|label=high life missing|value=-10|duration=9|stack=1}}&lt;br /&gt;
The moods above are scaled linearly based on the time since last non-medical drug ingested. First a {{Good|+3}} mood that last 0.75 days, decaying to 0 over the course the following 0.25 days. At 2 days since last consumption, first mood penalty applies. This penalty will increase by {{Bad|-1}} each day without further consumption, reaching the maximum of {{Bad|-10}} at 11 days.&amp;lt;!--&lt;br /&gt;
The relevant functions are PostIngested(Pawn) in CompDruf, CompTick() in CompRitualHediffGiverInRoom and Thought_Situational_Precept_HighLife.--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Combat in darkness&amp;quot;&lt;br /&gt;
! Combat in darkness&amp;lt;br/&amp;gt;[[File:DarknessCombat.png|64px]]&lt;br /&gt;
| Preferred || We fight better in the dark. || Not [[#Blindsight|blindsight]] || [[#Darkness|Darkness]]&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Shooting Accuracy]]:&lt;br /&gt;
** [[Shooting Accuracy Outdoors Dark|Outdoors Dark]] and [[Shooting Accuracy Indoors Dark|Indoors Dark]]: {{+|25%}}&lt;br /&gt;
** [[Shooting Accuracy Outdoors Lit|Outdoors Lit]] and [[Shooting Accuracy Indoors Lit|Indoors Lit]]: {{--|20%}}&lt;br /&gt;
* [[Melee Dodge Chance]]:&lt;br /&gt;
** [[Melee Dodge Chance Outdoors Night|Outdoors Night]] and [[Melee Dodge Chance Indoors Dark|Indoors Dark]]: {{+|10%}}&lt;br /&gt;
** [[Melee Dodge Chance Outdoors Day|Outdoors Day]] and [[Melee Dodge Chance Indoors Lit|Indoors Lit]]: {{--|10%}}&lt;br /&gt;
* [[Melee Hit Chance]]:&lt;br /&gt;
** [[Melee Hit Chance Outdoors Dark|Outdoors Dark]] and [[Melee Hit Chance Indoors Dark|Indoors Dark]]: {{+|10%}}&lt;br /&gt;
** [[Melee Hit Chance Outdoors Lit|Outdoors Lit]] and [[Melee Hit Chance Indoors Lit|Indoors Lit]]: {{--|10%}}&lt;br /&gt;
|- id=&amp;quot;Cutting trees&amp;quot;&lt;br /&gt;
! rowspan=3 | Cutting trees&amp;lt;br/&amp;gt;[[File:Precept tree cutting.png|64px]]&lt;br /&gt;
| Prohibited || To violate the forest by cutting down a tree is a deeply abhorrent act and should never be done. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br/&amp;gt;Pawns will not cut trees&amp;lt;br/&amp;gt;{{Thought|desc=We cut down a tree. Such things violations of nature should never be done.|label=tree felled|value=-4|stack=5|multi=0.75|duration=3}} for the colony cutting down a tree&amp;lt;br/&amp;gt;{{Thought|desc=We extracted a tree from the ground and then let it die. Such things violations of nature should never be done.|label=extracted tree died|value=-4|stack=5|multi=0.75|duration=3}} for an uprooted tree dying&amp;lt;br/&amp;gt;{{--|10}} [[opinion]] of a pawn for them cutting down a tree&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To cut down a tree is a horrible act. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br/&amp;gt;{{Thought|desc=I had to cut down a tree. It was wrong to scar nature this way.|label=tree felled|value=-10|stack=1|duration=3}} if the pawn cuts down a tree&amp;lt;br/&amp;gt;{{Thought|desc=We cut down a tree. It's wrong to scar nature this way.|label=tree felled|value=-2|stack=5|multi=0.75|duration=3}} for the colony cutting down a tree&amp;lt;br/&amp;gt;{{Thought|desc=We extracted a tree from the ground and let it die. It's wrong to scar nature this way.|label=extracted tree died|value=-2|stack=5|multi=0.75|duration=3}} for an uprooted tree dying&amp;lt;br/&amp;gt;{{--|5}} [[opinion]] of a pawn for them cutting down a tree&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To cut down a tree is a distasteful thing to do. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br/&amp;gt;{{Thought|desc=I had to cut down a tree. It was wrong to scar nature this way.|label=tree felled|value=-5|stack=1|duration=3}} if the pawn cuts down a tree&amp;lt;br/&amp;gt;{{Thought|desc=We cut down a tree. It wasn't good to harm nature this way.|label=tree felled|value=-1|stack=5|duration=3}} for the colony cutting down a tree&amp;lt;br/&amp;gt;{{Thought|desc=We extracted a tree from the ground and let it die. It wasn't good to harm nature this way.|label=extracted tree died|value=-1|stack=5|multi=0.75|duration=3}} for an uprooted tree dying&amp;lt;br/&amp;gt;{{--|3}} [[opinion]] of a pawn for them cutting down a tree&lt;br /&gt;
|- id=&amp;quot;Killing innocent animals&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | Killing innocent animals&amp;lt;br/&amp;gt;[[File:KillingInnocentAnimals.png|64px]]&lt;br /&gt;
| Abhorrent || To kill an innocent animal is a horrifically inhuman act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation.&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Innocent animal&amp;quot;&amp;gt;An animal is deemed innocent if: It isn't under a mental state, or the mental state was caused by damage (ex: Manhunter, PanicFlee) or psycast (ex: Berserk, Neuroquake psycast). The above excludes animals belonging to hostile factions, animals hunting humans (or animals belonging to a human faction), and animals with scaria.&amp;lt;/ref&amp;gt; || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br/&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br/&amp;gt;Pawns will not attack innocent animals&amp;lt;br/&amp;gt;{{Thought|desc=An innocent, adorable animal was killed! That's murder!|label=innocent animal killed|value=-4|stack=5|mult=0.75|duration=6}} if innocent animal is killed&amp;lt;br/&amp;gt;{{--|15}} opinion for killing innocent animal&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To kill an innocent animal is a horrible act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br/&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to kill an innocent animal. It was almost like being forced to murder.|label=killed innocent {0}|value=-15|duration=6}} for killing an innocent animal&amp;lt;br/&amp;gt;{{Thought|desc=An innocent animal was killed. What a terrible, heartless act against another being.|label=innocent animal killed|value=-2|stack=5|mult=0.75|duration=6}} if innocent animal is killed&amp;lt;br/&amp;gt;{{--|10}} opinion for killing innocent animal&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To kill an innocent animal is an ugly act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br/&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to kill an innocent animal. It was not something I approve of.|label=killed innocent {0}|value=-5|duration=6}} for killing an innocent animal&amp;lt;br/&amp;gt;{{Thought|desc=An innocent animal was killed. I do not approve of this.|label=innocent animal killed|value=-1|stack=5|mult=0.75|duration=6}} if innocent animal is killed&amp;lt;br/&amp;gt;{{--|5}} opinion for killing innocent animal&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Lighting&amp;quot;&lt;br /&gt;
! Lighting&amp;lt;br/&amp;gt;[[File:Lighting.png|64px]]&lt;br /&gt;
| Darklight preferred || Normal lights are too bright. Darklights are better. || Not [[#Blindsight|blindsight]] || [[#Darkness|Darkness]] || {{Thought|desc=This dim light is perfect. I feel focused and energized.|label=darklight|value=+4|stack=1}} with [[Darklight]]&amp;lt;br/&amp;gt;{{Thought|desc=This indoor light is too bright. I would prefer something dimmer.|label=indoor light|value=-4|stack=1}} in dim light (30% - 89% [[light]]){{Check Tag|Verify|Verify bounds match normal definition}}&amp;lt;br/&amp;gt;{{Thought|desc=I cannot stand this terrible light. My senses are overwhelmed!|label=blinding light|value=-8|stack=1}} in bright light. (90% - 100% [[light]]){{Check Tag|Verify|Verify bounds match normal definition}}&amp;lt;br/&amp;gt;No modifier for Darkness. (0% - 29% [[light]]){{Check Tag|Verify|Verify bounds match normal definition}}&amp;lt;br/&amp;gt;Surgery penalty without Darklight.&amp;lt;br/&amp;gt;Disables low-[[light]] [[move speed]] penalties&amp;lt;br/&amp;gt;Disables low-[[light]] [[global work speed]] penalties&lt;br /&gt;
|- id=&amp;quot;Meat eating&amp;quot;&lt;br /&gt;
! rowspan=6 | Meat eating&amp;lt;br/&amp;gt;[[File:MeatEating.png|64px]]&lt;br /&gt;
| Abhorrent || Eating meat of any kind is deeply evil. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to eat meat. It was an abhorrent violation of everything I believe.|label=ate meat|value=-24|duration=1|stack=1}} for eating meat&amp;lt;br/&amp;gt;{{--|15}} opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Eating meat of any kind is a horrible act. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to eat meat. It was a horrible violation of my beliefs.|label=ate meat|value=-12|duration=1|stack=1}} for eating meat&amp;lt;br/&amp;gt;{{--|10}} opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Eating meat of any kind should be avoided. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to eat meat. It's not something I approve of.|label=ate meat|value=-4|duration=1|stack=1}} for eating meat&amp;lt;br/&amp;gt;{{--|5}} opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Mildly required || Every meal ought to have meat. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br/&amp;gt;{{Thought|desc=I ate a meal without any meat. It was an unacceptable deviation from the proper carnivore diet. Some eggs, milk, or processed food without vegetables or would have also been okay.|label=ate vegetarian|value=-4|duration=1|stack=1}} for eating food without meat&amp;lt;br/&amp;gt;{{--|5}} opinion for eating food without meat&lt;br /&gt;
|-&lt;br /&gt;
| Seriously required || Every meal must have meat. Eggs, milk, and processed food are okay as well. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br/&amp;gt;{{Thought|desc=I ate a meal without any meat. It was an horrible violation of the proper carnivore diet. Some eggs, milk, or processed food without vegetables would have also been okay.|label=ate vegetarian|value=-10|duration=1|stack=1}} for eating food without meat&amp;lt;br/&amp;gt;{{--|10}} opinion for eating food without meat&lt;br /&gt;
|-&lt;br /&gt;
| Strictly required || If a meal doesn't have meat, the person who eats it must be morally deficient. Eggs, milk, and processed foods are fine. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br/&amp;gt;{{Thought|desc=I ate a meal without any meat. It was an abhorrent violation of the proper carnivore diet. Some eggs, milk, or processed food without vegetables would have also been okay.|label=ate vegetarian|value=-16|duration=1|stack=1}} for eating food without meat&amp;lt;br/&amp;gt;{{--|15}} opinion for eating food without meat&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mining&amp;quot;&lt;br /&gt;
! rowspan=3 | Mining&amp;lt;br/&amp;gt;[[File:Mining.png|64px]]&lt;br /&gt;
| Prohibited || Raping the natural earth with mining tools is a horrifically evil act. || Not [[#Human primacy|human primacy]]&amp;lt;br/&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br/&amp;gt;Pawns will not mine&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=We mined a hole in the pure earth. What a terrible offense against nature.|label=mined|value=-4|duration=2|stacks=5|multi=0.75}}&lt;br /&gt;
* {{Thought|desc=I destroyed a natural wall. What a terrible offense against nature.|label=destroyed natural wall|value=-40|duration=2|stacks=1}}&lt;br /&gt;
{{Bad|-15}} opinion for mining a block, for 4 days.&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Violating the natural earth with mining tools is a horrible act. || Not [[#Human primacy|human primacy]]&amp;lt;br/&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I had to mine a hole. It was an offense against the earth.|label=mined|value=-20|duration=2|stacks=1}}&lt;br /&gt;
* {{Thought|desc=Someone mined a hole in the pure earth. It was a horrible violation of nature.|label=mined|value=-2|duration=2|stacks=5|multi=0.75}}&lt;br /&gt;
* {{Thought|desc=I destroyed a natural wall. It was a horrible violation of nature.|label=destroyed natural wall|value=-20|duration=2|stacks=1}}&lt;br /&gt;
{{Bad|-10}} opinion for mining a block, for 2 days.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Mining into the natural earth is an ugly act. || Not [[#Human primacy|human primacy]]&amp;lt;br/&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I had to mine a hole. I disapprove of harming the earth this way.|label=mined|value=-3|duration=2|stacks=1}}&lt;br /&gt;
* {{Thought|desc=Someone mined a hole in the pure earth. It's wrong to scar the world this way.|label=mined|value=-1|duration=2|stacks=5|multi=0.75}}&lt;br /&gt;
* {{Thought|desc=I destroyed a natural wall. It's wrong to scar the world this way.|label=destroyed natural wall|value=-3|duration=2|stacks=1}}&lt;br /&gt;
{{Bad|-5}} opinion for mining a block, for 2 days.&lt;br /&gt;
|- id=&amp;quot;Raiding&amp;quot;&lt;br /&gt;
! rowspan=2 | Raiding&amp;lt;br/&amp;gt;[[File:Raiding.png|64px]]&lt;br /&gt;
| Respected || We don't work like common laborers, we take from the weak as the strong should. Failing to do so is a mark of shame. || || || '''Mood:'''&amp;lt;br/&amp;gt;{{+|3}} mood for 5 days for participating in a raid&amp;lt;br/&amp;gt;{{+|6}} mood for a raid less than 25 days ago&amp;lt;br/&amp;gt;{{--|6}} mood for a raid more than 25 days ago&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Work Speed]] {{--|8%}}&lt;br /&gt;
|-&lt;br /&gt;
| Required || We don't work like common laborers, we take from the weak as the strong should. Failing to do so is a tremendous shame. || || || '''Mood:'''&amp;lt;br/&amp;gt;{{+|6}} mood for 5 days for participating in a raid&amp;lt;br/&amp;gt;{{+|12}} mood for a raid less than 25 days ago&amp;lt;br/&amp;gt;{{--|12}} mood for a raid more than 25 days ago&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Work Speed]] {{--|16%}}&lt;br /&gt;
|- id=&amp;quot;Trees&amp;quot;&lt;br /&gt;
! Trees&amp;lt;br/&amp;gt;[[File:Trees.png|64px]]&lt;br /&gt;
| Desired || It's essential to live surrounded by beautiful trees. || || [[#Tree connection|Tree connection]] || Gives a thought, scaling from -5 to +9 for having (or not having) many trees on the map&amp;lt;br/&amp;gt;Gives a thought, scaling from 0 to -20 for the number of trees chopped in the last quadrum&lt;br /&gt;
|- id=&amp;quot;Biosculpting&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Biosculpting&amp;lt;br/&amp;gt;[[File:Precept biosculpting.png|64px]]&lt;br /&gt;
| Despised || Biosculpter pods violate the purity human flesh and should never be used. || Not [[#Transhumanist|Transhumanist]] || || '''Mood:'''&amp;lt;br/&amp;gt;{{Thought|desc=My body was despoiled by the use of a biosculpter pod.|label=used biosculpter pod|value=-8|stack=1|duration=12}} after using [[biosculpter pod]].&lt;br /&gt;
|-&lt;br /&gt;
| Accelerated || All biosculpting cycles take half the usual time. || [[#Transhumanist|Transhumanist]] || [[#Transhumanist|Transhumanist]] || All biosculpting cycles take half the usual time.&lt;br /&gt;
|- id=&amp;quot;Growth vats&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Growth vats{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:GrowthVats.png|64px]]&lt;br /&gt;
| Prohibited || Growth vats rob children of their childhood. || || || '''Prohibitions:'''&amp;lt;br/&amp;gt;Build [[growth vat]]&amp;lt;br/&amp;gt;'''Mood:'''&lt;br /&gt;
* {{Thought|desc=I hate the thought of that awful growth vat being in our colony.|label=growth vat|value=-3|stack=1}}&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I can't stand the thought of my child floating in that awful machine.|label=my child is in a growth vat|value=-3|stack=3}}. Nullifying trait: [[Psychopath]]&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I'm happy to see my kids be kids. Their childhood is too precious to be wasted in a vat.|label=Child not in growth vat|value=+1|stack=1}}&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Essential || We have the technology for safer childbirth and faster childhoods. Believers will develop faster in growth vats but will be unhappy if their children are not in a vat. || || [[#Transhumanist|Transhumanist]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=Childbirth is a terrifying thought. We should have vats to safely grow our children.|label=natural pregnancy|value=-5|stack=1}}.  Minimum [[expectations]]: Moderate&lt;br /&gt;
* {{Thought|desc=I don't feel safe with my child running around. They should be growing safely in a vat.|label=Child not in growth vat|value=-2|stack=3}}.  Minimum [[expectations]]: Moderate&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* {{BiotechIcon}} [[Growth Vat Occupant Speed]]: {{Good|×130%}}&amp;lt;br/&amp;gt;(only to pawns with the ideoligion; [[embryo]]s / [[babies]] are not boosted)&lt;br /&gt;
|- id=&amp;quot;Bloodfeeders&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Bloodfeeders{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:Bloodfeeders.png|64px]]&lt;br /&gt;
| Revered || Bloodfeeders should be worshipped. Believers will be happy if there is a bloodfeeder in the colony and will not mind being fed upon. || || || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=The bloodfeeders stand above us, yet one has died here. We will surely be punished for this.|label=bloodfeeder died|value=-2|stack=3|duration=10}} (Colony wide) when a bloodfeeder dies.{{Check Tag|Any faction?|Does the bloodfeeder have to be of the player faction? Any allied faction? Any faction at all including enemies?}}.&lt;br /&gt;
* {{Thought|desc=Let them worship me. Feeding upon them places them below me, as animals are below humans.|label=revered bloodfeeder|value=+4|stack=1}} for being a bloodfeeder.&lt;br /&gt;
* {{Thought|desc=Without a bloodfeeder master, our colony feels incomplete and pointless. We should make a bloodfeeder our leader.|label=no bloodfeeders|value=-2|stack=1}} (Colony wide) for having no bloodfeeders in the colony.&lt;br /&gt;
* {{Thought|desc=Without a bloodfeeder master, our colony feels incomplete and pointless. We should make a bloodfeeder our leader.|label=no bloodfeeder master|value=-1|stack=1}} (Colony wide) for having bloodfeeders in the colony, but not as the [[#Leaders|leader]].&lt;br /&gt;
* {{Thought|desc=The bloodfeeder's presence is a great honor. May they live forever.|label=bloodfeeder master|value=+2|stack=1}} (Colony wide) for having A bloodfeeder as the [[#Leaders|leader]].&lt;br /&gt;
Nullifies {{Thought|desc=I was violated by a bloodfeeder like some kind of livestock.|label=fed on by &amp;lt;NAME&amp;gt;|value=-5|stack=1|duration=5}}{{Check Tag|Stacking?|Check if it stacks, change stack var as appropriate}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinions:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|20}} for being a Bloodfeeder&lt;br /&gt;
|-&lt;br /&gt;
| Reviled || Anyone who drinks blood to survive is a monster. || || || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=The only good bloodfeeder is a dead one.|label=bloodfeeder died|value=+5|stack=3|duration=10}} (Colony wide) when a bloodfeeder dies.&lt;br /&gt;
* {{Thought|desc=I am what I hate. I must rid myself of this curse.|label=bloodfeeder self hatred|value=-12|stack=1}} for being a bloodfeeder.&lt;br /&gt;
* {{Thought|desc=One of them walks among us. We should expel the bloodfeeder from our home.|label=bloodfeeder among us|value=-8|stack=1}} (Colony wide) for having a bloodfeeder in the colony.&lt;br /&gt;
'''Opinions:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|40}} for being a Bloodfeeder&lt;br /&gt;
|- id=&amp;quot;Child labor&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Child labor{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:ChildLabor.png|64px]]&lt;br /&gt;
| Encouraged || Children build character through work. It's important for everyone to contribute.|| || [[#Collectivist|Collectivist]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=Why are we letting children waste their youth on games?|label=children assigned recreation|value=-3|stack=1}}. Adults only.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Work Speed]]: {{+|20%}} ([[Children]] only)&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Childhood is sacred. We should let kids be kids. || || [[#Individualist|Individualist]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=It's upsetting to see children forced to work. They only get one childhood.|label=children assigned work|value=-3|stack=1}}. Adults only. Note: This refers to the Schedule tab. Children can have jobs assigned in their Work tab without mood penalty.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Learning Rate Factor]]: {{+|20%}} ([[Children]] only)&lt;br /&gt;
|- id=&amp;quot;Mechanoid labor&amp;quot;&lt;br /&gt;
! Mechanoid labor{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:MechanoidLabor.png|64px]]&lt;br /&gt;
| Enhanced || Why should we work when we have machines? || ||&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Global Work Speed]]: {{--|8%}}&lt;br /&gt;
* {{BiotechIcon}} [[Mech Work Speed Offset]]: {{+|20%}}&lt;br /&gt;
|- id=&amp;quot;Psychic rituals&amp;quot;&lt;br /&gt;
! rowspan=3| Psychic rituals{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:PsychicRituals.png|64px]]&lt;br /&gt;
| Abhorrent || Psychic rituals are utterly evil. || || || &amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Prohibitions:'''&amp;lt;br/&amp;gt;Participate in psychic ritual&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Mood:'''&amp;lt;br/&amp;gt;Psychic ritual performed: {{--|4}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Involved in psychic ritual: {{--|12}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Opinions:'''&amp;lt;br/&amp;gt;Involved in psychic ritual: {{--|20}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Psychic rituals should be avoided when possible. || || ||| &amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Mood:'''&amp;lt;br/&amp;gt;{{Thought|desc=We shouldn't be using such dark powers. It's just not right.|label=Psychic ritual performed|value=-2|stack=1}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=That ritual was wrong. I should not have been there.|label=Involved in psychic ritual|value=-6|stack=1}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Opinions:'''&amp;lt;br/&amp;gt;Involved in psychic ritual: {{--|10}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Stats:'''&lt;br /&gt;
* [[Psychic Ritual Quality Offset]]: {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| Exalted || Connecting with psychic flows brings us closer to truth. || || [[#Ritualist|Ritualist]] || '''Mood:'''&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=It was an amazing experience to truly connect with something greater than myself.|label=Involved in psychic ritual|value=+3|stack=1}}.&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=Failing to use these rituals shows everyone how misguided we are.|label=No psychic ritual for 6 days (Min expectations: High)|value=-3|stack=1}}.&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Opinions:'''&amp;lt;br/&amp;gt;Involved in psychic ritual: {{+|10}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Stats:'''&lt;br /&gt;
* [[Psychic Ritual Quality Offset]]: {{+|10%}}&lt;br /&gt;
|- id=&amp;quot;Void study&amp;quot;&lt;br /&gt;
! rowspan=4| Void study{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:VoidStudy.png|64px]]&lt;br /&gt;
| Very inefficient || All this void nonsense is superstition. Let's focus on reality. || ||&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Study Efficiency]]: {{Bad|×50%}}&lt;br /&gt;
|-&lt;br /&gt;
| Inefficient || Trying to understand the unknowable is pointless. We should focus more on meaningful activities. || ||&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Study Efficiency]]: {{Bad|×75%}}&lt;br /&gt;
|-&lt;br /&gt;
| Efficient || The void is a true mystery that deserves to be studied. || ||&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Study Efficiency]]: {{Good|×125%}}&lt;br /&gt;
|-&lt;br /&gt;
| Very efficient || The void is the ultimate truth. || || [[#Ritualist|Ritualist]]&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Study Efficiency]]: {{Good|×150%}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Inhumanizing&amp;quot;&lt;br /&gt;
! Inhumanizing{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:Inhumanizing.png|64px]]&lt;br /&gt;
| Required || Human morality and feeling are a distraction. We must leave humanity behind. &amp;lt;br/&amp;gt; Mental breaks will cause followers to become [[inhumanized]]. || || [[#Inhuman|Inhuman]] || '''Mood:'''&lt;br /&gt;
*{{Thought|desc=I'm ashamed of my humanity. I want to embrace the void but I fear it.|label=Human shame|value=-8|stack=1}} if not inhumanized.&lt;br /&gt;
'''Mental breaks:'''&lt;br /&gt;
* [[Mental_break#Humanity_break|Humanity break]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fishing&amp;quot;&lt;br /&gt;
! rowspan=3 | Fishing{{OdysseyIcon}}&amp;lt;br/&amp;gt;[[File:Fishing.png|64px]]&lt;br /&gt;
| Prohibited || Fishing is immoral. We should never do it. || || [[#Animal personhood|Animal personhood]] || '''Prohibitions:''':&lt;br /&gt;
*[[Fishing]]&lt;br /&gt;
'''Mood''':&lt;br /&gt;
*{{Thought|desc=Someone is killing fish! Our slippery brothers and sisters are dying.|label=Someone slaughtered fish|value=-4|stack=1|duration=6}}.&lt;br /&gt;
{{--|10}} opinion for slaughtering fish&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Fishing is gruesome. We should avoid it. || || [[#Animal personhood|Animal personhood]] || '''Mood''':&lt;br /&gt;
*{{Thought|desc=I had to kill fish. It was an ugly thing to do.|label=Slaughtered fish|value=-4|stack=1|duration=6}}.&lt;br /&gt;
*{{Thought|desc=Someone is killing fish! We should protect these beautiful creatures.|label=Someone slaughtered fish|value=-2|stack=1|duration=6}}.&lt;br /&gt;
'''Stats''':&lt;br /&gt;
*[[Fishing speed]]: {{--|25%}}&lt;br /&gt;
*[[Fishing yield]]: {{--|10%}}&lt;br /&gt;
{{--|5}} opinion for slaughtering fish&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Sacred || Fishing is part of the right path. || || || '''Mood''':&lt;br /&gt;
*{{Thought|desc=I wish we were somewhere we could fish.|label=Not enough fish|value=-4|stack=1}}.{{Check Tag|Conditions?}}&lt;br /&gt;
*{{Thought|desc=Fishing puts me on the right path - at least for a little while.|label=Fished recently|value=+2|stack=1|duration=1}}.&lt;br /&gt;
'''Stats''':&lt;br /&gt;
*[[Fishing yield]]: {{Good|+10%}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nomadic&amp;quot;&lt;br /&gt;
! Nomadic{{OdysseyIcon}}&amp;lt;br/&amp;gt;[[File:Nomadic.png|64px]]&lt;br /&gt;
| Desired || Staying in one place makes us weak. Travel makes us strong. || || || &lt;br /&gt;
'''Mood''':&lt;br /&gt;
* {{Thought|desc=It's great to be somewhere new.|label=Just resettled|value=+4|stack=1}} first 5 days{{Check Tag|Inclusive?}} after settling a new map{{Check Tag|Verfiy conditions|what counts? etc}}&lt;br /&gt;
* {{Thought|desc=It's good to be somewhere new.|label=Resettled recently|value=+2|duration=5}} between 5 and 10 days{{Check Tag|Inclusive?}} after resettling.&lt;br /&gt;
* No mood between 10 and 20 days.{{Check Tag|Inclusive?}}&lt;br /&gt;
* {{Thought|desc=We've been here long enough. Let's move somewhere new.|label=Need to move soon|value=-2}} between 20 and 30 days{{Check Tag|Inclusive?}} after resettling.&lt;br /&gt;
* {{Thought|desc=We've been here too long. We need to move as soon as possible.|label=Must move soon|value=-6}} after 30 days{{Check Tag|Inclusive?}} without resettling.&lt;br /&gt;
'''Stats:''':&lt;br /&gt;
*[[Caravan Speed Factor]]: {{+|30%}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references group=&amp;quot;Optional precepts&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Meme-specific ===&lt;br /&gt;
These issues and their precepts can only be added by having a specific meme, and cannot be removed as long as the meme is present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Issue !! Precept !! Description !! Meme !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Age reversal&amp;quot;&lt;br /&gt;
! Age reversal&amp;lt;br/&amp;gt;[[File:AgeReversal.png|64px]]&lt;br /&gt;
| Demanded || Why get old? One must have a once-yearly age reversal treatment in the biosculpter pod. || [[#Transhumanist|Transhumanist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I'm getting old. I should get an age reversal in a biosculpter pod.|label=harmful aging|value=-4|stack=1}}, if a pawn with at least high expectations and a biological age of 25 didn't have age reversal in the last year.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=My youth is draining away. I should get an age reversal in a biosculpter pod.|label=terrible aging|value=-7|stack=1}}, if a pawn with at least high expectations and a biological age of 25 didn't have age reversal in the last year and 15 days.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I am trapped in a decaying prison of flesh! I need to get an age reversal in a biosculpter pod.|label=horrific aging|value=-10|stack=1}}, if a pawn with at least high expectations and a biological age of 25 didn't have age reversal in the last year and 30 days.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Aging and death have no hold on me. I am forever, as an enhanced human ought to be.|label=received age reversal|value=+3|stack=1|duration=4}} after age reversal.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Notes:'''&lt;br /&gt;
*Initial colonists, newly generated pawns (due to events, quests, raids, etc.), as well as pawns after changing map due to Archonexus quest have a 20 to 40 day grace period before they start demanding age reversal (it will replace their age reversal demanded date, even if it would come after that period).&lt;br /&gt;
*Whenever a pawn's faction or ideology change they'll get a 15-20 day grace period before they start demanding age reversal (unless their next age reversal demanded date will come after that period).&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal connection&amp;quot;&lt;br /&gt;
! Animal connection&amp;lt;br/&amp;gt;[[File:Precept animal connection.png|64px]]&lt;br /&gt;
| Strong || We have a strong connection to our animal friends || [[#Animal personhood|Animal personhood]] ||&lt;br /&gt;
* 2x [[Tame Animal Chance]]&lt;br /&gt;
* 2x [[Bond Chance Factor]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blind psysense&amp;quot;&lt;br /&gt;
! Blind psysense&amp;lt;br/&amp;gt;[[File:BlindPsysense.png|64px]]&lt;br /&gt;
| Strong|| Our blind have special ways of connecting with the psychic aether || [[#Blindsight|Blindsight]] || '''Stats:'''&amp;lt;br/&amp;gt;[[Psychic Sensitivity]]: {{+|30%}} for [[Sight|blind]] pawns.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bonding&amp;quot;&lt;br /&gt;
! Bonding&amp;lt;br/&amp;gt;[[File:Bonding.png|64px]]&lt;br /&gt;
| Disapproved || To emotionally bond with a lower being is a shameful act || [[#Human primacy|Human primacy]] || Disables [[Animal husbandry#Bonding|animal bonding]] event for pawns with ideology. Does '''not''' disable pre-existing bonds or disable their [[thoughts]].&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Comfort&amp;quot;&lt;br /&gt;
! Comfort&amp;lt;br/&amp;gt;[[File:Comfort.png|64px]]&lt;br /&gt;
| Ignored || We should pay no attention to comfort || [[#Pain is virtue|Pain Is Virtue]] || Disables [[comfort]] need, and comfort-related thoughts, both positive and negative&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Eclipse&amp;quot;&lt;br /&gt;
! Eclipse&amp;lt;br/&amp;gt;[[File:Precept Eclipse.png|64px]]&lt;br /&gt;
| Beautiful || Eclipses are a beautiful respite from the blinding sunlight. || [[#Darkness|Darkness]]&amp;lt;br/&amp;gt;''unless'' [[#Blindsight|blindsight]] || {{+|5}} mood for seeing an [[eclipse]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gauranlen connection&amp;quot;&lt;br /&gt;
! Gauranlen connection&amp;lt;br/&amp;gt;[[File:GauranlenConnection.png|64px]]&lt;br /&gt;
| Strong || We have a special connection with the Gauranlen trees. The trees refocus production easily under our influence, and we are not satisfied unless we have that connection. || [[#Tree connection|Tree connection]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I am happily connected to a Gauranlen tree.|label=Gauranlen connection|value=+3|stack=1}} when connected to [[Gauranlen tree]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-0|stack=1}}, at Very Low [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-1|stack=1}}, at Low [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-2|stack=1}}, at Moderate [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-4|stack=1}}, at High [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-6|stack=1}}, at Sky High [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Stats:'''&amp;lt;br/&amp;gt;[[Pruning speed]]: {{+|25%}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mining yield&amp;quot;&lt;br /&gt;
! Mining yield&amp;lt;br/&amp;gt;[[File:MiningYield.png|64px]]&lt;br /&gt;
| High || Mining is so important that we do it with great focus and respect, and we get more resources because of that. || [[#Tunneler|Tunneler]] || '''Stats:'''&amp;lt;br/&amp;gt;[[Mining yield]]: {{+|10%}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Neural supercharge&amp;quot;&lt;br /&gt;
! Neural supercharge&amp;lt;br/&amp;gt;[[File:NeuralSupercharger.png|64px]]&lt;br /&gt;
| Preferred || Having a neural supercharge is the new standard. Without it, you're obsolete. || [[#Transhumanist|Transhumanist]] || '''Mood:'''&amp;lt;br/&amp;gt;{{Thought|desc=Without a neural supercharge, I'm running below my true capacity. It's depressing.|label=want neural supercharge|value=-6|stack=1}} whenever 2+{{Check Tag|Verify time|Is it two days?}} days have passed since [[Neural supercharger|neural supercharging]], assuming Moderate [[expectations]] or higher.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pain&amp;quot;&lt;br /&gt;
! Pain&amp;lt;br/&amp;gt;[[File:Pain.png|64px]]&lt;br /&gt;
| Idealized || To experience nerve-singing pain is a mark of morality. || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Guilty|Guilty]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain grounds me. I appreciate it|label=minor pain|value=+3|stack=1}}, [[pain]] between 1% and 14% inclusive. Replaces default {{--|5}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain cleanses me. I like it.|label=serious pain|value=+5|stack=1}}, [[pain]] between 15% and 39% inclusive. Replaces default {{--|10}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain purifies me. I need it!|label=intense pain|value=+7|stack=1}}, [[pain]] between 40% and 79% inclusive. Replaces default {{--|15}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain makes me sublime! I wish to become it!|label=mind-shattering pain|value=+9|stack=1}}, [[pain]] of 80%+. Replaces default {{--|20}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Note:''' These thoughts are replaced by the [[Masochist]] specific thoughts for pawns with that trait, and with the default values for [[Wimp]]s.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Proselytizing&amp;quot;&lt;br /&gt;
! rowspan=3 | Proselytizing&amp;lt;br/&amp;gt;[[File:Proselytizing.png|64px]]&lt;br /&gt;
| Occasional || Those who know the truth should try to bring it to others, when it seems appropriate. || [[#Proselytizer|Proselytizer]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Social chat [[conversion]] attempt frequency: '''×300'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&lt;br /&gt;
|-&lt;br /&gt;
| Sometimes || Those who know the truth should bring it to others at every opportunity. || [[#Proselytizer|Proselytizer]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Social chat [[conversion]] attempt frequency: '''×500'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&lt;br /&gt;
|-&lt;br /&gt;
| Frequent || Those who know the truth have a duty to always spread it and drive out other beliefs. || [[#Proselytizer|Proselytizer]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Social chat [[conversion]] attempt frequency: '''×700'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ranching&amp;quot;&lt;br /&gt;
! Ranching&amp;lt;br/&amp;gt;[[File:Ranching.png|64px]]&lt;br /&gt;
| Central || We must raise and consume many large animals, and we must not eat plants. || [[#Rancher|Rancher]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Plant Work Speed]]: {{Bad|x70%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Tame Animal Chance]]: {{Good|x120%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Animal Gather Yield]]: {{Good|x120%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Butchery Efficiency]]: {{Good|x120%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Animals Learning Factor]]: {{Good|x200%}}.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Animal Products Price Improvement]]: {{+|10%}}.{{Check Tag|Mechanics?|How does this apply in the order of operations}} Affects [[meat]], [[leather]] and [[wool]] of all types, including [[Human]]. [[Eggs]], [[milk]], [[insect jelly]], and live [[animals]] are not affected.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|3}}/{{--|2}}/{{--|1}}/{{+|1}}/{{+|2}}/{{+|3}} [[mood]] based on total animal body size per colonist,{{Check Tag|What ratios?|What ratio is each cut off?}}{{Check Tag|Colonist only?|Wb slaves, prisoners, quest guests etc? What about colonists without this precept?}} if Low [[expectations]] or higher. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sowed a human food plant. It was wrong - humans should eat animals, and animals should eat nature-made plants.|label=sowed human food plant|value=-4|duration=2}} if Low [[expectations]] or higher. Does not apply to quest lodgers. Does not apply when harvesting plants, only when sowing. [[Rice plant|Rice]], [[Potato plant|potato]], [[Corn plant|corn]], [[Strawberry plant|strawberry]], [[nutrifungus]] and [[Toxipotato plant|toxipotato]] are considered human food plants. [[Cocoa tree|Cocoa trees]] are a notable exception.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful [[Quests#Hospitality|Animal hospitality]] quest.{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Rough living&amp;quot;&lt;br /&gt;
! Rough living&amp;lt;br/&amp;gt;[[File:RoughLiving.png|64px]]&lt;br /&gt;
| Welcomed || We don't need to separate ourselves from the roughness of nature. || [[#Tree connection|Tree connection]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain Is Virtue]] || Nullifies:&lt;br /&gt;
*{{Thought|desc=I had to eat a meal off the ground. Can't we get a table around here?|label=Ate without table|value=-3|stack=1|duration=1}}&lt;br /&gt;
*{{Thought|desc=I had to sleep outdoors without any protection from the elements.|label=slept outside|value=-4|stack=1|duration=1}}&lt;br /&gt;
*{{Thought|desc=I had to sleep on the ground like an animal.|label=slept on ground|value=-4|stack=1|duration=1}}&lt;br /&gt;
*{{Thought|desc=I'm soaking wet.|label=soaking wet|value=-3|stack=1|duration=0.1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slab bed&amp;quot;&lt;br /&gt;
! Slab bed&amp;lt;br/&amp;gt;[[File:Precept Slab Bed.png|64px]]&lt;br /&gt;
| Preferred || The right way to sleep is on a slab bed. || [[#Pain is virtue|Pain is virtue]] || Makes colonists prefer slab beds, and gives a +2 thought when they sleep in slab beds.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleep accelerator&amp;quot;&lt;br /&gt;
! Sleep accelerator&amp;lt;br/&amp;gt;[[File:Precept sleep accelerator.png|64px]]&lt;br /&gt;
| Preferred || One should always use a sleep accelerator. Slow-sleeping is just foolishly wasting your potential. || [[#Transhumanist|Transhumanist]] || +3 mood for 1 day when using [[sleep accelerator]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Indoors&amp;quot;&lt;br /&gt;
! Indoors&amp;lt;br/&amp;gt;[[File:SmallSpaces.png|64px]]&lt;br /&gt;
| Preferred || We were meant to live indoors. There's nothing bothersome about being in tight quarters. || [[#Tunneler|Tunneler]] [[#Shipborn|Shipborn]]{{OdysseyIcon}} || &lt;br /&gt;
*Adds needs: [[Needs#Indoors|Indoors]]&lt;br /&gt;
*Removes needs: [[Needs#Outdoors|Outdoors]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Temperature&amp;quot;&lt;br /&gt;
! Temperature&amp;lt;br/&amp;gt;[[File:Precept temperature.png|64px]]&lt;br /&gt;
| Tough || Extreme temperatures don't bother us as much. || [[#Tree connection|Tree connection]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Shipborn|Shipborn]]{{OdysseyIcon}} || Nullifies:&lt;br /&gt;
*{{Thought|desc=I had to sleep in the cold. We really need some heaters.|label=slept in the cold|value=-4|stack=1|duration=1}}&lt;br /&gt;
*{{Thought|desc=I had to sleep in unbearable heat. Can't we have air conditioning?|label=slept in the heat|value=-4|stack=1|duration=1}}&lt;br /&gt;
'''Note''': It doesn't appear to affect comfortable temperatures or the related [[hypothermia]]/[[heatstroke]] tolerances. It is only referenced for the above moodlets&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Work drive&amp;quot;&lt;br /&gt;
! Work drive&amp;lt;br/&amp;gt;[[File:Precept work drive.png|64px]]&lt;br /&gt;
| Tripled ||The duration of the leader's work drive ability is tripled. || [[#Collectivist|Collectivist]] || 3x Work Drive Duration (from 3 days to 9 days)&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Space habitat&amp;quot;&lt;br /&gt;
! Space habitat{{OdysseyIcon}}&amp;lt;br/&amp;gt;[[File:Precept space habitat.png|64px]]&lt;br /&gt;
| Preferred || Planetary living is for lower animals. We should live in orbit or among the stars. || [[#Shipborn|Shipborn]] || '''Mood''':&lt;br /&gt;
*{{Thought|desc=I'll never feel at home here in the dirt. We should be in space.|label=Planetary habitat|value=-2|stack=1}} whilst not in [[orbit]].{{OdysseyIcon}}&lt;br /&gt;
*{{Thought|desc=It feels good to be where I belong. I can't stand being down there in the dirt.|label=Space habitat|value=4|stack=1}} whilst in [[orbit]].{{OdysseyIcon}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
{{Main|Roles}}&lt;br /&gt;
Roles are positions available to pawns that grant them both special benefits and drawbacks. Every ideoligion has at least two roles: [[Leader]] and [[Moral guide]]. There can be only 1 '''leader''' globally, and 1 '''moral guide''' per ideoligion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; padding: 0.5em;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
!Name !! colspan=5 | Abilities&lt;br /&gt;
|- id=&amp;quot;Leader&amp;quot;&lt;br /&gt;
! [[Leader]]&amp;lt;br/&amp;gt;[[File: Leader.png|link=Leader]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Combat command]]&amp;lt;br/&amp;gt;[[File:CombatCommand.png|link=Combat command|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Work drive]]&amp;lt;br/&amp;gt;[[File:WorkDrive.png|link=Work drive|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Leader speech]]&amp;lt;br/&amp;gt;[[File:LeaderSpeech.png|link=Leader speech|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Trial]]&amp;lt;br/&amp;gt;[[File:Trial.png|link=Trial|64px]]&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Moral guide&amp;quot;&lt;br /&gt;
! [[Moral guide]]&amp;lt;br/&amp;gt;[[File: MoralGuide.png|link=Moral guide]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Roles#Convert|Convert]]&amp;lt;br/&amp;gt;[[File:Convert.png|link=Roles#Convert|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Counsel]]&amp;lt;br/&amp;gt;[[File:Counsel.png|link=Counsel|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Reassure]]&amp;lt;br/&amp;gt;[[File:Reassure.png|link=Reassure|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Conversion ritual]]&amp;lt;br/&amp;gt;[[File:ConversionRitual.png|link=Conversion ritual|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Preach health]]&amp;lt;br/&amp;gt;[[File:PreachHealth.png|link=Preach health|64px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, each ideoligion grants up to 2 types of [[specialist]]s; a role that grants large bonuses and abilities related to a specific field in exchange of inability of doing one or more types of work. This limitation only applies to the type of specialization, not the total number of specialists.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; padding: 0.5em;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
!Name !! Required Memes !! Disabled Work Types !! Abilities&lt;br /&gt;
|- id=&amp;quot;Shooting specialist&amp;quot;&lt;br /&gt;
! [[Shooting specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistShooting.png|link=Shooting specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Raider|Raider]]&lt;br /&gt;
* [[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Marksman command]]&amp;lt;br/&amp;gt;[[File:MarksmanCommand.png|link=Marksman command|64px]]&lt;br /&gt;
|- id=&amp;quot;Animals specialist&amp;quot;&lt;br /&gt;
! [[Animals specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistAnimals.png|link=Animals specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Animal personhood|Animal personhood]]&lt;br /&gt;
* [[Ideoligion#Rancher|Rancher]]&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Animal calm]]&amp;lt;br/&amp;gt;[[File:AnimalCalm.png|link=Animal calm|64px]]&lt;br /&gt;
|- id=&amp;quot;Medical specialist&amp;quot;&lt;br /&gt;
! Medical Specialist&amp;lt;br/&amp;gt;[[File: SpecialistMedical.png|link=Medical specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Flesh purity|Flesh purity]]&lt;br /&gt;
* [[Ideoligion#Blindsight|Blindsight]]&lt;br /&gt;
|&lt;br /&gt;
* Violent&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Immunity drive]]&amp;lt;br/&amp;gt;[[File:ImmunityDrive.png|link=Immunity drive|64px]]&lt;br /&gt;
|- id=&amp;quot;Melee specialist&amp;quot;&lt;br /&gt;
! Melee Specialist&amp;lt;br/&amp;gt;[[File: SpecialistMelee.png|link=Melee specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Raider|Raider]]&lt;br /&gt;
* [[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
* Hunting&lt;br /&gt;
* Shooting&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Berserk trance]]&amp;lt;br/&amp;gt;[[File:BerserkTrance.png|link=Berserk trance|64px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; padding: 0.5em;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
!Name !! Required Memes !! Disabled Work Types !! Abilities&lt;br /&gt;
|- id=&amp;quot;Mining specialist&amp;quot;&lt;br /&gt;
! [[Mining specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistMining.png|link=Mining specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Darkness|Darkness]]&lt;br /&gt;
* [[Ideoligion#Tunneler|Tunneler]]&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Constructing&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Mining command]]&amp;lt;br/&amp;gt;[[File:MiningCommand.png|link=Mining command|64px]]&lt;br /&gt;
|- id=&amp;quot;Plants specialist&amp;quot;&lt;br /&gt;
! [[Plants specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistPlants.png|link=Plants specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#High life|High life]]&lt;br /&gt;
* [[Ideoligion#Nature primacy|Nature primacy]]&lt;br /&gt;
* [[Ideoligion#Tree connection|Tree connection]]&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Constructing&lt;br /&gt;
* Mining&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Farming command]]&amp;lt;br/&amp;gt;[[File:FarmingCommand.png|link=Farming command|64px]]&lt;br /&gt;
|- id=&amp;quot;Production specialist&amp;quot;&lt;br /&gt;
! [[Production specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistProduction.png|link=Production specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Human primacy|Human primacy]]&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Production command]]&amp;lt;br/&amp;gt;[[File:ProductionCommand.png|link=Production command|64px]]&lt;br /&gt;
|- id=&amp;quot;Research specialist&amp;quot;&lt;br /&gt;
! [[Research specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistResearch.png|link=Research specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Transhumanist|Transhumanist]]&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Research command]]&amp;lt;br/&amp;gt;[[File:ResearchCommand.png|link=Research command|64px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rituals ==&lt;br /&gt;
{{Main|Rituals}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual table}}&lt;br /&gt;
&lt;br /&gt;
== Relics ==&lt;br /&gt;
{{Main|Relic}}&lt;br /&gt;
Relics are objects revered by your ideoligion that require a series of quests in order to be obtained. These are always of legendary quality, when applicable. Relics grant various bonuses, both when found and when present in rituals, some of which require being placed in a [[Reliquary]]. A relic being lost causes a malus of {{Thought|desc=The relic has been lost! A travesty!|label=relic lost|value=-5|stack=5|duration=30}} while a relic being destroyed causes a malus of {{Thought|desc=The relic was destroyed! A travesty!|label=relic destroyed|value=-5|stack=5|duration=30}}.&lt;br /&gt;
&lt;br /&gt;
When placed in a Reliquary, pilgrims of your ideoligion will visit your colony to pay reverence to the relic.&lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
Ideoligions can add special buildings that are required for either rituals or as statues of that ideologion.&lt;br /&gt;
&lt;br /&gt;
=== Ritual seat ===&lt;br /&gt;
Ideologions can have a maximum of 1 type of ritual seat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Kneel_pillow.png|32px]]&lt;br /&gt;
| [[Kneel_pillow|Kneel pillow]] &lt;br /&gt;
|-&lt;br /&gt;
! [[File:Kneel_sheet.png|32px]]&lt;br /&gt;
| [[Kneel_sheet|Kneel sheet]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Pew.png|32px]]&lt;br /&gt;
| [[Pew]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
Ideologions can have a maximum of 5 types of ideologion-related buildings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Type !! Minimum expectations !! Room requirements !! Note&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ideogram_morbid_b.png|32px]]&lt;br /&gt;
| [[Ideogram]] || Altar / Ideogram || Moderate || All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed ||! rowspan=&amp;quot;5&amp;quot; | You can only have one Altar / Ideogram at the same time.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Small_altar.png|32px]]&lt;br /&gt;
| [[Small_altar|Small altar]] || Altar / Ideogram || Moderate || Room impressiveness 60&amp;lt;br&amp;gt;All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Medium_altar.png|32px]]&lt;br /&gt;
| [[Medium_altar|Medium altar]] || Altar / Ideogram || Moderate || Room impressiveness 60&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Large_altar.png|32px]]&lt;br /&gt;
| [[Large_altar|Large altar]] || Altar / Ideogram || Moderate || Room area: 25 tiles&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Grand_altar.png|32px]]&lt;br /&gt;
| [[Grand_altar|Grand altar]] || Altar / Ideogram || Moderate || All floored&amp;lt;br&amp;gt;Room area: 25 tiles&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Christmas_tree.png|32px]]&lt;br /&gt;
| [[Christmas_tree|Christmas tree]] || Christmas tree || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sacrificial_flag.png|32px]]&lt;br /&gt;
| [[Sacrificial_flag|Sacrificial flag]] || Sacrificial flag || Moderate || All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; | Ideologions can add statue-like buildings that are required when there are 3 or more pawns of the ideoligion in your faction and their expectations reach moderate or higher. These buildings can be placed in the same room. Placing the buildings in a room which doesn't meet the requirements will give a &amp;quot;[building name] disrespected&amp;quot; negative moodlet to all pawns of the ideologion.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sculpture_small_totemic_a.png|32px]]&lt;br /&gt;
| [[Small_sculpture|Small sculpture]] || Statue || High || Room impressiveness 60&amp;lt;br&amp;gt;Column x4&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed || Small sculpture as a named ideologion building is a variation of the regular small sculpture.&amp;lt;br&amp;gt;Its [[Small_sculpture#Styles|appearance]] depends on the Origin or the Style that the ideologion has.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sculpture_large_totemic_a.png|32px]]&lt;br /&gt;
| [[Large_sculpture|Large sculpture]] || Statue  || High || All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed || Large sculpture as a named ideologion building is a variation of the regular large sculpture.&amp;lt;br&amp;gt;Its [[Large_sculpture#Styles|appearance]] depends on the Origin or the Style that the ideologion has.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sculpture_grand_totemic_a.png|32px]]&lt;br /&gt;
| [[Grand_sculpture|Grand sculpture]] || Statue  || Moderate || Room area: 25 tiles&amp;lt;br&amp;gt;All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed || Grand sculpture as a named ideologion building is a variation of the regular grand sculpture.&amp;lt;br&amp;gt;Its [[Grand_sculpture#Styles|appearance]] depends on the Origin or the Style that the ideologion has.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon preferences ==&lt;br /&gt;
Ideoligion can have one or several pairs of noble and despised weapons types. Weapon pairs can't be combined if they overlap.&lt;br /&gt;
&lt;br /&gt;
Wielding a noble weapon grants +3 mood while wielding a despised one grants -5.&lt;br /&gt;
&lt;br /&gt;
Killing any pawn{{Check Tag|Verify}} with a noble weapon grants +3 mood for 1 day{{Check Tag|Thought Template|Convert to thought template}} while using a despised one to attack anything - including objects - grants -5 for 2 days.{{Check Tag|Thought Template|Convert to thought template}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Pair !! First group !! Second group&lt;br /&gt;
|-&lt;br /&gt;
| Melee / Ranged || All melee weapons, including beer and wood{{Check Tag|equippable|power claws and fists ignored}} || All ranged weapons, including grenades&lt;br /&gt;
|-&lt;br /&gt;
| Melee piercer / Melee blunt || [[Thrumbo horn]], [[Elephant tusk]], [[Breach axe]], [[Gladius]], [[Longsword]], [[Knife]], [[Ikwa]], [[Spear]], [[Persona monosword]], [[Monosword]], [[Plasmasword]], [[Persona plasmasword]] || [[Beer]], [[Wood]], [[Mace]], [[Club]], [[Persona zeushammer]], [[Axe]], [[Warhammer]], [[Zeushammer]], [[Eltex staff]]&lt;br /&gt;
|-&lt;br /&gt;
| Long shots / Short shots || [[Bolt-action rifle]], [[Sniper rifle]] || [[Machine pistol]], [[Pump shotgun]], [[Chain shotgun]], [[Heavy SMG]]&lt;br /&gt;
|-&lt;br /&gt;
| Ranged heavy / Ranged light || [[Incendiary launcher]], [[Smoke launcher]], [[EMP launcher]], [[Heavy SMG]], [[LMG]], [[Sniper rifle]], [[Minigun]], [[Triple rocket launcher]], [[Greatbow]], [[Charge lance]] || [[Revolver]], [[Autopistol]], [[Machine pistol]], [[Short bow]], [[Recurve bow]], [[Charge rifle]]&lt;br /&gt;
|-&lt;br /&gt;
| Neolithic / Ultratech || [[Wood]], [[Club]], [[Knife]], [[Ikwa]], [[Spear]], [[Short bow]], [[Pila]], [[Recurve bow]], [[Greatbow]] || [[Persona monosword]], [[Persona zeushammer]], [[Persona plasmasword]], [[Monosword]], [[Zeushammer]], [[Plasmasword]], [[Eltex staff]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Apparel preferences ==&lt;br /&gt;
{{Stub|section=1|reason=Missing several details inc but not limited to how it spawns on pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Apparel type combinations ===&lt;br /&gt;
Some kinds of [[apparel]] can be set as desired apparel.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Apparel type !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Headgear|Headgear]] || [[Authority_cap|Authority cap]], [[Beret]], [[Bowler_hat|Bowler hat]], [[Broadwrap]], [[Ceremonial_hood|Ceremonial hood]], [[Cowboy_hat|Cowboy hat]], [[Face_mask|Face mask]], [[Flophat]], [[Headwrap]], [[Hood]], [[Ritual_mask|Ritual mask]], [[Shadecone]], [[Slicecap]], [[Tailcap]], [[Torture_crown|Torture crown]], [[Tribal_headdress|Tribal headdress]], [[Tuque]], [[Veil]], [[Visage_mask|Visage mask]], [[War_mask|War mask]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Eyes|Eyes]] || [[Blindfold]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Skin|Skin]] || [[Button-down_shirt|Button-down shirt]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Outer|Outer]] || [[Burka]], [[Robe]]&lt;br /&gt;
|}&lt;br /&gt;
The player can set any of these pieces to be desired for men, women, or both, and can choose between a relaxed and strong desire. Multiple kinds (a maximum of 9 {{Check Tag|Verify?|Verify what's the limit?}}) of apparel can be chosen. You can select both a relaxed and a strong desire for the same gender / apparel type combination, for example, a female relaxed headgear and a female strong headgear. Note that selecting the same apparel type and preference twice will result in a conflict, for example, if you select a female: strong cowboy hat and an everyone: strong hood. To maximize the number of available desired apparel:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Apparel type !! Gender / Preference combination&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Headgear|Headgear]] || Female: relaxed&amp;lt;br&amp;gt;Female: strong&amp;lt;br&amp;gt;Male: relaxed&amp;lt;br&amp;gt;Male: strong&amp;lt;br&amp;gt;[[Face_mask|Face mask]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Eyes|Eyes]] || [[Blindfold]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Skin|Skin]] || [[Button-down_shirt|Button-down shirt]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Outer|Outer]] || Everyone: relaxed&amp;lt;br&amp;gt;Everyone: strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mood effects ===&lt;br /&gt;
&lt;br /&gt;
Wearing a desired apparel or a certain color has mood effect on the pawn.&lt;br /&gt;
&lt;br /&gt;
==== Desired apparel ====&lt;br /&gt;
&lt;br /&gt;
Pawns that are wearing all of their desired apparel will gain a small mood bonus of {{+|1}} for a relaxed desire, and {{+|2}} for a strong desire. There is no difference in the mood bonus for having multiple pieces of desired apparel in the ideology, the bonus is only for wearing all of their desired apparel. Unlike role-specific apparel, there is no mood penalty for not wearing desired apparel.&lt;br /&gt;
&lt;br /&gt;
==== Color mood effect ====&lt;br /&gt;
&lt;br /&gt;
Ideoligions have an ideoligion color. Pawns gain a gain a {{+|1}} mood buff if more than 60% of a colonist's apparel is their favorite color or the color of their ideoligion. If their favorite color and their ideoligion's color are the same, they will gain both mood buffs for a total of {{+|2}}. For a full list of valid apparel color options, see the [[Dye]] page.&lt;br /&gt;
&lt;br /&gt;
The color of the ideoligion can be set at generation, while a pawn's favorite color is determined when the pawn is generated.{{Check Tag|Children?|Confirm when children gain a favorite color}} Apparel can be dyed at the [[styling station]] for one [[dye]] per piece of apparel. Note that unlike with preferred apparel, outside of the [[Man in Black]] event, pawns will not necessarily spawn wearing color that matches their ideoligion or preferred colors.&lt;br /&gt;
&lt;br /&gt;
=== Spawning ===&lt;br /&gt;
&lt;br /&gt;
Pawns that have an ideologion with desired apparel may spawn wearing it. The criteria for this are not fully understood, but pawnkinds that do not spawn with apparel that occupies the coverage and layer of the item preferred by the ideoligion appear to always spawn with the item. If the pawnkind does have conflicting apparel that may, or is required to, spawn, then a portion of those pawnkinds will spawn with the apparel. This can lead to knock-on effects, such as some Empire [[Empire#Cataphract|Cataphracts]] {{RoyaltyIcon}} spawning with hats in place of their [[cataphract helmet|helmets]] {{RoyaltyIcon}} making them weaker in combat. Note that this also applies to colonist spawns, including at game start. In any case, it is unknown if this is limited by the apparel value limits imposed on some pawnkinds.&lt;br /&gt;
&lt;br /&gt;
== Xenotype preferences ==&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{recode|section=1|reasson={{T|Thought}}}}&lt;br /&gt;
Believers consider this xenotype to hold a higher moral or spiritual status than others. They will be happy if their colony has only preferred xenotypes. However, having any preferred xenotypes means that any other xenotypes are considered disliked and believers will be unhappy living alongside them.&lt;br /&gt;
&lt;br /&gt;
Up to three [[Xenotypes]] can be selected as preferred xenotypes, including baseliner and a custom xenotype. If at least one is selected then a positive mood will be generated if every colonist is a preferred type, but a negative scaling mood if even one colonist is not a preferred type.&lt;br /&gt;
&lt;br /&gt;
Believers will not accept becoming a non-preferred xenotype via reimplant ability or [[xenogerm]]s. For example, if [[Sanguophage]] is not a preferred type and at least one other preferred type is set, colonists will refuse Sanguophage xenogerm implantation and quests that award Sanguophage xenogerm will be unable to give the reward.&lt;br /&gt;
&lt;br /&gt;
Opinion:&lt;br /&gt;
* Preferred xenotype: {{+|10}}&lt;br /&gt;
* Disliked xenotype: {{--|30}}&lt;br /&gt;
&lt;br /&gt;
Mood:&lt;br /&gt;
* All preferred xenotype: {{+|2}}&lt;br /&gt;
* Some disliked xenotypes: {{--|2}}&lt;br /&gt;
* Many disliked xenotypes: {{--|3}}&lt;br /&gt;
* Tons of disliked xenotypes: {{--|4}}&lt;br /&gt;
* I am disliked xenotype&amp;lt;: {{--|6}}&lt;br /&gt;
&lt;br /&gt;
This [[thought]] will only check for the &amp;quot;category&amp;quot; of the pawn's freedom, for example, [[Colonists]] will only check for other colonists xenotype, [[prisoners]] for other prisoners and [[slaves]] for other slaves, and not for example slaves checking for colonists. This means that slaves without a preferred  xenotype for an ideology can accept a [[xenogerm]] without upsetting the colonists who do follow this ideology. &lt;br /&gt;
&lt;br /&gt;
While colonists following this ideology may refuse being implanted with a xenogerm (or with [[gene implanter]]), a way to circumnavigate this is to swap ideologies or with the use of '''Fluid Ideologies''', by changing the preferred  xenotype to nothing and after implanting the genes swaping it back to normal.&lt;br /&gt;
&lt;br /&gt;
This above is useful because if the preferred  xenotype is of the [[Endogene]] kind (heritable), any xenotypes on top of this will be '''overlooked''' in favour of the pawn's original endotype, thus keeping the mood bonus and opinion bonus.&lt;br /&gt;
&lt;br /&gt;
== Venerated animals ==&lt;br /&gt;
{{Stub|section=1|reason=General stub. Also: Check body size requirements. Add Table of options with bodysize and hunger/body size}}&lt;br /&gt;
{{Quote|This animal is considered by believers to hold a special spiritual or moral status, which means it must be venerated and may never be harmed.|Description}}&lt;br /&gt;
An ideoligion can have up to 18 venerated [[animal]]s.&lt;br /&gt;
&lt;br /&gt;
Colonists will not hunt or attack venerated animals with ranged weapons (but will attack them in melee), unless the animal is in manhunter mood. They will not slaughter tame venerated animals.&lt;br /&gt;
&lt;br /&gt;
Colonists will butcher venerated animals without any issue, but will refuse to eat their [[meat]] or any meal made with it (including meals stacked together), even when starving. They can be manually ordered to eat such food, but will get -8 mood for 5 days. If a colonist that venerates an animal is unconscious, other colonists (of any ideoligion) will not feed them such food, and '''cannot''' be manually ordered to do so. Colonists take no issue using [[leather]], [[wool]], [[milk]], or [[eggs]] of the venerated animal.&lt;br /&gt;
&lt;br /&gt;
Colonists will get -5 mood for 5 days if a tame venerated animal dies for any reason. Releasing tame animals is fine.&lt;br /&gt;
&lt;br /&gt;
Colonists will get a positive thought for the amount of tame venerated animals in the colony, depending on their total body size divided by the total number of colonists: &amp;lt;!-- +1 is bugged and will not appear, --&amp;gt;+2 for 1 or more, +3 for 2 or more, +4 for 4 or more, and +5 for 6 or more. In case of multiple venerated animals, all their body sizes are added together, producing a single thought. All colonists are counted for this, but only those of an appropriate ideoligion will get the thought.&lt;br /&gt;
&lt;br /&gt;
Despite being tameable, [[Insectoids]] cannot be selected as a venerated animal.&lt;br /&gt;
&lt;br /&gt;
Venerated animals are twice as easy to tame.&lt;br /&gt;
&lt;br /&gt;
== Hair and tattoos ==&lt;br /&gt;
An ideoligion has associated hairstyles, beards, and tattoos. Specific hairstyles and tattoos may be allowed for men, women, or either. Some of those may be more or less common.&lt;br /&gt;
&lt;br /&gt;
Newly spawned pawns of an ideoligion will always have matching appearance.&lt;br /&gt;
&lt;br /&gt;
If pawn's hairstyle, beard, or tattoo do not match what their ideoligion allows (usually as a result of a conversion), they will try to use [[styling station]] on their free time to automatically change their looks, and will have a {{--|2}} mood penalty{{Check Tag|Thought Template}} until they do so. They can also be sent to adjust their appearance manually.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fixed gender supremacy memes having opposite agreeing traits e.g. Female Supremacy inexplicably being agreed with by Misogynist traited pawns.&lt;br /&gt;
** Fix: Essential roles can be removed.&lt;br /&gt;
* [[Version/1.3.3069|1.3.3069]] -&lt;br /&gt;
** Adjust trees-related thoughts. Negatives for killing trees are reduced. Positives for seeing trees are amplified.&lt;br /&gt;
** Chance of resentment on failed conversion attempt reduced from 36% to 20%. Chance of fight reduced from 4% to 2%.&lt;br /&gt;
** If a pawn has sight under 50%, he should gain a psychic sensitivity bonus of up to 50%.&lt;br /&gt;
* [[Version/1.3.3069b|1.3.3069b]] - Added a feature that lets you save and load ideoligions within the ideoligion customization screen.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Desired apparel now uses the same faction restrictions as role apparel does. Tribal-Only: War mask, Tribal Headdress. Non-tribal only: Slicecap, Beret. Removed visage mask restriction to non-tribal only. Integrate art for rough living issue and set it to medium importance. Ensure Tunneler meme always has the MiningYield_High precept.&lt;br /&gt;
** Fix 5234: Pawns can build turrets when prohibited by precepts.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Tree connection pawns have a 25% boost to [[Pruning Speed]]. Added temperature tough issue and precept.&lt;br /&gt;
** Fix: High life meme ideos generate with a warning about conflicting apparel.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fixed Immunity Drive. Was previously targeting wrong stat and inoperative. Add a new ideoligion setup interface which allows playing like classic RimWorld, using presets, or fully customizing. Change harmful aging thought minimum age from 20 to 25. Added temperature precept icon.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Nutrient paste does not produce ate meat or ate non meat thoughts.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fluid ideoligion system added. Reduce production specialist crafting speed buffs from +70% to +50%. Increase impact of 'lost role' thought from {{--|5}} to {{--|15}}. Pawns now recover from [[#Melee specialist|berserk trance]] on being downed.&lt;br /&gt;
** Fix: There are some duplicate ideoligion icons.&lt;br /&gt;
** Fix: Tree lovers don't care about harvesting / chopping down cocoa trees. Individualist meme description changed from ''A community's role is to serve each individual.'' changed to ''Each person is a free individual with the right to their own ideas and decisions. Nobody should be made to conform.'' Collectivist meme description changed from ''A person's role is to serve the community.'' changed to ''Each person is part of a greater whole. People should work to play their part and help the group.''&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - &lt;br /&gt;
** Fix: Sunlamp does not trigger blinding light for Darkness pawns.&lt;br /&gt;
** Improved viability of multi-ideo colonies. Pawns of pawns of any ideo can now spectate any ritual, even if it's not of their own ideo.&lt;br /&gt;
** Gaining, changing, or removing a role now requires a simple ritual.&lt;br /&gt;
** Added a precept related to Darkness meme that gives believers a positive thought during an eclipse.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Precept name length is now limited.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Pawns can now install pre-built furniture even if it is incompatible with their ideoligion.&lt;br /&gt;
** Fix: Special characters on named precepts can break UI.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - A thin faint box is now drawn around ideoligion preset selectables, precept and meme boxes for aesthetic reasons. Reworked eclipse precept artwork. Remove the 'no recent animal slaughter' negative thought from the rancher meme, along with all associated code and content. This particular thought was too limiting for players and not worth having. Previously inflicted a {{--|3}} mood.&lt;br /&gt;
** Fix: Classic mode ideoligions don't start with some classic precepts.&lt;br /&gt;
** Fix: Ideoligion info available on ritual begin dialog in classic mode. Meme &amp;quot;Flesh Purity&amp;quot; no longer forces the anti-biosculpting precept.&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Display incompatible issue and precept names instead of just precept names in reformation confirmation dialog.&lt;br /&gt;
** Fix: Reforming a fluid ideo lists some precepts as &amp;quot;incompatible&amp;quot; when they actually aren’t.&lt;br /&gt;
** Fix: Ability gizmos are still available for roles that have been removed via reformation.&lt;br /&gt;
* [[Version/1.3.3387|1.3.3387]] - Fix: Not all precepts are added to memes during fluid ideoligion development. &amp;quot;No slaves in colony&amp;quot; thought does not apply at &amp;quot;Very low&amp;quot; expectations or below.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - &lt;br /&gt;
**Fix: Berserker trance makes pawn guilty even though they cannot attack allies.&lt;br /&gt;
** Fix: High Life harvest yield for Drug Use: Essential precept doesn't work. Randomizing precepts no longer brings up a confirmation dialog if the user has not edited precepts.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - [[Biotech DLC]] cross integration. Added mechanoid labor, child labor, growth vats, and bloodfeeders precepts. Added bloodfeeding meme. Added a new category of precept: Preferred xenotypes.&lt;br /&gt;
** Fix: Pilgrims coming to venerate a relic cause charity believers to get unhappy regardless of outcome. Yttakin factions no longer get desired apparel precepts, because they’re uncomfortable in all clothes.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Assign a fallback ideo{{Check Tag|Detail Needed}} to non-baby colonists during load that don't have an ideo set.&lt;br /&gt;
** Fix: &amp;quot;Child not in growth vat&amp;quot; thought appears for dead children.&lt;br /&gt;
** Fix: Banishing colonists doesn't recalculate faction ideoligions.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Animals specialist role mentions boosting animal-related abilities of nearby allies, which is false. &amp;quot;''A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency, and the ability to boost the animals-related abilities of nearby allies. Holders of this role will refuse to perform some non-animals-related tasks.''&amp;quot; -&amp;gt; ''&amp;quot;A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency. Holders of this role will refuse to perform some non-animals-related tasks.&amp;quot;''&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Randomize symbols doesn't update member noun in ideology's description.&lt;br /&gt;
** Fix: Pawn auto-uses age reversal after changing from Transhumanist to Non-Transhumanist ideoligion.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Allowed the trader's guild faction to generate more variety in their ideoligion.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Desired styles were calculated incorrectly if Biotech was enabled, causing the styling station to show all styles, and &amp;quot;look change desired&amp;quot; thought to never occur.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Precept Eclipse OLD.png|Eclipse Precept icon prior to 1.3.3287&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Crown&amp;diff=181946</id>
		<title>Crown</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Crown&amp;diff=181946"/>
		<updated>2026-07-08T19:57:14Z</updated>

		<summary type="html">&lt;p&gt;BAVy: bug seems to have been fixed. needs to be checked whether the crown got added to ranks other than Consul&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Crown&lt;br /&gt;
| image = Crown.png&lt;br /&gt;
| description = A crown of metal with an elaborate design.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Clothing&lt;br /&gt;
| tech level = Medieval&lt;br /&gt;
| hp = 80&lt;br /&gt;
| production facility 1 = Fueled smithy&lt;br /&gt;
| production facility 2 = Electric smithy&lt;br /&gt;
| research = Royal apparel&lt;br /&gt;
| stuff tags = Metallic&lt;br /&gt;
| work to make = 12000&lt;br /&gt;
| work speed stat = General Labor Speed &lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 75&lt;br /&gt;
| insulationheatfactor = 0.0&lt;br /&gt;
| insulationcoldfactor = 0.0&lt;br /&gt;
| armorbluntfactor = 0&lt;br /&gt;
| armorsharpfactor = 0&lt;br /&gt;
| armorheatfactor  = 0&lt;br /&gt;
| mass base = 0.9&lt;br /&gt;
| equipdelay = 0.8&lt;br /&gt;
| slave suppression offset = -0.30&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = False&lt;br /&gt;
| coverage = Head, Left Ear, Right Ear&lt;br /&gt;
| layer = Headgear&lt;br /&gt;
| has quality = true&lt;br /&gt;
| thingCategories = HeadgearNoble&lt;br /&gt;
| tags = Royal, RoyalTier6&lt;br /&gt;
| tradeTags = Clothing&lt;br /&gt;
}}&lt;br /&gt;
The '''Crown''' is a [[clothing]] item added in the [[Royalty DLC]]. It provides a +20% increase to [[Social Impact]], and meets the headwear requirements of [[noble]]s of Consul rank.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Crown can also be [[Trade|purchased]] or found on nobles.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{See also|Social Impact}}&lt;br /&gt;
{{Apparel Social Impact Note|20}}&lt;br /&gt;
&lt;br /&gt;
{{Apparel Suppression Note|-0.30}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Crowns are a luxurious headgear that offers a significant boost to social impact (+20%), but provides no armor or insulation. Although the social impact bonus is larger than that of the [[bowler hat]], this bonus is also met by the [[top hat]] and [[ladies hat]] which also provide some small amount of insulation and armor.  As such they should be replaced by other options as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Beyond silly purposes like [[prisoner|capturing]] nobles, there is no functional use for a crown. None of the ranks achievable through honor gain accept the crown as valid headgear, and all empire royals who do will come with their own crown which you cannot take off as long as they are guests.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
[[Category:Clothing]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Remote_shielder&amp;diff=181929</id>
		<title>Remote shielder</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Remote_shielder&amp;diff=181929"/>
		<updated>2026-07-08T18:39:44Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{infobox main|&lt;br /&gt;
| name = Remote shielder&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 = &lt;br /&gt;
| description = An implant which allows the mechanitor to place a personal defense shield on a mech. The mechanitor must continuously focus on the mech in order to maintain the shield.&amp;lt;br/&amp;gt;Placing a shield at a distance requires a substantial amount of energy. It can be used to save a mech at a critical moment.&amp;lt;br/&amp;gt;This implant can be self-installed in the same way as the mechlink.&amp;lt;br/&amp;gt;This implant can be installed up to 3 times to increase its range and shield energy.&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = High mechtech&lt;br /&gt;
| work to make = 3200&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| resource 1 = Powerfocus chip&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 6&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| hp = 100&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| flammability = &lt;br /&gt;
| deterioration = 0&lt;br /&gt;
| marketvalue  = 1200&lt;br /&gt;
| thingCategories = BodyPartsMechtech&lt;br /&gt;
| tradeTags = &lt;br /&gt;
}}&lt;br /&gt;
'''Remote shielders''' are [[artificial body parts]] and upgrades to a [[mechanitor]]s [[Mechlink]] added by the [[Biotech DLC]]{{BiotechIcon}} that allow a mechanitor to remotely create a shield around their [[mechanoids]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Image wanted|section=1|reason=AoE in [[:Category:Images - Graphics|standard style]], ideally with a graphical reprsentation of the three different ranges at which the mechanitor can stand from the target mech. also check of for shield weirdness - e.g. the gold tiles and why they exist on the [[low shield pack]]'s equivalent}}&lt;br /&gt;
[[File:RW1.5_mech_remote_shield_icon.png|left|100px]]{{Quote|''Remotely project a personal defense shield onto a mech. The shield stops incoming damage, but also prevents shooting out, so this can be useful even when cast on enemies. The mechanitor must continuously focus on the mech in order to maintain the shield.''|&amp;quot;Remote Shield&amp;quot; ability description}}&lt;br /&gt;
&lt;br /&gt;
Having at least 1 remote shielder installed gives access to the ''Remote Shield'' ability which can be cast on any [[mechanoid]] within range and line of sight, the mech moving out of line of sight will cancel the shield. The mechanoid does not need to be linked to the user and can '''even be hostile'''. Note that hostile mechs will continue attempting to fire their weapons from within the shield, damaging the shield in the process.&lt;br /&gt;
&lt;br /&gt;
Using the shield has almost no warmup time ({{Ticks|1}}) and no direct resource cost other than the mechanitor's full attention. The shield lasts for ~30 seconds or until broken or distracted. Instructing the mechanitor to take any action will cancel the shield immediately - this includes, but is not limited to, moving, attacking, undrafting, and using other abilities such as [[psycasts]] {{RoyaltyIcon}}. Downing or killing the mechanitor cancels the shield while injuries to the mechanitor do not.  When the shield is broken, expires, or is cancelled, the effect ends and a {{Ticks|300}} cooldown is imposed, which starts as soon as mechanitor stops projecting the shield. The termination of the shield has no other effect on the mechanoid or mechanitor, regardless of the cause.&lt;br /&gt;
&lt;br /&gt;
Remote shielders have a [[max install count]] of three, meaning up to 3 remote shielders can be installed in each mechanitor's brain. Each installed shielder increases [[Mech Remote Shield Distance |range]] at which the target can be shielded and the [[Mech Remote Shield Energy|energy]] of the shield as follows:  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Num.&amp;lt;br&amp;gt;Shielders !! Shield range&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Tiles)&amp;lt;/small&amp;gt; !! Shield energy&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;i.e. Damage capacity&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| 7.9 ||  75&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 13.9 || 150 &lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 19.9 || 225&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Upon casting, a 3x3 shield surrounds the targeted mechanoid, following it as the mechanoid moves. The shield will break if the mechanoid moves outside the remote shielder's range. The shield stops all incoming and outgoing ground-level fire from passing through the bubble, including fire from the target mechanoid, and detonates explosive projectiles at the point of impact with the shield radius. Fire from [[mortar]]s, [[orbital bombardment targeter|orbital bombardment]], or [[Titles#Permits|aerodrone strikes or salvos]] will not be blocked by the shield, nor will explosions crossing the shielded boundary including those from intercepted projectiles (such as [[Grenades]] and [[Doomsday rocket launcher]]).&lt;br /&gt;
&lt;br /&gt;
The shield can absorb damage equal to its shield energy before breaking. The shield recharges energy extremely slowly at a rate of roughly 0.2 energy/second which is not interrupted by damage and does not scale with the number of installed implants. If an attack is sufficient to completely deplete the shield's charge, then the shield is broken and any damage remaining is negated.&lt;br /&gt;
&lt;br /&gt;
EMPing the shielded mech directly immediately disables the shield however EMP explosions that merely overlap with the shield's radius do not effect it. The shield does not protect the mech from EMP. EMP projectiles that are intercepted by the shield but do not EMP the mech (such as an EMP launcher hitting the corner of the shield) disable the shield but do not impact the mech. EMPing the Mechanitor has no effect on the shield.&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
Unlike most medical implants, the remote shielder is not installed via an [[operation]] and instead can be painlessly self-installed by a conscious mechanitor in about 2 seconds. Simply right click on the item on the ground and click &amp;quot;Implant remote shielder&amp;quot; or &amp;quot;Upgrade remote shielder to level X&amp;quot; if one has already been installed. &lt;br /&gt;
&lt;br /&gt;
A max of 3 can be installed on any one mechanitor and they cannot be uninstalled. If the mechanitor dies by any means and is resurrected all upgrades will be preserved, but if the mechlink is extracted to be installed in another pawn, all upgrades to the mechlink will be lost.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Similar to the [[Remote repairer]], the Remote shielder can be used on high value mechs on the frontlines to increase their survivability, or even used to save a mech if it's about to die and let it make an escape. Its best used on ultraheavy mechs like [[War queen]]'s, where ressurecting them is very time and steel intensive. Alternatively it can be used on melee mechs with zero drawbacks, [[scyther]]s particularly benefit from that. Alternatively with some micro one could save some resources on an otherwise disposable mech, by shielding it and giving it a breathing room for it to escape/draw aggro.&lt;br /&gt;
&lt;br /&gt;
Alternatively, it can be used offensively to deny problematic enemy projectiles, for example weapons from [[Centipede Burner]] and [[Diabolus]], or to prevent enemy fire to allow focus on other enemies, this effectively trades a enemy mech for the mechanitors attention/pawn firepower. Concerning the Diabolus weapon, it will '''Self Implode''' if it fires while shielded, heavely damaging the diabolus and all around it.&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]] - Increased the health of the mechanitor's remote shielder ability to 75/150/225 {{Check Tag|From?|What was the value before the change?}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sterile_tile&amp;diff=181237</id>
		<title>Sterile tile</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sterile_tile&amp;diff=181237"/>
		<updated>2026-06-30T16:32:41Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Summary */ made the description consistent with the other floors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|structure&lt;br /&gt;
| name = Sterile tile&lt;br /&gt;
| image = ground sterile tile.png&lt;br /&gt;
| description = Sterile tiles with special cleanliness-enhancing properties. Extra-clean rooms improve outcomes in hospitals and research labs. This tile is very slow to build, but quick to clean.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Floor&lt;br /&gt;
| marketvalue = 24&lt;br /&gt;
| beauty = -1&lt;br /&gt;
| flammability = 0&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| placeable = True&lt;br /&gt;
| cleanliness = +0.6&lt;br /&gt;
| cleaning time factor = 0.6&lt;br /&gt;
| filth multiplier = 1&lt;br /&gt;
| speed = 1&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Sterile materials&lt;br /&gt;
| work to make = 1600&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount= 3&lt;br /&gt;
| resource 2 = Silver&lt;br /&gt;
| resource 2 amount = 12&lt;br /&gt;
| deconstructable = true&lt;br /&gt;
&amp;lt;!-- Wiki --&amp;gt;&lt;br /&gt;
| page verified for version = 1.3.3101&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Sterile tile''' is a type of [[floor]]. It has the highest [[Room stats#Cleanliness|cleanliness stat]] of all floors and is non-flammable.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Sterile tiles can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. Each tile requires {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
This tile is relatively slow to construct, taking almost 19x longer than a standard [[wood floor]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Sterile tiles boost [[cleanliness]] by {{+|{{P|Cleanliness}}}}, meaning an entire room of sterile tiles will have {{P|Cleanliness}} Cleanliness. In addition, they only take {{Good|{{%|{{P|Cleaning Time Factor}}}}}} of the time to clean, but have {{Bad|{{P|Beauty Base}}}} [[beauty]] per tile. Sterile tiles are non-flammable and do not penalize walk speed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Cleanliness is important for a few different types of [[rooms]] and buildings. Having a high base cleanliness from sterile tiles means a greater margin before [[filth]] accumulation matters and, in some cases, provides additional bonuses. The following are affected:&lt;br /&gt;
* '''Hospitals:''' In a full room of sterile tiles, surgery success is increased by roughly {{Good|x1.02}} from 0 cleanliness. [[Infection]] chance per wound is also multiplied by x30%, compared to x50% at 0 cleanliness.&lt;br /&gt;
** While the maximum surgery success chance (98%) is possible without sterile tile, the extra cleanliness provides a buffer when patients start bleeding all over the floor and the extra tend quality can all save a pawn's life. Sterile tiles should be installed when you can afford it.&lt;br /&gt;
* '''Laboratories:''' [[Research]] is accelerated in a clean room by up to {{+|9%}} in a sterile room, when compared to 0 cleanliness.&lt;br /&gt;
* '''Kitchens:''' [[Cooking]] in a dirty room has a chance to give [[food poisoning]]. However, the cleanliness only needs to be at -2.0 or higher to avoid the higher chance. Therefore, even [[Terrain|dirt]] floor is sufficiently clean so long as filth is removed.&lt;br /&gt;
** [[Straw matting]] is sufficient and prevents 95% of accumulated dirt and trash. For larger kitchens, this will save on cleaning time. For tiny kitchens, the cleaning time speed makes sterile tile faster.&lt;br /&gt;
* '''[[Biosculpter pod]]s:'''{{IdeologyIcon}} Pods run up to {{+|15%}} faster in a sterile room. As room space doesn't matter, you can make a 2x3 room with just the pod inside it, which is easily affordable.&lt;br /&gt;
* '''[[Gene assembler]]s:'''{{BiotechIcon}} Gene assemble is accelerated in a clean room by up to {{+|9%}} in a sterile room, when compared to 0 cleanliness.&lt;br /&gt;
&lt;br /&gt;
While Cleanliness will also increase room impressiveness, the material cost and [[beauty]] penalty makes it inefficient for doing so. [[Sculpture]]s, when combined with [[steel tile]]s, [[stone tile]]s, or even [[paved tile]] are more cost effective (with a competent artist). If Cleanliness is desired, then steel tiles have 0 beauty, give +0.2 cleanliness, and have the same clean time as sterile tile.&lt;br /&gt;
&lt;br /&gt;
In general, sterile tiles aren't an immediate priority to research. Get power, weapons, and enough defenses first so that your colony doesn't fall apart. Then you should get sterile tiles to help save lives and speed up research. The research is also a prerequisite for [[hospital bed]]s (and by extension [[vitals monitor]]s), which provide a further boost to medical success.&lt;br /&gt;
&lt;br /&gt;
=== Other clean flooring ===&lt;br /&gt;
[[Steel tile]]s only provide 0.2 cleanliness, but have the same 60% cleaning time and do not impact beauty. However, steel tiles are cheaper, costing {{Icon Small|steel}} 7 [[steel]] ($16) rather than {{Required Resources}} ($24). In addition, steel tiles only require Smithing to be researched. If silver is low (but steel is high), or if sterile tiles have not been researched yet, then these are the best alternatives, and complete replacements for kitchen.&lt;br /&gt;
&lt;br /&gt;
[[Concrete]] and [[paved tile]]s have 0 cleanliness, and take a bit longer to clean (80% clean time), but are much cheaper. They only take {{Icon Small|steel}} 1 [[steel]] and {{Icon Small|steel}} 2 [[steel]], respectively, making them suitable before you can afford sterile tile. Concrete has -1 beauty, while paved tile has 0.&lt;br /&gt;
&lt;br /&gt;
[[Silver tile]]s and [[gold tile]]s are much more beautiful, and also have 0.2 Cleanliness. However, they are ''much'' more expensive than sterile tile, giving them an entirely separate use case - increasing general mood, not hospital effectiveness.&lt;br /&gt;
&lt;br /&gt;
=== Room creation ===&lt;br /&gt;
As sterile tiles are relatively expensive, it is ideal to combine research rooms with [[biosculpter pod]]s{{IdeologyIcon}} to make the most of the buff. [[Gene assembler]]s{{BiotechIcon}} could also be added, although since [[xenogerm]] assembly is relatively short anyway, this is generally not worth the cost of sterile tile. However, research rooms should not be combined with a hospital as the research bench will get a penalty for not being in a dedicated room.&lt;br /&gt;
&lt;br /&gt;
Hospitals should initially be made small to save on resources, although not too small. The smallest room size to maintain cleanliness for triage is 4x5, but a single blood spill will make it dirty every time, not to mention the small size of the room reducing patient capacity. Increasing the size of the room will proportionally reduce the cleanliness impact from each individual pile of filth. Later on, increasing the room size can be done to improve the room impressiveness as well as give more space for hospital beds.&lt;br /&gt;
&lt;br /&gt;
Note that the floor under a [[door]] doesn't count for Cleanliness, so you don't need to place sterile tiles on a doorway. However, [[filth]] under a door ''does'' count, and colonists stepping from dirt or sand to flooring have a high chance to create filth, so players should still place ''some'' flooring under doors.&lt;br /&gt;
&lt;br /&gt;
=== In combination with straw matting ===&lt;br /&gt;
Combining sterile tiles with [[straw matting]] can increase the cleanliness of a room, while decreasing the amount of filth. Put sterile tile under objects that won't be walked over, such as [[bed]]s, [[table]]s, and [[shelves]], and put straw matting elsewhere. [[Flower pot]]s or sculptures will offset the beauty from both tiles. Straw matting under the door is ideal as it won't reduce the cleanliness of the room but will prevent filth on that spot that can.&lt;br /&gt;
&lt;br /&gt;
Another strategy is to use short entryways (roughly 3-4 tiles long) made of straw. Separate the entryway from the main room with doors so that the cleanliness and beauty penalties of straw don't hurt the room's impressiveness (the doors between the entryway and main room don't need to remain closed, however, as their only purpose is to create a separate room).&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Beauty decreased from 0 to -1. Cleaning time factor added. Description changed from ''Sterile tiles with special cleanliness-enhancing properties. Extra-clean rooms improve outcomes in hospitals and research labs. This tile is very slow to build.'' to ''Sterile tiles with special cleanliness-enhancing properties. Extra-clean rooms improve outcomes in hospitals and research labs. This tile is very slow to build, but quick to clean.''&lt;br /&gt;
&lt;br /&gt;
{{Nav|floor|wide}}&lt;br /&gt;
[[Category:Floor]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Drum&amp;diff=178179</id>
		<title>Drum</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Drum&amp;diff=178179"/>
		<updated>2026-03-20T13:48:22Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Analysis */ drums CAN be played for recreation with the Royalty DLC&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Infobox main|misc&lt;br /&gt;
| name = Drum&lt;br /&gt;
| image = Drum.png&lt;br /&gt;
| description = A large wooden drum used as a music source for tribal rituals and parties.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ideology (Buildings)&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.35&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 5&lt;br /&gt;
| hp = 100&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| recreation type = music&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| tradeTags = MusicalInstrument&lt;br /&gt;
| thingCategories = BuildingsJoy&lt;br /&gt;
| work to make = 800&lt;br /&gt;
| stuff tags = Leathery, Fabric&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 30&lt;br /&gt;
| resource 2 = Wood&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
| has quality = false&lt;br /&gt;
| page verified for version = 1.3.3069&lt;br /&gt;
}}&lt;br /&gt;
A '''Drum''' is a source of musical [[recreation]], as well as being used in the Drum Party ritual. The Drum was added by the [[Ideology DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} Pawns do not need an ideoligion with the drum party ritual in order to build this item.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
At least 1 drum is required to start the [[Rituals#Drum party|drum party]] [[ritual]]. Each drum ''played'' adds {{+|5%}} quality to the ritual, increasing the chance for a positive outcome. 50% of participants, rounded up, will actually play a drum.&lt;br /&gt;
&lt;br /&gt;
Despite having the appearance and name of a real-life musical instrument, colonists do not consider the [[Drum]]{{IdeologyIcon}} to be a valid musical instrument when attempting to gain recreation.&lt;br /&gt;
&lt;br /&gt;
While drum is being played during the ritual the colonist's recreation and music tolerance will increase. They will gain meager 3 [[Artistic]] experience which is impacted by their passion.&lt;br /&gt;
&lt;br /&gt;
Drums do ''not'' produce a mood bonus in an area of effect like other [https://rimworldwiki.com/wiki/Recreation#Playing_a_musical_instrument musical instruments] do. This includes both colonists who are not participating in the ritual but are nearby as well as colonists who are included in the ritual and are dancing.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Drum parties are one of the strongest rituals, with the biggest ''good'' mood modifiers ({{+|8}} / {{+|16}}), and a chance at a +20% [[Global Work Speed]] buff independent of the regular ritual reward. However, drums require a [[textile]] to create, which can be a little difficult to obtain at the start of the game, before your first [[cotton plant]]s have finished growing.&lt;br /&gt;
&lt;br /&gt;
Drums are generally cheaper than the [[loudspeaker]]s used for the [[Rituals#Dance Party|dance party]]; loudspeakers require {{Required Resources|Loudspeaker}} per speaker. However, pawns do not have to play a loudspeaker - 6 loudspeakers will give max quality, regardless of how many pawns you have. Drums also take 1 more tile of space due to requiring an interaction spot. Dance Party and Drum Party are otherwise equivalent rituals, with the same moodlets and same possible [[Global Work Speed]] buff.&lt;br /&gt;
&lt;br /&gt;
Colonists cannot gain recreation from playing the drums and will not randomly decide to play it for recreational purposes unless the [[Royalty DLC]] is active. Otherwise, colonists will only play drums during Drum Party rituals, during which they gain both the recreation from the ritual passively, and the recreation from the drum from actively playing it.&lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Moved from [[Misc]] to new [[Ideology (Buildings)|Ideology]] architect tab.&lt;br /&gt;
* [[Version/1.4.3529|1.4.3529]] - Fix: Clicking drums without [[Royalty]] installed produces a missing royalty message.&lt;br /&gt;
&lt;br /&gt;
{{Nav|ideology|wide}}&lt;br /&gt;
[[Category:Ideology (Buildings)]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Harp&amp;diff=178148</id>
		<title>Harp</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Harp&amp;diff=178148"/>
		<updated>2026-03-26T13:53:24Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Summary */  made formatting consistent with other instruments&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Infobox main|furniture&lt;br /&gt;
| name = Harp&lt;br /&gt;
| image = Harp.png&lt;br /&gt;
| audio = Concert_Harp_Room.wav&lt;br /&gt;
| description = A simple stationary musical instrument. A row of strings are stretched over a frame and plucked directly by a musician's fingers. It can be crafted at a crafting spot or smithy.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Recreation&lt;br /&gt;
| placeable = True&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| beauty = 10&lt;br /&gt;
| mass base = 4&lt;br /&gt;
| production facility 1 = Fueled smithy&lt;br /&gt;
| production facility 2 = Electric smithy&lt;br /&gt;
| production facility 3 = Crafting spot&lt;br /&gt;
| research = Harp&lt;br /&gt;
| resource 1 = wood &lt;br /&gt;
| resource 1 amount = 150&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 3&lt;br /&gt;
| marketvalue = 245&lt;br /&gt;
| hp = 70&lt;br /&gt;
| work to make = 18000&lt;br /&gt;
| cover = 0.0&lt;br /&gt;
| flammability = 0.0&lt;br /&gt;
| recreation power = 1.0&lt;br /&gt;
| recreation type = Music&lt;br /&gt;
| has quality = true&lt;br /&gt;
| page verified for version = 1.2.2900&lt;br /&gt;
| thingCategories = BuildingsJoy&lt;br /&gt;
| tradeTags = MusicalInstrument&lt;br /&gt;
| room role = Rec room&lt;br /&gt;
}}&lt;br /&gt;
A '''Harp''' is a [[musical instrument]] that is a source of High Culture [[recreation]] and is a requirement for specific [[titles]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason= 1) Has almost no information about unique mechanics 2)  Titles information}}&lt;br /&gt;
Nobles can put on concerts with the harp, similar to a [[Events#Party|party]], giving a [[mood]] bonus to the noble and attendees.&lt;br /&gt;
Anyone listening to or playing the harp receives a {{+|2}}  thought for as long as the harp is being played. It can be heard within a radius of 12 tiles. Pawns with {{Bad|0%}} [[Hearing]] do not get the mood bonus.  &lt;br /&gt;
{{Recreation Power Quality Table}}&lt;br /&gt;
&lt;br /&gt;
The harp cannot be played if the pawn has a [[manipulation]] capacity of 0%.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Since the harp provides its own recreation type (Musical) and costs only 150 wood and 500 research points to build, it is a good way to increase recreation in a colony. In addition, it is only 1 tile in size, so it fits neatly into an already established rec room. &lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Concert_Harp.png|Pawns attending a harp concert that is held by a noble&lt;br /&gt;
Harp_Harpsichord.png|Two pawns playing the harp and the harpsichord, with a third pawn walking by&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Royalty DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.1.2559|1.1.2559]] - No longer crafted at the [[art bench]].&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Humans with 0% [[hearing]] no longer get thoughts from listening to instruments. Fix: While paused, musical instruments constantly loop, this also occurs while in the trade menu.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fix: Musical instruments don't give recreation.&lt;br /&gt;
&lt;br /&gt;
{{Nav|joy}}&lt;br /&gt;
[[Category:Recreation]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Foam_turret&amp;diff=178123</id>
		<title>Foam turret</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Foam_turret&amp;diff=178123"/>
		<updated>2026-03-24T09:16:55Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Analysis */ removed a small part that is repeated later in the same paragraph. also there was a couple of typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|security|&lt;br /&gt;
| name = Foam turret&lt;br /&gt;
| image = Foam turret menu icon.png&lt;br /&gt;
| description = An activatable turret for extinguishing fires. The turret stands idle until someone approaches and activates it, after which it will automatically spray large amounts of firefoam on any flames in sight.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Security&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.4&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 8&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| hp = 100&lt;br /&gt;
| beauty = -20&lt;br /&gt;
| power = -80&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| research = Foam turret&lt;br /&gt;
| thingCategories = &lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| work to make = 1800&lt;br /&gt;
| stuff tags = Metallic&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 30&lt;br /&gt;
| resource 2 = Steel&lt;br /&gt;
| resource 2 amount = 70&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 3&lt;br /&gt;
| resource 4 = Chemfuel&lt;br /&gt;
| resource 4 amount = 140&lt;br /&gt;
| damage = 0&lt;br /&gt;
| armorPenetration = 0&lt;br /&gt;
| range = 19.9&lt;br /&gt;
| accuracyTouch = 100&lt;br /&gt;
| accuracyShort = 100&lt;br /&gt;
| accuracyMedium = 100&lt;br /&gt;
| accuracyLong = 100&lt;br /&gt;
| mode = Burst&lt;br /&gt;
| burst = 41&lt;br /&gt;
| burstTicks = 2&lt;br /&gt;
| cooldown = 3600&lt;br /&gt;
| velocity = 27&lt;br /&gt;
| stoppingPower = 0&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| fuel filter = Chemfuel&lt;br /&gt;
| fuel capacity = 72&lt;br /&gt;
| fuel consumption rate = {{#expr: 72/10 round 2}}&lt;br /&gt;
}}&lt;br /&gt;
'''Foam turrets''' are [[security]] [[turret]]s that fire firefoam at nearby [[fire]]s when activated by a pawn.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Image wanted|section=1|reason=1) Range and aoe inbthe standard style 2) Potentially combined with o #1 but .webm of s turret being activated, ideally with an over abundances of targets both near and far (so not a ring like the rotational efficiency one below) - consider just filling the entire potential radius with fire.}}&lt;br /&gt;
The foam turret is used to rapidly extinguish [[fire]]s within its range. Foam turrets must be manually activated, by either selecting a pawn, right-clicking the turret, and selecting &amp;quot;Activate,&amp;quot; or by using the turret's &amp;quot;Order Activation&amp;quot; gizmo, which allows selection of a pawn to come and activate the turret. Activation does not require the pawn to have any [[work]] type enabled and can be done by pawns who are otherwise [[incapable]] of [[firefighting]], such as [[pyromaniac]]s. [[Drafted]] pawns will perform the task and remain drafted, even when selected via the gizmo.&lt;br /&gt;
&lt;br /&gt;
When activated, it will consume one of its charges and briefly spray [[fire]]s within line of sight and range with [[firefoam]] for {{Ticks|82}}, covering the ground in firefoam [[filth]]. After activation, it will enter a {{Ticks|3600}} cooldown before it can be activated again. This cooldown is paused if the turret becomes unpowered, and will resume when power is restored. It cannot be activated unless there is fire present within range and [[line of sight]]. It has a maximum range of 20 tiles.&lt;br /&gt;
&lt;br /&gt;
Pawns on fire are considered fire by the foam turret, and can be activated to extinguish them. However, there are no guarantees the turret will extinguish the pawn. Pawns hit by the foam attack will be covered in foam, extinguishing them, however it is possible for an ignited pawn to evade a foam turret's attack while it runs around. &lt;br /&gt;
&lt;br /&gt;
The foam turret has 10 charges, all filled on construction. [[Chemfuel]] must be fed to it in order to refill expended charges. The turret can be rearmed at charge value below 10 and at any time, including when the turret is repressurizing. Rearming requires {{Icon Small|Chemfuel||7.2}} [[chemfuel]] required for each charge to be rearmed, rounded up with any excess wasted. That is, rearming one charge would required {{Icon Small|Chemfuel||8}} [[chemfuel]] but two charges would require {{Icon Small|Chemfuel||15}} [[chemfuel]]. {{Icon Small|Chemfuel||72}} [[chemfuel]] is required to fill the turret from empty to full. The turret is rearmed by [[Work#Haul|haulers]] or [[lifter]]s.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Unlike other [[turret]]s, they will not explode if damaged below 20% health. While they do 'explode' when destroyed, it is instant, damageless, and will cover pawns within a 4-tile radius in foam. This explosion does not produce firefoam [[filth]], but it will extinguish [[fire]]s.&lt;br /&gt;
&lt;br /&gt;
In addition, [[raider]]s do not consider foam turrets priority targets, and will ignore them in favor of attacking other [[turret]]s or pawns. However, they will target them, similar to other pieces of [[furniture]], if there are no active threats nearby.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Foam turrets are best used for cheap, targeted firefighting. They have a range of 20 tiles, significantly larger than their firefighting brother, the [[firefoam popper]], which only has a range of 10 tiles. Additionally, firefoam turrets only consume [[chemfuel]] on use, whereas firefoam poppers require steel and [[component]]s to build or rebuild, making them much more resource intensive in situations where either components are in short supply, or where fires are common.&lt;br /&gt;
&lt;br /&gt;
[[File:Foam turret rotational effectiveness.png|thumb|left|A demonstration of how much rotational coverage a foam turret offers in a single activation]]&lt;br /&gt;
&lt;br /&gt;
However, there are a few trade offs. The turret requires 80 W of power to use, limiting its use to home firefighting or strict defensive combat. Additionally, their time spent dousing fires per activation is rather low. Combined with a slow turret rotation speed, a foam turret may only realistically douse a quarter of it's circumference in foam (see image right). Compared to a popper, which will douse every tile within range and [[line of sight]] with foam. A foam turret cannot be relied upon if fires are particularity massive or encompass a large portion of the turret's circumference. Additionally, foam turrets have a cooldown of one in-game hour ({{Ticks|3600}}), meaning that more than one turret may be required if fires are common, spread out, or during combat where a lot of fire is produced (such as when fighting [[impids]]{{BiotechIcon}}).&lt;br /&gt;
&lt;br /&gt;
Foam turrets extinguish fire on walls (firefoam poppers don't). This is useful to protect flammable walls from inside.&lt;br /&gt;
&lt;br /&gt;
Foam turrets can be useful in [[killbox]]es, either to protect your colonists or to quickly clear a killbox of [[fire]] after a fight, where the limited space of the killbox makes up for the limitations in spray coverage. Additionally, the large range of the foam turret allows for easy protection behind colonists or in a more protective position while still being effective.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Foam turret activation cooldown is paused while repressurizing and unpowered.&lt;br /&gt;
* [[Version/1.6.4630|1.6.4630]] - Fix: Some explosive buildings explode twice when the wick ends.&lt;br /&gt;
&lt;br /&gt;
{{nav|security|wide}}&lt;br /&gt;
[[Category:Security]] [[Category:Turret]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Floors&amp;diff=177948</id>
		<title>Floors</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Floors&amp;diff=177948"/>
		<updated>2026-03-20T13:30:54Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Comparison table */ the name for Smooth Stone was typed in wrong, so the table was showing 0 instead of the actual values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Architect_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{stub|reason=General, also non-edifice floor coverings}} &lt;br /&gt;
{{TOCright}}&lt;br /&gt;
'''Floors''' are a type of construction that cover the natural [[terrain]] with an artificial surface. Floors do not prevent other constructions to be built on top of them. There are many types of floor, with different resource costs, flammabilities, beauties, cleanlinesses, and other effects.  &lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
{{Rewrite|section=1|reason=Tone, detail, cleanup and expansion - bring information around to mechanical effects (e.g. Cleanliness good because directly affects impressiveness/research speed etc). Potential split needed - Summary (effects of flooring) and analysis (Selection and strategies) per Format Standard}}&lt;br /&gt;
Constructed floors can bring benefits such as increased movement speed, [[beauty]], and [[Room_stats#Cleanliness|cleanliness]], as well as preventing wild [[plants]] from growing and [[fire]] from spreading.&lt;br /&gt;
&lt;br /&gt;
=== Movement speed ===&lt;br /&gt;
Player made flooring virtually always provides a movement speed advantage over natural terrain, no floor, or any non-constructed flooring. Flooring a frequent path will reduce the time required to walk between the two areas. See [[Terrain|Environment#Terrain]]&lt;br /&gt;
&lt;br /&gt;
Flooring prevents natural plant growth. Natural soil allows the growth of vegetation such as tall grass, bushes, and brambles, all of which cause a walking speed reduction. [[Tree]]s prevent movement altogether, and also prevent [[roof]]s from being built over them. &lt;br /&gt;
[[File:Floors.png|500px|thumb|right|Different flooring (and unfloored areas) in different locations]]&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&lt;br /&gt;
Colonists are affected by the beauty of the surrounding flooring in two ways - directly, by the [[Beauty]] status level, and indirectly, by the effect of beauty on the impressiveness of some [[Room roles|room types]]. Colonists have mood effects from the beauty of their direct surroundings, especially those locations where they spend most of the day or night such as a bedroom, kitchen, workshop, research lab, etc. See the [[Beauty]] page for further details.&lt;br /&gt;
&lt;br /&gt;
The total beauty of a room also affects its impressiveness, which contributes to the mood benefit of rooms such as bedrooms, dining rooms, rec rooms, and hospitals. See the [[Room stats]] page for further details.&lt;br /&gt;
&lt;br /&gt;
Different floors can also be used for purely aesthetic purposes as per player preference, or to color-designate different rooms for different purposes.&lt;br /&gt;
&lt;br /&gt;
=== Cleanliness ===&lt;br /&gt;
Flooring is an important factor when calculating a room's [[Room stats#Cleanliness|Cleanliness]], which is important for most rooms but particularly for kitchens, hospitals and laboratories.&lt;br /&gt;
&lt;br /&gt;
This is done in two ways. First, it covers up the existing [[terrain]] which almost always has a cleanliness penalty, and prevents that penalty from applying to the room. Second some floor types have a cleanliness bonus which further improves the cleanliness. &lt;br /&gt;
&lt;br /&gt;
Flooring rooms and areas surrounding rooms where cleanliness is important reduces [[filth]] being tracked from the terrain into the clean room. Any time a pawn walks on a filth generating terrain like natural soil or sand, there is a 10% chance filth can stick to that pawn. Anytime a pawn with filth stuck to them walks over terrain capable of accepting filth, like flooring or natural stone, the filth has a 5% chance of dropping off the pawn and onto the ground. [[Straw_matting|Straw-Matting]] is the only floor with a filth-multiplier. When filth fails to drop on straw matting, it doesn't remove the filth from the pawn. It simply delays the dropping of the filth.&lt;br /&gt;
&lt;br /&gt;
Cleanliness improves success rates in hospitals as they help prevent the possibility of infection. It also affects [[research speed]] and the chance for food to cause [[food poisoning]].&lt;br /&gt;
&lt;br /&gt;
=== Cleaning time ===&lt;br /&gt;
{{Main|Cleaning Time Multiplier}}&lt;br /&gt;
Different floors take different amounts of time to clean ranging from 60% to 200%. While most metal floors are cleaned at 60% of the usual time, floors made out of stone blocks and the other metal floors take 80% of the time. All types of carpet have the longest cleaning time at 200% with the remaining floors at 100%.&lt;br /&gt;
&lt;br /&gt;
=== Flammability ===&lt;br /&gt;
Unoccupied non-flammable flooring can act as a fire break if placed in two tile wide sections. Players may add additional non-flammable tiles to extend the fire break as a precaution against flammable items  occupying one of the tiles within the fire break.&lt;br /&gt;
&lt;br /&gt;
=== No plant growth ===&lt;br /&gt;
Any flooring placed outdoors will prevent grass, bushes or trees from spreading there.  This can be useful to keep any trees from growing in the path of a [[wind turbine]] and reducing its power output.  Surrounding fields with flooring will prevent trees growing there, which your growers must clear first before they sow nearby.  It can also be used to create fire breaks to keep wildfires from spreading to your base if non-flammable materials were used.&lt;br /&gt;
&lt;br /&gt;
Flooring can even help with security in certain biomes.  While giving a movement bonus to raiders, covering your killbox in flooring will prevent any trees growing there for raiders to take cover behind.&lt;br /&gt;
&lt;br /&gt;
=== Removing floors ===&lt;br /&gt;
Floors can be removed with the '''Remove floor''' order, which is found under the Architect/Floors tab. After floors are removed, the tile will retain its old terrain type.&lt;br /&gt;
&lt;br /&gt;
Most floors return, on average, half of the resources spent at construction when removed. This can be a useful source of materials when raiding settlements or temporary camps, or simply a way to recycle unneeded floors in your own colony. Notable exceptions include [[flagstone]], [[burned floors]] and smoothed floors.&lt;br /&gt;
&lt;br /&gt;
== Comparison table ==&lt;br /&gt;
{{For|naturally generated surfaces|Terrain}}&lt;br /&gt;
&lt;br /&gt;
Note that albeit [[bridge]] and [[smooth stone]] aren't technically floors, they are included here for comparison since they can be artificially created by the player.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Name !! Variants !! [[Fine floor|Fine]] !! Resources per tile !! data-sort-type=&amp;quot;number&amp;quot; | Work to Build || data-sort-type=&amp;quot;number&amp;quot; | Beauty !! data-sort-type=&amp;quot;number&amp;quot; | Move Speed Modifier !! data-sort-type=&amp;quot;number&amp;quot; | Flammability !! data-sort-type=&amp;quot;number&amp;quot; | Cleanliness !! data-sort-type=&amp;quot;number&amp;quot; | Cleaning Time Multiplier !! data-sort-type=&amp;quot;number&amp;quot; | Filth Multiplier !! data-sort-type=&amp;quot;number&amp;quot; | Wealth&lt;br /&gt;
|-&lt;br /&gt;
{{Floor Table Row|?Name=Bridge}}&lt;br /&gt;
|-&lt;br /&gt;
{{Floor Table Row|?Name=Smooth_stone}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Type::Floor]] [[Name::!Rough stone]] [[Name::!Rough-hewn stone]]&lt;br /&gt;
 | named args = yes&lt;br /&gt;
 | ?Name = ?Name&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Floor Table Row&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;
== Version History== &lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - You can now remove floors to reveal the terrain underneath.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Cleaning time factor added.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Environment#Terrain|Terrain]]&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|floor|wide}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Skull&amp;diff=177866</id>
		<title>Skull</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Skull&amp;diff=177866"/>
		<updated>2026-03-20T00:11:49Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Acquisition */ fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|resource&lt;br /&gt;
| name = Skull&lt;br /&gt;
| image = Skull stack full.png&lt;br /&gt;
| description = A human skull.&lt;br /&gt;
| type = Crafted resources&lt;br /&gt;
| type2 = &lt;br /&gt;
| path cost = &lt;br /&gt;
| stack limit = 25&lt;br /&gt;
| beauty = &lt;br /&gt;
| flammability = 1&lt;br /&gt;
| marketvalue = 5&lt;br /&gt;
| mass base = 1.5&lt;br /&gt;
| hp = 100&lt;br /&gt;
| deterioration = 1&lt;br /&gt;
| defName = Skull&lt;br /&gt;
| thingCategories = Items&lt;br /&gt;
| tradeTags = &lt;br /&gt;
| page verified for version = 1.3.3066&lt;br /&gt;
}}&lt;br /&gt;
'''Skulls''' are a resource extracted from a human corpse originally added in the [[Ideology DLC]], but now part of Core.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
[[File:Gizmo corpse extract skull.png|left|thumb|The gizmo used to designate a corpse for skull-extraction]]&lt;br /&gt;
Skulls can be extracted from [[human]] [[corpse]]s if the [[Ideology DLC]] is active. Only pawns with the [[Ideoligion#Skullspike|Skullspike: Desired]]{{IdeologyIcon}} precept in their [[ideoligion]] can extract skulls.  A corpse can be designated for skull extraction by selecting the corpse and clicking the &amp;quot;extract skull&amp;quot; gizmo. It takes {{Ticks|180}} of work to extract a skull.{{Check Tag|Work type?|What work type is responsible for removing the skull? Hauling? Cooking? Crafting? Basic? Also add work type to Work page}}&lt;br /&gt;
&lt;br /&gt;
Extracting the skull destroys the head of the corpse and reduces the amount of meat and leather extracted from the corpse. [[Filth#Blood|Blood]] will be created from non-skeletal corpses when extracting a skull. It is unknown whether skull extraction reduces the market value extracted from the corpse by a greater amount than is gained from the skull.{{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
Skulls are also commonly found in [[gray box]]es in the [[labyrinth]].{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
Skulls can also be carried by pawns with the [[psychopath]] trait as a starting possession.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Skulls retain the name of the person they were extracted from. Their main purpose is for building [[skullspike]]s.{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
Skulls can be consumed by [[harbinger tree]]s.{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
{{Ingredient List|noCollapse=true}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason= Missing Analysis. general but also specifically include value vs butcher loss, skull destruction as medical process (see [[Mindscrew#Removal]]) etc}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Skull.png|One skull&lt;br /&gt;
Skull stack partial.png|Partial stack of skulls&lt;br /&gt;
Skull stack full.png| Full stack of skulls&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added as Ideology-exclusive item.&lt;br /&gt;
* [[Version/1.3.3069|1.3.3069]] - Now stackable.&lt;br /&gt;
* [[Version/1.3.3072|1.3.3072]] - Pawns can no longer extract skulls from corpses that have lost their head since designation.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Skulls now keep track of the name of the pawn they originated from. Skull extraction blood is no longer labeled as being from the extractor. Skull extraction will no longer drop blood when corpse is already a skeleton&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Migrated to core game files, no longer requiring Ideology. Fix: Skull has duplicate CompForbiddable.&lt;br /&gt;
&lt;br /&gt;
[[Category:Crafted Resource]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Dye&amp;diff=177817</id>
		<title>Dye</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Dye&amp;diff=177817"/>
		<updated>2026-03-18T10:34:39Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Analysis */ clarification on the mood buff from clothing color&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|resource&lt;br /&gt;
| name = Dye&lt;br /&gt;
| image = Dye c.png&lt;br /&gt;
| description = Dye extracted from a tinctoria plant. It can be transformed into various colors to dye apparel.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Resources&lt;br /&gt;
| type2 = Plant matter&lt;br /&gt;
| hp = 50&lt;br /&gt;
| deterioration = 1&lt;br /&gt;
| marketvalue = 2.65&lt;br /&gt;
| mass base = 0.3&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Dye&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Item/Dye&lt;br /&gt;
| label = dye&lt;br /&gt;
| parent name = ResourceBase&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| use hit points = true&lt;br /&gt;
}}&lt;br /&gt;
'''Dye''' comes from the [[tinctoria]] plant. It can be used to paint walls and other buildings {{RimworldIcon}} or dye [[apparel]] and hair at the [[styling station]]{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Dye is obtained by harvesting [[tinctoria]] plant. Each fully grown plant yields {{Q|Tinctoria|Harvest Yield}} before modifiers for [[AI Storytellers#Harvest yield|Storyteller Harvest Yield]] and the harvesting pawn's [[Plant Harvest Yield]]. Note that by default, Storyteller Harvest Yield varies by difficulty.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Mechanics - color preferences and ideo preferences (rough - can summarize and link to [[styling station]]), painting etc. }}&lt;br /&gt;
&lt;br /&gt;
Painting floors and buildings is categorized under Art in the Work tab&lt;br /&gt;
&lt;br /&gt;
=== Color availability ===&lt;br /&gt;
The below table attempts to catalog all the colors available. However, note that a different selection of colors is available for paint/hair/apparel, that each selection is ordered very differently, and that only the colors available as paint are named in-game.&amp;lt;!--at least, that I can tell--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Dye Color Table}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
With [[Ideology]], dying a pawn's clothes to match their preferred color will provide up to a {{+|2}} [[mood]] buff (if the pawn's favorite color is the same as their ideoligion color). While the actual impact of dye is minimal, using dye only requires a tiny amount of work, as clothes are not replaced often. A small field of tinctoria is all that's needed, and only a stack of dye or two should be kept in storage. Therefore, the only reasons ''not'' to dye clothes would be if the colony does not have the growing space to do so, such as on an [[ice sheet]], or if the cost of the [[styling station]] cannot be afforded.&lt;br /&gt;
&lt;br /&gt;
Otherwise, there is no mechanical benefit to dye beyond its selling value, although it can help make pawns and buildings easier to identify. As a cash crop, tinctoria is outclassed by [[cotton plant]]s or any of the drug plants, which take longer to grow, but take much less time to sow/harvest and provides a much better yield.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dye.png|One dye&lt;br /&gt;
Dye b.png|Partial stack&lt;br /&gt;
Dye c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] release - Added&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Now used for dying hair&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Dye now deteriorates.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Moved from [[Ideology DLC]] to Core. Now used in the new painting system: Paint walls, floors, and some furniture and buildings with dye harvested from the tinctoria crop.&lt;br /&gt;
* Unknown (some 1.4 between 3523 and 3704)- Dye market value changed from 0 to 2.65&lt;br /&gt;
&lt;br /&gt;
[[Category:Plant Matter]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Dromedary&amp;diff=177815</id>
		<title>Dromedary</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Dromedary&amp;diff=177815"/>
		<updated>2026-03-18T09:08:13Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Summary */ made the phrasing consistent with the rest of the rideable animals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|animal&lt;br /&gt;
| page verified for version = 1.3.3101&lt;br /&gt;
| name = Dromedary&lt;br /&gt;
| image = Dromedary east.png&lt;br /&gt;
| description = A large land mammal adapted to arid environments. Domesticated since ancient times, its wool and leather are both exceptionally good at insulating against the desert heat, and its milk is quite nourishing. It can be used as a pack animal and mount, but its bouncing gait makes it slower to ride than a horse.&amp;lt;br&amp;gt;By storing water in its large humps and reclaiming moisture from its breath as it exhales, it can go weeks without drinking.&amp;lt;br&amp;gt;When in a caravan, people can ride dromedaries to increase the caravan's speed.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 4.3&lt;br /&gt;
| min comfortable temperature = -22&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| toxic environment resistance = 0&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 300&lt;br /&gt;
| filth rate = 16&lt;br /&gt;
| ridingspeed = 1.3&lt;br /&gt;
| milktime = 2&lt;br /&gt;
| milk = 18&lt;br /&gt;
| herdanimal = true&lt;br /&gt;
| combatPower = 90&lt;br /&gt;
| bodysize = 2.1&lt;br /&gt;
| healthscale = 1.6&lt;br /&gt;
| hungerrate = 0.535&lt;br /&gt;
| diet = herbivorous&lt;br /&gt;
| leathername = camelhide&lt;br /&gt;
| wildness = 0.25&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| manhunter = 0&lt;br /&gt;
| roamMtb = 3&lt;br /&gt;
| trainable = none&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| packanimal = true&lt;br /&gt;
| gestation = 6.66&lt;br /&gt;
| offspring = 1&lt;br /&gt;
| lifespan = 45&lt;br /&gt;
| juvenileage = 0.25&lt;br /&gt;
| maturityage = 0.3333&lt;br /&gt;
| tradeTags = AnimalFarm, AnimalCommon&lt;br /&gt;
| attack1dmg = 9&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = front left leg&lt;br /&gt;
| attack2dmg = 9&lt;br /&gt;
| attack2type = Poke&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = front left leg&lt;br /&gt;
| attack3dmg = 9&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = front right leg&lt;br /&gt;
| attack4dmg = 9&lt;br /&gt;
| attack4type = Poke&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = front right leg&lt;br /&gt;
| attack5dmg = 10&lt;br /&gt;
| attack5type = Bite&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5part = teeth&lt;br /&gt;
| attack5chancefactor = 0.7&lt;br /&gt;
| attack6dmg = 7&lt;br /&gt;
| attack6type = Blunt&lt;br /&gt;
| attack6cool = 2&lt;br /&gt;
| attack6part = head&lt;br /&gt;
| attack6chancefactor = 0.2&lt;br /&gt;
| isCoastal = false&lt;br /&gt;
| livesin_aridshrubland = 0.7&lt;br /&gt;
| livesin_desert = 0.7&lt;br /&gt;
| livesin_extremedesert = 0.2&lt;br /&gt;
}}&lt;br /&gt;
'''Dromedaries''', called '''dromedary calves''' as babies, are desert-dwelling [[herbivore]]s that provide [[milk]] and act as [[pack animal]]s.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Dromedaries are notable for requiring no minimum skill level to tame. They can be found in {{Habitats}}.&lt;br /&gt;
&lt;br /&gt;
Dromedaries can be bought and sold in other [[Trade#Faction base|faction bases]] and from [[Trade#Exotic goods trader 2|exotic goods traders]]. Dromedaries purchased from traders will be already tamed.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Pen Animal Note|Dromedaries}}&lt;br /&gt;
&lt;br /&gt;
A dromedary can be milked for up to {{Icon Small|milk}} {{P|Milk Amount}} units of milk {{#ifeq:{{P|Milking Interval Days}}|1|per day|every {{P|Milking Interval Days}} days}} depending on your pawn's [[Animal Gather Yield]]. Milking an animal takes {{Ticks|400}} of work, regardless of the amount of milk produced, and only modified by the [[Animal Gather Speed]] of the handler.&lt;br /&gt;
&lt;br /&gt;
Dromedaries are also [[pack animal]]s. They will carry up to 73.5kg of weight in a [[caravan]]. They can additionally be ridden for up to 130% caravan speed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Dromedaries are an &amp;quot;all-in-one&amp;quot; animal, well suited for arid environments. Dromedaries produce milk, are pack animals, and are ridable, a combo entirely unique to dromedaries. In a [[desert]] or [[extreme desert]], dromedaries are the only native animal to produce milk, and the only native animal that is a pack animal. [[Camelhide]] is also a great [[textile]] for heat insulation.&lt;br /&gt;
&lt;br /&gt;
Dromedaries are much larger than most other animals found in a desert and extreme desert.&lt;br /&gt;
&lt;br /&gt;
===Nutrition===&lt;br /&gt;
When slaughtered, a dromedary yields 59 meat and 23 leather as a calf; 147 meat and 42 as a juvenile; or 294 meat and 84 leather as an adult. &lt;br /&gt;
&lt;br /&gt;
*'''Milking'''&lt;br /&gt;
Female dromedaries produce {{Icon Small|milk}} {{P|Daily Milk Average}} per day, or {{#vardefineecho:milk_nutr_per_day|{{#expr:{{P|Daily Milk Average}}*0.05}}}} [[nutrition]] in milk per day. A dromedary consumes {{P|Real Hunger Rate}} nutrition per day. This results in a nutrition efficiency of {{%|{{#var:milk_nutr_per_day}}/{{P|Real Hunger Rate}} round 3}} from females' milk alone (or {{Icon Small|milk}} {{#expr: {{P|Daily Milk Average}}/{{P|Real Hunger Rate}} round 2}} per day per 1 nutrition consumed). Dromedaries provide the least milk of all animals.&lt;br /&gt;
&lt;br /&gt;
*'''Slaughtering + Milking'''&lt;br /&gt;
Slaughtered as calves, and including the production of milk, the nutrition efficiency of a population of dromedaries varies from {{%|({{Meat Production|{{PAGENAME}}|baby|1|1}} + {{#var:milk_nutr_per_day}})/{{Nutrition Consumption|{{PAGENAME}}|baby|1|1}} round 3}} to {{%|({{Meat Production|{{PAGENAME}}|baby|1|0}} + {{#var:milk_nutr_per_day}})/{{Nutrition Consumption|{{PAGENAME}}|baby|1|0}} round 3}} depending on how many more female dromedaries there are than bulls. &lt;br /&gt;
&lt;br /&gt;
If the dromedaries are allows to grow to adulthood before they are slaughtered, this changes to {{%|({{Meat Production|{{PAGENAME}}|baby|1|1}} + {{#var:milk_nutr_per_day}})/{{Nutrition Consumption|{{PAGENAME}}|adult|1|1}} round 3}}-{{%|({{Meat Production|{{PAGENAME}}|adult|1|0}} + {{#var:milk_nutr_per_day}})/{{Nutrition Consumption|{{PAGENAME}}|adult|1|0}} round 3}}.&lt;br /&gt;
&lt;br /&gt;
===Compared to Yaks===&lt;br /&gt;
[[Yak]]s are competitive with dromedaries, and choosing between them is more of a matter of preference. They are both pack animals that produce milk. Yaks produce {{#expr: (({{Q|Yak|Daily Milk Average}}/{{P|Daily Milk Average}})-1)*100 round 0}}% more milk on average, but dromedaries with a longer milking interval will demand less labor from handlers and haulers. As pack animals, they carry the same load, but dromedaries allow riders to speed up caravans while yaks do not. They are otherwise very similar - carrying the same load and eating the same amount. Dromedaries can be found in deserts, while yaks can be found in cooler biomes.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithHoovesAndHump}}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dromedary east.png|Facing east&lt;br /&gt;
Dromedary north.png|Facing north&lt;br /&gt;
Dromedary south.png|Facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dessicated dromedary east.png|Dessicated facing east&lt;br /&gt;
Dessicated Dromedary north.png|Dessicated facing north&lt;br /&gt;
Dessicated Dromedary south.png|Dessicated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dromedary pack east.png|Packing bags facing east&lt;br /&gt;
Dromedary pack north.png|Packing bags facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Sounds ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Pawn Dromedary Death 1a.wav|Death Sound 1 &lt;br /&gt;
Pawn Dromedary Death 1b.wav|Death Sound 2&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Added as '''Camel'''&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Can now be shorn for a new [[wool]] type: Camelhair, and milked for [[milk]]. &lt;br /&gt;
* Beta 19/1.0 - Leg damage 11 -&amp;gt; 8&lt;br /&gt;
* 1.1 - Dromedaries no longer produce wool in the form of camelhair.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fix: Dromedary description mentions it is not rideable, but it is. Description changed from ''{{Hover title|A large land mammal adapted to arid environments. Domesticated since ancient times, its wool and leather are both exceptionally good at insulating against the desert heat, and its milk is quite nourishing. It can be used as a pack animal, but its bouncing gait makes it too uncomfortable to ride for any distance.&lt;br /&gt;
By storing water in its large humps and reclaiming moisture from its breath as it exhales, it can go weeks without drinking.|&amp;quot;[...] but its bouncing gait makes it too uncomfortable to ride for any distance. [...]&amp;quot;}}'' changed to ''{{Hover title|A large land mammal adapted to arid environments. Domesticated since ancient times, its wool and leather are both exceptionally good at insulating against the desert heat, and its milk is quite nourishing. It can be used as a pack animal and mount, but its bouncing gait makes it slower to ride than a horse. By storing water in its large humps and reclaiming moisture from its breath as it exhales, it can go weeks without drinking.|&amp;quot;[...] but its bouncing gait makes it slower to ride than a horse. [...]&amp;quot;}}''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Camelhair.png|Camelhair&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Pack Animal]]&lt;br /&gt;
[[Category:Wild animal]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=177581</id>
		<title>Ideoligion</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=177581"/>
		<updated>2026-03-13T13:30:44Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Hair and tattoos */ added the missing value for the mood penalty&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Stub|reason=Add Nomadic and space habitat precept. Shipborn meme requirements/associated not implemented. traders guild}}&lt;br /&gt;
'''Ideoligions''' are both a system of mechanics introduced by, and the primary focus of, the [[Ideology DLC]]. They allow colonies to introduce a variety of new restrictions and capabilities to change gameplay, as well as new interactions with other factions.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Type of ideoligion ==&lt;br /&gt;
Whenever you start a new game, you will see the Ideology selection menu once you've selected a world tile.&lt;br /&gt;
&lt;br /&gt;
* '''Ideology system inactive''' - Disables most of the Ideology system. Player colonies and factions will no longer have any ideoligion. With this option, you can create any ''style'', or cosmetic variant, of building (click the circle icon in the [[Architect]] tab, right next to the search bar).&lt;br /&gt;
:However, some aspects of the ideoligion system remain. You can still assign a [[Leader]], and will have access to a funeral and 2 [[ritual]]s - a dance party and drum party.{{Check Tag|Verify|Extremely quick testing}} In addition, there will be 3 randomized [[relic]]s that you can search for.&lt;br /&gt;
&lt;br /&gt;
* '''Create ideoligion (fluid)''' - Design an ideoligion that can change over time.&lt;br /&gt;
:A fluid ideoligion only has access to 1 [[meme]] at the start of the game, which cannot be a high impact meme. Otherwise, a fluid ideoligion has the same customization options as a fixed ideoligion. The difference is that a fluid ideology can change over the course of the game. As you gain [[#Development points|development points]], you can add / remove memes, and re-customize just about everything else.&lt;br /&gt;
&lt;br /&gt;
* '''Create ideoligion (fixed)''' - Design an ideoligion with complete control.&lt;br /&gt;
&lt;br /&gt;
* '''Presets''' - Use an ideoligion already created for you. Want to live under the mountain, but don't want to make a full ideoligion? Pick the &amp;quot;Mole people&amp;quot; preset. You will start with a Funeral and 2 other random [[ritual]]s, as well as a random [[relic]]. Other aspects of the ideoligion will also be randomized.&lt;br /&gt;
:For example, the &amp;quot;Classic-like&amp;quot; preset will have the following precepts:&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2; width:600px&amp;quot;&amp;gt;&lt;br /&gt;
* [[#Corpses|Corpses: Ugly]]&lt;br /&gt;
* [[#Insect meat|Insect meat: Despised]]&lt;br /&gt;
* [[#Marriage name|Marriage name: Usually man's]]&lt;br /&gt;
* [[#Eating nutrient paste|Eating nutrient paste: Disgusting]]&lt;br /&gt;
* [[#Physical love|Physical love: Free]]&lt;br /&gt;
* [[#Women's spouses|Women's spouses: One only]]&lt;br /&gt;
* [[#Men's spouses|Men's spouses: One only]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Development points ===&lt;br /&gt;
{{For|a guide for how to convert a non-fluid ideoligion to a fluid ideoligion via save editing|Fluid ideoligion save conversion guide}}&lt;br /&gt;
Fluid ideoligions are mostly the same as a static one, but can be changed over time through development points. When you have enough points, you can reform the ideoligion. It costs 10 points for the first reformation, and increases by +2 per reform until a max of 20 points. You cannot &amp;quot;store&amp;quot; points; once you can reform, no more points are gained.&lt;br /&gt;
&lt;br /&gt;
Development points can be obtained in the following ways:&lt;br /&gt;
* Performing [[rituals]]. Rituals will give a varying amount of points depending on if they are &amp;quot;anytime&amp;quot; rituals or &amp;quot;dated&amp;quot; rituals, how many rituals the ideoligion has and the quality of the ritual. If a ritual achieves a goal that awards development points (such as a conversion), both the points for the goal and the ritual are received in full. Anytime rituals (including funerals) give 1 point for a good outcome and 2 points for a great outcome.&lt;br /&gt;
Dated rituals grant more points the fewer rituals the ideoligion has, -as detailed below- however Funerals, Gladiator Duels, Blinding, and Scarification rituals '''''Do not''''' count for the following table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Terrible&lt;br /&gt;
! Boring&lt;br /&gt;
! Fun&lt;br /&gt;
! Unforgettable&lt;br /&gt;
|-&lt;br /&gt;
! 1 Ritual&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
! 2 Rituals&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! 3 Rituals&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4 Rituals&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 5+ Rituals&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Converting someone: 1 point.&lt;br /&gt;
Certain [[#Precepts|precepts]] allow an ideoligion to gain points from actions related to the precept.&lt;br /&gt;
* [[#Blindness|Blindness: Respected, Elevated or Sublime]]: Blinding someone: 1 point&lt;br /&gt;
* [[#Charity|Charity: Worthwhile, Important or Essential]]: Completing charity quests and accepting charity events&lt;br /&gt;
** [[Quests#Beggars|Helping beggars]]: 2 points&lt;br /&gt;
** [[Events#Wanderer joins|Accepting joining wanderer]]: 1 point&lt;br /&gt;
** [[Quests#Hospitality|Giving hospitality]] {{RoyaltyIcon}}: 2 points&lt;br /&gt;
** [[Quests#Shuttle Crash|Saving shuttle crash survivors]] {{RoyaltyIcon}}: 3 points&lt;br /&gt;
** [[Events#Transport pod crash|Saving a pod crash victim]]: 1 point&lt;br /&gt;
** [[Quests#Noble Wimp|Saving the noble wimp]] {{RoyaltyIcon}}: 1 point&lt;br /&gt;
** [[Quests#Threatened Joiner|Helping the threatened joiner]]: 2 points&lt;br /&gt;
* [[#Execution|Execution: Respected if guilty or Required]]: Executing prisoner: 1 point&lt;br /&gt;
* [[#Proselytizing|Proselytizing: Occasional, Sometimes or Frequent]]:&lt;br /&gt;
** Converting a new member: 1 point (in addition to the normal 1 point)&lt;br /&gt;
** Obtaining a [[Relic|relic]]: 5 points&lt;br /&gt;
** Completing the [[Quests#Pilgrims|pilgrims]] quest: 2 points&lt;br /&gt;
* [[#Raiding|Raiding: Respected or Required]]:&lt;br /&gt;
** Raiding someone: 1 point&lt;br /&gt;
** Raiding a bandit camp or work site: 2 points&lt;br /&gt;
* [[#Ranching|Ranching: Central]]: Successfully completing an [[Quests#Hospitality|Animal Hospitality quest]]{{RoyaltyIcon}}: 2 points&lt;br /&gt;
* [[#Slavery|Slavery: Honorable]]: Enslaving new prisoner: 1 point&lt;br /&gt;
* [[#Gauranlen connection|Gauranlen Connection: Strong]]: Planting gauranlen tree: 1 point&lt;br /&gt;
&lt;br /&gt;
Reformation allows you to add ''or'' remove 1 meme, ''or'' change the structure of your ideoligion. If you add a meme, you cannot remove / replace another meme or change structure. In addition, you can only add 1 [[style]] at a time. All other changes are unlimited.&lt;br /&gt;
&lt;br /&gt;
== Forming an ideoligion ==&lt;br /&gt;
An ideoligion consists of many separate aspects to customize:&lt;br /&gt;
&lt;br /&gt;
'''Primary'''&lt;br /&gt;
* '''[[#Structure|Structure]]''' - What deities (or lack thereof) that followers believe in. Examples include ''Abstract theist'', that &amp;quot;god(s) are formless and everywhere&amp;quot;, or ''Christian origin'', which is closer to the Abrahamic religions of the west. Structure helps determine the randomized names and lore of your ideoligion. This is almost entirely cosmetic, but can add a few ritual options.&lt;br /&gt;
&lt;br /&gt;
* '''[[#Memes|Memes]]''' - The basic beliefs of the ideoligion. An ideoligion with the ''Cannibal'' meme will definitely enjoy human meat. Each ideoligion can have up to 4 memes. Most memes do not add much on their own, but affect what precepts the ideoligion has and cannot have. Some memes have access to [[roles|specialists]].&lt;br /&gt;
&lt;br /&gt;
* '''[[#Precepts|Precepts]]''' - What a follower's belief systems are. Precepts directly determine how colonists will react to certain actions. An ideoligion with ''Cannibalism: Preferred'' will have followers enjoy eating human meat. An ideoligion with ''Cannibalism: Required (Ravenous)'' will want to eat human meat for every meal.&lt;br /&gt;
:Certain precepts have statistical effects beyond mood. For instance, ''Drugs: Essential'' boosts drug crop yield, synthesis speed, and sell price. These tend to be locked behind their associated meme.&lt;br /&gt;
&lt;br /&gt;
'''Secondary'''&lt;br /&gt;
* '''[[Rituals]]''' - Special occasions, from Dance Party to Animal Sacrifice to Funerals. Every time you do a ritual, you can end up with a good or bad outcome. Good outcomes will increase colonist [[mood]], and come with a special, defined reward. For example, a spectacular festival can give you a random recruit, or cause a [[gauranlen pod]] to sprout.&lt;br /&gt;
&lt;br /&gt;
:You can increase the chances of a good outcomes by following the ritual's requirements. A funeral can be done without your colonist's body, but the quality will be increased if the corpse is buried.&lt;br /&gt;
&lt;br /&gt;
* '''[[#Roles|Roles]]''' - Every ideoligion has a Leader and Moral Guide. From there, you can have up to 2 types of specialists. A Shooting Specialist will be great at ranged combat, but is unable to do many types of skilled work. Note that you can have as many specialists of a specific type as you want. For example, you can have 3 Shooting Specialists in a single colony, but cannot have a Shooting, Plants, AND Research specialist in the same ideoligion.&lt;br /&gt;
&lt;br /&gt;
* '''[[Relic]]s''' - Ideoligions can have relics. Relics can be either Legendary [[quality]] weapons or specific types of items that serve no other purpose. Relics must be found from a specific, multi-part relic hunt quest, which can take many years. Having a relic present will cause a number of benefits.&lt;br /&gt;
&lt;br /&gt;
* '''Buildings''' - Buildings used by your ideoligion: [[altar]]s, [[sacrificial flag]]s, etc. Largely used for rituals. Altars and the like will eventually be demanded by followers of your ideoligion in a temple room.&lt;br /&gt;
&lt;br /&gt;
* '''Preferences''' - Ideoligions can prefer [[apparel]], [[weapon]]s, and [[xenotype]]s {{BiotechIcon}}, as well as venerate specific [[animal]]s. Colonists will like having/being around preferred items. Whether a colonist will dislike a non-preferred item is dependent on the preference in question.&lt;br /&gt;
&lt;br /&gt;
'''Descriptive'''&lt;br /&gt;
* '''[[#Styles|Styles]]''' - How buildings made by an ideoligious builder will look. Largely cosmetic. However, it interacts with the Diversity of Thought precept. If colonists are neutral or bigoted, then they will enjoy being near styles of the same ideoligion. If colonists appreciate Diversity of Thought, they will enjoy being near styled buildings that their ideoligion could not make. Certain styles will affect more or less buildings.&lt;br /&gt;
&lt;br /&gt;
* '''[[#Cultures|Cultures]]''' - Roughly where your ideoligion comes from. Astropolitian represents those coming from space. Corunan represents [[New Tribe|tribes]] in general. Entirely cosmetic.&lt;br /&gt;
&lt;br /&gt;
* '''Lore''' - A randomly generated description of the ideoligion, based off of memes, structures, cultures, etc. Entirely cosmetic.&lt;br /&gt;
&lt;br /&gt;
* '''Icon / color''' - An ideoligion's icon is used whenever an ideology will be displayed. The color of the icon will be a preferred color for followers. Followers gain a {{+|1}} moodlet for wearing their ideology's color, or their own favorite color. All colors require [[dye]] and the same amount of dye.&lt;br /&gt;
&lt;br /&gt;
== Certainty ==&lt;br /&gt;
{{Main|Certainty}}&lt;br /&gt;
&lt;br /&gt;
'''Certainty''' is how willing a colonist is to maintain their current ideoligion. Conversion attempts reduce certainty. Once certainty hits 0%, a pawn's ideology will change.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
Choosing your structure affects which symbols the game uses for your ideoligion, and allows for the selection of some rituals that would otherwise require specific memes. It also influences some random generation options and flavor text but these can be overridden by player selection.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Structure !! Description !! Styles !! Unlocked Rituals !! Chance to Have Precept&lt;br /&gt;
|- id=&amp;quot;Abstract theist&amp;quot;&lt;br /&gt;
! Abstract theist&amp;lt;br/&amp;gt;[[File:Abstract theist.png|64px]]&lt;br /&gt;
| The god(s) do not have physical form, but are everywhere at once. They know all, and can do anything. Their will defines the moral structure of the universe. || || ||&lt;br /&gt;
|- id=&amp;quot;Animist&amp;quot;&lt;br /&gt;
! Animist&amp;lt;br/&amp;gt;[[File:Animist.png|64px]]&lt;br /&gt;
| Spirits live in everything around us. In the plants and animals, rivers and trees, sky and stars. The moral structure of the universe springs from the necessity of respecting them. || Animalist || ||&lt;br /&gt;
|- id=&amp;quot;Archist&amp;quot;&lt;br /&gt;
! Archist&amp;lt;br/&amp;gt;[[File:Archist.png|64px]]&lt;br /&gt;
| Archotechs are the true gods. They know the moral structure of the universe, and serving them is how we will connect with it. || || ||&lt;br /&gt;
|- id=&amp;quot;Buddhist origin&amp;quot;&lt;br /&gt;
! Buddhist origin&amp;lt;br/&amp;gt;[[File:Buddhist origin.png|64px]]&lt;br /&gt;
| This ideoligion is a descendant of ancient Buddhism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Buddhist || Smokeleaf circle || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Christian origin&amp;quot;&lt;br /&gt;
! Christian origin&amp;lt;br/&amp;gt;[[File:Christian origin.png|64px]]&lt;br /&gt;
| This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Christianity. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Christian || Christmas tree party || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Embodied theist&amp;quot;&lt;br /&gt;
! Embodied theist&amp;lt;br/&amp;gt;[[File:Embodied theist.png|64px]]&lt;br /&gt;
| The god(s) walk the planets like us, yet they are powerful and immortal as we are not. They decide the moral structure of the universe. || || ||&lt;br /&gt;
|- id=&amp;quot;Hindu origin&amp;quot;&lt;br /&gt;
! Hindu origin&amp;lt;br/&amp;gt;[[File:Hindu origin.png|64px]]&lt;br /&gt;
| This is a variant of the embodied theist structure. This ideoligion is a descendant of ancient Hinduism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Hindu || Smokeleaf circle || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Ideological&amp;quot;&lt;br /&gt;
! Ideological&amp;lt;br/&amp;gt;[[File:Ideological.png|64px]]&lt;br /&gt;
| There are no gods. The moral structure of the universe is found in our grand narrative of social forces. || || Symbol burning ||&lt;br /&gt;
|- id=&amp;quot;Islamic origin&amp;quot;&lt;br /&gt;
! Islamic origin&amp;lt;br/&amp;gt;[[File:Islamic origin.png|64px]]&lt;br /&gt;
| This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Islam. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Islamic || || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
Cultures affect names, appearances, and symbols.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Culture !! Factions Allowed !! Description&lt;br /&gt;
|- id=&amp;quot;Astropolitan&amp;quot;&lt;br /&gt;
! Astropolitan&amp;lt;br/&amp;gt;[[File:Astropolitan.png|32px]]&lt;br /&gt;
| [[New Arrivals]]&amp;lt;br/&amp;gt;[[Sanguophages (Faction)|Sanguophages]]{{BiotechIcon}}&amp;lt;br/&amp;gt;[[Traders guild]]{{OdysseyIcon}}&amp;lt;br/&amp;gt;[[Salvagers]]{{OdysseyIcon}}|| A broad collection of cultures common among frequent space travelers.&lt;br /&gt;
|- id=&amp;quot;Rustican&amp;quot;&lt;br /&gt;
! Rustican&amp;lt;br/&amp;gt;[[File:Civil outlander.png|32px]]&lt;br /&gt;
| [[Outlander]] Factions || A hardy industrial cultures common among rimworld outlanders.&lt;br /&gt;
|- id=&amp;quot;Corunan&amp;quot;&lt;br /&gt;
! Corunan&amp;lt;br/&amp;gt;[[File:GentleTribe.png|32px]]&lt;br /&gt;
| [[New Tribe]]&amp;lt;br/&amp;gt;[[Tribal]] Factions || An ancient culture common among rimworld tribes.&lt;br /&gt;
|- id=&amp;quot;Kriminul&amp;quot;&lt;br /&gt;
! Kriminul&amp;lt;br/&amp;gt;[[File:Pirate.png|32px]]&lt;br /&gt;
| [[Pirate]] Factions || A broad category describing the styles and practices of many pirate groups.&lt;br /&gt;
|- id=&amp;quot;Sophian&amp;quot;&lt;br /&gt;
! Sophian {{RoyaltyIcon}}&amp;lt;br/&amp;gt;[[File:Empire map marker.png|32px]]&lt;br /&gt;
| [[Empire]] Faction|| A techno-feudal culture centered on the planet Sophiamunda.&lt;br /&gt;
|}&lt;br /&gt;
Additionally, the [[Ancient]] factions, [[Outlander refugee group]]{{RoyaltyIcon}}, [[Beggars]]{{IdeologyIcon}}, [[Pilgrims]]{{IdeologyIcon}}, and the [[Horax cult]]{{AnomalyIcon}} do not have any culture assigned to them; therefore they may use any existing one randomly.&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
{{recode|section=1|reason=Use collapsibles to allow a non-intrusive display of the styles where the reader can tab between the styles}}&lt;br /&gt;
An ideoligion can have 0-3 associated styles. People belonging to that ideoligion will apply those styles when making specific items. Colonists will get thoughts based on the styles of the objects around them, depending on their ideoligion's [[#Diversity of thought|diversity of thought]] precept either for having surroundings match or not match their ideoligion. Neutral surroundings produce no thought. If multiple styles of an ideoligion affect the same object, left-most applies. Note that building appearance in the construction menu will be based on your primary ideoligion, but the actual building might be different if built by a pawn of a different ideoligion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! style=width:6em | Style !! New buildables !! Affects items !! Affects objects !! Affects ritual ambience sound !! Player-accessible&lt;br /&gt;
|- id=&amp;quot;Style Hindu&amp;quot;&lt;br /&gt;
| [[File:Style Hindu.png|18px]] Hindu&lt;br /&gt;
| -&lt;br /&gt;
| [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|- id=&amp;quot;Style Christian&amp;quot;&lt;br /&gt;
| [[File:Style Christian.png|18px]] Christian&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Islamic&amp;quot;&lt;br /&gt;
| [[File:Style Islam.png|18px]] Islamic&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Buddhist&amp;quot;&lt;br /&gt;
| [[File:Style Buddhism.png|18px]] Buddhist&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Morbid&amp;quot;&lt;br /&gt;
| [[File:Style Morbid.png|18px]] Morbid&lt;br /&gt;
| [[Morbid carpet]], [[Morbid slab (broad)]], [[Morbid slab (medium)]], [[Morbid stone tile]] || [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]], [[Small altar#Styles|Small altar]], [[Medium altar#Styles|Medium altar]], [[Large altar#Styles|Large altar]], [[Grand altar#Styles|Grand altar]], [[Stool#Styles|Stool]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Torch lamp#Styles|Torch lamp]], [[Wall torch lamp#Styles|Wall torch lamp]], [[Column#Styles|Column]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Totemic&amp;quot;&lt;br /&gt;
| [[File:Style Totemic.png|18px]] Totemic&lt;br /&gt;
| [[Totemic boards]], [[Totemic slab (broad)]], [[Totemic slab (medium)]], [[Totemic stone tile]]&lt;br /&gt;
| [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]], [[Small altar#Styles|Small altar]], [[Medium altar#Styles|Medium altar]], [[Large altar#Styles|Large altar]], [[Grand altar#Styles|Grand altar]], [[Stool#Styles|Stool]], [[Dining chair#Styles|Dining chair]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Torch lamp#Styles|Torch lamp]], [[Wall torch lamp#Styles|Wall torch lamp]], [[Column#Styles|Column]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Spikecore&amp;quot;&lt;br /&gt;
| [[File:Style Spikecore.png|18px]] Spikecore&lt;br /&gt;
| [[Spikecore floor-star (broad)]], [[Spikecore floor-star (medium)]], [[Spikecore plates]], [[Spikecore stone tile]] || [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]], [[Flak jacket#Styles|Flak jacket]], [[Duster#Styles|Duster]], [[Jacket#Styles|Jacket]], [[Parka#Styles|Parka]]&lt;br /&gt;
| Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Torch lamp#Styles|Torch lamp]], [[Wall torch lamp#Styles|Wall torch lamp]], [[Column#Styles|Column]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Rustic&amp;quot;&lt;br /&gt;
| [[File:Style Rustic.png|18px]] Rustic&lt;br /&gt;
| [[Rustic rug (broad)]], [[Rustic rug (medium)]]&lt;br /&gt;
| [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]]&lt;br /&gt;
| [[Column#Styles|Column]], [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Torch lamp#Styles|Torch lamp]], [[Wall torch lamp#Styles|Wall torch lamp]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]])&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Animalist&amp;quot;&lt;br /&gt;
| [[File:Style Animalist.png|18px]] Animalist&lt;br /&gt;
| [[Animalist slab (broad)]], [[Animalist slab (medium)]]&lt;br /&gt;
| [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]], [[War mask#Styles|War mask]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Techist&amp;quot;&lt;br /&gt;
| [[File:Style Techist.png|18px]] Techist&lt;br /&gt;
| [[Hex carpet]], [[Hex tile]]&lt;br /&gt;
| -&lt;br /&gt;
| [[Column#Styles|Column]], [[Plant pot#Styles|Plant pot]], [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Shelf#Styles|Shelf]], [[Autodoor#Styles|Autodoor]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]])&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Horaxian&amp;quot;&lt;br /&gt;
| [[File:Style Horaxian.png|18px]] Horaxian{{AnomalyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| [[Axe#Styles|Axe]], [[Club#Styles|Club]], [[Gladius#Styles|Gladius]], [[Knife#Styles|Knife]], [[Mace#Styles|Mace]]&lt;br /&gt;
| -&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Style dominance ===&lt;br /&gt;
Pawns consider objects with style dominance within 27 tiles outdoors, or in the same room regardless of distance. An item is considered &amp;quot;uniform&amp;quot; if pawn's ideoligion can build it, and &amp;quot;diverse&amp;quot; otherwise, regardless of the actual style: for example, a totemic table will be considered diverse for an ideoligion with morbid and totemic styles, because the morbid style overrides totemic tables. If the total style dominance of uniform or diverse objects is at least 10 more than the other category, pawns will get an appropriate thought; the actual style of the object does not matter for stacking either: a morbid slab and a totemic slab in the same room will be uniform for an ideoligion with both styles, cancel each other out and give no thought for an ideoligion with one of those styles, and diverse for an ideoligion with neither.&lt;br /&gt;
&lt;br /&gt;
An ideoligion with no styles would still consider its own buildings (such as ideogram), but not ritual seats, to be uniform.&lt;br /&gt;
&lt;br /&gt;
Clothing, whether worn or placed on the ground, and uninstalled objects have no impact on style dominance.&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Style Dominance::+]]&lt;br /&gt;
| ?Style Dominance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Memes ==&lt;br /&gt;
You must choose one to four memes at the beginning of your playthrough to form the foundational ideas of your ideoligion. Some have much more gameplay impact than others. Hovering over a meme will show you the information in this table.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
! Meme !! Description !! Impact !! Incompatible Memes !! Required Precepts !! Chance to Have Precept !! Disabled Precepts !! Unlocked Roles !! Required Rituals !! Unlocked Rituals !! New Buildables !! Unlocked Craftables !! Start with Research !! Agreeing Traits !! Conflicting Traits !! Styles&lt;br /&gt;
|- id=&amp;quot;Animal personhood&amp;quot;&lt;br /&gt;
! '''Animal personhood'''&amp;lt;br/&amp;gt;[[File:Animal personhood.png|64px]]&lt;br /&gt;
| Animals have rights as humans do. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || [[#Rancher|Rancher]] || '''[[#Animal connection|Animal connection:]]''' Strong&amp;lt;br/&amp;gt;'''[[#Slaughtering animals|Slaughtering animals:]]''' Prohibited, Horrible, or Disapproved&amp;lt;br/&amp;gt;'''[[#Meat eating|Meat eating:]]''' Abhorrent, Horrible, or Disapproved&amp;lt;br/&amp;gt;{{OdysseyIcon}}'''[[#Fishing|Fishing:]]''' Prohibited or Disapproved || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Blindsight&amp;quot;&lt;br /&gt;
! '''[[Blindsight]]'''&amp;lt;br/&amp;gt;[[File:Blindsight.png|64px]]&lt;br /&gt;
| Only those who are blind can perceive true reality. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || [[#Darkness|Darkness]] || '''[[#Blind psysense|Blind psysense:]]''' Strong&amp;lt;br/&amp;gt;'''[[#Blindness|Blindness:]]''' Respected, Elevated, or Sublime || - || '''[[#Blindness|Blindness:]]''' Horrible&amp;lt;br/&amp;gt;'''[[#Lighting|Lighting:]]''' Darklight preferred&amp;lt;br/&amp;gt;'''[[#Combat in darkness|Combat in darkness:]]''' preferred || [[Ideoligion#Medical specialist|Medical specialist]] || Blinding || - || - || [[Blindfold]] || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Cannibal&amp;quot;&lt;br /&gt;
! '''Cannibal'''&amp;lt;br/&amp;gt;[[File:Cannibal.png|64px]]&lt;br /&gt;
| We must consume human flesh. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Organ use|Organ use:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Cannibalism|Cannibalism:]]''' Preferred, Required (strong), or Required (ravenous)&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Don't care, Respected if guilty, or Required || - || '''[[#Execution|Execution:]]''' Always horrible or Horrible if innocent || - || - || Cannibal feast || - || - || - || [[Cannibal (Trait)|Cannibal]] || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Collectivist&amp;quot;&lt;br /&gt;
! '''Collectivist'''&amp;lt;br/&amp;gt;[[File:Collectivist.png|64px]]&lt;br /&gt;
| Each person is part of a greater whole. People should work to play their part and help the group. ||style=&amp;quot;text-align: center;&amp;quot;data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Individualist|Individualist]] || '''[[#Work drive|Work drive:]]''' Tripled || Visage mask: Relaxed || '''[[#Marriage name|Marriage name:]]''' Keep names || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Darkness&amp;quot;&lt;br /&gt;
! '''Darkness'''&amp;lt;br/&amp;gt;[[File:Darkness.png|64px]]&lt;br /&gt;
| Bright light burns and destroys! Darkness nourishes and creates. People ought to live in darkness. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || [[#Blindsight|Blindsight]] || '''[[#Lighting|Lighting:]]''' Darklight preferred&amp;lt;br/&amp;gt;'''[[#Combat in darkness|Combat in darkness:]]''' Preferred || - || - || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Female supremacy&amp;quot;&lt;br /&gt;
! '''Female supremacy'''&amp;lt;br/&amp;gt;[[File:Female supremacy.png|64px]]&lt;br /&gt;
| Women are the superior gender and should rule. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Male supremacy|Male supremacy]] || - || Burka: Relaxed&amp;lt;br/&amp;gt;Veil: Strong || - || - || - || - || - || - || - || [[Misandrist]] || [[Misogynist]] || -&lt;br /&gt;
|- id=&amp;quot;Flesh purity&amp;quot;&lt;br /&gt;
! '''Flesh purity'''&amp;lt;br/&amp;gt;[[File:Flesh purity.png|64px]]&lt;br /&gt;
| The human body should not be debased. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#High life|High life]]&amp;lt;br/&amp;gt;[[#Transhumanist|Transhumanist]] || '''[[#Drug use|Drug use:]]''' Prohibited&amp;lt;br/&amp;gt;'''[[#Body modification|Body modification:]]''' Abhorrent&amp;lt;br/&amp;gt;'''[[#Scarification|Scarification:]]''' Horrible || - || '''[[#Body modification|Body modification:]]''' Approved&amp;lt;br/&amp;gt;'''[[#Physical love|Physical love:]]''' Free and approved || [[Ideoligion#Medical specialist|Medical specialist]] || - || Symbol burning || - || - || - || [[Body purist]]&amp;lt;br/&amp;gt;[[Nudist]] || [[Body modder]] || -&lt;br /&gt;
|- id=&amp;quot;Guilty&amp;quot;&lt;br /&gt;
! '''Guilty'''&amp;lt;br/&amp;gt;[[File:Guilty.png|64px]]&lt;br /&gt;
| Our people carry guilt from ages past. Others are more worthy. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Loyalist|Loyalist]] || '''[[#Pain|Pain:]]''' Idealized&amp;lt;br/&amp;gt;'''[[#Charity|Charity:]]''' Essential, Important, or Worthwhile || - || '''[[#Apostasy|Apostasy:]]''' Abhorrent, Horrible, and Guilty&amp;lt;br/&amp;gt;'''[[#Slavery|Slavery:]]''' Honorable || - || - || Symbol burning || - || [[Torture crown]] || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;High life&amp;quot;&lt;br /&gt;
! '''High life'''&amp;lt;br/&amp;gt;[[File:High life.png|64px]]&lt;br /&gt;
| Exotic states of mind are central to a good life. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Flesh purity|Flesh purity]] || '''[[#Drug use|Drug use:]]''' Essential || Flophat: Relaxed || '''[[#Drug use|Drug use:]]''' Prohibited, Medical only, or Medical/social only || [[Ideoligion#Plants specialist|Plants specialist]] || Smokeleaf circle || Smokeleaf circle || [[Autobong]]&amp;lt;br/&amp;gt;[[Mindbend carpet]] || - || - || [[Chemical interest]]&amp;lt;br/&amp;gt;[[Chemical fascination]] || - || -&lt;br /&gt;
|- id=&amp;quot;Human primacy&amp;quot;&lt;br /&gt;
! '''Human primacy'''&amp;lt;br/&amp;gt;[[File:Human primacy.png|64px]]&lt;br /&gt;
| Humans are the moral center of the universe. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Nature primacy|Nature primacy]] || '''[[#Bonding|Bonding:]]''' Disapproved || - || '''[[#Slaughtering animals|Slaughtering animals:]]''' Prohibited, Horrible, and Disapproved&amp;lt;br/&amp;gt;'''[[#Killing innocent animals|Killing innocent animals:]]''' Abhorrent, Horrible, and Disapproved&amp;lt;br/&amp;gt;'''[[#Mining|Mining:]]''' Prohibited, Horrible, and Disapproved&amp;lt;br/&amp;gt;'''[[#Cutting trees|Cutting trees:]]''' Prohibited, Horrible, and Disapproved || [[Ideoligion#Production specialist|Production specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Individualist&amp;quot;&lt;br /&gt;
! '''Individualist'''&amp;lt;br/&amp;gt;[[File:Individualist.png|64px]]&lt;br /&gt;
| Each person is a free individual with the right to their own ideas and decisions. Nobody should be made to conform. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Collectivist|Collectivist]]&amp;lt;br/&amp;gt;[[#Supremacist|Supremacist]] || - || - || '''[[#Slavery|Slavery:]]''' Honorable || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Loyalist&amp;quot;&lt;br /&gt;
! '''Loyalist'''&amp;lt;br/&amp;gt;[[File:Loyalist.png|64px]]&lt;br /&gt;
| We stand for our own before others. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Guilty|Guilty]] || - || - || - || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Male supremacy&amp;quot;&lt;br /&gt;
! '''Male supremacy'''&amp;lt;br/&amp;gt;[[File:Male supremacy.png|64px]]&lt;br /&gt;
| Men are the superior gender and should rule. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Female supremacy|Female supremacy]] || - || Burka: Relaxed&amp;lt;br/&amp;gt;Veil: Strong || - || - || - || - || - || - || - || [[Misogynist]] || [[Misandrist]] || -&lt;br /&gt;
|- id=&amp;quot;Nature primacy&amp;quot;&lt;br /&gt;
! '''Nature primacy'''&amp;lt;br/&amp;gt;[[File:Nature primacy.png|64px]]&lt;br /&gt;
| Man is a stain on nature's perfection. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Human primacy|Human primacy]] || - || - || - || [[Ideoligion#Plants specialist|Plants specialist]] || || - || - || - || - || - || - || Animalist&lt;br /&gt;
|- id=&amp;quot;Nudism&amp;quot;&lt;br /&gt;
! '''Nudism'''&amp;lt;br/&amp;gt;[[File:Nudism.png|64px]]&lt;br /&gt;
| Clothing binds, controls, and suffocates us. We should all hang free. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Male clothing|Male clothing:]]''' Fully nude or Pants at most&amp;lt;br/&amp;gt;'''[[#Female clothing|Female clothing:]]''' Fully nude or Pants at most || - || - || - || - || Symbol burning || - || - || - || [[Nudist]] || - || -&lt;br /&gt;
|- id=&amp;quot;Pain is virtue&amp;quot;&lt;br /&gt;
! '''Pain is virtue'''&amp;lt;br/&amp;gt;[[File:Pain is virtue.png|64px]]&lt;br /&gt;
| Virtue is shown through suffering of self and others. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Pain|Pain:]]''' Idealized&amp;lt;br/&amp;gt;'''[[#Comfort|Comfort:]]''' Ignored&amp;lt;br/&amp;gt;'''[[#Slab bed|Slab bed:]]''' Preferred || - || '''[[#Charity|Charity:]]''' Essential, Important, and Worthwhile&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Always abhorrent and Always horrible&amp;lt;br/&amp;gt;'''[[#Scarification|Scarification:]]''' Horrible&amp;lt;br/&amp;gt;'''[[#Skullspike|Skullspike:]]''' Disapproved || - || Scarification || Symbol burning || [[Slab bed]]&amp;lt;br/&amp;gt;[[Slab double bed]] || [[Torture crown]] || - || [[Ascetic]]&amp;lt;br/&amp;gt;[[Tortured artist]]&amp;lt;br/&amp;gt;[[Masochist]] || [[Wimp]]&amp;lt;br/&amp;gt;[[Gourmand]] || Morbid&lt;br /&gt;
|- id=&amp;quot;Proselytizer&amp;quot;&lt;br /&gt;
! '''Proselytizer'''&amp;lt;br/&amp;gt;[[File:Proselytizer.png|64px]]&lt;br /&gt;
| It is our duty to spread our beliefs. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || - || '''[[#Proselytizing|Proselytizing:]]''' Occasional, Sometimes, or Frequent || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Raider&amp;quot;&lt;br /&gt;
! '''Raider'''&amp;lt;br/&amp;gt;[[File:Raider.png|64px]]&lt;br /&gt;
| The strong should take from the weak. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || - || '''[[#Raiding|Raiding:]]''' Respected or Required&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Horrible if innocent, Don't care, Respected if guilty, or Required || - || '''[[#Skullspike|Skullspike:]]''' Disapproved&amp;lt;br/&amp;gt;'''[[#Slavery|Slavery:]]''' Abhorrent, Horrible, and Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br/&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]]|| - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Rancher&amp;quot;&lt;br /&gt;
! '''Rancher'''&amp;lt;br/&amp;gt;[[File:Rancher.png|64px]]&lt;br /&gt;
| Raising animals is the right way; raising plants to eat is not. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Animal personhood|Animal personhood]] || '''[[#Ranching|Ranching:]]''' Central&amp;lt;br/&amp;gt;'''[[#Meat eating|Meat eating:]]''' Mildly required, Seriously required, or Strictly required || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Supremacist&amp;quot;&lt;br /&gt;
! '''Supremacist'''&amp;lt;br/&amp;gt;[[File:Supremacist.png|64px]]&lt;br /&gt;
| Our people should dominate all others. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Individualist|Individualist]]&amp;lt;br/&amp;gt;[[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Guilty|Guilty]] || '''[[#Slavery|Slavery:]]''' Acceptable or Honorable&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Required, Respected if guilty, or Don't care || - || '''[[#Charity|Charity:]]''' Essential, Important and Worthwhile&amp;lt;br/&amp;gt;'''[[#Skullspike|Skullspike:]]''' Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br/&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot;&lt;br /&gt;
! '''Transhumanist'''&amp;lt;br/&amp;gt;[[File:Transhumanist.png|64px]]&lt;br /&gt;
| Human progress means merging with technology. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Flesh purity|Flesh purity]] || '''[[#Sleep accelerator|Sleep accelerator:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Neural supercharge|Neural supercharge:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Biosculpting|Biosculpting:]]''' Accelerated&amp;lt;br/&amp;gt;'''[[#Age reversal|Age reversal:]]''' Demanded&amp;lt;br/&amp;gt;'''[[#Eating nutrient paste|Eating nutrient paste:]]''' Don't mind&amp;lt;br/&amp;gt;'''[[#Body modification|Body modification:]]''' Approved || Slicecap: Relaxed || '''[[#Body modification|Body modification:]]''' Abhorrent or Disapproved || [[Ideoligion#Research specialist|Research specialist]] || - || - || [[Hex carpet]]&amp;lt;br/&amp;gt;[[Hex tile]]&amp;lt;br/&amp;gt;[[Neural supercharger]]&amp;lt;br/&amp;gt;[[Sleep accelerator]] || - || - || [[Body modder]] || [[Body purist]] || Techist&lt;br /&gt;
|- id=&amp;quot;Tree connection&amp;quot;&lt;br /&gt;
! '''Tree connection'''&amp;lt;br/&amp;gt;[[File:Tree connection.png|64px]]&lt;br /&gt;
| Trees are the essence of life, and we must be near them. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Trees|Trees:]]''' Desired&amp;lt;br/&amp;gt;'''[[#Rough living|Rough living:]]''' Welcomed&amp;lt;br/&amp;gt;'''[[#Temperature|Temperature:]]''' Tough&amp;lt;br/&amp;gt;'''[[#Gauranlen connection|Gauranlen connection:]]''' Strong&lt;br /&gt;
|| - || - || [[Ideoligion#Plants specialist|Plants specialist]] || - || - || - || - || [[Research#Tree sowing|Tree sowing]] || - || - || -&lt;br /&gt;
|- id=&amp;quot;Tunneler&amp;quot;&lt;br /&gt;
! '''Tunneler'''&amp;lt;br/&amp;gt;[[File:Tunneler.png|64px]]&lt;br /&gt;
| Humans ought to live underground, and enjoy the succulent fruit of the depths. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Fungus|Fungus:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Insect meat|Insect meat:]]''' Loved&amp;lt;br/&amp;gt;'''[[#Indoors|Indoors:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Mining yield|Mining yield:]]''' High || - || '''[[#Mining|Mining:]]''' Prohibited, Horrible, or Disapproved || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || [[Fungal gravel]] || - || [[Research#Stonecutting|Stonecutting]] || [[Undergrounder]] || - || -&lt;br /&gt;
|- id=&amp;quot;Bloodfeeding&amp;quot;&lt;br /&gt;
! '''Bloodfeeding'''&amp;lt;br/&amp;gt;{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:Bloodfeeding.png|64px]]&lt;br /&gt;
| Drinking blood is sacred. Bloodfeeders should be worshipped. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || - || '''[[#Bloodfeeders|Bloodfeeders:]]''' Revered&amp;lt;br/&amp;gt;'''[[#Organ use|Organ use:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Cannibalism|Cannibalism:]]''' Acceptable or Preferred&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Don't care, Respected if guilty, or Required || - || - || - || - || - || - || - || [[Research#Electricity|Electricity]]&amp;lt;br/&amp;gt;[[Research#Deathrest|Deathrest]] || - || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Ritualist&amp;quot;&lt;br /&gt;
! '''Ritualist'''&amp;lt;br/&amp;gt;{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:Ritualist.png|64px]]&lt;br /&gt;
| There is a greater energy in the universe. Through ritual we can understand it and harness its power. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || - || '''[[#Psychic rituals|Psychic rituals:]]''' Exalted&amp;lt;br/&amp;gt;'''[[#Void study|Void study:]]''' Very efficient&amp;lt;br/&amp;gt;'''[[#Research|Research:]]''' Slow, Very Slow or Extremely Slow || - || - || - || - || - || - || - || - || - || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Inhuman&amp;quot;&lt;br /&gt;
! '''Inhuman'''&amp;lt;br/&amp;gt;{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:Inhuman.png|64px]]&lt;br /&gt;
| Humanity is a barrier to our connection with the machine god and its pleasurable rewards. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High|| - || '''[[#Inhumanizing|Inhumanizing:]]''' Required&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Respected if guilty&amp;lt;br/&amp;gt;'''[[#Cannibalism|Cannibalism:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Corpses|Corpses:]]''' Don't care&amp;lt;br/&amp;gt;'''[[#Eating nutrient paste|Eating nutrient paste:]]''' Don't mind&amp;lt;br/&amp;gt;'''[[#Skullspike|Skullspike:]]''' Desired&amp;lt;br/&amp;gt;'''[[#Slavery|Slavery:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Physical love|Physical love:]]''' Free&amp;lt;br/&amp;gt;'''[[#Male clothing|Male clothing:]]''' No rules&amp;lt;br/&amp;gt;'''[[#Female clothing|Female clothing:]]''' No rules&amp;lt;br/&amp;gt;'''[[#Organ use|Organ use:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Diversity of thought|Diversity of thought:]]''' Neutral, Mild bigotry, Moderate bigotry or Intense bigotry || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Shipborn&amp;quot;&lt;br /&gt;
! '''Shipborn'''&amp;lt;br/&amp;gt;{{OdysseyIcon}}&amp;lt;br/&amp;gt;[[File:Shipborn.png|64px]]&lt;br /&gt;
| Humans were destined to live among the stars. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:Medium meme impact.png|32x32px]] Medium|| - || '''[[#Space_Habitat|Space habitat:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Indoors|Indoors:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Eating_Nutrient_Paste|Eating nutrient paste:]]''' Don't mind&amp;lt;br/&amp;gt;'''[[#Temperature|Temperature:]]''' Tough&amp;lt;br/&amp;gt; || - || - || - || - || - || - || - || - || - || [[Undergrounder|Undergrounder]] || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other Faction Customization ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Meme !! Civil outlander !! Rough outlander !! Gentle tribe !! Fierce tribe !! Savage tribe !! Cannibal tribe{{IdeologyIcon}} !! Nudist tribe{{IdeologyIcon}} !! Pirate gang !! Pirate cannibal gang{{IdeologyIcon}} !! Shattered Empire{{RoyaltyIcon}} !! Ancient faction*** !! Outlander refugee group{{RoyaltyIcon}} !! Beggars &amp;amp; Pilgrims{{IdeologyIcon}} !! Yttakin pirates{{BiotechIcon}} !! Waster pirates{{BiotechIcon}} !! Sanguophages{{BiotechIcon}} !! Horax cult{{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| Supremacist || {{Cross}} || '''Required''' || {{Cross}} || {{Cross}} || '''Required''' || {{Check}} || {{Check}} || '''Required''' || '''Required''' || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || '''Required''' || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Loyalist || {{Cross}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required''' || '''Required''' || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Guilty || {{Cross}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Individualist || {{Check}}** || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Collectivist || {{Check}}** || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required''' || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Transhumanist || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || '''Required''' || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Flesh purity || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Raider || {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || '''Required''' || '''Required''' || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || '''Required''' || '''Required''' || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Proselytizer || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| High life || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Nature primacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Human primacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || '''Required''' || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Female supremacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Male supremacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Animal personhood || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || '''Required''' || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Rancher || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Pain is virtue || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Darkness || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Tunneler || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Tree connection || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Nudism || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || '''Required''' || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Blindsight || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || '''Required''' || {{Check}} || {{Cross}} || '''Required''' || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required'''  || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Bloodfeeding{{BiotechIcon}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required'''  || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Ritualist{{AnomalyIcon}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}}  || '''Required'''&lt;br /&gt;
|-&lt;br /&gt;
| Inhuman{{AnomalyIcon}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}  || '''Required'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki/&amp;gt;* Appears on faction's options but conflicts with required meme&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;nowiki/&amp;gt;** Since only two memes available, one of Individualist OR Collectivist must be chosen&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;nowiki/&amp;gt;*** Only restricts what memes can be auto-generated and loaded from saved ideoligions, can otherwise lack or possess any memes&lt;br /&gt;
&lt;br /&gt;
=== Natural goodwill with other factions ===&lt;br /&gt;
Additionally, Supremacist and Raider have {{Bad|-50}} with everyone, Loyalist {{Bad|-10}} with everyone, and Guilty {{Good|+10}} with everyone. There is a {{Good|+10}} bonus for having the same ideoligion.&lt;br /&gt;
&lt;br /&gt;
Modifiers stack, but each pair only applies once; for example Flesh purity + Cannibal vs Flesh purity + Cannibal give {{Good|+10}} for Flesh purity/Flesh purity, {{Good|+10}} for Cannibal/Cannibal, and {{Good|+10}} for Flesh purity/Cannibal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! !! Individualist !! Collectivist !! Transhumanist !! Flesh purity !! Proselytizer !! High life !! Nature primacy !! Human primacy !! Female supremacy !! Male supremacy !! Animal personhood !! Rancher !! Pain is virtue !! Nudism !! Cannibal&lt;br /&gt;
|-&lt;br /&gt;
! Individualist&lt;br /&gt;
| style=&amp;quot;background-color:#d5d9db; color:forestgreen;&amp;quot;|'''+10''' || style=&amp;quot;color:firebrick;|'''-10''' || || || style=&amp;quot;color:firebrick;|'''-10''' || || || || style=&amp;quot;color:firebrick;|'''-10''' || style=&amp;quot;color:firebrick;|'''-10''' || || || || || style=&amp;quot;color:firebrick;|'''-10'''&lt;br /&gt;
|-&lt;br /&gt;
! Collectivist&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Transhumanist&lt;br /&gt;
| || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || style=&amp;quot;color:firebrick;|'''-20''' || || || style=&amp;quot;color:firebrick;|'''-20''' || style=&amp;quot;color:forestgreen;|'''+10''' || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Flesh purity&lt;br /&gt;
| || || style=&amp;quot;color:firebrick;|'''-20''' || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || style=&amp;quot;color:firebrick;|'''-30''' || || style=&amp;quot;color:forestgreen;|'''+10''' || || || || || || || style=&amp;quot;color:forestgreen;|'''+10'''&lt;br /&gt;
|-&lt;br /&gt;
! Proselytizer&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || || || ||style=&amp;quot;background-color:#d5d9db&amp;quot; | || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! High life&lt;br /&gt;
| || || || style=&amp;quot;color:firebrick;|'''-30''' || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Nature primacy&lt;br /&gt;
| || || style=&amp;quot;color:firebrick;|'''-20''' || || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || style=&amp;quot;color:firebrick;|'''-30''' || || || style=&amp;quot;color:forestgreen;|'''+10''' || style=&amp;quot;color:firebrick;|'''-30''' || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Human primacy&lt;br /&gt;
| || || style=&amp;quot;color:forestgreen;|'''+10''' || style=&amp;quot;color:forestgreen;|'''+10''' || || || style=&amp;quot;color:firebrick;|'''-30''' || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || || style=&amp;quot;color:firebrick;|'''-10''' || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Female supremacy&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || || || || || || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || style=&amp;quot;color:firebrick;|'''-30''' || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Male supremacy&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || || || || || || || || style=&amp;quot;color:firebrick;|'''-30''' || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Animal personhood&lt;br /&gt;
| || || || || || || style=&amp;quot;color:forestgreen;|'''+10''' || style=&amp;quot;color:firebrick;|'''-10''' || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || style=&amp;quot;color:firebrick;|'''-10''' || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Rancher&lt;br /&gt;
| || || || || || || style=&amp;quot;color:firebrick;|'''-30''' || || || || style=&amp;quot;color:firebrick;|'''-10''' ||style=&amp;quot;background-color:#d5d9db&amp;quot; | || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Pain is virtue&lt;br /&gt;
| || || || || || || || || || || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || style=&amp;quot;color:forestgreen;|'''+10'''&lt;br /&gt;
|-&lt;br /&gt;
! Nudism&lt;br /&gt;
| || || || || || || || || || || || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} ||&lt;br /&gt;
|-&lt;br /&gt;
! Cannibal&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || || || style=&amp;quot;color:forestgreen;|'''+10''' || || || || || || || || || style=&amp;quot;color:forestgreen;|'''+10''' || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Precepts ==&lt;br /&gt;
{{Recode|reason=Convert mood descriptions to [[Template: Thought]]. {{Error|DO NOT}} convert without adequate detail to fully utilize the template, including max stack count, duration etc.}}&lt;br /&gt;
Associated precepts have a chance to appear if a meme is present, but can still be removed if not required.&lt;br /&gt;
&lt;br /&gt;
Some precepts are available to all ideologies, some require at least one of the enabling memes, and some may be unavailable if certain memes are present.&lt;br /&gt;
&lt;br /&gt;
=== Present in every ideoligion ===&lt;br /&gt;
There are 19 issues (precept categories) that are present in every ideoligion and may not be removed. However, their level may be changed. They include &amp;quot;basic&amp;quot; precepts from the base game, used in &amp;quot;Play Classic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Issue !! Precept !! Description !! Requirement !! Associated !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blindness&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot;| Blindness&amp;lt;br/&amp;gt;[[File:Blindness.png|64px]]&lt;br /&gt;
| Horrible || Blinding people for ideoligious reasons is horrible. || Not [[#Blindsight|Blindsight]] || || Colonists gain Mood: Someone got blinded: -2 unless they have the Psychopath or Bloodlust traits&lt;br /&gt;
|-&lt;br /&gt;
| Respected || To be blind is a moral thing worthy of respect. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Colonists gain Moods: Blind (+5), Vision Blocked (+2), or Was Blinded (+3). They also gain a +10 Opinion bonus towards blind pawns, or a -2 Opinion malus to sighted pawns.&lt;br /&gt;
|-&lt;br /&gt;
| Elevated || The blind stand pure above the sighted. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Moods as Respected, but Blind increases to +10 and Was Blinded to +5. Half-Blind (+1) and Not Blind (-3) are added. Opinion bonus towards blind pawns increases to +35 and malus towards sighted pawns increases to -10. Opinion bonus towards half-blind pawns is added (+10).&lt;br /&gt;
|-&lt;br /&gt;
| Sublime || Only the blind can be truly noble, for the sighted find their minds clouded by physical vision. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Moods as Elevated, but Blind increases to +15, Was Blinded to +6. Half-Blind drops to -1, and Not Blind to -6. Opinion bonus towards blind pawns increases to +50 and malus towards sighted pawns increases to -30.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cannibalism&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | Cannibalism&amp;lt;br/&amp;gt;[[File:Cannibalism.png|64px]]&lt;br /&gt;
| Abhorrent || Eating human flesh is a deeply abhorrent and disgusting act. || || || {{Thought|value=-20|stack=1|label=ate human meat|desc=I had to eat human meat. This is an offense against everything I believe.|duration=1}}&amp;lt;br/&amp;gt;-12 mood for butchering a human&amp;lt;br/&amp;gt;-5 mood for a human butchered in the colony&amp;lt;br/&amp;gt;-20 opinion for butchering a human&amp;lt;br/&amp;gt;-10 opinion for eating human meat&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=Wearing human leather is disturbing. Who could do this?|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=-2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I'm dressed like an insane person.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=-4|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=I think there may be a face on my clothes. Oh, no... my clothes *are* a face.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=-6|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I look like a freak from a horror show, and I feel like I'm in a horror show.|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=-8|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]], [[Bloodlust]], and [[Cannibal (Trait)|Cannibal]] traits and the [[Inhumanized]] hediff.&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Eating human flesh is a horrible thing to do. || || || {{Thought|value=-12|stack=1|label=ate human meat|desc=I had to eat human meat. This was a horrible thing.|duration=1}}&amp;lt;br/&amp;gt;-6 mood for butchering a human&amp;lt;br/&amp;gt;-3 mood for a human butchered in the colony&amp;lt;br/&amp;gt;-10 opinion for butchering a human&amp;lt;br/&amp;gt;-5 opinion for eating human meat&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=Wearing human leather is wrong.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=-2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I feel really uncomfortable with all this human leather apparel.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=-3|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=Why am I wearing so much human leather? This is horrible!|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=-5|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I look like a freak, this is horrifying!|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=-6|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]], [[Bloodlust]], and [[Cannibal (Trait)|Cannibal]] traits and the [[Inhumanized]] hediff.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Eating human flesh is an ugly thing to do. || || [[#Pain is virtue|Pain is virtue]] || {{Thought|value=-5|stack=1|label=ate human meat|desc=I had to eat human meat. I believe such actions are wrong.|duration=1}}&amp;lt;br/&amp;gt;-3 mood for butchering a human&amp;lt;br/&amp;gt;-1 mood for a human butchered in the colony&amp;lt;br/&amp;gt;-5 opinion for butchering a human&amp;lt;br/&amp;gt;-3 opinion for eating human meat&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=I should not be wearing human leather apparel.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=-1|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I'm dressed in human skin. I do not like this.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=-2|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=Why am I wearing so much human leather apparel? We should have something else to wear for me...|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=-3|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I should really wear non-human leather apparel. I look like a crazy person.|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=-4|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]], [[Bloodlust]], and [[Cannibal (Trait)|Cannibal]] traits and the [[Inhumanized]] hediff.&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || Human meat is just meat, like any other. || || [[#Pain is virtue|Pain is virtue]] ||'''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;br/&amp;gt;Nullifies the following penalties for wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=Wearing human leather is disturbing. Who could do this?|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=-2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I'm dressed like an insane person.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=-4|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=I think there may be a face on my clothes. Oh, no, my clothes *are* a face.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=-6|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I look like a freak from a horror show, and I feel like I'm in a horror show.|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=-8|stack=1}} &lt;br /&gt;
|-&lt;br /&gt;
| Preferred || To consume human meat is a noble and necessary part of life. || || [[#Cannibal|Cannibal]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;br/&amp;gt;{{Thought|value=+2|stack=1|label=ate human meat|desc=I ate human meat. It makes me feel noble and strong.|duration=1}}&amp;lt;br/&amp;gt;-2 mood for not eating human meat for 8 days&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=I feel good wearing human leather apparel.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=+1|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I enjoy wearing the skin of others.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=+2|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=I wear the faces of my enemies. This makes me happy.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=+3|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I look like a real cannibal. Who could doubt me?|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=+4|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]] and [[Bloodlust]] traits.&lt;br /&gt;
|-&lt;br /&gt;
| Required (strong) || Consuming human flesh is important. It should be in every meal. || [[#Cannibal|Cannibal]] || [[#Cannibal|Cannibal]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;br/&amp;gt;-2 mood for eating food without human meat&amp;lt;br/&amp;gt;-3 opinion for eating food without human meat&amp;lt;br/&amp;gt;{{Thought|value=+4|stack=1|label=ate human meat|desc=I ate human meat, as every real human should.|duration=1}}&amp;lt;br/&amp;gt;-4 mood for not eating human meat for 8 days&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=I enjoy wearing the faces of others.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=+2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=This will scare them. All will know my power.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=+3|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=The faces on my clothes aren't smiling, but they make *me* happy.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=+5|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=The flesh! The flesh signals my triumph!|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=+6|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]] and [[Bloodlust]] traits.&lt;br /&gt;
|-&lt;br /&gt;
| Required (ravenous) || Man-flesh is morality. To eat a meal without it is unthinkable. || [[#Cannibal|Cannibal]] || [[#Cannibal|Cannibal]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;br/&amp;gt;-4 mood for eating food without human meat&amp;lt;br/&amp;gt;-5 opinion for eating food without human meat&amp;lt;br/&amp;gt;{{Thought|value=+6|stack=1|label=ate human meat|desc=I ate human meat! The world is right, and I am as I should be.|duration=1}}&amp;lt;br/&amp;gt;-8 mood for not eating human meat for 8 days&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=I enjoy wearing the suffering of others.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=+2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=This will scare them. All will know my power.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=+4|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=The faces on my clothes aren't smiling, but they make *me* happy.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=+6|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=The flesh! The flesh signals my triumph!|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=+8|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]] and [[Bloodlust]] traits.&lt;br /&gt;
|- id=&amp;quot;Corpses&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Corpses&amp;lt;br/&amp;gt;[[File:Precept corpses.png|64px]]&lt;br /&gt;
| Ugly || The sight of a dead person is horrible. || || || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Experiences default {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}} upon seeing a [[human]] [[corpse]]. Note that this thought is nullified by the [[Bloodlust]], [[Psychopath]], and [[Cannibal (Trait)|Cannibal]] traits, as well as pro-[[#Cannibalism|Cannibalism]] precepts.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Experiences default {{Thought|desc=I saw a rotting corpse laying on the ground. It was disturbing.|label=observed rotting corpse|value=-6|stack=5|multi=0.5|duration=0.5}}&lt;br /&gt;
|-&lt;br /&gt;
| Don't care || The sight of a dead person is nothing to be concerned about. || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Cannibal|Cannibal]]&amp;lt;br/&amp;gt;[[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Raider|Raider]] || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Cannibal|Cannibal]]&amp;lt;br/&amp;gt;[[#Raider|Raider]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a rotting corpse laying on the ground. It was disturbing.|label=observed rotting corpse|value=-6|stack=5|multi=0.5|duration=0.5}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Diversity of thought&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | Diversity of thought&amp;lt;br/&amp;gt;[[File:IdeoDiversity.png|64px]]&lt;br /&gt;
| Intense bigotry || Other beliefs are evil deceptions ruining the world. It's totally unacceptable to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || -3, -6, or -9 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;+3 for having all colonists of the same ideology&amp;lt;br/&amp;gt;-25 opinion for different ideology&amp;lt;br/&amp;gt;-5 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;-4 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br/&amp;gt;+5 mood for matching style surroundings&amp;lt;br/&amp;gt;-4 mood for mismatching style surroundings&amp;lt;br/&amp;gt;-6 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
| Moderate bigotry || Other beliefs are immoral delusions which do real harm. It's bad to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || -2, -4, or -6 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;+2 for having all colonists of the same ideology&amp;lt;br/&amp;gt;-15 opinion for different ideology&amp;lt;br/&amp;gt;-4 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;-2 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br/&amp;gt;+4 mood for matching style surroundings&amp;lt;br/&amp;gt;-3 mood for mismatching style surroundings&amp;lt;br/&amp;gt;-4 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
| Mild bigotry || Other beliefs are clearly folly. It's not good to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || -1, -2, or -3 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;+1 for having all colonists of the same ideology&amp;lt;br/&amp;gt;-5 opinion for different ideology&amp;lt;br/&amp;gt;-3 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;-1 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br/&amp;gt;+3 mood for matching style surroundings&amp;lt;br/&amp;gt;-2 mood for mismatching style surroundings&amp;lt;br/&amp;gt;-3 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || Other beliefs are neither approved or disapproved. || || || -2 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;+2 mood for matching style surroundings&amp;lt;br/&amp;gt;0 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
| Appreciated || Other beliefs are worth understanding. It's good to live with others who think differently. || || [[#Individualist|Individualist]] || +1, +2, or +3 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;0 mood for matching style surroundings&amp;lt;br/&amp;gt;+2 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
| Highly appreciated || Other beliefs hold unique knowledge. It's great to live with others who think differently. || [[#Individualist|Individualist]] || [[#Individualist|Individualist]] || +2, +4, or +6 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;0 mood for matching style surroundings&amp;lt;br/&amp;gt;+3 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
| Exalted || Working through disagreement is the height of morality. It's very moral to live with others who think differently. || [[#Individualist|Individualist]] || [[#Individualist|Individualist]] || +3, +6, or +9 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;0 mood for matching style surroundings&amp;lt;br/&amp;gt;+4 mood for mismatching style surroundings&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Eating nutrient paste&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Eating Nutrient Paste&amp;lt;br/&amp;gt;[[File:EatingNutrientPaste.png|64px]]&lt;br /&gt;
| Disgusting || Nutrient paste is disgusting. || || || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Experiences default {{Thought|desc=I had to eat a disgusting, tasteless meal. I know it keeps you alive, but nobody wants to swallow that glop.|label=ate nutrient paste meal|value=-4|stack=1|duration=1}} Note that this thought is nullified by the [[ascetic]] trait.&lt;br /&gt;
|-&lt;br /&gt;
| Don't mind || There's nothing wrong with a meal of efficient, healthy nutrient paste. || [[#Transhumanist|Transhumanist]]&amp;lt;br/&amp;gt;[[#Inhuman|Inhuman]] || [[#Transhumanist|Transhumanist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Prevents {{Thought|desc=I had to eat a disgusting, tasteless meal. I know it keeps you alive, but nobody wants to swallow that glop.|label=ate nutrient paste meal|value=-4|stack=1|}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Execution&amp;quot;&lt;br /&gt;
! rowspan=6 | Execution&amp;lt;br/&amp;gt;[[File:Execution.png|64px]]&lt;br /&gt;
| Always abhorrent || Executing a prisoner is an abhorrent evil under any circumstances. || Not [[#Pain is virtue|pain is virtue]] || [[#Individualist|Individualist]] || Pawns will not execute prisoners&amp;lt;br/&amp;gt;-20 mood for 6 days for killing a prisoner&amp;lt;br/&amp;gt;-3/-4/-6/-7/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest/ripscanning kill on a colonist&amp;lt;br/&amp;gt;-3/-4/-6/-7/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest/ripscanning kill on a prisoner or guest&amp;lt;br/&amp;gt;-7 mood for 6 days for non-execution prisoner death&amp;lt;br/&amp;gt;-25 opinion for executing a prisoner&amp;lt;br/&amp;gt;-25 opinion for killing a prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Always horrible || Executing a prisoner is a horrible thing under any circumstances. || Not [[#Pain is virtue|pain is virtue]]&amp;lt;br/&amp;gt;Not [[#Cannibal|cannibal]] || [[#Individualist|Individualist]] || -15 mood for 6 days for killing or executing a prisoner&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a colonist&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a prisoner or guest&amp;lt;br/&amp;gt;-5 mood for 6 days for non-execution guilty prisoner death&amp;lt;br/&amp;gt;-15 opinion for executing a prisoner&amp;lt;br/&amp;gt;-15 opinion for killing a prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible if innocent || Executing an innocent prisoner is a horrible thing. If the prisoner is guilty, it's acceptable. || Not [[#Cannibal|cannibal]] || || -15 mood for 6 days for killing or executing an innocent prisoner&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a colonist&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a prisoner or guest&amp;lt;br/&amp;gt;-5 mood for 6 days for non-execution guilty prisoner death&amp;lt;br/&amp;gt;-30 opinion for executing an innocent prisoner&amp;lt;br/&amp;gt;-15 opinion for killing an innocent prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Don't care || Executing prisoners is acceptable, whether they are guilty or innocent. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Respected if guilty || Executing prisoners is acceptable. If the prisoner is guilty, it is cause for great happiness. || || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Collectivist|Collectivist]] || +10 mood for 6 days for executing a guilty prisoner&amp;lt;br/&amp;gt;+3 mood for 6 days for a guilty prisoner executed&amp;lt;br/&amp;gt;+20 opinion for executing a guilty prisoner&lt;br /&gt;
|-&lt;br /&gt;
| Required || Prisoners must be executed on a regular basis. When they are, it is a happy occasion. || || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || +10 mood for 6 days for executing a prisoner&amp;lt;br/&amp;gt;+10 mood for killing a prisoner&amp;lt;br/&amp;gt;+3 mood for 2 days for prisoner or guest executed&amp;lt;br/&amp;gt;-3 mood for no executions for 30 days&amp;lt;br/&amp;gt;+15 opinion for executing a prisoner&amp;lt;br/&amp;gt;+15 opinion for killing a prisoner&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fungus&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fungus&amp;lt;br/&amp;gt;[[File:Fungus.png|64px]]&lt;br /&gt;
| Despised || That dark-grown fungus food is just disgusting || Not [[#Tunneler|Tunneler]] || || Ate [[raw fungus|fungus]] raw: -6&amp;lt;br/&amp;gt;Ate fungus cooked: -3&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || Fungus is the right crop to eat. Crops of the light are poisoned by the air and sun. || [[#Tunneler|Tunneler]] || [[#Tunneler|Tunneler]] || Ate [[raw fungus|fungus]]: +3&amp;lt;br/&amp;gt;Ate cooked fungus: +3&amp;lt;br/&amp;gt;Ate non-fungus plant raw: -5&amp;lt;br/&amp;gt;Ate non-fungus plant cooked: -3&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Insect meat&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Insect Meat&amp;lt;br/&amp;gt;[[File:InsectMeat.png|64px]]&lt;br /&gt;
| Despised || Insect meat is disgusting to even look at, much less eat. Slimy! || || || -6 mood for eating insect meat&amp;lt;br/&amp;gt;-3 mood for eating cooked insect meat&lt;br /&gt;
|-&lt;br /&gt;
| Loved || There is nothing more divine than the succulent, slimy flesh of an insect || || [[#Tunneler|Tunneler]] || Gives a +6 moodlet when pawns eat meals with insect meat as an ingredient, duration 1 day.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Marriage name&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;6&amp;quot; | Marriage Name&amp;lt;br/&amp;gt;[[File:MarriageName.png|64px]]&lt;br /&gt;
| Always Man's || Couples must share the man's name. || || [[#Male Supremacy|Male supremacy]] || Couples always take man's name&lt;br /&gt;
|-&lt;br /&gt;
| Usually Man's || Most couples share the man's name || || || As random, but 95% to not consider taking woman's name and 75% to not consider keeping names&lt;br /&gt;
|-&lt;br /&gt;
| Random || Couples randomly choose whether to share a name, and which name to share. || || || Couples randomly select between taking man's, woman's, or keeping names&lt;br /&gt;
|-&lt;br /&gt;
| Keep Names || Both partners keep their names upon marriage. || Not [[#Collectivist|Collectivist]] || || Couples always keep their names&lt;br /&gt;
|-&lt;br /&gt;
| Usually Woman's || Most couples share the woman's name || || || As random, but 95% to not consider taking man's name and 75% to not consider keeping names&lt;br /&gt;
|-&lt;br /&gt;
| Always Woman's || Couples must share the woman's name. || || [[#Female supremacy|Female supremacy]] || Couples always take woman's name&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Female clothing&amp;quot;&lt;br /&gt;
! rowspan=7 | Female Clothing&amp;lt;br/&amp;gt;[[File:Nudity Female.png|64px]]&lt;br /&gt;
| Fully nude || Women must be entirely nude at all times. Utility items like shields belts or jump packs are acceptable. || || [[#Male supremacy|Male supremacy]]&amp;lt;br/&amp;gt;[[#Nudism|Nudism]] || -4 mood when wearing any clothing and for 0.5 days after removing it&amp;lt;br/&amp;gt;-5 opinion for wearing clothes&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || Women should cover their groin, but may not cover anything else. Utility items like shields belts or jump packs are acceptable. || || [[#Nudism|Nudism]] || -4 mood when wearing any clothing except pants and for 0.5 days after removing it&amp;lt;br/&amp;gt;-4 mood for not covering groin&amp;lt;br/&amp;gt;-5 opinion for wearing clothes other than pants&amp;lt;br/&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| No rules || A woman may display or cover any part of her body. || || [[#Individualist|Individualist]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Pants || Women must cover their groin. The rest of the body may be covered, or not. || || || -4 mood for not covering groin&amp;lt;br/&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| Pants and shirt || Women must cover their groin and chest. The rest of the body may be covered, or not. || || || -4 mood for not covering groin or chest&amp;lt;br/&amp;gt;-10 opinion for uncovered groin or chest&lt;br /&gt;
|-&lt;br /&gt;
| Pants, shirt, and hat || Women must cover their entire body and hair. The face may be covered, or not. || || [[#Male supremacy|Male supremacy]] || -4 mood for not covering groin, chest, or hair&amp;lt;br/&amp;gt;-10 opinion for uncovered groin, chest, or hair&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || Women must cover their entire body, including their hair and face. || || [[#Male supremacy|Male supremacy]] || -4 mood for not covering groin, chest, hair, or face&amp;lt;br/&amp;gt;-10 opinion for uncovered groin, chest, hair, or face&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Male clothing&amp;quot;&lt;br /&gt;
! rowspan=7 | Male Clothing&amp;lt;br/&amp;gt;[[File:Nudity Male.png|64px]]&lt;br /&gt;
| Fully nude || Men must be entirely nude at all times. Utility items like shields belts or jump packs are acceptable. || || [[#Female supremacy|Female supremacy]]&amp;lt;br/&amp;gt;[[#Nudism|Nudism]] || -4 mood when wearing any clothing and for 0.5 days after removing it&amp;lt;br/&amp;gt;-5 opinion for wearing clothes&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || Men should cover their groin, but may not cover anything else. Utility items like shields belts or jump packs are acceptable. || || [[#Nudism|Nudism]] || -4 mood when wearing any clothing except pants and for 0.5 days after removing it&amp;lt;br/&amp;gt;-4 mood for not covering groin&amp;lt;br/&amp;gt;-5 opinion for wearing clothes other than pants&amp;lt;br/&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| No rules || A man may display or cover any part of his body. || || [[#Individualist|Individualist]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Pants || Men must cover their groin. The rest of the body may be covered, or not. || || || -4 mood for not covering groin&amp;lt;br/&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| Pants and shirt || Men must cover their groin and chest. The rest of the body may be covered, or not. || || || -4 mood for not covering groin or chest&amp;lt;br/&amp;gt;-10 opinion for uncovered groin or chest&lt;br /&gt;
|-&lt;br /&gt;
| Pants, shirt, and hat || Men must cover their entire body and hair. The face may be covered, or not. || || [[#Female supremacy|Female supremacy]] || -4 mood for not covering groin, chest, or hair&amp;lt;br/&amp;gt;-10 opinion for uncovered groin, chest, or hair&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || Men must cover their entire body, including their hair and face. || || [[#Female supremacy|Female supremacy]] || -4 mood for not covering groin, chest, hair, or face&amp;lt;br/&amp;gt;-10 opinion for uncovered groin, chest, hair, or face&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Organ use&amp;quot;&lt;br /&gt;
! rowspan=4 | Organ use&amp;lt;br/&amp;gt;[[File:OrganUse.png|64px]]&lt;br /&gt;
| Totally abhorrent || Any harvesting, trading, or installing natural organs is an abhorrent evil. || || Flesh purity || -30 mood for harvesting someone's organ&amp;lt;br/&amp;gt;-10 mood for organ harvested in the colony&amp;lt;br/&amp;gt;-30 mood for trading an organ&amp;lt;br/&amp;gt;-5 mood for organ traded in the colony&amp;lt;br/&amp;gt;-30 mood for installing an organ&amp;lt;br/&amp;gt;-4 mood for organ installed in the colony&amp;lt;br/&amp;gt;-30 opinion for harvesting an organ&amp;lt;br/&amp;gt;-30 opinion for trading an organ&amp;lt;br/&amp;gt;-15 opinion for installing an organ&lt;br /&gt;
|-&lt;br /&gt;
| No harvest or sell || Harvesting organs is a horrible thing. Selling any natural organ is pretty bad too. However, it's okay to buy and install them. || || Flesh purity || -15 mood for harvesting someone's organ&amp;lt;br/&amp;gt;-5 mood for organ harvested in the colony&amp;lt;br/&amp;gt;-8 mood for selling an organ&amp;lt;br/&amp;gt;-2 mood for organ sold in the colony&amp;lt;br/&amp;gt;-20 opinion for harvesting an organ&amp;lt;br/&amp;gt;-10 opinion for selling an organ&lt;br /&gt;
|-&lt;br /&gt;
| No harvest || Harvesting organs is a horrible thing. However, it's okay to buy, install, or sell them. || || Cannibal&amp;lt;br/&amp;gt;Raider&amp;lt;br/&amp;gt;Collectivist || -15 mood for harvesting someone's organ&amp;lt;br/&amp;gt;-5 mood for organ harvested in the colony&amp;lt;br/&amp;gt;-20 opinion for harvesting an organ&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || It's okay to harvest, buy, install, or sell organs. || || Cannibal&amp;lt;br/&amp;gt;Raider&amp;lt;br/&amp;gt;Collectivist ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Physical love&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | Physical Love&amp;lt;br/&amp;gt;[[File:PhysicalLove.png|64px]]&lt;br /&gt;
| Free || Physical intimacy is a natural part of life, with any partner, married or not. || || Individualist&lt;br /&gt;
|-&lt;br /&gt;
| Prohibited || The physical act of lust is always vile, disgusting, and wrong. || || [[#Flesh purity|Flesh purity]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || Pawns will not share beds&amp;lt;br/&amp;gt;-30 mood for 1 day for lovin'&amp;lt;br/&amp;gt;-20 opinion for lovin'&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || The physical act of lust is vile, though within marriage it is necessary. || || [[#Flesh purity|Flesh purity]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-30 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-20 opinion for lovin' with non-spouse&amp;lt;br/&amp;gt;-5 mood for 1 day for lovin' with spouse&amp;lt;br/&amp;gt;-5 opinion for lovin' with spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (strict) || To make love with another outside of marriage is deeply immoral. || || || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-30 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-20 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (moderate) || To make love with another outside of marriage is wrong. || || || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-15 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-10 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (mild) || Though it's understandable to make love with another outside of marriage, it's not a good thing. || || || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-5 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-5 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Free and approved || The physical act of love is a noble thing, no matter who does it with whom. || Not [[#Flesh purity|flesh purity]] || [[#Individualist|Individualist]] || +5 opinion for loving'&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Research&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot;| Research&amp;lt;br/&amp;gt;[[File:Research.png|64px]]&lt;br /&gt;
| Not allowed || To research technology is an immoral act. It is not to be done. || || || '''Prohibition:'''&amp;lt;br/&amp;gt;Pawns are unwilling to research.&lt;br /&gt;
|-&lt;br /&gt;
| Extremely slow || Research isn't a worthwhile activity at all. Why try hard at it? || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Bad|x0.25}}&lt;br /&gt;
|-&lt;br /&gt;
| Very slow || Research work is unworthy of serious respect. Better not to be seen trying hard at it. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Bad|x0.50}}&lt;br /&gt;
|-&lt;br /&gt;
| Slow || Research work just isn't particularly meaningful. Why try hard at it? || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Bad|x0.75}}&lt;br /&gt;
|-&lt;br /&gt;
| Normal || Research is a worthwhile form of work that the community needs. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: '''×1.00'''&lt;br /&gt;
|-&lt;br /&gt;
| Fast || Research is an especially virtuous activity. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Good|x1.25}}&lt;br /&gt;
|-&lt;br /&gt;
| Very fast || Research is among the most meaningful acts a person can perform. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Good|x1.50}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarification&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot;| Scarification&amp;lt;br/&amp;gt;[[File:Scarification.png|64px]]&lt;br /&gt;
| Extreme || Every person ought to bear the ritual scars - all over. || [[#Pain is virtue|Pain is virtue]] || || +6 mood for getting scarified&amp;lt;br/&amp;gt;+3 mood for having 5 scars&amp;lt;br/&amp;gt;-3 mood for having fewer than 5 scars&amp;lt;br/&amp;gt;+10 opinion for having 5 scars&amp;lt;br/&amp;gt;-5 opinion for having 1-4 scars&amp;lt;br/&amp;gt;-10 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || Every person ought to bear the ritual scars - many of them. || [[#Pain is virtue|Pain is virtue]] || || +5 mood for getting scarified&amp;lt;br/&amp;gt;+2 mood for having 3 scars&amp;lt;br/&amp;gt;-2 mood for having fewer than 3 scars&amp;lt;br/&amp;gt;+5 opinion for having 3 scars&amp;lt;br/&amp;gt;-3 opinion for having 1-2 scars&amp;lt;br/&amp;gt;-5 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Minor || Every person ought to bear a ritual scar. || [[#Pain is virtue|Pain is virtue]] || || +3 mood for getting scarified&amp;lt;br/&amp;gt;+1 mood for having a scar&amp;lt;br/&amp;gt;-1 mood for having no scars&amp;lt;br/&amp;gt;+3 opinion for having a scar&amp;lt;br/&amp;gt;-3 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Scarifying people for ideoligious reasons is horrible. || Not [[#Pain is virtue|Pain is virtue]] || || -2 mood for scarification ceremony in the colony&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skullspike&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Skullspike&amp;lt;br/&amp;gt;[[File:Precept skullspike.png|64px]]&lt;br /&gt;
| Desired || A skull on a spike symbolizes our superiority. || || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Raider|Raider]] || Adds a mood increase of {{+|1}} for 1-3 [[Skullspike|skullspikes]], {{+|2}} for 4-8 skullspikes, and {{+|3}} for 9+ skullspikes. Mood effects negated by the [[Masochist]] trait.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Putting skulls on spikes is a barbaric practice. || Not [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;Not [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;Not [[#Raider|Raider]] || || Adds a mood malus of {{--|1}} for 1-3 [[Skullspike|skullspikes]], {{--|2}} for 4-8 skullspikes, and {{--|3}} for 9+ skullspikes. Mood effects negated by the [[Masochist]] trait.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slavery&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; | Slavery&amp;lt;br/&amp;gt;[[File:Slavery.png|64px]]&lt;br /&gt;
| Abhorrent || Owning or trading human beings is deeply evil. || Not [[#Raider|raider]] || [[#Guilty|Guilty]]&amp;lt;br/&amp;gt;[[#Individualist|Individualist]] || '''Prohibitions:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Pawns will not sell pawns into [[slavery]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Pawns will not enslave [[prisoners]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold someone into slavery. It was an abhorrent, barbaric act.|label=slave sold|value=-10|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We're keeping slaves. It's barbaric.|label=slaves in colony|value=-3}}, per slave. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|20}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|20}} opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Owning or trading human beings is a horrible thing. || Not [[#Raider|raider]] || [[#Guilty|Guilty]]&amp;lt;br/&amp;gt;[[#Individualist|Individualist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We're keeping slaves. It's wrong.|label=slaves in colony|value=-2}}, per [[slave]]. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sold a person into slavery. I'm not sure I can forgive myself.|label=sold slave|value=-10|stack=1|duration=6}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I forced someone into slavery. How can I justify that?|label=enslaved prisoner|value=-10|stack=1|duration=6}} (Only if they weren't previously enslaved)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold someone into slavery. What a horrible thing to do.|label=slave sold|value=-3|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We enslaved someone. What a horrible thing to do to another human.|label=prisoner enslaved|value=-3|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|10}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|10}} opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Slavery is part of life, though it is extremely distasteful. || Not [[#Raider|raider]] || [[#Guilty|Guilty]]&amp;lt;br/&amp;gt;[[#Individualist|Individualist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We're keeping slaves. Even if it's necessary, it's distasteful and I wish we wouldn't.|label=slaves in colony|value=-1}}, per [[slave]]. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sold a person into slavery. I hope nothing terrible happens to them.|label=sold slave|value=-5|stack=1|duration=6}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I enslaved a person. It's hard to justify such actions.|label=enslaved prisoner|value=-5|stack=1|duration=6}} (Only if they weren't previously enslaved)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold a person into slavery. We shouldn't have done that.|label=slave sold|value=-2|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We enslaved someone. We shouldn't have done that.|label=prisoner enslaved|value=-2|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|5}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|5}} opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || Slavery is a normal, unremarkable part of life. || || || ''No mood or opinion effects for enslaving, buying, or selling slaves.''&amp;lt;br/&amp;gt;Faction will accept slaves when being traded with.&lt;br /&gt;
|-&lt;br /&gt;
| Honorable || One who owns and trades slaves should be honored and respected. || Not [[#Guilty|guilty]]&amp;lt;br/&amp;gt;Not [[#Individualist|individualist]] || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Collectivist|Collectivist]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We've got slaves. It means we're on the right path.|label=slaves in colony|value=+1}}, per [[slave]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without slaves, nobody will respect us.|label=no slaves in colony|value=-2|stack=1}}, if Low [[expectations]] or higher&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sold someone into slavery. It'll make people notice my stature.|label=sold slave|value=+4|stack=1|duration=6}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I took someone into slavery. With no choice, they had to submit to me.|label=enslaved prisoner|value=+4|stack=1|duration=6}} (Only if they weren't previously enslaved)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold someone into slavery! A great display of our honor and power.|label=slave sold|value=+2|stack=5|multi=0.75|duration=6}} (Colony wide)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We enslaved someone. Now they know our honor and power!|label=prisoner enslaved|value=+2|stack=5|multi=0.75|duration=6}} (Colony wide)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|10}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|10}} opinion for enslaving a pawn&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Faction will accept slaves when being traded with.&lt;br /&gt;
|- id=&amp;quot;Women's spouses&amp;quot;&lt;br /&gt;
! rowspan=5 | Women's spouses&amp;lt;br/&amp;gt;[[File:SpouseCountFemale.png|64px]]&lt;br /&gt;
| One only || Women may have one spouse only. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Two or fewer || Women may have up to two spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Three or fewer || Women may have up to three spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Four or fewer || Women may have up to four spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Unlimited || Women may have as many spouses as they like. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Men's spouses&amp;quot;&lt;br /&gt;
! rowspan=5 | Men's spouses&amp;lt;br/&amp;gt;[[File:SpouseCountMale.png|64px]]&lt;br /&gt;
| One only || Men may have one spouse only. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Two or fewer || Men may have up to two spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Three or fewer || Men may have up to three spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Four or fewer || Men may have up to four spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Unlimited || Men may have as many spouses as they like. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Optional ===&lt;br /&gt;
These precepts can be added through memes or by player choice.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Issue !! Precept !! Description !! Requirement !! Associated !! Effects&lt;br /&gt;
|- id=&amp;quot;Slaughtering animals&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Slaughtering animals&amp;lt;br/&amp;gt;[[File:AnimalSlaughter.png|64px]]&lt;br /&gt;
| Prohibited || Slaughtering animals is absolutely prohibited. || || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Nature Primacy|Nature primacy]] || '''Prohibitions:'''&amp;lt;br/&amp;gt;Slaughter animal&amp;lt;br/&amp;gt;'''Mood:'''&lt;br /&gt;
* {{Thought|desc=Someone slaughtered an animal! A tragic loss of a unique life.|label=animal slaughtered|value=-4|duration=6|stacks=5|multi=0.75}}&lt;br /&gt;
'''Opinions:'''&amp;lt;br/&amp;gt;Slaughtered animal: {{Bad|-10}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To slaughter an animal is a horrible thing. || || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Nature Primacy|Nature primacy]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=I had to slaughter an animal! It was horrible to snuff out a mind like that.|label=slaughtered animal|value=-15|duration=6|stacks=1}}&lt;br /&gt;
* {{Thought|desc=Someone slaughtered an animal! What a horrible thing, to snuff out a mind like that.|label=animal slaughtered|value=-2|duration=6|stacks=5|multi=0.75}}&lt;br /&gt;
'''Opinions:'''&amp;lt;br/&amp;gt;Slaughtered animal: {{Bad|-5}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To slaughter an animal is an ugly thing. || || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Nature Primacy|Nature primacy]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=I had to slaughter an animal. It was an ugly thing to do.|label=slaughtered animal|value=-5|duration=6|stacks=1}}&lt;br /&gt;
* {{Thought|desc=Someone slaughtered an animal. It's a sad thing.|label=animal slaughtered|value=-1|duration=6|stacks=5|multi=0.75}}&lt;br /&gt;
'''Opinions:'''&amp;lt;br/&amp;gt;Slaughtered animal: {{Bad|-3}}&lt;br /&gt;
|- id=&amp;quot;Apostasy&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Apostasy&amp;lt;br/&amp;gt;[[File:Apostasy.png|64px]]&lt;br /&gt;
| Abhorrent || To leave our ideoligion after having known it is the depth of immorality. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
*Changed ideoligion: {{Bad|-30}}&amp;lt;br/&amp;gt;&lt;br /&gt;
*Apostate: {{Bad|-10}}&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Certainty Loss Factor]]: {{Good|×40%}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To leave our ideoligion after having known it indicates deep moral flaws. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
*Changed ideoligion: {{bad|-15}}&amp;lt;br/&amp;gt;&lt;br /&gt;
*Apostate: {{Bad|-5}}&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Certainty Loss Factor]]: {{Good|×60%}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To leave our ideoligion after having known it indicates character flaws. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
*Changed ideoligion: {{Bad|-8}}&amp;lt;br/&amp;gt;&lt;br /&gt;
*Apostate: {{Bad|-3}}&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Certainty Loss Factor]]: {{Good|×80%}}&lt;br /&gt;
|- id=&amp;quot;Autonomous weapons&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Autonomous weapons&amp;lt;br/&amp;gt;[[File:AutonomousWeapons.png|64px]]&lt;br /&gt;
| Prohibited || Allowing a machine to decide to kill is an absolutely inhuman thing to do. || || [[#Nature primacy|Nature primacy]] || Cannot build Turrets&amp;lt;br/&amp;gt;Colonists gain Mood: {{Thought|desc=We use automated weapons. It's absolutely abhorrent to give life-and-death decisions to a machine.|label=automated weapons|value=-12|stack=1}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Allowing a machine to decide to kill is a terrible thing. || || [[#Nature primacy|Nature primacy]] || Colonists gain Mood: {{Thought|desc=We use automated weapons. It's horrible to give life-and-death decisions to a machine.|label=automated weapons|value=-8|stack=1}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Allowing a machine to decide to kill is an ugly thing. || || [[#Nature primacy|Nature primacy]] || Colonists gain Mood: {{Thought|desc=We use automated weapons. It's really ugly to give life-and-death decision to a machine.|label=automated weapons|value=-4|stack=1}}&lt;br /&gt;
|- id=&amp;quot;Body modification&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Body modification&amp;lt;br/&amp;gt;[[File:BodyModifications.png|64px]]&lt;br /&gt;
| Abhorrent || To modify the natural human body is a flagrant violation of clear moral laws. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || '''Mood''':&lt;br /&gt;
* {{Thought|desc=I had to install an artificial body enhancement. This was deeply offensive to my beliefs.|label=installed enhancement|value=-30|duration=6}}&lt;br /&gt;
* {{Thought|desc=I have an artificial body enhancement. It's an abhorrent offense against everything I believe!|label=artificial enhancement|value=-18|duration=6}}&lt;br /&gt;
'''Opinion:''' {{Bad|-10}} against anyone that installed a prosthetic or artificial part, {{Bad|-5}} against anyone with a prosthetic or artificial part.&amp;lt;br/&amp;gt;&lt;br /&gt;
These do not apply if the pawn is not a Body Modder. Xenogenes trigger this mood penalty if they are not inheritable.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To modify the natural human body is an ugly, dirty act. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || '''Mood''':&lt;br /&gt;
* {{Thought|desc=I had to install an artificial body enhancement. This was clearly against my beliefs.|label=installed enhancement|value=-5|duration=6}}&lt;br /&gt;
* {{Thought|desc=I have an artificial body enhancement. I don't believe such things are acceptable.|label=artificial enhancement|value=-4|duration=6}}&lt;br /&gt;
'''Opinion:''' {{Bad|-5}} against anyone that installed a prosthetic or artificial part, {{Bad|-3}} against anyone with a prosthetic or artificial part.&amp;lt;br/&amp;gt;&lt;br /&gt;
These do not apply if the pawn is not a Body Modder. Xenogenes trigger this mood penalty if they are not inheritable.&lt;br /&gt;
|-&lt;br /&gt;
| Approved || Humans should strive to reach our full potential by improving our flawed natural bodies. || Not [[#Flesh purity|Flesh purity]] || [[#Transhumanist|Transhumanist]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=I don't have any artificial body enhancements. It's against my beliefs to be so unenhanced.|label=no artificial enhancement|value=-3|stack=1}} at or above moderate expectations, nullified by Body purist.&lt;br /&gt;
* {{Thought|desc=This artificial enhancement matches my belief.|label=transhumanist modded|value=1|stack=1}} for 1 artificial part.&lt;br /&gt;
* {{Thought|desc=The more artificial enhancements I get, the stronger my expression of my beliefs.|label=transhumanist connected|value=1|stack=1}} for 2 artificial part.&lt;br /&gt;
* {{Thought|desc=My connection to my belief is increased by my third artificial enhancement. But I could use more.|label=transhumanist enhanced|value=2|stack=1}} for 3 artificial part.&lt;br /&gt;
* {{Thought|desc=Only two more artificial enhancements are required to fully synchronize with my beliefs.|label=transhumanist synchronized|value=2|stack=1}} for 4 artificial part.&lt;br /&gt;
* {{Thought|desc=Five artificial enhancements! I'm beginning to feel perfect integration with my beliefs.|label=transhumanist integrated|value=3|stack=1}} for 5 artificial part.&lt;br /&gt;
* {{Thought|desc=It's as though I've left the weak flesh behind.|label=transhumanist transformed|value=3|stack=1}} for 5+ artificial part.&lt;br /&gt;
All bonus disabled for Body Modder.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Bad|-3}} opinion for zero artificial parts if expectations ≥ Moderate (disabled for Body Purist) {{Check Tag|Xenogenes?|Xenogens count as artificial for body modder/purist traits, do they also count for ideo?}}&lt;br /&gt;
|- id=&amp;quot;Charity&amp;quot;&lt;br /&gt;
! rowspan=3| Charity&amp;lt;br/&amp;gt;[[File:Charity.png|64px]]&lt;br /&gt;
| Essential || We must always be charitable to those in need. To refuse one would be an inhuman act, no matter the circumstances. || Not [[#Supremacist|supremacist]]&amp;lt;br/&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || -8 mood for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;&amp;gt;Charity quest is one marked as such in the quest log, and includes: beggars, relic pilgrims, joining wanderer, crashing shuttle, pod crash refugee, refugees, chased noble, and joining wanderer in danger&amp;lt;/ref&amp;gt;&amp;lt;br/&amp;gt;-12 mood for attacking beggars or pilgrims&amp;lt;br/&amp;gt;+4 mood for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Important || It's important to be charitable to those in need. Refusing to help is a terrible act. || Not [[#Supremacist|supremacist]]&amp;lt;br/&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || -4 mood for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&amp;lt;br/&amp;gt;-8 mood for attacking beggars or pilgrims&amp;lt;br/&amp;gt;+2 mood for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Worthwhile || Helping those in need is a good thing. It makes the community stronger. || Not [[#Supremacist|supremacist]]&amp;lt;br/&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || -2 mood for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&amp;lt;br/&amp;gt;-6 mood for attacking beggars or pilgrims&amp;lt;br/&amp;gt;+1 mood for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Drug use&amp;quot;&lt;br /&gt;
! rowspan=4| Drug use&amp;lt;br/&amp;gt;[[File:DrugUse.png|64px]]&lt;br /&gt;
| Prohibited || The body should absolutely not be poisoned by chemicals. The only exception is the use of medicine in direct medical care. || Not [[#High life|High life]] || [[#Flesh purity|Flesh purity]]&amp;lt;br/&amp;gt;[[#Collectivist|Collectivist]] || Pawns are unwilling to take or administer drugs&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I used a drug. Such chemicals in the body are a horrible offense against my beliefs.|label=used drug|value=-4|duration=3}}&lt;br /&gt;
* {{Thought|desc=I administered a drug. It was a horrible offense against my beliefs.|label=administered drug|value=-15|duration=3}}&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Drug use&amp;quot;&amp;gt;As pawns with this precept are unwilling to administer drugs, this won't appear on normal gameplay.&amp;lt;/ref&amp;gt;&lt;br /&gt;
{{Bad|-3}} opinion for consuming or administering a drug, for 5 days.&amp;lt;br/&amp;gt;&lt;br /&gt;
None of the above applies to pawns with [[Traits#Chemical fascination|Chemical fascination]] or [[Traits#Chemical interest|Chemical interest]]&lt;br /&gt;
|-&lt;br /&gt;
| Medical only || Poisoning the body for recreational purposes is a deeply immoral act. || Not [[#High life|High life]] || [[#Collectivist|Collectivist]] || Pawns are unwilling to take or administer recreational drugs.&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I used a recreational drug. It was an offense against my beliefs.|label=used recreational drug|value=-15|duration=3}}&lt;br /&gt;
* {{Thought|desc=I administered a recreational drug. It was a horrible offense against my beliefs.|label=administered recreational drug|value=-15|duration=3}}&lt;br /&gt;
{{Bad|-5}} opinion for consuming or administering a recreational drug, for 5 days.&amp;lt;br/&amp;gt;&lt;br /&gt;
None of the above applies to pawns with [[Traits#Chemical fascination|Chemical fascination]] or [[Traits#Chemical interest|Chemical interest]]&lt;br /&gt;
|-&lt;br /&gt;
| Medical or social only || A drink with a smoke is fine, especially with friends, but poisoning the body with powerful chemicals is wrong. || Not [[#High life|High life]] || [[#Collectivist|Collectivist]] || Pawns are unwilling to take or administer hard drugs.&lt;br /&gt;
* {{Thought|desc=I used a hard drug - not medical or even social. It was a horrible offense against my beliefs.|label=used hard drug|value=-15|duration=3}}&lt;br /&gt;
* {{Thought|desc=I administered a hard drug - not medical or even social. It was a horrible offense against my beliefs.|label=used hard drug|value=-15|duration=3}}&lt;br /&gt;
{{Bad|-8}} opinion for consuming or administering a hard drug, for 5 days.&amp;lt;br/&amp;gt;&lt;br /&gt;
None of the above applies to pawns with [[Traits#Chemical fascination|Chemical fascination]] or [[Traits#Chemical interest|Chemical interest]]&lt;br /&gt;
|-&lt;br /&gt;
| Essential || Exotic states of mind are central to a good life. || [[#High life|High life]] || [[#High life|High life]]&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Drug Crop Harvest Yield]]: {{Good|×150%}}&lt;br /&gt;
* [[Drug Synthesis Speed]]: {{Good|×150%}}&lt;br /&gt;
* [[Drug Sell Price Improvement]]: {{+|10%}}&lt;br /&gt;
'''Moods''' (excludes [[Teetotaler]]s):&lt;br /&gt;
* {{Thought|desc=The right path goes through altered consciousness, and I am walking it.|label=high life|value=3|duration=0.75|stack=1}}&lt;br /&gt;
* {{Thought|desc=This is a hidden state.|label=high life|value=0|duration=0.25|stack=1}}. An invisible state.&lt;br /&gt;
* {{Thought|desc=I should be altering my consciousness. It's not right to be sober so long.|label=high life missing|value=-1|duration=1|stack=1}}&lt;br /&gt;
* {{Thought|desc=I should be altering my consciousness. It's not right to be sober so long.|label=high life missing|value=-10|duration=9|stack=1}}&lt;br /&gt;
The moods above are scaled linearly based on the time since last non-medical drug ingested. First a {{Good|+3}} mood that last 0.75 days, decaying to 0 over the course the following 0.25 days. At 2 days since last consumption, first mood penalty applies. This penalty will increase by {{Bad|-1}} each day without further consumption, reaching the maximum of {{Bad|-10}} at 11 days.&amp;lt;!--&lt;br /&gt;
The relevant functions are PostIngested(Pawn) in CompDruf, CompTick() in CompRitualHediffGiverInRoom and Thought_Situational_Precept_HighLife.--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Combat in darkness&amp;quot;&lt;br /&gt;
! Combat in darkness&amp;lt;br/&amp;gt;[[File:DarknessCombat.png|64px]]&lt;br /&gt;
| Preferred || We fight better in the dark. || Not [[#Blindsight|blindsight]] || [[#Darkness|Darkness]]&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Shooting Accuracy]]:&lt;br /&gt;
** [[Shooting Accuracy Outdoors Dark|Outdoors Dark]] and [[Shooting Accuracy Indoors Dark|Indoors Dark]]: {{+|25%}}&lt;br /&gt;
** [[Shooting Accuracy Outdoors Lit|Outdoors Lit]] and [[Shooting Accuracy Indoors Lit|Indoors Lit]]: {{--|20%}}&lt;br /&gt;
* [[Melee Dodge Chance]]:&lt;br /&gt;
** [[Melee Dodge Chance Outdoors Night|Outdoors Night]] and [[Melee Dodge Chance Indoors Dark|Indoors Dark]]: {{+|10%}}&lt;br /&gt;
** [[Melee Dodge Chance Outdoors Day|Outdoors Day]] and [[Melee Dodge Chance Indoors Lit|Indoors Lit]]: {{--|10%}}&lt;br /&gt;
* [[Melee Hit Chance]]:&lt;br /&gt;
** [[Melee Hit Chance Outdoors Dark|Outdoors Dark]] and [[Melee Hit Chance Indoors Dark|Indoors Dark]]: {{+|10%}}&lt;br /&gt;
** [[Melee Hit Chance Outdoors Lit|Outdoors Lit]] and [[Melee Hit Chance Indoors Lit|Indoors Lit]]: {{--|10%}}&lt;br /&gt;
|- id=&amp;quot;Cutting trees&amp;quot;&lt;br /&gt;
! rowspan=3 | Cutting trees&amp;lt;br/&amp;gt;[[File:Precept tree cutting.png|64px]]&lt;br /&gt;
| Prohibited || To violate the forest by cutting down a tree is a deeply abhorrent act and should never be done. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br/&amp;gt;Pawns will not cut trees&amp;lt;br/&amp;gt;{{Thought|desc=We cut down a tree. Such things violations of nature should never be done.|label=tree felled|value=-4|stack=5|multi=0.75|duration=3}} for cutting a tree&amp;lt;br/&amp;gt;{{Thought|desc=We extracted a tree from the ground and then let it die. Such things violations of nature should never be done.|label=extracted tree died|value=-4|stack=5|multi=0.75|duration=3}} for an uprooted tree dying&amp;lt;br/&amp;gt;{{--|10}} opinion for cutting a tree&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To cut down a tree is a horrible act. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br/&amp;gt;{{Thought|desc=I had to cut down a tree. It was wrong to scar nature this way.|label=tree felled|value=-10|stack=1|duration=3}} for cutting a tree&amp;lt;br/&amp;gt;{{Thought|desc=We cut down a tree. It's wrong to scar nature this way.|label=tree felled|value=-2|stack=5|multi=0.75|duration=3}} for a tree cut&amp;lt;br/&amp;gt;{{Thought|desc=We extracted a tree from the ground and let it die. It's wrong to scar nature this way.|label=extracted tree died|value=-2|stack=5|multi=0.75|duration=3}} for an uprooted tree dying&amp;lt;br/&amp;gt;{{--|5}} opinion for cutting a tree&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To cut down a tree is a distasteful thing to do. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br/&amp;gt;{{Thought|desc=I had to cut down a tree. It was wrong to scar nature this way.|label=tree felled|value=-5|stack=1|duration=3}} for cutting a tree&amp;lt;br/&amp;gt;{{Thought|desc=We cut down a tree. It wasn't good to harm nature this way.|label=tree felled|value=-1|stack=5|duration=3}} for a tree cut&amp;lt;br/&amp;gt;{{Thought|desc=We extracted a tree from the ground and let it die. It wasn't good to harm nature this way.|label=extracted tree died|value=-1|stack=5|multi=0.75|duration=3}} for an uprooted tree dying&amp;lt;br/&amp;gt;{{--|3}} opinion for cutting a tree&lt;br /&gt;
|- id=&amp;quot;Killing innocent animals&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | Killing innocent animals&amp;lt;br/&amp;gt;[[File:KillingInnocentAnimals.png|64px]]&lt;br /&gt;
| Abhorrent || To kill an innocent animal is a horrifically inhuman act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation.&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Innocent animal&amp;quot;&amp;gt;An animal is deemed innocent if: It isn't under a mental state, or the mental state was caused by damage (ex: Manhunter, PanicFlee) or psycast (ex: Berserk, Neuroquake psycast). The above excludes animals belonging to hostile factions, animals hunting humans (or animals belonging to a human faction), and animals with scaria.&amp;lt;/ref&amp;gt; || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br/&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br/&amp;gt;Pawns will not attack innocent animals&amp;lt;br/&amp;gt;{{Thought|desc=An innocent, adorable animal was killed! That's murder!|label=innocent animal killed|value=-4|stack=5|mult=0.75|duration=6}} if innocent animal is killed&amp;lt;br/&amp;gt;{{--|15}} opinion for killing innocent animal&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To kill an innocent animal is a horrible act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br/&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to kill an innocent animal. It was almost like being forced to murder.|label=killed innocent {0}|value=-15|duration=6}} for killing an innocent animal&amp;lt;br/&amp;gt;{{Thought|desc=An innocent animal was killed. What a terrible, heartless act against another being.|label=innocent animal killed|value=-2|stack=5|mult=0.75|duration=6}} if innocent animal is killed&amp;lt;br/&amp;gt;{{--|10}} opinion for killing innocent animal&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To kill an innocent animal is an ugly act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br/&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to kill an innocent animal. It was not something I approve of.|label=killed innocent {0}|value=-5|duration=6}} for killing an innocent animal&amp;lt;br/&amp;gt;{{Thought|desc=An innocent animal was killed. I do not approve of this.|label=innocent animal killed|value=-1|stack=5|mult=0.75|duration=6}} if innocent animal is killed&amp;lt;br/&amp;gt;{{--|5}} opinion for killing innocent animal&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Lighting&amp;quot;&lt;br /&gt;
! Lighting&amp;lt;br/&amp;gt;[[File:Lighting.png|64px]]&lt;br /&gt;
| Darklight preferred || Normal lights are too bright. Darklights are better. || Not [[#Blindsight|blindsight]] || [[#Darkness|Darkness]] || {{Thought|desc=This dim light is perfect. I feel focused and energized.|label=darklight|value=+4|stack=1}} with [[Darklight]]&amp;lt;br/&amp;gt;{{Thought|desc=This indoor light is too bright. I would prefer something dimmer.|label=indoor light|value=-4|stack=1}} in dim light (30% - 89% [[light]]){{Check Tag|Verify|Verify bounds match normal definition}}&amp;lt;br/&amp;gt;{{Thought|desc=I cannot stand this terrible light. My senses are overwhelmed!|label=blinding light|value=-8|stack=1}} in bright light. (90% - 100% [[light]]){{Check Tag|Verify|Verify bounds match normal definition}}&amp;lt;br/&amp;gt;No modifier for Darkness. (0% - 29% [[light]]){{Check Tag|Verify|Verify bounds match normal definition}}&amp;lt;br/&amp;gt;Surgery penalty without Darklight.&amp;lt;br/&amp;gt;Disables low-[[light]] [[move speed]] penalties&amp;lt;br/&amp;gt;Disables low-[[light]] [[global work speed]] penalties&lt;br /&gt;
|- id=&amp;quot;Meat eating&amp;quot;&lt;br /&gt;
! rowspan=6 | Meat eating&amp;lt;br/&amp;gt;[[File:MeatEating.png|64px]]&lt;br /&gt;
| Abhorrent || Eating meat of any kind is deeply evil. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to eat meat. It was an abhorrent violation of everything I believe.|label=ate meat|value=-24|duration=1|stack=1}} for eating meat&amp;lt;br/&amp;gt;{{--|15}} opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Eating meat of any kind is a horrible act. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to eat meat. It was a horrible violation of my beliefs.|label=ate meat|value=-12|duration=1|stack=1}} for eating meat&amp;lt;br/&amp;gt;{{--|10}} opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Eating meat of any kind should be avoided. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to eat meat. It's not something I approve of.|label=ate meat|value=-4|duration=1|stack=1}} for eating meat&amp;lt;br/&amp;gt;{{--|5}} opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Mildly required || Every meal ought to have meat. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br/&amp;gt;{{Thought|desc=I ate a meal without any meat. It was an unacceptable deviation from the proper carnivore diet. Some eggs, milk, or processed food without vegetables or would have also been okay.|label=ate vegetarian|value=-4|duration=1|stack=1}} for eating food without meat&amp;lt;br/&amp;gt;{{--|5}} opinion for eating food without meat&lt;br /&gt;
|-&lt;br /&gt;
| Seriously required || Every meal must have meat. Eggs, milk, and processed food are okay as well. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br/&amp;gt;{{Thought|desc=I ate a meal without any meat. It was an horrible violation of the proper carnivore diet. Some eggs, milk, or processed food without vegetables would have also been okay.|label=ate vegetarian|value=-10|duration=1|stack=1}} for eating food without meat&amp;lt;br/&amp;gt;{{--|10}} opinion for eating food without meat&lt;br /&gt;
|-&lt;br /&gt;
| Strictly required || If a meal doesn't have meat, the person who eats it must be morally deficient. Eggs, milk, and processed foods are fine. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br/&amp;gt;{{Thought|desc=I ate a meal without any meat. It was an abhorrent violation of the proper carnivore diet. Some eggs, milk, or processed food without vegetables would have also been okay.|label=ate vegetarian|value=-16|duration=1|stack=1}} for eating food without meat&amp;lt;br/&amp;gt;{{--|15}} opinion for eating food without meat&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mining&amp;quot;&lt;br /&gt;
! rowspan=3 | Mining&amp;lt;br/&amp;gt;[[File:Mining.png|64px]]&lt;br /&gt;
| Prohibited || Raping the natural earth with mining tools is a horrifically evil act. || Not [[#Human primacy|human primacy]]&amp;lt;br/&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br/&amp;gt;Pawns will not mine&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=We mined a hole in the pure earth. What a terrible offense against nature.|label=mined|value=-4|duration=2|stacks=5|multi=0.75}}&lt;br /&gt;
* {{Thought|desc=I destroyed a natural wall. What a terrible offense against nature.|label=destroyed natural wall|value=-40|duration=2|stacks=1}}&lt;br /&gt;
{{Bad|-15}} opinion for mining a block, for 4 days.&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Violating the natural earth with mining tools is a horrible act. || Not [[#Human primacy|human primacy]]&amp;lt;br/&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I had to mine a hole. It was an offense against the earth.|label=mined|value=-20|duration=2|stacks=1}}&lt;br /&gt;
* {{Thought|desc=Someone mined a hole in the pure earth. It was a horrible violation of nature.|label=mined|value=-2|duration=2|stacks=5|multi=0.75}}&lt;br /&gt;
* {{Thought|desc=I destroyed a natural wall. It was a horrible violation of nature.|label=destroyed natural wall|value=-20|duration=2|stacks=1}}&lt;br /&gt;
{{Bad|-10}} opinion for mining a block, for 2 days.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Mining into the natural earth is an ugly act. || Not [[#Human primacy|human primacy]]&amp;lt;br/&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I had to mine a hole. I disapprove of harming the earth this way.|label=mined|value=-3|duration=2|stacks=1}}&lt;br /&gt;
* {{Thought|desc=Someone mined a hole in the pure earth. It's wrong to scar the world this way.|label=mined|value=-1|duration=2|stacks=5|multi=0.75}}&lt;br /&gt;
* {{Thought|desc=I destroyed a natural wall. It's wrong to scar the world this way.|label=destroyed natural wall|value=-3|duration=2|stacks=1}}&lt;br /&gt;
{{Bad|-5}} opinion for mining a block, for 2 days.&lt;br /&gt;
|- id=&amp;quot;Raiding&amp;quot;&lt;br /&gt;
! rowspan=2 | Raiding&amp;lt;br/&amp;gt;[[File:Raiding.png|64px]]&lt;br /&gt;
| Respected || We don't work like common laborers, we take from the weak as the strong should. Failing to do so is a mark of shame. || || || '''Mood:'''&amp;lt;br/&amp;gt;{{+|3}} mood for 5 days for participating in a raid&amp;lt;br/&amp;gt;{{+|6}} mood for a raid less than 25 days ago&amp;lt;br/&amp;gt;{{--|6}} mood for a raid more than 25 days ago&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Work Speed]] {{--|8%}}&lt;br /&gt;
|-&lt;br /&gt;
| Required || We don't work like common laborers, we take from the weak as the strong should. Failing to do so is a tremendous shame. || || || '''Mood:'''&amp;lt;br/&amp;gt;{{+|6}} mood for 5 days for participating in a raid&amp;lt;br/&amp;gt;{{+|12}} mood for a raid less than 25 days ago&amp;lt;br/&amp;gt;{{--|12}} mood for a raid more than 25 days ago&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Work Speed]] {{--|16%}}&lt;br /&gt;
|- id=&amp;quot;Trees&amp;quot;&lt;br /&gt;
! Trees&amp;lt;br/&amp;gt;[[File:Trees.png|64px]]&lt;br /&gt;
| Desired || It's essential to live surrounded by beautiful trees. || || [[#Tree connection|Tree connection]] || Gives a thought, scaling from -5 to +9 for having (or not having) many trees on the map&amp;lt;br/&amp;gt;Gives a thought, scaling from 0 to -20 for the number of trees chopped in the last quadrum&lt;br /&gt;
|- id=&amp;quot;Biosculpting&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Biosculpting&amp;lt;br/&amp;gt;[[File:Precept biosculpting.png|64px]]&lt;br /&gt;
| Despised || Biosculpter pods violate the purity human flesh and should never be used. || Not [[#Transhumanist|Transhumanist]] || || '''Mood:'''&amp;lt;br/&amp;gt;{{Thought|desc=My body was despoiled by the use of a biosculpter pod.|label=used biosculpter pod|value=-8|stack=1|duration=12}} after using [[biosculpter pod]].&lt;br /&gt;
|-&lt;br /&gt;
| Accelerated || All biosculpting cycles take half the usual time. || [[#Transhumanist|Transhumanist]] || [[#Transhumanist|Transhumanist]] || All biosculpting cycles take half the usual time.&lt;br /&gt;
|- id=&amp;quot;Growth vats&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Growth vats{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:GrowthVats.png|64px]]&lt;br /&gt;
| Prohibited || Growth vats rob children of their childhood. || || || '''Prohibitions:'''&amp;lt;br/&amp;gt;Build [[growth vat]]&amp;lt;br/&amp;gt;'''Mood:'''&lt;br /&gt;
* {{Thought|desc=I hate the thought of that awful growth vat being in our colony.|label=growth vat|value=-3|stack=1}}&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I can't stand the thought of my child floating in that awful machine.|label=my child is in a growth vat|value=-3|stack=3}}. Nullifying trait: [[Psychopath]]&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I'm happy to see my kids be kids. Their childhood is too precious to be wasted in a vat.|label=Child not in growth vat|value=1|stack=1}}&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Essential || We have the technology for safer childbirth and faster childhoods. Believers will develop faster in growth vats but will be unhappy if their children are not in a vat. || || [[#Transhumanist|Transhumanist]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=Childbirth is a terrifying thought. We should have vats to safely grow our children.|label=natural pregnancy|value=-5|stack=1}}.  Minimum [[expectations]]: Moderate&lt;br /&gt;
* {{Thought|desc=I don't feel safe with my child running around. They should be growing safely in a vat.|label=Child not in growth vat|value=-2|stack=3}}.  Minimum [[expectations]]: Moderate&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* {{BiotechIcon}} [[Growth Vat Occupant Speed]]: {{Good|×130%}}&amp;lt;br/&amp;gt;(only to pawns with the ideoligion; [[embryo]]s / [[babies]] are not boosted)&lt;br /&gt;
|- id=&amp;quot;Bloodfeeders&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Bloodfeeders{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:Bloodfeeders.png|64px]]&lt;br /&gt;
| Revered || Bloodfeeders should be worshipped. Believers will be happy if there is a bloodfeeder in the colony and will not mind being fed upon. || || || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=The bloodfeeders stand above us, yet one has died here. We will surely be punished for this.|label=bloodfeeder died|value=-2|stack=3|duration=10}} (Colony wide) when a bloodfeeder dies.{{Check Tag|Any faction?|Does the bloodfeeder have to be of the player faction? Any allied faction? Any faction at all including enemies?}}.&lt;br /&gt;
* {{Thought|desc=Let them worship me. Feeding upon them places them below me, as animals are below humans.|label=revered bloodfeeder|value=+4|stack=1}} for being a bloodfeeder.&lt;br /&gt;
* {{Thought|desc=Without a bloodfeeder master, our colony feels incomplete and pointless. We should make a bloodfeeder our leader.|label=no bloodfeeders|value=-2|stack=1}} (Colony wide) for having no bloodfeeders in the colony.&lt;br /&gt;
* {{Thought|desc=Without a bloodfeeder master, our colony feels incomplete and pointless. We should make a bloodfeeder our leader.|label=no bloodfeeder master|value=-1|stack=1}} (Colony wide) for having bloodfeeders in the colony, but not as the [[#Leaders|leader]].&lt;br /&gt;
* {{Thought|desc=The bloodfeeder's presence is a great honor. May they live forever.|label=bloodfeeder master|value=+2|stack=1}} (Colony wide) for having A bloodfeeder as the [[#Leaders|leader]].&lt;br /&gt;
Nullifies {{Thought|desc=I was violated by a bloodfeeder like some kind of livestock.|label=fed on by &amp;lt;NAME&amp;gt;|value=-5|stack=1|duration=5}}{{Check Tag|Stacking?|Check if it stacks, change stack var as appropriate}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinions:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|20}} for being a Bloodfeeder&lt;br /&gt;
|-&lt;br /&gt;
| Reviled || Anyone who drinks blood to survive is a monster. || || || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=The only good bloodfeeder is a dead one.|label=bloodfeeder died|value=+5|stack=3|duration=10}} (Colony wide) when a bloodfeeder dies.&lt;br /&gt;
* {{Thought|desc=I am what I hate. I must rid myself of this curse.|label=bloodfeeder self hatred|value=-12|stack=1}} for being a bloodfeeder.&lt;br /&gt;
* {{Thought|desc=One of them walks among us. We should expel the bloodfeeder from our home.|label=bloodfeeder among us|value=-8|stack=1}} (Colony wide) for having a bloodfeeder in the colony.&lt;br /&gt;
'''Opinions:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|40}} for being a Bloodfeeder&lt;br /&gt;
|- id=&amp;quot;Child labor&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Child labor{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:ChildLabor.png|64px]]&lt;br /&gt;
| Encouraged || Children build character through work. It's important for everyone to contribute.|| || [[#Collectivist|Collectivist]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=Why are we letting children waste their youth on games?|label=children assigned recreation|value=-3|stack=1}}. Adults only.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Work Speed]]: {{+|20%}} ([[Children]] only)&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Childhood is sacred. We should let kids be kids. || || [[#Individualist|Individualist]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=It's upsetting to see children forced to work. They only get one childhood.|label=children assigned work|value=-3|stack=1}}. Adults only. Note: This refers to the Schedule tab. Children can have jobs assigned in their Work tab without mood penalty.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Learning Rate Factor]]: {{+|20%}} ([[Children]] only)&lt;br /&gt;
|- id=&amp;quot;Mechanoid labor&amp;quot;&lt;br /&gt;
! Mechanoid labor{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:MechanoidLabor.png|64px]]&lt;br /&gt;
| Enhanced || Why should we work when we have machines? || ||&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Global Work Speed]]: {{--|8%}}&lt;br /&gt;
* {{BiotechIcon}} [[Mech Work Speed Offset]]: {{+|20%}}&lt;br /&gt;
|- id=&amp;quot;Psychic rituals&amp;quot;&lt;br /&gt;
! rowspan=3| Psychic rituals{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:PsychicRituals.png|64px]]&lt;br /&gt;
| Abhorrent || Psychic rituals are utterly evil. || || || &amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Prohibitions:'''&amp;lt;br/&amp;gt;Participate in psychic ritual&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Mood:'''&amp;lt;br/&amp;gt;Psychic ritual performed: {{--|4}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Involved in psychic ritual: {{--|12}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Opinions:'''&amp;lt;br/&amp;gt;Involved in psychic ritual: {{--|20}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Psychic rituals should be avoided when possible. || || ||| &amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Mood:'''&amp;lt;br/&amp;gt;{{Thought|desc=We shouldn't be using such dark powers. It's just not right.|label=Psychic ritual performed|value=-2|stack=1}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=That ritual was wrong. I should not have been there.|label=Involved in psychic ritual|value=-6|stack=1}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Opinions:'''&amp;lt;br/&amp;gt;Involved in psychic ritual: {{--|10}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Stats:'''&lt;br /&gt;
* [[Psychic Ritual Quality Offset]]: {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| Exalted || Connecting with psychic flows brings us closer to truth. || || [[#Ritualist|Ritualist]] || '''Mood:'''&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=It was an amazing experience to truly connect with something greater than myself.|label=Involved in psychic ritual|value=+3|stack=1}}.&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=Failing to use these rituals shows everyone how misguided we are.|label=No psychic ritual for 6 days (Min expectations: High)|value=-3|stack=1}}.&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Opinions:'''&amp;lt;br/&amp;gt;Involved in psychic ritual: {{+|10}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Stats:'''&lt;br /&gt;
* [[Psychic Ritual Quality Offset]]: {{+|10%}}&lt;br /&gt;
|- id=&amp;quot;Void study&amp;quot;&lt;br /&gt;
! rowspan=4| Void study{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:VoidStudy.png|64px]]&lt;br /&gt;
| Very inefficient || All this void nonsense is superstition. Let's focus on reality. || ||&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Study Efficiency]]: {{Bad|×50%}}&lt;br /&gt;
|-&lt;br /&gt;
| Inefficient || Trying to understand the unknowable is pointless. We should focus more on meaningful activities. || ||&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Study Efficiency]]: {{Bad|×75%}}&lt;br /&gt;
|-&lt;br /&gt;
| Efficient || The void is a true mystery that deserves to be studied. || ||&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Study Efficiency]]: {{Good|×125%}}&lt;br /&gt;
|-&lt;br /&gt;
| Very efficient || The void is the ultimate truth. || || [[#Ritualist|Ritualist]]&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Study Efficiency]]: {{Good|×150%}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Inhumanizing&amp;quot;&lt;br /&gt;
! Inhumanizing{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:Inhumanizing.png|64px]]&lt;br /&gt;
| Required || Human morality and feeling are a distraction. We must leave humanity behind. &amp;lt;br/&amp;gt; Mental breaks will cause followers to become [[inhumanized]]. || || [[#Inhuman|Inhuman]] || '''Mood:'''&lt;br /&gt;
*{{Thought|desc=I'm ashamed of my humanity. I want to embrace the void but I fear it.|label=Human shame|value=-8|stack=1}} if not inhumanized.&lt;br /&gt;
'''Mental breaks:'''&lt;br /&gt;
* [[Mental_break#Humanity_break|Humanity break]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fishing&amp;quot;&lt;br /&gt;
! rowspan=3 | Fishing{{OdysseyIcon}}&amp;lt;br/&amp;gt;[[File:Fishing.png|64px]]&lt;br /&gt;
| Prohibited || Fishing is immoral. We should never do it. || || [[#Animal Personhood|Animal Personhood]] || '''Prohibitions:''':&lt;br /&gt;
*[[Fishing]]&lt;br /&gt;
'''Mood''':&lt;br /&gt;
*{{Thought|desc=Someone is killing fish! Our slippery brothers and sisters are dying.|label=Someone slaughtered fish|value=-4|stack=1|duration=6}}.&lt;br /&gt;
{{--|10}} opinion for slaughtering fish&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Fishing is gruesome. We should avoid it. || || [[#Animal Personhood|Animal Personhood]] || '''Mood''':&lt;br /&gt;
*{{Thought|desc=I had to kill fish. It was an ugly thing to do.|label=Slaughtered fish|value=-4|stack=1|duration=6}}.&lt;br /&gt;
*{{Thought|desc=Someone is killing fish! We should protect these beautiful creatures.|label=Someone slaughtered fish|value=-2|stack=1|duration=6}}.&lt;br /&gt;
'''Stats''':&lt;br /&gt;
*[[Fishing speed]]: {{--|25%}}&lt;br /&gt;
*[[Fishing yield]]: {{--|10%}}&lt;br /&gt;
{{--|5}} opinion for slaughtering fish&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Sacred || Fishing is part of the right path. || || || '''Mood''':&lt;br /&gt;
*{{Thought|desc=I wish we were somewhere we could fish.|label=Not enough fish|value=-4|stack=1}}.&lt;br /&gt;
*{{Thought|desc=Fishing puts me on the right path - at least for a little while.|label=Fished recently|value=+2|stack=1|duration=1}}.&lt;br /&gt;
'''Stats''':&lt;br /&gt;
*[[Fishing yield]]: {{Good|+10%}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references group=&amp;quot;Optional precepts&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Meme-specific ===&lt;br /&gt;
These issues and their precepts can only be added by having a specific meme, and cannot be removed as long as the meme is present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Issue !! Precept !! Description !! Meme !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Age reversal&amp;quot;&lt;br /&gt;
! Age reversal&amp;lt;br/&amp;gt;[[File:AgeReversal.png|64px]]&lt;br /&gt;
| Demanded || Why get old? One must have a once-yearly age reversal treatment in the biosculpter pod. || [[#Transhumanist|Transhumanist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I'm getting old. I should get an age reversal in a biosculpter pod.|label=harmful aging|value=-4|stack=1}}, if a pawn with at least high expectations and a biological age of 25 didn't have age reversal in the last year.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=My youth is draining away. I should get an age reversal in a biosculpter pod.|label=terrible aging|value=-7|stack=1}}, if a pawn with at least high expectations and a biological age of 25 didn't have age reversal in the last year and 15 days.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I am trapped in a decaying prison of flesh! I need to get an age reversal in a biosculpter pod.|label=horrific aging|value=-10|stack=1}}, if a pawn with at least high expectations and a biological age of 25 didn't have age reversal in the last year and 30 days.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Aging and death have no hold on me. I am forever, as an enhanced human ought to be.|label=received age reversal|value=+3|stack=1|duration=4}} after age reversal.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Notes:'''&lt;br /&gt;
*Initial colonists, newly generated pawns (due to events, quests, raids, etc.), as well as pawns after changing map due to Archonexus quest have a 20 to 40 day grace period before they start demanding age reversal (it will replace their age reversal demanded date, even if it would come after that period).&lt;br /&gt;
*Whenever a pawn's faction or ideology change they'll get a 15-20 day grace period before they start demanding age reversal (unless their next age reversal demanded date will come after that period).&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal connection&amp;quot;&lt;br /&gt;
! Animal connection&amp;lt;br/&amp;gt;[[File:Precept animal connection.png|64px]]&lt;br /&gt;
| Strong || We have a strong connection to our animal friends || [[#Animal personhood|Animal personhood]] ||&lt;br /&gt;
* 2x [[Tame Animal Chance]]&lt;br /&gt;
* 2x [[Bond Chance Factor]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blind psysense&amp;quot;&lt;br /&gt;
! Blind psysense&amp;lt;br/&amp;gt;[[File:BlindPsysense.png|64px]]&lt;br /&gt;
| Strong|| Our blind have special ways of connecting with the psychic aether || [[#Blindsight|Blindsight]] || '''Stats:'''&amp;lt;br/&amp;gt;[[Psychic Sensitivity]]: {{+|30%}} for [[Sight|blind]] pawns.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bonding&amp;quot;&lt;br /&gt;
! Bonding&amp;lt;br/&amp;gt;[[File:Bonding.png|64px]]&lt;br /&gt;
| Disapproved || To emotionally bond with a lower being is a shameful act || [[#Human primacy|Human primacy]] || Disables [[Animals#Bonding|animal bonding]] event for pawns with ideology. Does '''not''' disable pre-existing bonds or disable their [[thoughts]].&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Comfort&amp;quot;&lt;br /&gt;
! Comfort&amp;lt;br/&amp;gt;[[File:Comfort.png|64px]]&lt;br /&gt;
| Ignored || We should pay no attention to comfort || [[#Pain is virtue|Pain Is Virtue]] || Disables [[comfort]] need, and comfort-related thoughts, both positive and negative&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Eclipse&amp;quot;&lt;br /&gt;
! Eclipse&amp;lt;br/&amp;gt;[[File:Precept Eclipse.png|64px]]&lt;br /&gt;
| Beautiful || Eclipses are a beautiful respite from the blinding sunlight. || [[#Darkness|Darkness]]&amp;lt;br/&amp;gt;''unless'' [[#Blindsight|blindsight]] || {{+|5}} mood for seeing an [[eclipse]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gauranlen connection&amp;quot;&lt;br /&gt;
! Gauranlen connection&amp;lt;br/&amp;gt;[[File:GauranlenConnection.png|64px]]&lt;br /&gt;
| Strong || We have a special connection with the Gauranlen trees. The trees refocus production easily under our influence, and we are not satisfied unless we have that connection. || [[#Tree connection|Tree connection]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I am happily connected to a Gauranlen tree.|label=Gauranlen connection|value=+3|stack=1}} when connected to [[Gauranlen tree]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-0|stack=1}}, at Very Low [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-1|stack=1}}, at Low [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-2|stack=1}}, at Moderate [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-4|stack=1}}, at High [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-6|stack=1}}, at Sky High [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Stats:'''&amp;lt;br/&amp;gt;[[Pruning speed]]: {{+|25%}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mining yield&amp;quot;&lt;br /&gt;
! Mining yield&amp;lt;br/&amp;gt;[[File:MiningYield.png|64px]]&lt;br /&gt;
| High || Mining is so important that we do it with great focus and respect, and we get more resources because of that. || [[#Tunneler|Tunneler]] || '''Stats:'''&amp;lt;br/&amp;gt;[[Mining yield]]: {{+|10%}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Neural supercharge&amp;quot;&lt;br /&gt;
! Neural supercharge&amp;lt;br/&amp;gt;[[File:NeuralSupercharger.png|64px]]&lt;br /&gt;
| Preferred || Having a neural supercharge is the new standard. Without it, you're obsolete. || [[#Transhumanist|Transhumanist]] || '''Mood:'''&amp;lt;br/&amp;gt;{{Thought|desc=Without a neural supercharge, I'm running below my true capacity. It's depressing.|label=want neural supercharge|value=-6|stack=1}} whenever 2+{{Check Tag|Verify time|Is it two days?}} days have passed since [[Neural supercharger|neural supercharging]], assuming Moderate [[expectations]] or higher.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pain&amp;quot;&lt;br /&gt;
! Pain&amp;lt;br/&amp;gt;[[File:Pain.png|64px]]&lt;br /&gt;
| Idealized || To experience nerve-singing pain is a mark of morality. || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Guilty|Guilty]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain grounds me. I appreciate it|label=minor pain|value=+3|stack=1}}, [[pain]] between 1% and 14% inclusive. Replaces default {{--|5}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain cleanses me. I like it.|label=serious pain|value=+5|stack=1}}, [[pain]] between 15% and 39% inclusive. Replaces default {{--|10}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain purifies me. I need it!|label=intense pain|value=+7|stack=1}}, [[pain]] between 40% and 79% inclusive. Replaces default {{--|15}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain makes me sublime! I wish to become it!|label=mind-shattering pain|value=+9|stack=1}}, [[pain]] of 80%+. Replaces default {{--|20}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Note:''' These thoughts are replaced by the [[Masochist]] specific thoughts for pawns with that trait, and with the default values for [[Wimp]]s.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Proselytizing&amp;quot;&lt;br /&gt;
! rowspan=3 | Proselytizing&amp;lt;br/&amp;gt;[[File:Proselytizing.png|64px]]&lt;br /&gt;
| Occasional || Those who know the truth should try to bring it to others, when it seems appropriate. || [[#Proselytizer|Proselytizer]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Social chat [[conversion]] attempt frequency: '''×300'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&lt;br /&gt;
|-&lt;br /&gt;
| Sometimes || Those who know the truth should bring it to others at every opportunity. || [[#Proselytizer|Proselytizer]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Social chat [[conversion]] attempt frequency: '''×500'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&lt;br /&gt;
|-&lt;br /&gt;
| Frequent || Those who know the truth have a duty to always spread it and drive out other beliefs. || [[#Proselytizer|Proselytizer]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Social chat [[conversion]] attempt frequency: '''×700'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ranching&amp;quot;&lt;br /&gt;
! Ranching&amp;lt;br/&amp;gt;[[File:Ranching.png|64px]]&lt;br /&gt;
| Central || We must raise and consume many large animals, and we must not eat plants. || [[#Rancher|Rancher]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Plant Work Speed]]: {{Bad|x70%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Tame Animal Chance]]: {{Good|x120%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Animal Gather Yield]]: {{Good|x120%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Butchery Efficiency]]: {{Good|x120%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Animals Learning Factor]]: {{Good|x200%}}.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Animal Products Price Improvement]]: {{+|10%}}.{{Check Tag|Mechanics?|How does this apply in the order of operations}} Affects [[meat]], [[leather]] and [[wool]] of all types, including [[Human]]. [[Eggs]], [[milk]], [[insect jelly]], and live [[animals]] are not affected.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|3}}/{{--|2}}/{{--|1}}/{{+|1}}/{{+|2}}/{{+|3}} [[mood]] based on total animal body size per colonist,{{Check Tag|What ratios?|What ratio is each cut off?}}{{Check Tag|Colonist only?|Wb slaves, prisoners, quest guests etc? What about colonists without this precept?}} if Low [[expectations]] or higher. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sowed a human food plant. It was wrong - humans should eat animals, and animals should eat nature-made plants.|label=sowed human food plant|value=-4|duration=2}} if Low [[expectations]] or higher.{{Check Tag|Which plants?}}{{Check Tag|Sow only?|Can you harvest plants without issue?}} Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful [[Quests#Hospitality|Animal hospitality]] quest.{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Rough living&amp;quot;&lt;br /&gt;
! Rough living&amp;lt;br/&amp;gt;[[File:RoughLiving.png|64px]]&lt;br /&gt;
| Welcomed || We don't need to separate ourselves from the roughness of nature. || [[#Tree connection|Tree connection]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain Is Virtue]] || Nullifies:&lt;br /&gt;
*{{Thought|desc=I had to eat a meal off the ground. Can't we get a table around here?|label=Ate without table|value=-3|stack=1|duration=1}}&lt;br /&gt;
*{{Thought|desc=I had to sleep outdoors without any protection from the elements.|label=slept outside|value=-4|stack=1|duration=1}}&lt;br /&gt;
*{{Thought|desc=I had to sleep on the ground like an animal.|label=slept on ground|value=-4|stack=1|duration=1}}&lt;br /&gt;
*{{Thought|desc=I'm soaking wet.|label=soaking wet|value=-3|stack=1|duration=0.1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slab bed&amp;quot;&lt;br /&gt;
! Slab bed&amp;lt;br/&amp;gt;[[File:Precept Slab Bed.png|64px]]&lt;br /&gt;
| Preferred || The right way to sleep is on a slab bed. || [[#Pain is virtue|Pain is virtue]] || Makes colonists prefer slab beds, and gives a +2 thought when they sleep in slab beds.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleep accelerator&amp;quot;&lt;br /&gt;
! Sleep accelerator&amp;lt;br/&amp;gt;[[File:Precept sleep accelerator.png|64px]]&lt;br /&gt;
| Preferred || One should always use a sleep accelerator. Slow-sleeping is just foolishly wasting your potential. || [[#Transhumanist|Transhumanist]] || +3 mood for 1 day when using [[sleep accelerator]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Indoors&amp;quot;&lt;br /&gt;
! Indoors&amp;lt;br/&amp;gt;[[File:SmallSpaces.png|64px]]&lt;br /&gt;
| Preferred || We were meant to live indoors. There's nothing bothersome about being in tight quarters. || [[#Tunneler|Tunneler]] [[#Shipborn|Shipborn]]{{OdysseyIcon}} || &lt;br /&gt;
*Adds needs: [[Needs#Indoors|Indoors]]&lt;br /&gt;
*Removes needs: [[Needs#Outdoors|Outdoors]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Temperature&amp;quot;&lt;br /&gt;
! Temperature&amp;lt;br/&amp;gt;[[File:Precept temperature.png|64px]]&lt;br /&gt;
| Tough || Extreme temperatures don't bother us as much. || [[#Tree connection|Tree connection]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Shipborn|Shipborn]]{{OdysseyIcon}} || Nullifies:&lt;br /&gt;
*{{Thought|desc=I had to sleep in the cold. We really need some heaters.|label=slept in the cold|value=-4|stack=1|duration=1}}&lt;br /&gt;
*{{Thought|desc=I had to sleep in unbearable heat. Can't we have air conditioning?|label=slept in the heat|value=-4|stack=1|duration=1}}&lt;br /&gt;
'''Note''': It doesn't appear to affect comfortable temperatures or the related [[hypothermia]]/[[heatstroke]] tolerances. It is only referenced for the above moodlets&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Work drive&amp;quot;&lt;br /&gt;
! Work drive&amp;lt;br/&amp;gt;[[File:Precept work drive.png|64px]]&lt;br /&gt;
| Tripled ||The duration of the leader's work drive ability is tripled. || [[#Collectivist|Collectivist]] || 3x Work Drive Duration (from 3 days to 9 days)&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Space habitat&amp;quot;&lt;br /&gt;
! Space Habitat{{OdysseyIcon}}&amp;lt;br/&amp;gt;[[File:Precept space habitat.png|64px]]&lt;br /&gt;
| Preferred || Planetary living is for lower animals. We should live in orbit or among the stars. || [[#Shipborn|Shipborn]] || '''Mood''':&lt;br /&gt;
*{{Thought|desc=I'll never feel at home here in the dirt. We should be in space.|label=Planetary habitat|value=-2|stack=1}}&lt;br /&gt;
*{{Thought|desc=It feels good to be where I belong. I can't stand being down there in the dirt.|label=Space habitat|value=4|stack=1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
{{Main|Roles}}&lt;br /&gt;
Roles are positions available to pawns that grant them both special benefits and drawbacks. Every ideoligion has at least two roles: [[Leader]] and [[Moral guide]]. There can be only 1 '''leader''' globally, and 1 '''moral guide''' per ideoligion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; padding: 0.5em;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
!Name !! colspan=5 | Abilities&lt;br /&gt;
|- id=&amp;quot;Leader&amp;quot;&lt;br /&gt;
! [[Leader]]&amp;lt;br/&amp;gt;[[File: Leader.png|link=Leader]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Combat command]]&amp;lt;br/&amp;gt;[[File:CombatCommand.png|link=Combat command|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Work drive]]&amp;lt;br/&amp;gt;[[File:WorkDrive.png|link=Work drive|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Leader speech]]&amp;lt;br/&amp;gt;[[File:LeaderSpeech.png|link=Leader speech|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Trial]]&amp;lt;br/&amp;gt;[[File:Trial.png|link=Trial|64px]]&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Moral guide&amp;quot;&lt;br /&gt;
! [[Moral guide]]&amp;lt;br/&amp;gt;[[File: MoralGuide.png|link=Moral guide]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Roles#Convert|Convert]]&amp;lt;br/&amp;gt;[[File:Convert.png|link=Roles#Convert|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Counsel]]&amp;lt;br/&amp;gt;[[File:Counsel.png|link=Counsel|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Reassure]]&amp;lt;br/&amp;gt;[[File:Reassure.png|link=Reassure|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Conversion ritual]]&amp;lt;br/&amp;gt;[[File:ConversionRitual.png|link=Conversion ritual|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Preach health]]&amp;lt;br/&amp;gt;[[File:PreachHealth.png|link=Preach health|64px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, each ideoligion grants up to 2 types of [[specialist]]s; a role that grants large bonuses and abilities related to a specific field in exchange of inability of doing one or more types of work. This limitation only applies to the type of specialization, not the total number of specialists.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; padding: 0.5em;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
!Name !! Required Memes !! Disabled Work Types !! Abilities&lt;br /&gt;
|- id=&amp;quot;Shooting specialist&amp;quot;&lt;br /&gt;
! [[Shooting specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistShooting.png|link=Shooting specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Raider|Raider]]&lt;br /&gt;
* [[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Marksman command]]&amp;lt;br/&amp;gt;[[File:MarksmanCommand.png|link=Marksman command|64px]]&lt;br /&gt;
|- id=&amp;quot;Animals specialist&amp;quot;&lt;br /&gt;
! [[Animals specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistAnimals.png|link=Animals specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Animal personhood|Animal personhood]]&lt;br /&gt;
* [[Ideoligion#Rancher|Rancher]]&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Animal calm]]&amp;lt;br/&amp;gt;[[File:AnimalCalm.png|link=Animal calm|64px]]&lt;br /&gt;
|- id=&amp;quot;Medical specialist&amp;quot;&lt;br /&gt;
! Medical Specialist&amp;lt;br/&amp;gt;[[File: SpecialistMedical.png|link=Medical specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Flesh purity|Flesh purity]]&lt;br /&gt;
* [[Ideoligion#Blindsight|Blindsight]]&lt;br /&gt;
|&lt;br /&gt;
* Violent&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Immunity drive]]&amp;lt;br/&amp;gt;[[File:ImmunityDrive.png|link=Immunity drive|64px]]&lt;br /&gt;
|- id=&amp;quot;Melee specialist&amp;quot;&lt;br /&gt;
! Melee Specialist&amp;lt;br/&amp;gt;[[File: SpecialistMelee.png|link=Melee specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Raider|Raider]]&lt;br /&gt;
* [[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
* Hunting&lt;br /&gt;
* Shooting&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Berserk trance]]&amp;lt;br/&amp;gt;[[File:BerserkTrance.png|link=Berserk trance|64px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; padding: 0.5em;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
!Name !! Required Memes !! Disabled Work Types !! Abilities&lt;br /&gt;
|- id=&amp;quot;Mining specialist&amp;quot;&lt;br /&gt;
! [[Mining specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistMining.png|link=Mining specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Darkness|Darkness]]&lt;br /&gt;
* [[Ideoligion#Tunneler|Tunneler]]&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Constructing&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Mining command]]&amp;lt;br/&amp;gt;[[File:MiningCommand.png|link=Mining command|64px]]&lt;br /&gt;
|- id=&amp;quot;Plants specialist&amp;quot;&lt;br /&gt;
! [[Plants specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistPlants.png|link=Plants specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#High life|High life]]&lt;br /&gt;
* [[Ideoligion#Nature primacy|Nature primacy]]&lt;br /&gt;
* [[Ideoligion#Tree connection|Tree connection]]&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Constructing&lt;br /&gt;
* Mining&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Farming command]]&amp;lt;br/&amp;gt;[[File:FarmingCommand.png|link=Farming command|64px]]&lt;br /&gt;
|- id=&amp;quot;Production specialist&amp;quot;&lt;br /&gt;
! [[Production specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistProduction.png|link=Production specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Human primacy|Human primacy]]&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Production command]]&amp;lt;br/&amp;gt;[[File:ProductionCommand.png|link=Production command|64px]]&lt;br /&gt;
|- id=&amp;quot;Research specialist&amp;quot;&lt;br /&gt;
! [[Research specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistResearch.png|link=Research specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Transhumanist|Transhumanist]]&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Research command]]&amp;lt;br/&amp;gt;[[File:ResearchCommand.png|link=Research command|64px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rituals ==&lt;br /&gt;
{{Main|Rituals}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual table}}&lt;br /&gt;
&lt;br /&gt;
== Relics ==&lt;br /&gt;
{{Main|Relic}}&lt;br /&gt;
Relics are objects revered by your ideoligion that require a series of quests in order to be obtained. These are always of legendary quality, when applicable. Relics grant various bonuses, both when found and when present in rituals, some of which require being placed in a [[Reliquary]]. A relic being lost causes a malus of {{Thought|desc=The relic has been lost! A travesty!|label=relic lost|value=-5|stack=5|duration=30}} while a relic being destroyed causes a malus of {{Thought|desc=The relic was destroyed! A travesty!|label=relic destroyed|value=-5|stack=5|duration=30}}.&lt;br /&gt;
&lt;br /&gt;
When placed in a Reliquary, pilgrims of your ideoligion will visit your colony to pay reverence to the relic.&lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
Ideoligions can add special buildings that are required for either rituals or as statues of that ideologion.&lt;br /&gt;
&lt;br /&gt;
=== Ritual seat ===&lt;br /&gt;
Ideologions can have a maximum of 1 type of ritual seat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Kneel_pillow.png|32px]]&lt;br /&gt;
| [[Kneel_pillow|Kneel pillow]] &lt;br /&gt;
|-&lt;br /&gt;
! [[File:Kneel_sheet.png|32px]]&lt;br /&gt;
| [[Kneel_sheet|Kneel sheet]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Pew.png|32px]]&lt;br /&gt;
| [[Pew]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
Ideologions can have a maximum of 5 types of ideologion-related buildings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Type !! Minimum expectations !! Room requirements !! Note&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ideogram_morbid_b.png|32px]]&lt;br /&gt;
| [[Ideogram]] || Altar / Ideogram || Moderate || All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed ||! rowspan=&amp;quot;5&amp;quot; | You can only have one Altar / Ideogram at the same time.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Small_altar.png|32px]]&lt;br /&gt;
| [[Small_altar|Small altar]] || Altar / Ideogram || Moderate || Room impressiveness 60&amp;lt;br&amp;gt;All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Medium_altar.png|32px]]&lt;br /&gt;
| [[Medium_altar|Medium altar]] || Altar / Ideogram || Moderate || Room impressiveness 60&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Large_altar.png|32px]]&lt;br /&gt;
| [[Large_altar|Large altar]] || Altar / Ideogram || Moderate || Room area: 25 tiles&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Grand_altar.png|32px]]&lt;br /&gt;
| [[Grand_altar|Grand altar]] || Altar / Ideogram || Moderate || All floored&amp;lt;br&amp;gt;Room area: 25 tiles&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Christmas_tree.png|32px]]&lt;br /&gt;
| [[Christmas_tree|Christmas tree]] || Christmas tree || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sacrificial_flag.png|32px]]&lt;br /&gt;
| [[Sacrificial_flag|Sacrificial flag]] || Sacrificial flag || Moderate || All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; | Ideologions can add statue-like buildings that are required when there are 3 or more pawns of the ideoligion in your faction and their expectations reach moderate or higher. These buildings can be placed in the same room. Placing the buildings in a room which doesn't meet the requirements will give a &amp;quot;[building name] disrespected&amp;quot; negative moodlet to all pawns of the ideologion.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sculpture_small_totemic_a.png|32px]]&lt;br /&gt;
| [[Small_sculpture|Small sculpture]] || Statue || High || Room impressiveness 60&amp;lt;br&amp;gt;Column x4&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed || Small sculpture as a named ideologion building is a variation of the regular small sculpture.&amp;lt;br&amp;gt;Its [[Small_sculpture#Styles|appearance]] depends on the Origin or the Style that the ideologion has.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sculpture_large_totemic_a.png|32px]]&lt;br /&gt;
| [[Large_sculpture|Large sculpture]] || Statue  || High || All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed || Large sculpture as a named ideologion building is a variation of the regular large sculpture.&amp;lt;br&amp;gt;Its [[Large_sculpture#Styles|appearance]] depends on the Origin or the Style that the ideologion has.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sculpture_grand_totemic_a.png|32px]]&lt;br /&gt;
| [[Grand_sculpture|Grand sculpture]] || Statue  || Moderate || Room area: 25 tiles&amp;lt;br&amp;gt;All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed || Grand sculpture as a named ideologion building is a variation of the regular grand sculpture.&amp;lt;br&amp;gt;Its [[Grand_sculpture#Styles|appearance]] depends on the Origin or the Style that the ideologion has.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon preferences ==&lt;br /&gt;
Ideoligion can have one or several pairs of noble and despised weapons types. Weapon pairs can't be combined if they overlap.&lt;br /&gt;
&lt;br /&gt;
Wielding a noble weapon grants +3 mood while wielding a despised one grants -5.&lt;br /&gt;
&lt;br /&gt;
Killing any pawn{{Check Tag|Verify}} with a noble weapon grants +3 mood for 1 day{{Check Tag|Thought Template|Convert to thought template}} while using a despised one to attack anything - including objects - grants -5 for 2 days.{{Check Tag|Thought Template|Convert to thought template}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Pair !! First group !! Second group&lt;br /&gt;
|-&lt;br /&gt;
| Melee / Ranged || All melee weapons, including beer and wood{{Check Tag|equippable|power claws and fists ignored}} || All ranged weapons, including grenades&lt;br /&gt;
|-&lt;br /&gt;
| Melee piercer / Melee blunt || [[Thrumbo horn]], [[Elephant tusk]], [[Breach axe]], [[Gladius]], [[Longsword]], [[Knife]], [[Ikwa]], [[Spear]], [[Persona monosword]], [[Monosword]], [[Plasmasword]], [[Persona plasmasword]] || [[Beer]], [[Wood]], [[Mace]], [[Club]], [[Persona zeushammer]], [[Axe]], [[Warhammer]], [[Zeushammer]], [[Eltex staff]]&lt;br /&gt;
|-&lt;br /&gt;
| Long shots / Short shots || [[Bolt-action rifle]], [[Sniper rifle]] || [[Machine pistol]], [[Pump shotgun]], [[Chain shotgun]], [[Heavy SMG]]&lt;br /&gt;
|-&lt;br /&gt;
| Ranged heavy / Ranged light || [[Incendiary launcher]], [[Smoke launcher]], [[EMP launcher]], [[Heavy SMG]], [[LMG]], [[Sniper rifle]], [[Minigun]], [[Triple rocket launcher]], [[Greatbow]], [[Charge lance]] || [[Revolver]], [[Autopistol]], [[Machine pistol]], [[Short bow]], [[Recurve bow]], [[Charge rifle]]&lt;br /&gt;
|-&lt;br /&gt;
| Neolithic / Ultratech || [[Wood]], [[Club]], [[Knife]], [[Ikwa]], [[Spear]], [[Short bow]], [[Pila]], [[Recurve bow]], [[Greatbow]] || [[Persona monosword]], [[Persona zeushammer]], [[Persona plasmasword]], [[Monosword]], [[Zeushammer]], [[Plasmasword]], [[Eltex staff]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Apparel preferences ==&lt;br /&gt;
{{Stub|section=1|reason=Missing several details inc but not limited to how it spawns on pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Apparel type combinations ===&lt;br /&gt;
Some kinds of [[apparel]] can be set as desired apparel.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Apparel type !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Headgear|Headgear]] || [[Authority_cap|Authority cap]], [[Beret]], [[Bowler_hat|Bowler hat]], [[Broadwrap]], [[Ceremonial_hood|Ceremonial hood]], [[Cowboy_hat|Cowboy hat]], [[Face_mask|Face mask]], [[Flophat]], [[Headwrap]], [[Hood]], [[Ritual_mask|Ritual mask]], [[Shadecone]], [[Slicecap]], [[Tailcap]], [[Torture_crown|Torture crown]], [[Tribal_headdress|Tribal headdress]], [[Tuque]], [[Veil]], [[Visage_mask|Visage mask]], [[War_mask|War mask]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Eyes|Eyes]] || [[Blindfold]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Skin|Skin]] || [[Button-down_shirt|Button-down shirt]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Outer|Outer]] || [[Burka]], [[Robe]]&lt;br /&gt;
|}&lt;br /&gt;
The player can set any of these pieces to be desired for men, women, or both, and can choose between a relaxed and strong desire. Multiple kinds (a maximum of 9 {{Check Tag|Verify?|Verify what's the limit?}}) of apparel can be chosen. You can select both a relaxed and a strong desire for the same gender / apparel type combination, for example, a female relaxed headgear and a female strong headgear. Note that selecting the same apparel type and preference twice will result in a conflict, for example, if you select a female: strong cowboy hat and an everyone: strong hood. To maximize the number of available desired apparel:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Apparel type !! Gender / Preference combination&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Headgear|Headgear]] || Female: relaxed&amp;lt;br&amp;gt;Female: strong&amp;lt;br&amp;gt;Male: relaxed&amp;lt;br&amp;gt;Male: strong&amp;lt;br&amp;gt;[[Face_mask|Face mask]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Eyes|Eyes]] || [[Blindfold]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Skin|Skin]] || [[Button-down_shirt|Button-down shirt]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Outer|Outer]] || Everyone: relaxed&amp;lt;br&amp;gt;Everyone: strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mood effects ===&lt;br /&gt;
&lt;br /&gt;
Wearing a desired apparel or a certain color has mood effect on the pawn.&lt;br /&gt;
&lt;br /&gt;
==== Desired apparel ====&lt;br /&gt;
&lt;br /&gt;
Pawns that are wearing all of their desired apparel will gain a small mood bonus of {{+|1}} for a relaxed desire, and {{+|2}} for a strong desire. There is no difference in the mood bonus for having multiple pieces of desired apparel in the ideology, the bonus is only for wearing all of their desired apparel. Unlike role-specific apparel, there is no mood penalty for not wearing desired apparel.&lt;br /&gt;
&lt;br /&gt;
==== Color mood effect ====&lt;br /&gt;
&lt;br /&gt;
Ideoligions have an ideoligion color. Pawns gain a gain a {{+|1}} mood buff if more than 60% of a colonist's apparel is their favorite color or the color of their ideoligion. If their favorite color and their ideoligion's color are the same, they will gain both mood buffs for a total of {{+|2}}. For a full list of valid apparel color options, see the [[Dye]] page.&lt;br /&gt;
&lt;br /&gt;
The color of the ideoligion can be set at generation, while a pawn's favorite color is determined when the pawn is generated.{{Check Tag|Children?|Confirm when children gain a favorite color}} Apparel can be dyed at the [[styling station]] for one [[dye]] per piece of apparel. Note that unlike with preferred apparel, outside of the [[Man in Black]] event, pawns will not necessarily spawn wearing color that matches their ideoligion or preferred colors.&lt;br /&gt;
&lt;br /&gt;
=== Spawning ===&lt;br /&gt;
&lt;br /&gt;
Pawns that have an ideologion with desired apparel may spawn wearing it. The criteria for this are not fully understood, but pawnkinds that do not spawn with apparel that occupies the coverage and layer of the item preferred by the ideoligion appear to always spawn with the item. If the pawnkind does have conflicting apparel that may, or is required to, spawn, then a portion of those pawnkinds will spawn with the apparel. This can lead to knock-on effects, such as some Empire [[Empire#Cataphract|Cataphracts]] {{RoyaltyIcon}} spawning with hats in place of their [[cataphract helmet|helmets]] {{RoyaltyIcon}} making them weaker in combat. Note that this also applies to colonist spawns, including at game start. In any case, it is unknown if this is limited by the apparel value limits imposed on some pawnkinds.&lt;br /&gt;
&lt;br /&gt;
== Xenotype preferences ==&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{Stub|section=1|reason= Needs proper write up. Test if specific to Sanguophage or the implanter gene. Also [[Template: Thought]]}}&lt;br /&gt;
Believers consider this xenotype to hold a higher moral or spiritual status than others. They will be happy if their colony has only preferred xenotypes. However, having any preferred xenotypes means that all other xenotypes are considered disliked and believers will be unhappy living alongside them.&lt;br /&gt;
&lt;br /&gt;
Up to three [[Xenotypes]] can be selected as preferred xenotypes, including baseliner and a custom xenotype. If at least one is selected then a positive mood will be generated if every colonist is a preferred type, but a negative scaling mood if even one colonist is not a preferred type.&lt;br /&gt;
&lt;br /&gt;
Believers will not accept becoming a non-preferred xenotype via reimplant ability or [[xenogerm]]s. If [[Sanguophage]] is not a preferred type and at least one other preferred type is set, colonists will refuse Sanguophage xenogerm implantation and quests that award Sanguophage xenogerm will fail to give the reward.{{Check Tag|Fail?|Will not offer that as a reward? Will generate as a reward but not give it? Will not generate the quest? Will not generate the option that would be to receive the xenogerm? Will replace it with something else?}}&lt;br /&gt;
&lt;br /&gt;
Opinion:&lt;br /&gt;
* Preferred xenotype: {{+|10}}&lt;br /&gt;
* Disliked xenotype: {{--|30}}&lt;br /&gt;
&lt;br /&gt;
Mood:&lt;br /&gt;
* All preferred xenotype: {{+|2}}&lt;br /&gt;
* Some disliked xenotypes: {{--|2}}&lt;br /&gt;
* Many disliked xenotypes: {{--|3}}&lt;br /&gt;
* Tons of disliked xenotypes: {{--|4}}&lt;br /&gt;
* I am disliked xenotype&amp;lt;: {{--|6}}&lt;br /&gt;
&lt;br /&gt;
== Venerated animals ==&lt;br /&gt;
{{Stub|section=1|reason=General stub. Also: Check body size requirements. Add Table of options with bodysize and hunger/body size}}&lt;br /&gt;
{{Quote|This animal is considered by believers to hold a special spiritual or moral status, which means it must be venerated and may never be harmed.|Description}}&lt;br /&gt;
An ideoligion can have up to 18 venerated [[animal]]s.&lt;br /&gt;
&lt;br /&gt;
Colonists will not hunt or attack venerated animals with ranged weapons (but will attack them in melee), unless the animal is in manhunter mood. They will not slaughter tame venerated animals.&lt;br /&gt;
&lt;br /&gt;
Colonists will butcher venerated animals without any issue, but will refuse to eat their [[meat]] or any meal made with it (including meals stacked together), even when starving. They can be manually ordered to eat such food, but will get -8 mood for 5 days. If a colonist that venerates an animal is unconscious, other colonists (of any ideoligion) will not feed them such food, and '''cannot''' be manually ordered to do so. Colonists take no issue using [[leather]], [[wool]], [[milk]], or [[eggs]] of the venerated animal.&lt;br /&gt;
&lt;br /&gt;
Colonists will get -5 mood for 5 days if a tame venerated animal dies for any reason. Releasing tame animals is fine.&lt;br /&gt;
&lt;br /&gt;
Colonists will get a positive thought for the amount of tame venerated animals in the colony, depending on their total body size divided by the total number of colonists: &amp;lt;!-- +1 is bugged and will not appear, --&amp;gt;+2 for 1 or more, +3 for 2 or more, +4 for 4 or more, and +5 for 6 or more. In case of multiple venerated animals, all their body sizes are added together, producing a single thought. All colonists are counted for this, but only those of an appropriate ideoligion will get the thought.&lt;br /&gt;
&lt;br /&gt;
Despite being tameable, [[Insectoids]] cannot be selected as a venerated animal.&lt;br /&gt;
&lt;br /&gt;
Venerated animals are twice as easy to tame.&lt;br /&gt;
&lt;br /&gt;
== Hair and tattoos ==&lt;br /&gt;
An ideoligion has associated hairstyles, beards, and tattoos. Specific hairstyles and tattoos may be allowed for men, women, or either. Some of those may be more or less common.&lt;br /&gt;
&lt;br /&gt;
Newly spawned pawns of an ideoligion will always have matching appearance.&lt;br /&gt;
&lt;br /&gt;
If pawn's hairstyle, beard, or tattoo do not match what their ideoligion allows (usually as a result of a conversion), they will try to use [[styling station]] on their free time to automatically change their looks, and will have a {{--|2}} mood penalty until they do so. They can also be sent to adjust their appearance manually.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fixed gender supremacy memes having opposite agreeing traits e.g. Female Supremacy inexplicably being agreed with by Misogynist traited pawns.&lt;br /&gt;
** Fix: Essential roles can be removed.&lt;br /&gt;
* [[Version/1.3.3069|1.3.3069]] -&lt;br /&gt;
** Adjust trees-related thoughts. Negatives for killing trees are reduced. Positives for seeing trees are amplified.&lt;br /&gt;
** Chance of resentment on failed conversion attempt reduced from 36% to 20%. Chance of fight reduced from 4% to 2%.&lt;br /&gt;
** If a pawn has sight under 50%, he should gain a psychic sensitivity bonus of up to 50%.&lt;br /&gt;
* [[Version/1.3.3069b|1.3.3069b]] - Added a feature that lets you save and load ideoligions within the ideoligion customization screen.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Desired apparel now uses the same faction restrictions as role apparel does. Tribal-Only: War mask, Tribal Headdress. Non-tribal only: Slicecap, Beret. Removed visage mask restriction to non-tribal only. Integrate art for rough living issue and set it to medium importance. Ensure Tunneler meme always has the MiningYield_High precept.&lt;br /&gt;
** Fix 5234: Pawns can build turrets when prohibited by precepts.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Tree connection pawns have a 25% boost to [[Pruning Speed]]. Added temperature tough issue and precept.&lt;br /&gt;
** Fix: High life meme ideos generate with a warning about conflicting apparel.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fixed Immunity Drive. Was previously targeting wrong stat and inoperative. Add a new ideoligion setup interface which allows playing like classic RimWorld, using presets, or fully customizing. Change harmful aging thought minimum age from 20 to 25. Added temperature precept icon.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Nutrient paste does not produce ate meat or ate non meat thoughts.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fluid ideoligion system added. Reduce production specialist crafting speed buffs from +70% to +50%. Increase impact of 'lost role' thought from {{--|5}} to {{--|15}}. Pawns now recover from [[#Melee specialist|berserk trance]] on being downed.&lt;br /&gt;
** Fix: There are some duplicate ideoligion icons.&lt;br /&gt;
** Fix: Tree lovers don't care about harvesting / chopping down cocoa trees. Individualist meme description changed from ''A community's role is to serve each individual.'' changed to ''Each person is a free individual with the right to their own ideas and decisions. Nobody should be made to conform.'' Collectivist meme description changed from ''A person's role is to serve the community.'' changed to ''Each person is part of a greater whole. People should work to play their part and help the group.''&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - &lt;br /&gt;
** Fix: Sunlamp does not trigger blinding light for Darkness pawns.&lt;br /&gt;
** Improved viability of multi-ideo colonies. Pawns of pawns of any ideo can now spectate any ritual, even if it's not of their own ideo.&lt;br /&gt;
** Gaining, changing, or removing a role now requires a simple ritual.&lt;br /&gt;
** Added a precept related to Darkness meme that gives believers a positive thought during an eclipse.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Precept name length is now limited.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Pawns can now install pre-built furniture even if it is incompatible with their ideoligion.&lt;br /&gt;
** Fix: Special characters on named precepts can break UI.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - A thin faint box is now drawn around ideoligion preset selectables, precept and meme boxes for aesthetic reasons. Reworked eclipse precept artwork. Remove the 'no recent animal slaughter' negative thought from the rancher meme, along with all associated code and content. This particular thought was too limiting for players and not worth having. Previously inflicted a {{--|3}} mood.&lt;br /&gt;
** Fix: Classic mode ideoligions don't start with some classic precepts.&lt;br /&gt;
** Fix: Ideoligion info available on ritual begin dialog in classic mode. Meme &amp;quot;Flesh Purity&amp;quot; no longer forces the anti-biosculpting precept.&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Display incompatible issue and precept names instead of just precept names in reformation confirmation dialog.&lt;br /&gt;
** Fix: Reforming a fluid ideo lists some precepts as &amp;quot;incompatible&amp;quot; when they actually aren’t.&lt;br /&gt;
** Fix: Ability gizmos are still available for roles that have been removed via reformation.&lt;br /&gt;
* [[Version/1.3.3387|1.3.3387]] - Fix: Not all precepts are added to memes during fluid ideoligion development. &amp;quot;No slaves in colony&amp;quot; thought does not apply at &amp;quot;Very low&amp;quot; expectations or below.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - &lt;br /&gt;
**Fix: Berserker trance makes pawn guilty even though they cannot attack allies.&lt;br /&gt;
** Fix: High Life harvest yield for Drug Use: Essential precept doesn't work. Randomizing precepts no longer brings up a confirmation dialog if the user has not edited precepts.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - [[Biotech DLC]] cross integration. Added mechanoid labor, child labor, growth vats, and bloodfeeders precepts. Added bloodfeeding meme. Added a new category of precept: Preferred xenotypes.&lt;br /&gt;
** Fix: Pilgrims coming to venerate a relic cause charity believers to get unhappy regardless of outcome. Yttakin factions no longer get desired apparel precepts, because they’re uncomfortable in all clothes.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Assign a fallback ideo{{Check Tag|Detail Needed}} to non-baby colonists during load that don't have an ideo set.&lt;br /&gt;
** Fix: &amp;quot;Child not in growth vat&amp;quot; thought appears for dead children.&lt;br /&gt;
** Fix: Banishing colonists doesn't recalculate faction ideoligions.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Animals specialist role mentions boosting animal-related abilities of nearby allies, which is false. &amp;quot;''A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency, and the ability to boost the animals-related abilities of nearby allies. Holders of this role will refuse to perform some non-animals-related tasks.''&amp;quot; -&amp;gt; ''&amp;quot;A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency. Holders of this role will refuse to perform some non-animals-related tasks.&amp;quot;''&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Randomize symbols doesn't update member noun in ideology's description.&lt;br /&gt;
** Fix: Pawn auto-uses age reversal after changing from Transhumanist to Non-Transhumanist ideoligion.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Allowed the trader's guild faction to generate more variety in their ideoligion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Precept Eclipse OLD.png|Eclipse Precept icon prior to 1.3.3287&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hunter_pack&amp;diff=174764</id>
		<title>Hunter pack</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hunter_pack&amp;diff=174764"/>
		<updated>2026-02-08T11:28:29Z</updated>

		<summary type="html">&lt;p&gt;BAVy: was not marked as DLC&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Hunter pack&lt;br /&gt;
| image = HunterDronePack north.png&lt;br /&gt;
| description = A wearable pack that deploys a hunter drone. The drone will close with the target and detonate when it is within range.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Utility&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| hp = 100&lt;br /&gt;
| beauty = -3&lt;br /&gt;
| marketvalue = 305&lt;br /&gt;
| flammability = 0.6&lt;br /&gt;
| mass base = 3&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Hunter drone&lt;br /&gt;
| work to make = 10020&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 60&lt;br /&gt;
| resource 2 = Chemfuel&lt;br /&gt;
| resource 2 amount = 40&lt;br /&gt;
| resource 3 = Components&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = No&lt;br /&gt;
| coverage = Waist&lt;br /&gt;
| layer = Utility&lt;br /&gt;
| range = 21&lt;br /&gt;
| warmup = 60&lt;br /&gt;
| equipdelay = 2&lt;br /&gt;
| defName = Hunter_pack_capsule&lt;br /&gt;
| thingCategories = ApparelUtility&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
| tags = &lt;br /&gt;
| tradeTags = Clothing&lt;br /&gt;
| page verified for version = 1.6.4633&lt;br /&gt;
}}&lt;br /&gt;
'''Hunter packs''' are one-time use [[utility]] item in the [[Odyssey DLC]]. A colonist can use hunter packs to launch an allied [[Hunter drone]] in a 21-tile range. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Image wanted|section=1|reason=Gizmos}}&lt;br /&gt;
When equipped, a {{lc:{{P|Name}}}} is worn in the waist [[Utility|utility slot]]. Pawns that are [[incapable]] of violence can equip, but not use, the pack. It can be manually activated by the player{{Check Tag|NPC use?|If on an NPC, can they trigger it independently?}} to target a tile within {{P|Range}} tiles and within [[line of sight]].&lt;br /&gt;
&lt;br /&gt;
After a {{Ticks|{{P|Aiming Time Base}}}} warm-up, a hunter drone will be thrown towards the target tile. The warmup time before launch is affected by the [[Aiming Time]] stat of the wearer and that the drone acts as a projectile until it lands and therefore has travel time. Once it lands, it becomes a normal hunter drone allied to the wearer's faction, and uses the same AI. For further information about the behavior and capabilities of the drone once active, see the [[hunter drone]] page. The hunter drone is powered by a 5 hour battery that lasts {{Ticks|12500}}, after which it will shut down and leave a dead hunter drone that can be scrapped at a machining table.&lt;br /&gt;
&lt;br /&gt;
The pack has a single use and cannot be recharged or reloaded - once the drone is launched, the pack disappears completely and no resources can be salvaged from it. &lt;br /&gt;
&lt;br /&gt;
{{Utility Note}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Missing analysis}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|utility|wide}}&lt;br /&gt;
[[Category:Utility]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ikwa&amp;diff=74809</id>
		<title>Ikwa</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ikwa&amp;diff=74809"/>
		<updated>2020-09-10T15:15:32Z</updated>

		<summary type="html">&lt;p&gt;BAVy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|weapon|&lt;br /&gt;
|name = Ikwa&lt;br /&gt;
|image = Ikwa.png|Ikwa&lt;br /&gt;
|type = Equipment&lt;br /&gt;
|type2 = Weapons&lt;br /&gt;
|description = &amp;quot;A short spearhandle attached to a long bladed point, designed to be driven into vital organs with a quick thrust.&amp;quot;&lt;br /&gt;
|class = Neolithic&lt;br /&gt;
|marketvalue = 113&lt;br /&gt;
|meleeattack1dmg = 9&lt;br /&gt;
|meleeattack1type = blunt&lt;br /&gt;
|meleeattack1part = handle&lt;br /&gt;
|meleeattack1cool = 2&lt;br /&gt;
|meleeattack1ap = 13&lt;br /&gt;
|meleeattack2dmg = 9&lt;br /&gt;
|meleeattack2type = poke&lt;br /&gt;
|meleeattack2part = handle&lt;br /&gt;
|meleeattack2cool = 1.5&lt;br /&gt;
|meleeattack2ap = 13&lt;br /&gt;
|meleeattack3dmg = 15&lt;br /&gt;
|meleeattack3type = stab&lt;br /&gt;
|meleeattack3part = head&lt;br /&gt;
|meleeattack3cool = 2&lt;br /&gt;
|meleeattack3ap = 22&lt;br /&gt;
|meleeattack4dmg = 15&lt;br /&gt;
|meleeattack4type = cut&lt;br /&gt;
|meleeattack4part = edge&lt;br /&gt;
|meleeattack4cool = 2&lt;br /&gt;
|meleeattack4ap = 22&lt;br /&gt;
|MeleeWeaponAverageDPS = 6.71&lt;br /&gt;
|MeleeWeaponAverageAP = 20&lt;br /&gt;
|mode = Melee&lt;br /&gt;
|work to make = 5000&lt;br /&gt;
|resources to make = {{icon|buildingmat|50}}&lt;br /&gt;
|damage type = Sharp&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ikwa is a neolithic melee weapon that deals heavy stabbing damage.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
&lt;br /&gt;
It is crafted at a smithy using 60 units of any metallic or wooden [[materials|material]], and {{ticks|5000}} of work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ikwa vs. Comparable Weapons==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
    Table cell hex colour values for win rates:&lt;br /&gt;
    0 - 20.83% win rate = #FF6969&lt;br /&gt;
    20.84 - 31.24% win rate = #FF9B72&lt;br /&gt;
    31.25 - 43.74% win rate = #FFCD7B&lt;br /&gt;
    43.75 - 56.25% win rate = #FFFF85&lt;br /&gt;
    56.26 - 68.75% win rate = #CDFF7B&lt;br /&gt;
    68.76 - 79.16% win rate = #9BFF72&lt;br /&gt;
    79.17 - 100.00% win rate = #69FF69&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This section goes over how well the ikwa fares against comparable weapons (similar value, tech level or similar characteristics) in 1 vs. 1 combat. &lt;br /&gt;
&lt;br /&gt;
=== Methodology ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px;overflow:auto&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* All testing is semi-automated which allows for large sample sizes to be gathered per set of results with ease&lt;br /&gt;
* All pawns have a skill level of 8 in melee&lt;br /&gt;
* No pawns have any traits that affect combat performance&lt;br /&gt;
* All pawns are of 18 years of age and completely healthy&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Results in the table below are the percentages of battles that ikwas either won or tied against the weapon listed in the first column of said table, with a sample size of 2,000 battles per result. Higher percentages are better.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following armor categories are:&lt;br /&gt;
* '''Unarmored - '''[[Plainleather]] [[button-down shirt]] and plainleather [[pants]]&lt;br /&gt;
* '''Flak - '''[[Steel]] [[simple helmet]], [[flak jacket]], [[flak vest]], plainleather button-down shirt and [[flak pants]]&lt;br /&gt;
* '''Marine - '''[[Marine helmet]], [[marine armor]], plainleather button-down shirt and plainleather pants&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Steel ikwa vs. !! Unarmored !! Flak !! Marine&lt;br /&gt;
|-&lt;br /&gt;
! Steel knife&lt;br /&gt;
| style=&amp;quot;background: #FFFF85&amp;quot; | 52.95% || style=&amp;quot;background: #FFFF85&amp;quot; | 54.00% || style=&amp;quot;background: #CDFF7B&amp;quot; | 57.15%&lt;br /&gt;
|-&lt;br /&gt;
! Steel gladius&lt;br /&gt;
| style=&amp;quot;background: #FFFF85&amp;quot; | 45.00% || style=&amp;quot;background: #FFFF85&amp;quot; | 46.50% || style=&amp;quot;background: #FFFF85&amp;quot; | 51.10%&lt;br /&gt;
|-&lt;br /&gt;
! Steel spear&lt;br /&gt;
| style=&amp;quot;background: #FFFF85&amp;quot; | 49.05% || style=&amp;quot;background: #FFCD7B&amp;quot; | 37.40% || style=&amp;quot;background: #FF9B72&amp;quot; | 27.15%&lt;br /&gt;
|-&lt;br /&gt;
! Plasteel ikwa&lt;br /&gt;
| style=&amp;quot;background: #FF9B72&amp;quot; | 26.30% || style=&amp;quot;background: #FF9B72&amp;quot; | 27.55% || style=&amp;quot;background: #FF9B72&amp;quot; | 29.38%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Plasteel ikwa vs. !! Unarmored !! Flak !! Marine&lt;br /&gt;
|-&lt;br /&gt;
! Plasteel knife&lt;br /&gt;
| style=&amp;quot;background: #FFFF85&amp;quot; | 55.70% || style=&amp;quot;background: #FFFF85&amp;quot; | 55.85% || style=&amp;quot;background: #CDFF7B&amp;quot; | 57.55%&lt;br /&gt;
|-&lt;br /&gt;
! Plasteel gladius&lt;br /&gt;
| style=&amp;quot;background: #FFFF85&amp;quot; | 46.35% || style=&amp;quot;background: #FFFF85&amp;quot; | 45.85% || style=&amp;quot;background: #FFFF85&amp;quot; | 48.20%&lt;br /&gt;
|-&lt;br /&gt;
! Plasteel spear&lt;br /&gt;
| style=&amp;quot;background: #FFFF85&amp;quot; | 50.65% || style=&amp;quot;background: #FFCD7B&amp;quot; | 40.00% || style=&amp;quot;background: #FFCD7B&amp;quot; | 33.10%&lt;br /&gt;
|-&lt;br /&gt;
! Steel ikwa&lt;br /&gt;
| style=&amp;quot;background: #9BFF72&amp;quot; | 73.70% || style=&amp;quot;background: #9BFF72&amp;quot; | 72.45% || style=&amp;quot;background: #9BFF72&amp;quot; | 70.62%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
Unlike the other melee weapons, the ikwa doesn't exist in real life with the same name; the real life equivalent of the ikwa is the [[wikipedia:iklwa|iklwa]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Kind::Weapons| ]]&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Stonecutter%27s_table&amp;diff=66986</id>
		<title>Stonecutter's table</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Stonecutter%27s_table&amp;diff=66986"/>
		<updated>2019-09-12T13:21:38Z</updated>

		<summary type="html">&lt;p&gt;BAVy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|production|&lt;br /&gt;
|name = Stonecutter's table&lt;br /&gt;
|image = TableStonecutter.png|Stonecutter's table&lt;br /&gt;
|imagesize = 192px&lt;br /&gt;
|description = A work table equipped to cut rough stone into usable blocks.&lt;br /&gt;
|type = Production&lt;br /&gt;
|type2 = Resources&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|rotateable = Yes&lt;br /&gt;
|size = 1|3&lt;br /&gt;
|hp = 180&lt;br /&gt;
|speed = &lt;br /&gt;
|time = &lt;br /&gt;
|yield = &lt;br /&gt;
|power = &lt;br /&gt;
|facility = tool cabinet&lt;br /&gt;
|buy =  {{icon|buildingmat|105}}&lt;br /&gt;
|sell = &lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Info|This table is used to cut [[rock debris]] found on the map into [[Resources#Materials|stone bricks]] that can be used to build the [[stone wall]], the [[stone tile]] and some furniture. Stonecutter's tables are considered dirty with a [[Room stats#Cleanliness|cleanliness]] of -5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start creating bricks, select the table and click on &amp;quot;Bills&amp;quot; then &amp;quot;Add Bill&amp;quot; to add an order to create stone bricks. You can cut each of the 5 kinds of stone separately, or make them out of any stone type available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The colonist will automatically take any rock debris from the dumping zone. If there is no more rock debris in the dumping zone and there isn't any marked rock debris, the colonist will stop working until more rock debris has been selected for hauling.&lt;br /&gt;
For every chunk, 20 stone bricks will be created independent of the crafting skill.&lt;br /&gt;
Each rock debris will give 30 XP.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''stonecutter's table''' can be made out of various materials.&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Material !! Steel Cost !! Cost !! Hit Points !! Flammability (%) || Beauty&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Steel || 105 {{Icon Small|steel}} || - || 180 || 20 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Plasteel || 30 {{Icon Small|steel}} || 75 {{Icon Small|plasteel}} || 505 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Wood || 30 {{Icon Small|steel}} || 75 {{Icon Small|wood}} || 90 || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Gold || 30 {{Icon Small|steel}} || 750 {{Icon Small|gold}} || 108 || 20 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Silver || 30 {{Icon Small|steel}} || 750 {{Icon Small|silver}} || 126 || 20 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Uranium || 30 {{Icon Small|steel}} || 75 {{Icon Small|uranium}} || 450 || 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
[[Category:Production]]&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Stonecutter%27s_table&amp;diff=66985</id>
		<title>Stonecutter's table</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Stonecutter%27s_table&amp;diff=66985"/>
		<updated>2019-09-12T13:20:17Z</updated>

		<summary type="html">&lt;p&gt;BAVy: Cleanliness&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|production|&lt;br /&gt;
|name = Stonecutter's table&lt;br /&gt;
|image = TableStonecutter.png|Stonecutter's table&lt;br /&gt;
|imagesize = 192px&lt;br /&gt;
|description = A work table equipped to cut rough stone into usable blocks.&lt;br /&gt;
|type = Production&lt;br /&gt;
|type2 = Resources&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|rotateable = Yes&lt;br /&gt;
|size = 1|3&lt;br /&gt;
|hp = 180&lt;br /&gt;
|speed = &lt;br /&gt;
|time = &lt;br /&gt;
|yield = &lt;br /&gt;
|power = &lt;br /&gt;
|facility = tool cabinet&lt;br /&gt;
|buy =  {{icon|buildingmat|105}}&lt;br /&gt;
|sell = &lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Info|This table is used to cut [[rock debris]] found on the map into [[Resources#Materials|stone bricks]] that can be used to build the [[stone wall]], the [[stone tile]] and some furniture. Stonecutter's tables are considered dirty with a cleanliness of -5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start creating bricks, select the table and click on &amp;quot;Bills&amp;quot; then &amp;quot;Add Bill&amp;quot; to add an order to create stone bricks. You can cut each of the 5 kinds of stone separately, or make them out of any stone type available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The colonist will automatically take any rock debris from the dumping zone. If there is no more rock debris in the dumping zone and there isn't any marked rock debris, the colonist will stop working until more rock debris has been selected for hauling.&lt;br /&gt;
For every chunk, 20 stone bricks will be created independent of the crafting skill.&lt;br /&gt;
Each rock debris will give 30 XP.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''stonecutter's table''' can be made out of various materials.&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Material !! Steel Cost !! Cost !! Hit Points !! Flammability (%) || Beauty&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Steel || 105 {{Icon Small|steel}} || - || 180 || 20 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Plasteel || 30 {{Icon Small|steel}} || 75 {{Icon Small|plasteel}} || 505 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Wood || 30 {{Icon Small|steel}} || 75 {{Icon Small|wood}} || 90 || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Gold || 30 {{Icon Small|steel}} || 750 {{Icon Small|gold}} || 108 || 20 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Silver || 30 {{Icon Small|steel}} || 750 {{Icon Small|silver}} || 126 || 20 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Uranium || 30 {{Icon Small|steel}} || 75 {{Icon Small|uranium}} || 450 || 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
[[Category:Production]]&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Rooms&amp;diff=66984</id>
		<title>Rooms</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Rooms&amp;diff=66984"/>
		<updated>2019-09-12T13:17:39Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Cleanliness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
'''Room stats''' are automatically calculated values of a room that passively affects thoughts about and events in the room. Room stats can be inspected with the [[Room inspection tool]]. &lt;br /&gt;
[[Room roles]], which also can be inspected with the same tool, may be affected by all, some or none of the room stats.&lt;br /&gt;
&lt;br /&gt;
Room stats are:&lt;br /&gt;
* Impressiveness (an aggregate of other stats)&lt;br /&gt;
* Wealth&lt;br /&gt;
* Space&lt;br /&gt;
* Beauty&lt;br /&gt;
* Cleanliness&lt;br /&gt;
&lt;br /&gt;
Room stats affect things like:&lt;br /&gt;
* Medical treatment quality (from ''cleanliness'')&lt;br /&gt;
* Research speed (from ''cleanliness'')&lt;br /&gt;
* Mood of the people residing in them, resulting in thoughts like&lt;br /&gt;
** &amp;quot;Ate in impressive dining room&amp;quot;&lt;br /&gt;
** Owning impressive bedroom&lt;br /&gt;
** Owning bed in impressive barracks&lt;br /&gt;
** &amp;quot;Did joy activity in impressive rec room&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Related [[traits]]:&lt;br /&gt;
* Greedy: Unhappy without sufficiently impressive room.&lt;br /&gt;
* Jealous: Unhappy if anyone has a noticeably better room.&lt;br /&gt;
* Ascetic: Unhappy if room is too impressive. Happy if room is dull or worse.&lt;br /&gt;
&lt;br /&gt;
==Room roles==&lt;br /&gt;
{{:Room roles}}&lt;br /&gt;
&lt;br /&gt;
== Impressiveness ==&lt;br /&gt;
The value for impressiveness is based on the four other stats with a heavy weighting towards the weakest of the four. The actual formula for calculating impressiveness involves multiple steps using a piecewise continuous function, so it's best to start with the basics.&lt;br /&gt;
&lt;br /&gt;
First, each of the four stats has a corresponding divisor that's used to calculate that stat's base contribution.&lt;br /&gt;
&lt;br /&gt;
: Wealth: '''W'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = Wealth/1500&lt;br /&gt;
: Beauty: '''B'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = Beauty/3&lt;br /&gt;
: Space: '''S'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = Spaciousness/125&lt;br /&gt;
: Cleanliness: '''C'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = 1 + (Cleanliness/2.5)&lt;br /&gt;
&lt;br /&gt;
So, a room with a Wealth stat of 3000 gives a '''W'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; value of 2 and a room with a Cleanliness of 0 gives a '''C'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; of 1.&lt;br /&gt;
&lt;br /&gt;
Now the fancier part starts. If these base contributions are between -1 and 1, the contribution does not get further modified. ''However'', if it's above 1 (Or below -1 in the case of cleanliness, though that exact equation will be different), the value is modified to slow down the rate the impressiveness changes. The modified values become as follows:&lt;br /&gt;
&lt;br /&gt;
: modified = 1 + ln(base)   {{X|&amp;amp;nbsp;|5}}   ; when base is greater than or equal to 1.&lt;br /&gt;
: modified = base  {{X|&amp;amp;nbsp;|15}}        ; when base is less than 1 and greater than -1.&lt;br /&gt;
: modified = -(1 + ln(-base))    &amp;amp;nbsp;  ; when base is less than or equal to -1&lt;br /&gt;
&lt;br /&gt;
These are natural logs here, and what this means in practice is that a stat's contribution to the impressiveness continues to grow more slowly as the base stat continues to increase. Here's an example with Wealth:&lt;br /&gt;
&lt;br /&gt;
: Start with a room with a Wealth value of 3000.&lt;br /&gt;
: '''W'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = 3000/1500 = 2&lt;br /&gt;
: '''W'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; = 1 + ln('''W'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt;) = 1 + ln(2) =  1.69&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have the modified values, you can calculate the impressiveness by:&lt;br /&gt;
&lt;br /&gt;
Impressiveness = (65 * ('''W'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; + '''B'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; + '''S'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; + '''C'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;)/4) + (35 *min('''W'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;, '''B'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;, '''S'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;, '''C'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;))&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
if(Impressiveness &amp;gt; 500 * '''S'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;)&amp;lt;br /&amp;gt;&lt;br /&gt;
then: Impressiveness  = 0.25*Impressiveness + 0.75 * 500 * '''S'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In practice: This all means that the smallest contribution is more than the half of the value. &lt;br /&gt;
And when the room is too small impressiveness takes a big hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt; 20&lt;br /&gt;
| awful&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 20 and &amp;lt; 30&lt;br /&gt;
| dull&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 30 and &amp;lt; 40&lt;br /&gt;
| mediocre&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 40 and &amp;lt; 50&lt;br /&gt;
| decent&lt;br /&gt;
|- &lt;br /&gt;
| &amp;gt;= 50 and &amp;lt; 65&lt;br /&gt;
| slightly impressive&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 65 and &amp;lt; 85&lt;br /&gt;
| somewhat impressive&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 85 and &amp;lt; 120&lt;br /&gt;
| very impressive&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 120 and &amp;lt; 170&lt;br /&gt;
| extremely impressive&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 170 and &amp;lt; 240&lt;br /&gt;
| unbelievably impressive&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 240&lt;br /&gt;
| wondrously impressive&lt;br /&gt;
|}&lt;br /&gt;
Please note that the cutoff values written here are exact, while the values displayed in game are rounded. A room with impressiveness 19.9 will be displayed as &amp;quot;20, awful&amp;quot; ingame, while a room with impressiveness 20.1 will be &amp;quot;20, dull&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Wealth ==&lt;br /&gt;
This is the sum of the market value of all items in the room and all walls (but not doors) surrounding the room.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 500&lt;br /&gt;
| impoverished&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 500 and &amp;lt; 700&lt;br /&gt;
| somewhat poor&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 700 and &amp;lt; 2000&lt;br /&gt;
| mediocre&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 2000 and &amp;lt; 4000&lt;br /&gt;
| somewhat rich&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 4000 and &amp;lt; 10000&lt;br /&gt;
| rich&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 10000 and &amp;lt; 40000&lt;br /&gt;
| luxurious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 40000 and &amp;lt; 100000&lt;br /&gt;
| very luxurious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 100000 and &amp;lt; 1000000&lt;br /&gt;
| extremely luxurious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 1000000&lt;br /&gt;
| unbelievably luxurious&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
Does not includes the beauty value of the floors underneath the room's walls.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt; -3.5&lt;br /&gt;
| hideous&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= -3.5 and &amp;lt; 0&lt;br /&gt;
| ugly&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 0 and &amp;lt; 2.4&lt;br /&gt;
| neutral&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 2.4 and &amp;lt; 5&lt;br /&gt;
| rather nice&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 5 and &amp;lt; 15&lt;br /&gt;
| beautiful&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 15 and &amp;lt; 50&lt;br /&gt;
| very beautiful&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 50 and &amp;lt; 100&lt;br /&gt;
| extremely beautiful&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 100&lt;br /&gt;
| unbelievably beautiful&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space ==&lt;br /&gt;
Indicates how much free space is available in the room. A room's Space score is 1.4 times the number of tiles in the room. Objects that prevent a pawn from standing in a space will decrease the available space in the room by 0.9 per tile the object covers. Thus, an occupied tile contributes a total of 0.5 to space. Objects that reduce space include beds, tables, workbenches, lamps, and heaters. Stools and chairs do not reduce space.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 12.5&lt;br /&gt;
| cramped&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 12.5 and &amp;lt; 29&lt;br /&gt;
| rather tight&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 29 and &amp;lt; 55&lt;br /&gt;
| average-sized&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 55 and &amp;lt; 70&lt;br /&gt;
| rather spacious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 70 and &amp;lt; 130&lt;br /&gt;
| spacious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 130 and &amp;lt; 349.5&lt;br /&gt;
| very spacious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 349.5&lt;br /&gt;
| extremely spacious&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cleanliness ==&lt;br /&gt;
This stat affects medical outcomes, research speed, and the chance that cooked meals will cause food poisoning. A room's cleanliness is the average cleanliness score of all tiles in the room. It is determined by the type of flooring, the presence of [[filth]], and the cleanliness value of some furniture such as the [[Butcher table]] and the [[Stonecutter's table]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room Cleanliness&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; -1.1&lt;br /&gt;
| very dirty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= -1.1 and &amp;lt; -0.4&lt;br /&gt;
| dirty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;=  -0.4 and &amp;lt; -0.05&lt;br /&gt;
| a little bit dirty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= -0.05 and &amp;lt; 0.4&lt;br /&gt;
| clean&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 0.4&lt;br /&gt;
| sterile&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Object&lt;br /&gt;
! Cleanliness&amp;lt;br&amp;gt;Value&lt;br /&gt;
|-&lt;br /&gt;
| Sterile Tile floor || 0.6&lt;br /&gt;
|-&lt;br /&gt;
| Steel, Silver or Gold floor || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| Bridge and all other constructed flooring || 0&lt;br /&gt;
|-&lt;br /&gt;
| Smooth or Rough stone || 0&lt;br /&gt;
|-&lt;br /&gt;
| Dirt floor (soil, gravel, etc.) || -1&lt;br /&gt;
|-&lt;br /&gt;
| Marshy soil || -2&lt;br /&gt;
|-&lt;br /&gt;
| Blood || -10&lt;br /&gt;
|-&lt;br /&gt;
| Insect blood, vomit, fuel puddle || -15&lt;br /&gt;
|-&lt;br /&gt;
| Dirt, rubble, all other filth || -5&lt;br /&gt;
|-&lt;br /&gt;
| Chunks || -6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using &amp;quot;Toggle the beauty display&amp;quot; the player can locate filth in a given room, which will be highlighted due to its negative &amp;quot;beauty value&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The beauty value is NOT equal to the cleanliness value but gives a very rough idea of the actual dirtiness. The Beauty value is heavily affected by other furniture in the room, especially [[sculptures]] or [[plant pot]]s; a room or tile can be hideously dirty but still have a positive beauty value.&lt;br /&gt;
&lt;br /&gt;
==== Test ====&lt;br /&gt;
&lt;br /&gt;
The following content is the result of a study on the ''Effect of filth over sterile rooms''. Results are raw observations, take with caution:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Effect of filth over sterile rooms&lt;br /&gt;
|-&lt;br /&gt;
! Size m^2&lt;br /&gt;
!Measurements&lt;br /&gt;
!Dirt beauty&lt;br /&gt;
!Cleanliness&amp;lt;br&amp;gt;Value&lt;br /&gt;
!Cleanliness&amp;lt;br&amp;gt;Value Difference&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1*1 || -15 || -4.40/0.60 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 5*5 ||-15 || 0.40/0.60 || -0.20&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 5*10 || -15 || 0.50/0.60 || -0.10&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 10*10 || -15 || 0.55/0.60 || -0.05&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Spilling behavior (observed in hospital):'''&lt;br /&gt;
*When a tile has a -30 beauty value of blood on it, new blood will spill on another tile. It may be random or have something to do with a possible filth stacking limit.&lt;br /&gt;
&lt;br /&gt;
'''Spilling test:'''&lt;br /&gt;
*Method: 20 alpacas in a 5*5 room. All killed and body deleted using &amp;quot;damage 10 tool&amp;quot;. &lt;br /&gt;
*Result: Blood never stacks over 5, with -30 beauty. If no tile free to spill blood, nothing happens.&lt;br /&gt;
&lt;br /&gt;
'''Observation:'''&lt;br /&gt;
*Blood stacking on the same tile will not further decrease the room cleanliness and beauty. Only  blood stacking on previously non bloody tiles will.&lt;br /&gt;
'''After further observations:'''&lt;br /&gt;
*This mechanism works with any type of filth. Stacking them with the same ''type of filth'' does not increase their effect. Different types of filth stacking on the same tile will add the effects together.&lt;br /&gt;
*Example : 2 x blood + 2 x firefoam on one tile will gives the same cleanliness than 1 x blood + 1 x firefoam on one tile.&lt;br /&gt;
&lt;br /&gt;
'''Stacking of dirt and filth test'''&lt;br /&gt;
*Method: 5*5 room, stacking as much filth as possible over all tiles.&lt;br /&gt;
**Adding blood (-30) from ''Spilling test''. &lt;br /&gt;
**Adding fire foam (-25) using dev tools.&lt;br /&gt;
**getting rid of the floor (-1). &lt;br /&gt;
**Adding vomit (-41).&lt;br /&gt;
**Adding dirt (-11, should be -15. Dirtiness values seems to be locked at -107 at most, to check). &lt;br /&gt;
**insect fluids have not been tested.&lt;br /&gt;
&lt;br /&gt;
*Results:&lt;br /&gt;
**From the given results it seems that the tiles can not have a beauty value past -107.&lt;br /&gt;
**It has been observed that the &amp;quot;beauty value&amp;quot; does not decrease when stacking the same type of filth together. Would lock at -30 with the blood. cleanliness locks as beauty does.&lt;br /&gt;
**Filth stack up to 5 time for a given type of filth. After that, if no space is available to spill filth, the action is cancelled.&lt;br /&gt;
&lt;br /&gt;
Observation:&lt;br /&gt;
During this study it has been observed that beauty values from indoor filth and outdoor filth are very different. Being indoor/outdoor has an effect on the beauty values.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Beauty values by type of filth (sample) :&lt;br /&gt;
|-&lt;br /&gt;
! Filth&lt;br /&gt;
!Beauty (outdoor)&lt;br /&gt;
!Beauty (indoor)&lt;br /&gt;
|-&lt;br /&gt;
| blood || -8 to -10 || -15 to -30&lt;br /&gt;
|-&lt;br /&gt;
| dirt || -4 to -5 || -15&lt;br /&gt;
|-&lt;br /&gt;
| vomit || -11 to -13 || -40&lt;br /&gt;
|-&lt;br /&gt;
| fire foam || -8 || -25&lt;br /&gt;
|-&lt;br /&gt;
| item on floor || -6 to -7|| -6 to -7&lt;br /&gt;
|-&lt;br /&gt;
| meat on floor || -20 || -20&lt;br /&gt;
|-&lt;br /&gt;
| chunk || -20 || -20&lt;br /&gt;
|-&lt;br /&gt;
| soil || -1 || -1&lt;br /&gt;
|-&lt;br /&gt;
| mud || -2 || -2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As we can observe, most filth have an increased beauty debuff when inside. Also, chunks do have an influence of -6 cleanliness (tested in a clean 1x1 room with wood floor). &lt;br /&gt;
&lt;br /&gt;
Note that mud can not be built over, so you will rarely have the occasion to build a room filled with mud (why would you?). Test done by surrounding a small mud chunk with walls and building a roof over.&lt;br /&gt;
&lt;br /&gt;
Also good to mention, items and raw meat do NOT have any effect on cleanliness. You can store medicine in your hospitals.&lt;br /&gt;
&lt;br /&gt;
'''Conclusion'''&lt;br /&gt;
*After a fight, colonists in need of treatment will often bleed huge amounts of blood. A proper hospital should be able to withstand up to -35 cleanliness (-105 beauty) per patients to keep cleanliness at 0. It counts as most patients will bleed up to 2-3 times (-10 cleanliness per bloody tiles and -30 beauty) and the doctor or the patient may add in -5 cleanliness (or -15 beauty) due to dirt.&lt;br /&gt;
**The cheapest design to keep at least [0 &amp;lt;= cleanliness] would be to opt for a 6 x 10 (for at least 59 tiles) hospital for one bed.&lt;br /&gt;
**The most effective option to keep at least [0.40 &amp;lt; cleanliness] would be to use a 14 x 14 (for at least 195 tiles) hospital for one bed.&lt;br /&gt;
*Better to note, long term health care do not need such rooms. If you can afford to clean the hospital before healing/operating on a patient you might only need to worry about -20 debuff for cleanliness as you will only have to worry about the new blood spilling form the patient in bed (bleeds slower).&lt;br /&gt;
**The cheapest design to keep at [0 &amp;lt;= cleanliness] would be 4x5 (for at least 17).&lt;br /&gt;
**The most effective to keep at [0.40 &amp;lt; cleanliness] would be 6x5 (for at least 34).&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
</feed>