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		<title>Reproduction</title>
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		<updated>2022-11-26T17:47:43Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: /* Pregnancy */ added description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About|human pregnancy and babies|older children|Children}}&lt;br /&gt;
&lt;br /&gt;
'''Reproduction''' is the means by which [[human]] babies are created. &lt;br /&gt;
&lt;br /&gt;
Note: Due to the continuous nature of the subject matter, this page covers from conception to the age of three. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Move| destination = Babies | reason = We've [[Topic:X7aza1755qpbr24t|discussed]] moving the Babies and Acquisition sections to a new Babies page since there's a lot of content here and reproduction and Babies are two separate topics | section = 1 }}&lt;br /&gt;
Babies can be obtained via several different methods:&lt;br /&gt;
*  Choosing them as a starting colonist via the [[scenario system]].&lt;br /&gt;
*  Natural reproduction, through [[#Pregnancy|pregnancy]].&lt;br /&gt;
*  Assisted reproduction, through [[#Surrogacy|surrogacy]] or [[#Growth vat|growth vats]].&lt;br /&gt;
*  Purchasing them from [[Trade#Slaver|slavers]].{{Check Tag|Can babies be bought?}}&lt;br /&gt;
*  Receiving them from [[quests]] and [[events]]. Babies of any faction can be adopted instantly to the colony, without angering them.&lt;br /&gt;
&lt;br /&gt;
Note that with the exception of the first point, these methods become unavailable if &amp;quot;Disable children&amp;quot; is toggled on in the [[AI_Storytellers#Biotech|storyteller settings]].&lt;br /&gt;
&lt;br /&gt;
== Natural Reproduction ==&lt;br /&gt;
{{Image wanted|section=1|reason=Images of the &amp;quot;Try for pregnancy&amp;quot; etc. icons.}}&lt;br /&gt;
Pawns in [[Social#Romance|romantic relationships]] have a chance to get pregnant when they initiate [[lovin']]. Note that pawns must share a two-person bed, bedroll, or sleeping spot to initate lovin' but do not require one to avoid the &amp;quot;sleeping alone&amp;quot; mood debuff. &lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
The prospective parents' chance of successfully reproducing is primarily controlled by their [[#Fertility|Fertility]] stat. The player has three options to adjust pregnancy rates from Lovin' in any relationship. By opening the social tab, to the right of a Lover, Fiancee, or Spouse, you can see a button that lets you change the couple's approach for having kids.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:Normal.png|32px]]         &lt;br /&gt;
| '''Normal''' (Default) || x1 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:AvoidPregnancy.png|32px]] &lt;br /&gt;
| '''Avoid pregnancy''' || x0.25 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:TryForBaby.png|32px]]     &lt;br /&gt;
| '''Try for baby'''    || x4 pregnancy chance. &lt;br /&gt;
|}&lt;br /&gt;
Therefore, the total chance of pregnancy in one relationship is likely: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Pregnancy chance per relationship''' = '''Mother's fertility''' x '''Father's fertility''' x '''Reproductive Approach''' x '''Times Lovin''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual chance that a pair of pawns will do Lovin' each night varies, but it requires them to share the same bed and sleep at the same time. Their chance of Lovin' varies by age, as seen in [[Social#Lovin.27|this chart]]. The [[Genes#Low_libido|low libido]] and [[Genes#High_libido|high libido]] genes will also alter this. There have been reports that colonist mood and opinions of each other also influence the chance of doing Lovin'.&lt;br /&gt;
&lt;br /&gt;
=== Pregnancy ===&lt;br /&gt;
&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6 day trimesters. The player will receive a notification when the pregnancy starts and when it progresses from one trimester to the next. The pregnant pawn will gain penalties to movement, manipulation, and hunger rate, increasing each trimester as seen in the chart below. Other than limitations due to movement, pregnant pawns have no restrictions on the activities they pursue.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| First trimester ||&lt;br /&gt;
&lt;br /&gt;
* Hunger rate offset: {{++|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| Second trimester ||&lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|10%}}&lt;br /&gt;
* [[Manipulation]]: {{--|5%}}&lt;br /&gt;
* Hunger rate offset: {{++|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| Third trimester || &lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|50%}}&lt;br /&gt;
* [[Manipulation]]: {{--|10%}}&lt;br /&gt;
* Hunger rate offset: {{++|50%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
During the first trimester, a pawn will gain the ''New pregnancy'' moodlet, which can either be positive or negative direction: {{Good|+3}}, or {{Bad|-3}} ''I'm pregnant and not very happy about it.'' The same pawn can feel differently about different pregnancies. Throughout their pregnancy, they will also occasionally gain mood buffs or debuffs due to hormone-induced mood swings.{{Check Tag|Detail needed, and do they appear in 3rd tri?}} Mood swings are visible in the Health tab as a condition affecting the brain. They vary in severity, direction, and duration, appearing as: &amp;quot;Pregnancy Mood (&amp;lt;duration&amp;gt;, &amp;lt;type&amp;gt;)&amp;quot; with the description ''This common side effect of pregnancy represents a rising and falling mood caused by unbalanced hormones.'' Accompanying this, the pawn will get a positive or negative moodlet labeled ''Pregnancy mood &amp;lt;type&amp;gt;''. Mood swings are short-lived, with the longest duration seen so far being 10 hours.&lt;br /&gt;
&lt;br /&gt;
'''Types of Mood swings:'''&lt;br /&gt;
* High: ?&lt;br /&gt;
* Down: {{Bad|-8}} ''It feels like everything is going wrong for me today. Pregnancy is tough.''&lt;br /&gt;
&lt;br /&gt;
Pregnant pawns may also receive the &amp;quot;morning sickness&amp;quot; condition, which lasts 4 to 8 ingame hours. Along with health effects, they will gain the {{Bad|-3}} mood debuff ''Sick''.&lt;br /&gt;
&lt;br /&gt;
'''Morning sickness:'''&lt;br /&gt;
* [[Consciousness]]: {{Bad|x0.8}}&lt;br /&gt;
* [[Moving]]: {{Bad|x0.9}}&lt;br /&gt;
* [[Manipulation]]: {{Bad|x0.9}}&lt;br /&gt;
* Vomiting {{MTB}}: {{Bad|{{#expr:(24*0.075)}} Hours}}&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
== Assisted reproduction ==&lt;br /&gt;
Science enables new methods for obtaining babies. After Fertility Procedures has been researched, you can extract [[Ovum|ova]] from female pawns and fertilize them to form an [[Embryo|embryo]], for use in surrogate pregnancies or vat-grown babies.&lt;br /&gt;
&lt;br /&gt;
Both methods require extracting an ovum from a [[Reproduction#Fertility|fertile]] female pawn, be they [[colonist]], [[prisoner]], or [[slave]]{{IdeologyIcon}}, through a medical operation in the pawn's Health tab: &amp;quot;Extract ovum for IVF&amp;quot;. The operation requires one of any type of medicine and a doctor, although it is a relatively easy surgery, with a 500% multiplier on success, and 0% chance of death on failure. &lt;br /&gt;
&lt;br /&gt;
The ovum may then fertilized by a fertile male colonist or slave (but not prisoner) to produce an embryo. As long as the male pawn's fertility is above 0% this will be successful{{Check Tag|Verify|Not thoroughly checked}}. The resulting embryo can then be implanted in female pawns (may be prisoner, colonist, or slave) to initiate a pregnancy, placed in a growth vat, or sold.&lt;br /&gt;
&lt;br /&gt;
=== Surrogacy ===&lt;br /&gt;
With the [[Research#Fertillity Procedures|Fertillity Procedures]] research, you can create [[embryo]]s. They can then be implanted into a pawn for a chance for the pawn to become pregnant. The chance of success depends on the surrogate's own Fertility.&lt;br /&gt;
&lt;br /&gt;
Even if they did not supply the ovum, the surrogate will be considered the birth mother. Otherwise, it will act as a regular pregnancy.{{Check Tag|Verify|Not thoroughly checked, quick devmode run to write this section}}. A pawn born this way will consider both their surrogate and genetic mother as the pawn's parents in terms of social opinions.&lt;br /&gt;
&lt;br /&gt;
=== Growth vats ===&lt;br /&gt;
{{See also|Growth vat}}&lt;br /&gt;
[[Growth vat]]s are a complete alternative to pregnancy. They require the [[Research#Growth vats|Growth vat]]s research to make, as well as [[Research#Fertility procedures|Fertility Procedures]], and two pawns with &amp;gt; 0% Fertility to actually create embryos. &lt;br /&gt;
&lt;br /&gt;
Growth vats allow an embryo to be born in 9 days, half the time of a natural pregnancy. Active vats must be given a constant supply of 200 W of [[power]] and 6 [[nutrition]] per day - or around 6.5 [[simple meal]]s per day - to ensure survival of the fetus. If lacking either, then the fetus will undergo biostarvation, increasing by 50% per day. If biostarvation reaches 100%, the fetus will be destroyed.&lt;br /&gt;
&lt;br /&gt;
Growth vat births always have a [[Reproduction#Quality|quality]] of 70%, which affects the chance of the baby being born healthy. However, there are benefits to this method: as it avoids natural birth, the mother won't be weighed down, and there is no risk of them dying.&lt;br /&gt;
&lt;br /&gt;
== Birth ==&lt;br /&gt;
Your first warning for a pawn's upcoming childbirth comes during a pawn's pregnancy: the player will receive one notification when the mother hits the third trimester about &amp;quot;&amp;lt;Colonist&amp;gt;'s baby prep&amp;quot;, which explains all the steps you can take to help the mother give birth successfully. Besides preparing a location and doctor for the birth, this notification reminds you to prepare a food source for the baby and build them a crib. Labor will happen roughly 6 days after, starting with a notification of &amp;quot;&amp;lt;Colonist&amp;gt; in labor!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once labor begins, the birthing procedure can be initiated by clicking on the mother, and selecting the &amp;quot;Begin birth&amp;quot; option. This allows the player to select participants and a Doctor, much like [[Ideology]]'s rituals. The procedure will take place at a bed or sleeping spot, chosen automatically (preferring medical beds) if the mother is not already in bed. All of these choices have an effect on the birth's quality, which affects the chance that the mother and baby will come out of childbirth alive and healthy. You can view the exact factors and their influence in the Quality section below. The expected duration of this operation is variable, but will end once the baby has been born or mother has died.&lt;br /&gt;
&lt;br /&gt;
===Labor===&lt;br /&gt;
The progress of labor can be tracked in the mother's health tab. Labor begins with contractions, different stages of dilation that change randomly over time, with all adding various amounts of pain and restrictions on movement for the mother. Many stages will incapacitate her, so even before the childbirth operation begins, it is important to bring her to a bed. When the childbirth operation has proceeded for a while, you will receive a small notification saying &amp;quot;&amp;lt;mother&amp;gt;'s labor has entered the final stage&amp;quot;, and the labor will progress to the final &amp;quot;pushing&amp;quot; stage. &lt;br /&gt;
&lt;br /&gt;
'''Stages of labor:'''&lt;br /&gt;
* dilation, mild: pain +25%, moving x40%&lt;br /&gt;
* dilation, debilitating: pain +85%&lt;br /&gt;
* pushing: pain +85%&lt;br /&gt;
&lt;br /&gt;
Once the childbirth procedure has begun, any spectating loved ones may socialize with each other, but the doctor and mother will be focused on their tasks. Spectators and the doctors can leave if needed, by selecting a pawn and then pressing the &amp;quot;Leave child birth&amp;quot; option.&lt;br /&gt;
Finally, you can cancel the birth operation by selecting any of the involved pawns and then selecting the &amp;quot;Cancel child birth&amp;quot; option, which allows you to restart childbirth later.&lt;br /&gt;
&lt;br /&gt;
===Quality===&lt;br /&gt;
When starting the child birth procedure, a screen will show you the expected quality of the birth, determined by:&lt;br /&gt;
* Loved one present: the presence of someone that the mother considers a friend or more gives +5% quality, with no stacking for multiple friends or a better friend. By default, the father will be selected to be present. If the doctor performing the operation is a friend, they will count towards this bonus too.&lt;br /&gt;
* Age of the mother: a 22-year-old has a +50% quality, and as the mother grows older, this drops.&lt;br /&gt;
* Doctor's medical skill: can range from 0-20% or more. Skill level 1 gives 1.3%, 3 gives +3.8%, 7 gives +8.8%, and 16 gives +20% quality.&lt;br /&gt;
* Indoors: if inside, the quality gains +5%.&lt;br /&gt;
* Room cleanliness: cleanliness can range from 0-0.6, giving 0-10% in quality bonuses.&lt;br /&gt;
* Bed health effects: contributes up to 5%, with things like bed quality, a medical bed, and (perhaps vitals monitor or other furniture?) influencing this stat. A bed rating of 5 guarantees a quality bonus of +5%.&lt;br /&gt;
&lt;br /&gt;
Therefore, the most important factors in a safe birth are the mother's age and the doctor's skill level.&lt;br /&gt;
&lt;br /&gt;
Birth quality is likely determined at the moment of the baby's birth; allowing the doctor or loved ones to leave, or having the room grow dirty, has an effect on birth quality.&lt;br /&gt;
&lt;br /&gt;
=== Outcomes ===&lt;br /&gt;
{{Stub|section=1|reason=Exact math on the chance mechanics}}&lt;br /&gt;
Depending on the quality, the baby can be born healthy or sickly, or they may die during birth. At lower qualities, there is also a chance that the mother can die during childbirth.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Expected Quality''' || 76 || 84 || 95&lt;br /&gt;
|-&lt;br /&gt;
| '''Mother dies''' || 0.98% || 0.45% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Still''' || 3.3% || 3% || 2.6%&lt;br /&gt;
|-&lt;br /&gt;
| '''Sick''' || 7.4% || 7.5% || 7.5%&lt;br /&gt;
|-&lt;br /&gt;
| '''Healthy''' || 89% || 90% || 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You will receive a notification when the birth is complete, and the baby will appear on an adjacent tile. If the baby was born alive, a pawn with the Childcare work enabled can be instructed to either move the baby to a safe space, or to deliver it to the mother for breastfeeding. The baby will be born hungry, with a mood penalty of {{Bad|-6}}.&lt;br /&gt;
&lt;br /&gt;
If your baby was healthy, the notification is &amp;quot;Healthy child birth&amp;quot;, and it gives you 24 hours to choose a name for the baby. This is the only time where you can completely customize the baby's first and last names, and you additionally can add an optional nickname. The game will suggest the mother and father's last names on this screen, and provide random suggestions for the other names. Until then, the baby's name is temporary, and called &amp;quot;Baby &amp;lt;Mother's last name&amp;gt;&amp;quot;. The baby will also receive the Childhood title &amp;quot;Newborn&amp;quot;, and belong to the mother's faction. The baby's parents will receive a 15-day mood boost that &amp;quot;&amp;lt;Baby&amp;gt; was born healthy&amp;quot; {{Good|+8}}.&lt;br /&gt;
&lt;br /&gt;
If the baby is born sick, they are affected by a form of [[infant illness]], which can start at a variable intensity. If left untreated before 10 days is up, the baby dies, but if it lives through 10 days after birth, the illness will no longer affect the baby. You will also get the chance to name your baby.&lt;br /&gt;
&lt;br /&gt;
If the mother survived childbirth, she will remain in bed, incapacitated by exhaustion (Postpartum exhaustion) for 16 hours. She'll no longer feel any pain from childbirth, but won't be able to move. However, if another pawn delivers her baby to her, she can begin breastfeeding. &lt;br /&gt;
&lt;br /&gt;
== Lactation ==&lt;br /&gt;
&lt;br /&gt;
Lactation is the mechanic that allows pawns to breastfeed babies. Lactation gives pawns a milk fullness stat, and when milk fullness is above 0%, a pawn can breastfeed any baby, even if it is not their own child. There are other consequences to lactation, however: lactating pawns require more nutrition per day, and they have a reduced chance of pregnancy. Prior to update 1.4, lactating pawns could not become pregnant, regardless of their [[Reproduction#Fertility|fertility]] and reproductive strategy, but after update 1.4, lactation places a 5% multiplier on a pawn's fertility, giving them a very small chance of becoming pregnant. Lactation lasts indefinitely, only stopping after 10 days of not breastfeeding a child. There is no visible timer on this, but after the 10 days are up, you'll receive a pop-up saying &amp;quot;&amp;lt;Colonist&amp;gt; is no longer lactating due to not breastfeeding for ten days&amp;quot;. You can view a pawn's other lactation details in their Health panel. &lt;br /&gt;
&lt;br /&gt;
Upon a successful childbirth, a mother will begin lactating, with milk fullness starting at 100%. Milk fullness regenerates at varying rates depending on the mother's hunger level. Lactating pawns require more nutrition per day in order to produce milk: the mother's Food Consumption stat rises from 1.6 to 2.1 nutrition per day, a gain of +0.5 (a simple meal has 0.9 nutrition). However, the nutrition required for them to make milk depends on their milk regeneration level, which decreases in stages following their hunger level. As a pawn gets more hungry, they won't produce as much milk, and won't require as much extra nutrition. Additionally, a lactating pawn with milk fullness of 100% won't require any extra nutrition since they're not currently regenerating milk. You can view the pawn's current nutritional needs by checking the details of their &amp;quot;Lactating&amp;quot; condition in the pawn's Health tab. Lactating does not affect any other pawn stats or conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger Level''' || Ravenously Hungry || Hungry || Full&lt;br /&gt;
|-&lt;br /&gt;
| '''Milk Regeneration''' || 25% || ? || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Extra Nutrition Per Day''' || 0.13 || ? || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Heredity ==&lt;br /&gt;
{{See also|Genes}}&lt;br /&gt;
When an [[embryo]] is conceived, it will inherit some of the [[genes]] of both parents. During a mother's pregnancy, you can view her child's genes by going to her Health tab and selecting the information button for her pregnancy. The genetics section will list all genes that her child has inherited. &lt;br /&gt;
&lt;br /&gt;
Genes which can be passed down come from the [[germline]] DNA, and are called endogenes. Pawns may modify themselves with [[Xenogene|xenogenes]], but as it's not part of a pawn's germline DNA, it cannot be passed down. If an endogene is only present in one parent, it has a small chance to be passed down.{{Check Tag|What's the chance?|What is the algorithm for calculating gene inheritance?}} However if an endogene is present in both parents, it will always be passed down.&lt;br /&gt;
&lt;br /&gt;
Generally, all pawns will have at least one hair color and skin color endogene. Offspring will always pick one hair color and skin color endogene from their parents. If no hair/skin color endogene can be found in either parent, such as if they were two [[highmates]], a random hair/skin color endogene will be picked from the natural list of hair/skin colors instead.&lt;br /&gt;
&lt;br /&gt;
If a pawn has multiple [[Genes#Cosmetic|cosmetic genes]] within a category, like body type, one random gene will override the others. This will be the gene represented on the pawn. For non-cosmetic genes within a category there is a fixed priority for overrides, usually favored towards the negative variations. For example, an awful [[shooting]] aptitude will override all other shooting aptitudes. Xenogenes will always take priority over endogenes. Thus, even though the Slow runner endogene overrides their Fast runner endogene, the Fast runner xenogene will override the Slow runner endogene. Note that overridden endogenes can still be passed down as normal.&lt;br /&gt;
&lt;br /&gt;
If a child is born from an incestuous relationship, there's a risk of them becoming [[Genes#Miscellaneous|inbred]]; up to 80% for direct relatives. {{Check Tag|Which relations?|What counts as direct? Effect of other relations}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! '''Inbred'''&lt;br /&gt;
[[File:Gene_Inbred.png|64px]]         &lt;br /&gt;
|&lt;br /&gt;
* Complexity: {{Bad|+1}}&lt;br /&gt;
* Metabolic efficiency: {{Bad|-2}}&lt;br /&gt;
* Forced Trait: [[Slow learner]]&lt;br /&gt;
* [[#Fertility|Fertility]]: {{Bad|x50%}}&lt;br /&gt;
* [[Immunity gain speed]]: {{Bad|x85%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fertility ==&lt;br /&gt;
Fertility is the main pawn stat affecting pregnancy chances, acting as a percentage multiplier on the chance of getting pregnant naturally or through an ovum implantation. Natural pregnancy chance is equally dependent on the fertility of both partners. Additionally, fertility must be above 0% to extract a pawn's ovum or to fertilize the [[Ovum|ovum]] into an [[Embryo|embryo]].&lt;br /&gt;
&lt;br /&gt;
This stat is affected by a variety of factors, such as age, [[Genes|genes]], and [[#Contraceptives|contraceptives]]. Age is the baseline for fertility, changing slowly for each colonist over time, and at a different rate by pawn gender. Genes provide an additional multiplier on fertility. Contraceptives instantly bring fertility to 0%, overriding other fertility factors.&lt;br /&gt;
&lt;br /&gt;
For baseline humans without fertility-modifying genes, both men and women start becoming fertile after age 14; but regardless of fertility, pawns can't participate in reproduction until they are 16. Fertility increases differently by gender. Women's fertility increases until age 20, but starts dropping at age 28 until it reaches 0% at age 50. Men's fertility increases until age 18, but starts dropping at age 50 until it's 0% at age 90. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Female Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 20, 28, 35, 40, 45, 50, 120&lt;br /&gt;
|y=0, 0, 100, 100, 50, 10, 2, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Male Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 18, 50, 90, 120&lt;br /&gt;
|y=0, 0, 100, 100, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Genes affect fertility in direct and indirect ways. There are two direct effects: the [[Genes#Fertile|Fertile]] gene doubles fertility and the [[Genes#Sterile|Sterile]] gene completely nullifies it. &lt;br /&gt;
&lt;br /&gt;
Some genes provide an indirect effect on fertility through their effect on age. Aging-related genes like [[Genes#Non-senescent|Non-senescent]] cannot mitigate the effects of age on fertility, but the [[Genes#Ageless|Ageless]] gene can keep a pawn's fertility stable by freezing the pawn's biological age. Additionally, other aging-related technologies can affect a pawn's fertility: [[Biosculpter_pod#Age_reversal|Age Reversal]] in a [[Biosculpter_pod|Biosculpter pod]] {{IdeologyIcon}} has a fully restorative effect on fertility, even allowing a completely infertile pawn to become fertile again once they pass back into the age range of fertility for their gender.&lt;br /&gt;
&lt;br /&gt;
== Contraceptives ==&lt;br /&gt;
There are many ways to manually change the likelihood of natural pregnancy. The simplest way in the game to prevent pregnancy is to not give pawns a [[double bed]] to themselves. However, it deprives them of the [[mood]] bonuses of Lovin' in the first place. You can instead change a couple's Reproductive Approach in the Social tab to the &amp;quot;Avoid pregnancy&amp;quot; option, which reduces their pregnancy rate by -75% but still allows them to make Lovin' at the same rate. Additionally, a guaranteed method of avoiding pregnancy is by continuing a pawn's [[Reproduction#Lactation|lactation]]. If a pawn is lactating (from having given birth before), then it is impossible for them to have a child under any circumstances. &lt;br /&gt;
&lt;br /&gt;
A more stable solution to controlling pregnancy can be pursued through research and medicine, by applying contraceptives to pawns of either gender who are engaging in Lovin'. The [[Research#Fertility Procedures|Fertility Procedures]] research gives access to multiple operations, temporary or permanent, to prevent and stop pregnancies. These surgeries can be applied to any pawn age 16 and up, and can be performed even if the pawn is already infertile.&lt;br /&gt;
&lt;br /&gt;
=== IUD ===&lt;br /&gt;
This is a temporary method of preventing pregnancies. You can stop a female pawn from becoming pregnant with the &amp;quot;Implant IUD&amp;quot; medical operation, which has a 100% success chance and no chance of pawn death upon failure. The operation requires {{Icon Small|medicine}} 1 [[Medicine]] of any type and will anesthetize the pawn. The IUD lasts indefinitely and can be seen in the pawn's Health tab, but you can later remove it through the &amp;quot;Remove IUD&amp;quot; medical operation, also for {{Icon Small|medicine}} 1 [[Medicine]] of any type. Women may embark with IUDs already implanted. If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
Implanted IUDs also stop pregnancies in the first trimester, an alternative to the Terminate Pregnancy operation.&lt;br /&gt;
&lt;br /&gt;
=== Vasectomy ===&lt;br /&gt;
This is another temporary method of preventing pregnancies. You can stop a male pawn from impregnating others with the &amp;quot;Perform vasectomy&amp;quot; medical operation, which also has a 100% success chance with no chance of pawn death upon failure. The vasectomy lasts indefinitely, with the operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. You can later remove it through the &amp;quot;Reverse vasectomy&amp;quot; medical operation, also for and {{Icon Small|medicine}} 1 [[Medicine]] of any type. Men may embark with the operation already performed.{{Check Tag|Verify}} If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
=== Tubal Ligation ===&lt;br /&gt;
This permanently stops a female pawn from being able to reproduce. &amp;quot;Perform tubal ligation&amp;quot; is a medical operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. The surgery success chance is 100% and there is no chance of pawn death upon failure.&lt;br /&gt;
&lt;br /&gt;
=== Termination ===&lt;br /&gt;
If the pawn has already become pregnant past the first trimester, the only option left is to terminate the pregnancy. This can be achieved through the medical operation &amp;quot;Terminate pregnancy&amp;quot; requiring {{Icon Small|medicine}} 2 [[Medicine]], after which the pawn will no longer be pregnant.&lt;br /&gt;
&lt;br /&gt;
This operation will upset the affected pawn. Depending on the trimester of the pregnancy, a moodlet of {{Bad|-5}} for the first, {{Bad|-10}} for the second, and {{Bad|-20}} for the third will occur, lasting for 10 days.&lt;br /&gt;
&lt;br /&gt;
== Babies ==&lt;br /&gt;
{{Move| destination = Babies | reason = We've [[Topic:X7aza1755qpbr24t|discussed]] moving the Babies and Acquisition sections to a new Babies page since there's a lot of content here and reproduction and Babies are two separate topics | section = 1 }}&lt;br /&gt;
&lt;br /&gt;
The end result of pregnancy is a human '''baby'''. Babies are small, helpless creatures that cannot walk or do anything by themselves. They only have three basic [[needs]]: food, sleep, and play. &lt;br /&gt;
&lt;br /&gt;
Babies can be ages 0-2, with newborn ages tracked in days and quadrums rather than years. Once a baby turns 3, they become a [[Children|child]], and on their [[Children#Age_3|3rd birthday]] you can make special choices for how they will develop further. Under the default [[storyteller|storyteller settings]], pawns under 13 will age 4x faster than normal, so the biological age of the baby is not how many days/quadrums they have actually been alive. [[Growth vat]]s can speed up a baby's growth by 20x that of an adult, or 5x faster than default. Using a growth vat seems to have no ill effects on a baby or its development, at least until it exits the baby stage.{{Check Tag|Not thoroughly tested|No visible effect?}} However, parents gain a {{--|4}} ''My baby is in a growth vat'' [[mood]]let.&lt;br /&gt;
&lt;br /&gt;
If a baby is left on the ground, any colonist (even those incapable of childcare or hauling) can try to bring the baby somewhere safe, like an available crib. Usually a colonist will quickly try to do this automatically. If you draft a colonist while they are carrying a baby, you'll receive a pop-up warning that your colonist is carrying a baby while drafted. If you undraft and redraft the colonist, they will drop the baby.&lt;br /&gt;
&lt;br /&gt;
Babies are born with no traits or skills: these develop during childhood [[Children#Growth_moments|Growth Moments]]. They also have no [[Ideoligion|ideoligion]] {{IdeologyIcon}}. Unless they have temporary health effects from being born sick, they have no health conditions, with every health stat at 100%, except for Moving, which is at 0%.&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
{{See also|Saturation}}&lt;br /&gt;
Babies need less [[nutrition]] to become full, but their hunger rate is adjusted with it to require [[food]] twice a day. Since babies cannot eat anything by themselves, pawns assigned to childcare will help feed them. The feeding process is fairly slow when compared to adult eating.&lt;br /&gt;
&lt;br /&gt;
They can ''only'' be fed in one of following ways:&lt;br /&gt;
* Breastfeeding from any lactating pawn, even those not their mother.&lt;br /&gt;
* Cooking and feeding them [[baby food]], produced at a campfire or stove from vegetable ingredients.&lt;br /&gt;
* Feeding them animal [[milk]] or [[insect jelly]].&lt;br /&gt;
&lt;br /&gt;
Of these, breastfeeding is usually the easiest. Unlike other foods, which feed in bursts only once the food has been consumed, breastfeeding will gradually increase the food bar. This allows the breastfeeding pawn to pause at any point, whilst also not wasting excess food. Usually, a pawn will sit down to breastfeed, continuing until the baby is full or the pawn is out of milk.&lt;br /&gt;
&lt;br /&gt;
You can control what foods the baby can eat and who will try to feed the baby in the baby's &amp;quot;Feeding&amp;quot; tab. By default, the mother will be set to Urgent, with all other pawns set to Childcare. If a pawn is set to childcare, that does not mean they will feed the baby: their childcare labor may be turned off, or they may be incapable of it.&lt;br /&gt;
* &amp;quot;Urgent&amp;quot; means the pawn will feed the baby day or night, even if the pawn is not assigned to childcare or capable of it.&lt;br /&gt;
* &amp;quot;Childcare&amp;quot; means the pawn will feed the baby as childcare work.&lt;br /&gt;
* &amp;quot;Never&amp;quot; means the pawn won't automatically feed the baby.&lt;br /&gt;
You can allow the baby to eat milk, insect jelly, and baby food in this tab, but can't control breastfeeding here. &lt;br /&gt;
&lt;br /&gt;
==== Drugs ====&lt;br /&gt;
Although babies are limited to eating certain foods, you can administer drugs to babies under the Health&amp;gt;&amp;gt;Medical Operations tab. These have an outsized influence because of the pawns' very small body sizes (x0.20 of the size of an adult). This means each administered drug causes a higher severity of reaction, affecting the duration of the high and the likelihood of [[Drugs#Addiction_and_Tolerance|tolerance]] buildup. This indirectly increases the chance of addiction: tolerance built so quickly makes babies much more likely to get addicted to drugs upon further administrations. Babies receive the same mood effects from drugs as adults do: administering a smokeleaf joint to a baby gives them the {{Good|+13}} High on Smokeleaf mood boost. However, the effect of drugs lasts much longer because the drug severity is higher: a one-joint smokeleaf high for a baby lasts a max of 24, rather than 12, hours.&lt;br /&gt;
&lt;br /&gt;
===Sleep===&lt;br /&gt;
{{See also|Rest}}&lt;br /&gt;
Unlike adults, babies don't follow a sleep schedule, instead falling asleep mostly at random. They may be in a sleeping spot, growing steadily more sleepy and upset, while still not falling asleep.&lt;br /&gt;
&lt;br /&gt;
A [[crib]] or [[bed]] should be provided for the baby to sleep in, as it will negate the negative [[mood]] from sleeping on the floor. There are several benefits of cribs over beds: cribs take up only one tile, multiple can be placed in a room without turning it into a barracks, and high-quality cribs can increase the mood of the baby while it rests or sleeps. &lt;br /&gt;
&lt;br /&gt;
Force-feeding, holding, or playing with the baby will wake them up, possibly keeping them unhappy from being tired.&lt;br /&gt;
&lt;br /&gt;
===Play===&lt;br /&gt;
Babies need to be played with, in place of standard Recreation. An adult assigned to child care will play with the baby once the play need is almost empty. There are different activities that will fulfill the baby's play need. A [[toy box]] and [[baby decoration]] increases the quality of play.&lt;br /&gt;
&lt;br /&gt;
===Mood===&lt;br /&gt;
Babies' moods are influenced by their needs for food, sleep, and play. These are affected at the same rates as for adults:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger''' || Ravenously Hungry || Hungry || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Sleep''' || Tired || Drowsy  || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Play''' || Really wants to play || Wants to Play  || Normal || Entertained || Very Entertained&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -10 || -5 || 0 || 5 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Babies share some moodlets with adults but aren't affected by as many thoughts. Babies can gain the {{Bad|-4}} Slept in the Cold moodlet, but aren't affected by temperature while awake. Babies have the same expectations for colony life as other pawns do, influencing their moods at the same rate. They can be influenced by [[Events#Psychic_drone|psychic drones]], [[Events#Psychic_soothes|soothes]], and [[Psycasts|psycasts]] {{RoyaltyIcon}} just as much as other pawns, because they have a psychic sensitivity of 100% by default. However, babies don't consider furniture comfort or quality, except while resting or sleeping in a [[Crib|crib]], with various crib qualities providing higher mood boosts. &lt;br /&gt;
&lt;br /&gt;
Uniquely, babies get a mood bonus when their parents are very happy: &amp;quot;Parent is happy&amp;quot; {{Good|+6}}, or &amp;quot;Parents are happy&amp;quot; {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
Being held or breastfed does not affect the baby or caretaking adult's mood in any direct way. However, babies will temporarily forget any ill mood effects from lack of Sleep while being held, although these needs will still decrease as usual.&lt;br /&gt;
&lt;br /&gt;
A baby's mood affects the moods of all other colonists, much like [[Children#Mood|children's moods]] can. Parents of a baby who is very happy will receive a {{Good|+6}} mood boost for &amp;quot;My child &amp;lt;baby&amp;gt; is happy&amp;quot;. If the baby is about 1/3 of its happiness or less, parents have a {{Bad|-6}} mood penalty, thinking &amp;quot;My child &amp;lt;baby&amp;gt; is unhappy&amp;quot;. Babies also factor into the colonists' thoughts on the overall happiness of the colony's children, which range from a positive {{Good|+2}} &amp;quot;Happy youngsters&amp;quot; mood boost to a {{Bad|-2}} &amp;quot;Sad youngsters&amp;quot;, to worse negative mood penalties, all based on the average of the moods of colonists aged 0-17.&lt;br /&gt;
&lt;br /&gt;
====Giggling and crying====&lt;br /&gt;
Instead of [[mental inspiration|mental inspirations]] or [[mental breaks]], babies will have giggling or crying &amp;quot;fits&amp;quot; which gives a mood boost or penalty to other colonists within a 10 tile{{Check Tag|Verify|Based on dev mode testing. Exact number unverified.}} radius. The ratio between giggling and crying is directly related with the baby's mood.&lt;br /&gt;
&lt;br /&gt;
[[Mood]] boosts from giggling babies go from {{Good|+4}} up to {{Good|+10}}, while crying babies can cause mood maluses from {{Bad|-8}} down to {{Bad|-20}}. Parents are only half as bothered by their baby crying, and twice as happy when their baby is giggling.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.125, 0.25, 1, 2, 4 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crying occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=12, 6, 1, 0.25, 0.125 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling to crying ratio (higher is better)&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.011, 0.042, 1, 8, 32 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Occurance of giggling per time crying&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Babies get the same [[Social|social]] opinion boosts from [[Social#Family_by_Blood|familial relationships]] that other pawns do. They are born aware of their entire family tree, going back to the great-grandparent generation and including dead relatives. In addition, their social relationships are impacted by who feeds them and who hears them crying. They will not know all of your colonists when born, only beginning to remember them after they've interacted a few times (and the colonist will likewise not remember the baby)!&lt;br /&gt;
&lt;br /&gt;
Feeding changes the social opinions between a baby and their caretaker. A baby will gain about {{Good|+16}} social opinion for another pawn each time they are fed, with the &amp;quot;Fed me&amp;quot; opinion, which wears off over time. It is unclear whether breastfeeding provides a similar benefit. An adult who feeds a baby will gain about {{Good|+4}} social opinion for them from this act, and remember the feeding for longer than the baby does. This bonus only stacks up to 5 times, for a maximum of +16 opinion of the baby. Adults who breastfeed a baby gain about {{Good|+7}} opinion for the baby from the interaction. These feeding opinion changes are the same whether the caretaker is the baby's parent or not.&lt;br /&gt;
&lt;br /&gt;
Adults who hear a baby cry or giggle will change their opinions of the baby temporarily. A crying baby will gain the ''Cried'' {{Bad|-12}} opinion penalty, while a giggling baby will gain the ''Giggled'' {{Good|+12}} opinion boost. An adult can remember a baby's crying and giggling at the same time, cancelling each effect out. It is unclear if these modifiers stack.&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
*[[Biotech DLC]] release - Introduced. Humans have a gestation cycle defined without Biotech, but they can not get pregnant.&lt;br /&gt;
*[[Version/1.4.3555|1.4.3555]] - Terminate pregnancy operation increased to 2 medicine (from 1), work slightly reduced.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=119909</id>
		<title>Reproduction</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=119909"/>
		<updated>2022-11-26T17:46:45Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: /* Pregnancy */ updated max duration&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About|human pregnancy and babies|older children|Children}}&lt;br /&gt;
&lt;br /&gt;
'''Reproduction''' is the means by which [[human]] babies are created. &lt;br /&gt;
&lt;br /&gt;
Note: Due to the continuous nature of the subject matter, this page covers from conception to the age of three. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Move| destination = Babies | reason = We've [[Topic:X7aza1755qpbr24t|discussed]] moving the Babies and Acquisition sections to a new Babies page since there's a lot of content here and reproduction and Babies are two separate topics | section = 1 }}&lt;br /&gt;
Babies can be obtained via several different methods:&lt;br /&gt;
*  Choosing them as a starting colonist via the [[scenario system]].&lt;br /&gt;
*  Natural reproduction, through [[#Pregnancy|pregnancy]].&lt;br /&gt;
*  Assisted reproduction, through [[#Surrogacy|surrogacy]] or [[#Growth vat|growth vats]].&lt;br /&gt;
*  Purchasing them from [[Trade#Slaver|slavers]].{{Check Tag|Can babies be bought?}}&lt;br /&gt;
*  Receiving them from [[quests]] and [[events]]. Babies of any faction can be adopted instantly to the colony, without angering them.&lt;br /&gt;
&lt;br /&gt;
Note that with the exception of the first point, these methods become unavailable if &amp;quot;Disable children&amp;quot; is toggled on in the [[AI_Storytellers#Biotech|storyteller settings]].&lt;br /&gt;
&lt;br /&gt;
== Natural Reproduction ==&lt;br /&gt;
{{Image wanted|section=1|reason=Images of the &amp;quot;Try for pregnancy&amp;quot; etc. icons.}}&lt;br /&gt;
Pawns in [[Social#Romance|romantic relationships]] have a chance to get pregnant when they initiate [[lovin']]. Note that pawns must share a two-person bed, bedroll, or sleeping spot to initate lovin' but do not require one to avoid the &amp;quot;sleeping alone&amp;quot; mood debuff. &lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
The prospective parents' chance of successfully reproducing is primarily controlled by their [[#Fertility|Fertility]] stat. The player has three options to adjust pregnancy rates from Lovin' in any relationship. By opening the social tab, to the right of a Lover, Fiancee, or Spouse, you can see a button that lets you change the couple's approach for having kids.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:Normal.png|32px]]         &lt;br /&gt;
| '''Normal''' (Default) || x1 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:AvoidPregnancy.png|32px]] &lt;br /&gt;
| '''Avoid pregnancy''' || x0.25 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:TryForBaby.png|32px]]     &lt;br /&gt;
| '''Try for baby'''    || x4 pregnancy chance. &lt;br /&gt;
|}&lt;br /&gt;
Therefore, the total chance of pregnancy in one relationship is likely: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Pregnancy chance per relationship''' = '''Mother's fertility''' x '''Father's fertility''' x '''Reproductive Approach''' x '''Times Lovin''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual chance that a pair of pawns will do Lovin' each night varies, but it requires them to share the same bed and sleep at the same time. Their chance of Lovin' varies by age, as seen in [[Social#Lovin.27|this chart]]. The [[Genes#Low_libido|low libido]] and [[Genes#High_libido|high libido]] genes will also alter this. There have been reports that colonist mood and opinions of each other also influence the chance of doing Lovin'.&lt;br /&gt;
&lt;br /&gt;
=== Pregnancy ===&lt;br /&gt;
&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6 day trimesters. The player will receive a notification when the pregnancy starts and when it progresses from one trimester to the next. The pregnant pawn will gain penalties to movement, manipulation, and hunger rate, increasing each trimester as seen in the chart below. Other than limitations due to movement, pregnant pawns have no restrictions on the activities they pursue.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| First trimester ||&lt;br /&gt;
&lt;br /&gt;
* Hunger rate offset: {{++|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| Second trimester ||&lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|10%}}&lt;br /&gt;
* [[Manipulation]]: {{--|5%}}&lt;br /&gt;
* Hunger rate offset: {{++|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| Third trimester || &lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|50%}}&lt;br /&gt;
* [[Manipulation]]: {{--|10%}}&lt;br /&gt;
* Hunger rate offset: {{++|50%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
During the first trimester, a pawn will gain the ''New pregnancy'' moodlet, which can either be positive or negative direction: {{Good|+3}}, or {{Bad|-3}} ''I'm pregnant and not very happy about it.'' The same pawn can feel differently about different pregnancies. Throughout their pregnancy, they will also occasionally gain mood buffs or debuffs due to hormone-induced mood swings.{{Check Tag|Detail needed, and do they appear in 3rd tri?}} Mood swings are visible in the Health tab as a condition affecting the brain. They vary in severity, direction, and duration, appearing as: &amp;quot;Pregnancy Mood (&amp;lt;duration&amp;gt;, &amp;lt;type&amp;gt;)&amp;quot; with the description ''This common side effect of pregnancy represents a rising and falling mood caused by unbalanced hormones.'' Accompanying this, the pawn will get a positive or negative moodlet labeled ''Pregnancy mood &amp;lt;type&amp;gt;''. Mood swings are short-lived, with the longest duration seen so far being 10 hours.&lt;br /&gt;
&lt;br /&gt;
'''Types of Mood swings:'''&lt;br /&gt;
* High: ?&lt;br /&gt;
* Down: {{Bad|-8}}&lt;br /&gt;
&lt;br /&gt;
Pregnant pawns may also receive the &amp;quot;morning sickness&amp;quot; condition, which lasts 4 to 8 ingame hours. Along with health effects, they will gain the {{Bad|-3}} mood debuff ''Sick''.&lt;br /&gt;
&lt;br /&gt;
'''Morning sickness:'''&lt;br /&gt;
* [[Consciousness]]: {{Bad|x0.8}}&lt;br /&gt;
* [[Moving]]: {{Bad|x0.9}}&lt;br /&gt;
* [[Manipulation]]: {{Bad|x0.9}}&lt;br /&gt;
* Vomiting {{MTB}}: {{Bad|{{#expr:(24*0.075)}} Hours}}&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
== Assisted reproduction ==&lt;br /&gt;
Science enables new methods for obtaining babies. After Fertility Procedures has been researched, you can extract [[Ovum|ova]] from female pawns and fertilize them to form an [[Embryo|embryo]], for use in surrogate pregnancies or vat-grown babies.&lt;br /&gt;
&lt;br /&gt;
Both methods require extracting an ovum from a [[Reproduction#Fertility|fertile]] female pawn, be they [[colonist]], [[prisoner]], or [[slave]]{{IdeologyIcon}}, through a medical operation in the pawn's Health tab: &amp;quot;Extract ovum for IVF&amp;quot;. The operation requires one of any type of medicine and a doctor, although it is a relatively easy surgery, with a 500% multiplier on success, and 0% chance of death on failure. &lt;br /&gt;
&lt;br /&gt;
The ovum may then fertilized by a fertile male colonist or slave (but not prisoner) to produce an embryo. As long as the male pawn's fertility is above 0% this will be successful{{Check Tag|Verify|Not thoroughly checked}}. The resulting embryo can then be implanted in female pawns (may be prisoner, colonist, or slave) to initiate a pregnancy, placed in a growth vat, or sold.&lt;br /&gt;
&lt;br /&gt;
=== Surrogacy ===&lt;br /&gt;
With the [[Research#Fertillity Procedures|Fertillity Procedures]] research, you can create [[embryo]]s. They can then be implanted into a pawn for a chance for the pawn to become pregnant. The chance of success depends on the surrogate's own Fertility.&lt;br /&gt;
&lt;br /&gt;
Even if they did not supply the ovum, the surrogate will be considered the birth mother. Otherwise, it will act as a regular pregnancy.{{Check Tag|Verify|Not thoroughly checked, quick devmode run to write this section}}. A pawn born this way will consider both their surrogate and genetic mother as the pawn's parents in terms of social opinions.&lt;br /&gt;
&lt;br /&gt;
=== Growth vats ===&lt;br /&gt;
{{See also|Growth vat}}&lt;br /&gt;
[[Growth vat]]s are a complete alternative to pregnancy. They require the [[Research#Growth vats|Growth vat]]s research to make, as well as [[Research#Fertility procedures|Fertility Procedures]], and two pawns with &amp;gt; 0% Fertility to actually create embryos. &lt;br /&gt;
&lt;br /&gt;
Growth vats allow an embryo to be born in 9 days, half the time of a natural pregnancy. Active vats must be given a constant supply of 200 W of [[power]] and 6 [[nutrition]] per day - or around 6.5 [[simple meal]]s per day - to ensure survival of the fetus. If lacking either, then the fetus will undergo biostarvation, increasing by 50% per day. If biostarvation reaches 100%, the fetus will be destroyed.&lt;br /&gt;
&lt;br /&gt;
Growth vat births always have a [[Reproduction#Quality|quality]] of 70%, which affects the chance of the baby being born healthy. However, there are benefits to this method: as it avoids natural birth, the mother won't be weighed down, and there is no risk of them dying.&lt;br /&gt;
&lt;br /&gt;
== Birth ==&lt;br /&gt;
Your first warning for a pawn's upcoming childbirth comes during a pawn's pregnancy: the player will receive one notification when the mother hits the third trimester about &amp;quot;&amp;lt;Colonist&amp;gt;'s baby prep&amp;quot;, which explains all the steps you can take to help the mother give birth successfully. Besides preparing a location and doctor for the birth, this notification reminds you to prepare a food source for the baby and build them a crib. Labor will happen roughly 6 days after, starting with a notification of &amp;quot;&amp;lt;Colonist&amp;gt; in labor!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once labor begins, the birthing procedure can be initiated by clicking on the mother, and selecting the &amp;quot;Begin birth&amp;quot; option. This allows the player to select participants and a Doctor, much like [[Ideology]]'s rituals. The procedure will take place at a bed or sleeping spot, chosen automatically (preferring medical beds) if the mother is not already in bed. All of these choices have an effect on the birth's quality, which affects the chance that the mother and baby will come out of childbirth alive and healthy. You can view the exact factors and their influence in the Quality section below. The expected duration of this operation is variable, but will end once the baby has been born or mother has died.&lt;br /&gt;
&lt;br /&gt;
===Labor===&lt;br /&gt;
The progress of labor can be tracked in the mother's health tab. Labor begins with contractions, different stages of dilation that change randomly over time, with all adding various amounts of pain and restrictions on movement for the mother. Many stages will incapacitate her, so even before the childbirth operation begins, it is important to bring her to a bed. When the childbirth operation has proceeded for a while, you will receive a small notification saying &amp;quot;&amp;lt;mother&amp;gt;'s labor has entered the final stage&amp;quot;, and the labor will progress to the final &amp;quot;pushing&amp;quot; stage. &lt;br /&gt;
&lt;br /&gt;
'''Stages of labor:'''&lt;br /&gt;
* dilation, mild: pain +25%, moving x40%&lt;br /&gt;
* dilation, debilitating: pain +85%&lt;br /&gt;
* pushing: pain +85%&lt;br /&gt;
&lt;br /&gt;
Once the childbirth procedure has begun, any spectating loved ones may socialize with each other, but the doctor and mother will be focused on their tasks. Spectators and the doctors can leave if needed, by selecting a pawn and then pressing the &amp;quot;Leave child birth&amp;quot; option.&lt;br /&gt;
Finally, you can cancel the birth operation by selecting any of the involved pawns and then selecting the &amp;quot;Cancel child birth&amp;quot; option, which allows you to restart childbirth later.&lt;br /&gt;
&lt;br /&gt;
===Quality===&lt;br /&gt;
When starting the child birth procedure, a screen will show you the expected quality of the birth, determined by:&lt;br /&gt;
* Loved one present: the presence of someone that the mother considers a friend or more gives +5% quality, with no stacking for multiple friends or a better friend. By default, the father will be selected to be present. If the doctor performing the operation is a friend, they will count towards this bonus too.&lt;br /&gt;
* Age of the mother: a 22-year-old has a +50% quality, and as the mother grows older, this drops.&lt;br /&gt;
* Doctor's medical skill: can range from 0-20% or more. Skill level 1 gives 1.3%, 3 gives +3.8%, 7 gives +8.8%, and 16 gives +20% quality.&lt;br /&gt;
* Indoors: if inside, the quality gains +5%.&lt;br /&gt;
* Room cleanliness: cleanliness can range from 0-0.6, giving 0-10% in quality bonuses.&lt;br /&gt;
* Bed health effects: contributes up to 5%, with things like bed quality, a medical bed, and (perhaps vitals monitor or other furniture?) influencing this stat. A bed rating of 5 guarantees a quality bonus of +5%.&lt;br /&gt;
&lt;br /&gt;
Therefore, the most important factors in a safe birth are the mother's age and the doctor's skill level.&lt;br /&gt;
&lt;br /&gt;
Birth quality is likely determined at the moment of the baby's birth; allowing the doctor or loved ones to leave, or having the room grow dirty, has an effect on birth quality.&lt;br /&gt;
&lt;br /&gt;
=== Outcomes ===&lt;br /&gt;
{{Stub|section=1|reason=Exact math on the chance mechanics}}&lt;br /&gt;
Depending on the quality, the baby can be born healthy or sickly, or they may die during birth. At lower qualities, there is also a chance that the mother can die during childbirth.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Expected Quality''' || 76 || 84 || 95&lt;br /&gt;
|-&lt;br /&gt;
| '''Mother dies''' || 0.98% || 0.45% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Still''' || 3.3% || 3% || 2.6%&lt;br /&gt;
|-&lt;br /&gt;
| '''Sick''' || 7.4% || 7.5% || 7.5%&lt;br /&gt;
|-&lt;br /&gt;
| '''Healthy''' || 89% || 90% || 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You will receive a notification when the birth is complete, and the baby will appear on an adjacent tile. If the baby was born alive, a pawn with the Childcare work enabled can be instructed to either move the baby to a safe space, or to deliver it to the mother for breastfeeding. The baby will be born hungry, with a mood penalty of {{Bad|-6}}.&lt;br /&gt;
&lt;br /&gt;
If your baby was healthy, the notification is &amp;quot;Healthy child birth&amp;quot;, and it gives you 24 hours to choose a name for the baby. This is the only time where you can completely customize the baby's first and last names, and you additionally can add an optional nickname. The game will suggest the mother and father's last names on this screen, and provide random suggestions for the other names. Until then, the baby's name is temporary, and called &amp;quot;Baby &amp;lt;Mother's last name&amp;gt;&amp;quot;. The baby will also receive the Childhood title &amp;quot;Newborn&amp;quot;, and belong to the mother's faction. The baby's parents will receive a 15-day mood boost that &amp;quot;&amp;lt;Baby&amp;gt; was born healthy&amp;quot; {{Good|+8}}.&lt;br /&gt;
&lt;br /&gt;
If the baby is born sick, they are affected by a form of [[infant illness]], which can start at a variable intensity. If left untreated before 10 days is up, the baby dies, but if it lives through 10 days after birth, the illness will no longer affect the baby. You will also get the chance to name your baby.&lt;br /&gt;
&lt;br /&gt;
If the mother survived childbirth, she will remain in bed, incapacitated by exhaustion (Postpartum exhaustion) for 16 hours. She'll no longer feel any pain from childbirth, but won't be able to move. However, if another pawn delivers her baby to her, she can begin breastfeeding. &lt;br /&gt;
&lt;br /&gt;
== Lactation ==&lt;br /&gt;
&lt;br /&gt;
Lactation is the mechanic that allows pawns to breastfeed babies. Lactation gives pawns a milk fullness stat, and when milk fullness is above 0%, a pawn can breastfeed any baby, even if it is not their own child. There are other consequences to lactation, however: lactating pawns require more nutrition per day, and they have a reduced chance of pregnancy. Prior to update 1.4, lactating pawns could not become pregnant, regardless of their [[Reproduction#Fertility|fertility]] and reproductive strategy, but after update 1.4, lactation places a 5% multiplier on a pawn's fertility, giving them a very small chance of becoming pregnant. Lactation lasts indefinitely, only stopping after 10 days of not breastfeeding a child. There is no visible timer on this, but after the 10 days are up, you'll receive a pop-up saying &amp;quot;&amp;lt;Colonist&amp;gt; is no longer lactating due to not breastfeeding for ten days&amp;quot;. You can view a pawn's other lactation details in their Health panel. &lt;br /&gt;
&lt;br /&gt;
Upon a successful childbirth, a mother will begin lactating, with milk fullness starting at 100%. Milk fullness regenerates at varying rates depending on the mother's hunger level. Lactating pawns require more nutrition per day in order to produce milk: the mother's Food Consumption stat rises from 1.6 to 2.1 nutrition per day, a gain of +0.5 (a simple meal has 0.9 nutrition). However, the nutrition required for them to make milk depends on their milk regeneration level, which decreases in stages following their hunger level. As a pawn gets more hungry, they won't produce as much milk, and won't require as much extra nutrition. Additionally, a lactating pawn with milk fullness of 100% won't require any extra nutrition since they're not currently regenerating milk. You can view the pawn's current nutritional needs by checking the details of their &amp;quot;Lactating&amp;quot; condition in the pawn's Health tab. Lactating does not affect any other pawn stats or conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger Level''' || Ravenously Hungry || Hungry || Full&lt;br /&gt;
|-&lt;br /&gt;
| '''Milk Regeneration''' || 25% || ? || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Extra Nutrition Per Day''' || 0.13 || ? || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Heredity ==&lt;br /&gt;
{{See also|Genes}}&lt;br /&gt;
When an [[embryo]] is conceived, it will inherit some of the [[genes]] of both parents. During a mother's pregnancy, you can view her child's genes by going to her Health tab and selecting the information button for her pregnancy. The genetics section will list all genes that her child has inherited. &lt;br /&gt;
&lt;br /&gt;
Genes which can be passed down come from the [[germline]] DNA, and are called endogenes. Pawns may modify themselves with [[Xenogene|xenogenes]], but as it's not part of a pawn's germline DNA, it cannot be passed down. If an endogene is only present in one parent, it has a small chance to be passed down.{{Check Tag|What's the chance?|What is the algorithm for calculating gene inheritance?}} However if an endogene is present in both parents, it will always be passed down.&lt;br /&gt;
&lt;br /&gt;
Generally, all pawns will have at least one hair color and skin color endogene. Offspring will always pick one hair color and skin color endogene from their parents. If no hair/skin color endogene can be found in either parent, such as if they were two [[highmates]], a random hair/skin color endogene will be picked from the natural list of hair/skin colors instead.&lt;br /&gt;
&lt;br /&gt;
If a pawn has multiple [[Genes#Cosmetic|cosmetic genes]] within a category, like body type, one random gene will override the others. This will be the gene represented on the pawn. For non-cosmetic genes within a category there is a fixed priority for overrides, usually favored towards the negative variations. For example, an awful [[shooting]] aptitude will override all other shooting aptitudes. Xenogenes will always take priority over endogenes. Thus, even though the Slow runner endogene overrides their Fast runner endogene, the Fast runner xenogene will override the Slow runner endogene. Note that overridden endogenes can still be passed down as normal.&lt;br /&gt;
&lt;br /&gt;
If a child is born from an incestuous relationship, there's a risk of them becoming [[Genes#Miscellaneous|inbred]]; up to 80% for direct relatives. {{Check Tag|Which relations?|What counts as direct? Effect of other relations}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! '''Inbred'''&lt;br /&gt;
[[File:Gene_Inbred.png|64px]]         &lt;br /&gt;
|&lt;br /&gt;
* Complexity: {{Bad|+1}}&lt;br /&gt;
* Metabolic efficiency: {{Bad|-2}}&lt;br /&gt;
* Forced Trait: [[Slow learner]]&lt;br /&gt;
* [[#Fertility|Fertility]]: {{Bad|x50%}}&lt;br /&gt;
* [[Immunity gain speed]]: {{Bad|x85%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fertility ==&lt;br /&gt;
Fertility is the main pawn stat affecting pregnancy chances, acting as a percentage multiplier on the chance of getting pregnant naturally or through an ovum implantation. Natural pregnancy chance is equally dependent on the fertility of both partners. Additionally, fertility must be above 0% to extract a pawn's ovum or to fertilize the [[Ovum|ovum]] into an [[Embryo|embryo]].&lt;br /&gt;
&lt;br /&gt;
This stat is affected by a variety of factors, such as age, [[Genes|genes]], and [[#Contraceptives|contraceptives]]. Age is the baseline for fertility, changing slowly for each colonist over time, and at a different rate by pawn gender. Genes provide an additional multiplier on fertility. Contraceptives instantly bring fertility to 0%, overriding other fertility factors.&lt;br /&gt;
&lt;br /&gt;
For baseline humans without fertility-modifying genes, both men and women start becoming fertile after age 14; but regardless of fertility, pawns can't participate in reproduction until they are 16. Fertility increases differently by gender. Women's fertility increases until age 20, but starts dropping at age 28 until it reaches 0% at age 50. Men's fertility increases until age 18, but starts dropping at age 50 until it's 0% at age 90. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Female Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 20, 28, 35, 40, 45, 50, 120&lt;br /&gt;
|y=0, 0, 100, 100, 50, 10, 2, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Male Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 18, 50, 90, 120&lt;br /&gt;
|y=0, 0, 100, 100, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Genes affect fertility in direct and indirect ways. There are two direct effects: the [[Genes#Fertile|Fertile]] gene doubles fertility and the [[Genes#Sterile|Sterile]] gene completely nullifies it. &lt;br /&gt;
&lt;br /&gt;
Some genes provide an indirect effect on fertility through their effect on age. Aging-related genes like [[Genes#Non-senescent|Non-senescent]] cannot mitigate the effects of age on fertility, but the [[Genes#Ageless|Ageless]] gene can keep a pawn's fertility stable by freezing the pawn's biological age. Additionally, other aging-related technologies can affect a pawn's fertility: [[Biosculpter_pod#Age_reversal|Age Reversal]] in a [[Biosculpter_pod|Biosculpter pod]] {{IdeologyIcon}} has a fully restorative effect on fertility, even allowing a completely infertile pawn to become fertile again once they pass back into the age range of fertility for their gender.&lt;br /&gt;
&lt;br /&gt;
== Contraceptives ==&lt;br /&gt;
There are many ways to manually change the likelihood of natural pregnancy. The simplest way in the game to prevent pregnancy is to not give pawns a [[double bed]] to themselves. However, it deprives them of the [[mood]] bonuses of Lovin' in the first place. You can instead change a couple's Reproductive Approach in the Social tab to the &amp;quot;Avoid pregnancy&amp;quot; option, which reduces their pregnancy rate by -75% but still allows them to make Lovin' at the same rate. Additionally, a guaranteed method of avoiding pregnancy is by continuing a pawn's [[Reproduction#Lactation|lactation]]. If a pawn is lactating (from having given birth before), then it is impossible for them to have a child under any circumstances. &lt;br /&gt;
&lt;br /&gt;
A more stable solution to controlling pregnancy can be pursued through research and medicine, by applying contraceptives to pawns of either gender who are engaging in Lovin'. The [[Research#Fertility Procedures|Fertility Procedures]] research gives access to multiple operations, temporary or permanent, to prevent and stop pregnancies. These surgeries can be applied to any pawn age 16 and up, and can be performed even if the pawn is already infertile.&lt;br /&gt;
&lt;br /&gt;
=== IUD ===&lt;br /&gt;
This is a temporary method of preventing pregnancies. You can stop a female pawn from becoming pregnant with the &amp;quot;Implant IUD&amp;quot; medical operation, which has a 100% success chance and no chance of pawn death upon failure. The operation requires {{Icon Small|medicine}} 1 [[Medicine]] of any type and will anesthetize the pawn. The IUD lasts indefinitely and can be seen in the pawn's Health tab, but you can later remove it through the &amp;quot;Remove IUD&amp;quot; medical operation, also for {{Icon Small|medicine}} 1 [[Medicine]] of any type. Women may embark with IUDs already implanted. If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
Implanted IUDs also stop pregnancies in the first trimester, an alternative to the Terminate Pregnancy operation.&lt;br /&gt;
&lt;br /&gt;
=== Vasectomy ===&lt;br /&gt;
This is another temporary method of preventing pregnancies. You can stop a male pawn from impregnating others with the &amp;quot;Perform vasectomy&amp;quot; medical operation, which also has a 100% success chance with no chance of pawn death upon failure. The vasectomy lasts indefinitely, with the operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. You can later remove it through the &amp;quot;Reverse vasectomy&amp;quot; medical operation, also for and {{Icon Small|medicine}} 1 [[Medicine]] of any type. Men may embark with the operation already performed.{{Check Tag|Verify}} If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
=== Tubal Ligation ===&lt;br /&gt;
This permanently stops a female pawn from being able to reproduce. &amp;quot;Perform tubal ligation&amp;quot; is a medical operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. The surgery success chance is 100% and there is no chance of pawn death upon failure.&lt;br /&gt;
&lt;br /&gt;
=== Termination ===&lt;br /&gt;
If the pawn has already become pregnant past the first trimester, the only option left is to terminate the pregnancy. This can be achieved through the medical operation &amp;quot;Terminate pregnancy&amp;quot; requiring {{Icon Small|medicine}} 2 [[Medicine]], after which the pawn will no longer be pregnant.&lt;br /&gt;
&lt;br /&gt;
This operation will upset the affected pawn. Depending on the trimester of the pregnancy, a moodlet of {{Bad|-5}} for the first, {{Bad|-10}} for the second, and {{Bad|-20}} for the third will occur, lasting for 10 days.&lt;br /&gt;
&lt;br /&gt;
== Babies ==&lt;br /&gt;
{{Move| destination = Babies | reason = We've [[Topic:X7aza1755qpbr24t|discussed]] moving the Babies and Acquisition sections to a new Babies page since there's a lot of content here and reproduction and Babies are two separate topics | section = 1 }}&lt;br /&gt;
&lt;br /&gt;
The end result of pregnancy is a human '''baby'''. Babies are small, helpless creatures that cannot walk or do anything by themselves. They only have three basic [[needs]]: food, sleep, and play. &lt;br /&gt;
&lt;br /&gt;
Babies can be ages 0-2, with newborn ages tracked in days and quadrums rather than years. Once a baby turns 3, they become a [[Children|child]], and on their [[Children#Age_3|3rd birthday]] you can make special choices for how they will develop further. Under the default [[storyteller|storyteller settings]], pawns under 13 will age 4x faster than normal, so the biological age of the baby is not how many days/quadrums they have actually been alive. [[Growth vat]]s can speed up a baby's growth by 20x that of an adult, or 5x faster than default. Using a growth vat seems to have no ill effects on a baby or its development, at least until it exits the baby stage.{{Check Tag|Not thoroughly tested|No visible effect?}} However, parents gain a {{--|4}} ''My baby is in a growth vat'' [[mood]]let.&lt;br /&gt;
&lt;br /&gt;
If a baby is left on the ground, any colonist (even those incapable of childcare or hauling) can try to bring the baby somewhere safe, like an available crib. Usually a colonist will quickly try to do this automatically. If you draft a colonist while they are carrying a baby, you'll receive a pop-up warning that your colonist is carrying a baby while drafted. If you undraft and redraft the colonist, they will drop the baby.&lt;br /&gt;
&lt;br /&gt;
Babies are born with no traits or skills: these develop during childhood [[Children#Growth_moments|Growth Moments]]. They also have no [[Ideoligion|ideoligion]] {{IdeologyIcon}}. Unless they have temporary health effects from being born sick, they have no health conditions, with every health stat at 100%, except for Moving, which is at 0%.&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
{{See also|Saturation}}&lt;br /&gt;
Babies need less [[nutrition]] to become full, but their hunger rate is adjusted with it to require [[food]] twice a day. Since babies cannot eat anything by themselves, pawns assigned to childcare will help feed them. The feeding process is fairly slow when compared to adult eating.&lt;br /&gt;
&lt;br /&gt;
They can ''only'' be fed in one of following ways:&lt;br /&gt;
* Breastfeeding from any lactating pawn, even those not their mother.&lt;br /&gt;
* Cooking and feeding them [[baby food]], produced at a campfire or stove from vegetable ingredients.&lt;br /&gt;
* Feeding them animal [[milk]] or [[insect jelly]].&lt;br /&gt;
&lt;br /&gt;
Of these, breastfeeding is usually the easiest. Unlike other foods, which feed in bursts only once the food has been consumed, breastfeeding will gradually increase the food bar. This allows the breastfeeding pawn to pause at any point, whilst also not wasting excess food. Usually, a pawn will sit down to breastfeed, continuing until the baby is full or the pawn is out of milk.&lt;br /&gt;
&lt;br /&gt;
You can control what foods the baby can eat and who will try to feed the baby in the baby's &amp;quot;Feeding&amp;quot; tab. By default, the mother will be set to Urgent, with all other pawns set to Childcare. If a pawn is set to childcare, that does not mean they will feed the baby: their childcare labor may be turned off, or they may be incapable of it.&lt;br /&gt;
* &amp;quot;Urgent&amp;quot; means the pawn will feed the baby day or night, even if the pawn is not assigned to childcare or capable of it.&lt;br /&gt;
* &amp;quot;Childcare&amp;quot; means the pawn will feed the baby as childcare work.&lt;br /&gt;
* &amp;quot;Never&amp;quot; means the pawn won't automatically feed the baby.&lt;br /&gt;
You can allow the baby to eat milk, insect jelly, and baby food in this tab, but can't control breastfeeding here. &lt;br /&gt;
&lt;br /&gt;
==== Drugs ====&lt;br /&gt;
Although babies are limited to eating certain foods, you can administer drugs to babies under the Health&amp;gt;&amp;gt;Medical Operations tab. These have an outsized influence because of the pawns' very small body sizes (x0.20 of the size of an adult). This means each administered drug causes a higher severity of reaction, affecting the duration of the high and the likelihood of [[Drugs#Addiction_and_Tolerance|tolerance]] buildup. This indirectly increases the chance of addiction: tolerance built so quickly makes babies much more likely to get addicted to drugs upon further administrations. Babies receive the same mood effects from drugs as adults do: administering a smokeleaf joint to a baby gives them the {{Good|+13}} High on Smokeleaf mood boost. However, the effect of drugs lasts much longer because the drug severity is higher: a one-joint smokeleaf high for a baby lasts a max of 24, rather than 12, hours.&lt;br /&gt;
&lt;br /&gt;
===Sleep===&lt;br /&gt;
{{See also|Rest}}&lt;br /&gt;
Unlike adults, babies don't follow a sleep schedule, instead falling asleep mostly at random. They may be in a sleeping spot, growing steadily more sleepy and upset, while still not falling asleep.&lt;br /&gt;
&lt;br /&gt;
A [[crib]] or [[bed]] should be provided for the baby to sleep in, as it will negate the negative [[mood]] from sleeping on the floor. There are several benefits of cribs over beds: cribs take up only one tile, multiple can be placed in a room without turning it into a barracks, and high-quality cribs can increase the mood of the baby while it rests or sleeps. &lt;br /&gt;
&lt;br /&gt;
Force-feeding, holding, or playing with the baby will wake them up, possibly keeping them unhappy from being tired.&lt;br /&gt;
&lt;br /&gt;
===Play===&lt;br /&gt;
Babies need to be played with, in place of standard Recreation. An adult assigned to child care will play with the baby once the play need is almost empty. There are different activities that will fulfill the baby's play need. A [[toy box]] and [[baby decoration]] increases the quality of play.&lt;br /&gt;
&lt;br /&gt;
===Mood===&lt;br /&gt;
Babies' moods are influenced by their needs for food, sleep, and play. These are affected at the same rates as for adults:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger''' || Ravenously Hungry || Hungry || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Sleep''' || Tired || Drowsy  || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Play''' || Really wants to play || Wants to Play  || Normal || Entertained || Very Entertained&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -10 || -5 || 0 || 5 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Babies share some moodlets with adults but aren't affected by as many thoughts. Babies can gain the {{Bad|-4}} Slept in the Cold moodlet, but aren't affected by temperature while awake. Babies have the same expectations for colony life as other pawns do, influencing their moods at the same rate. They can be influenced by [[Events#Psychic_drone|psychic drones]], [[Events#Psychic_soothes|soothes]], and [[Psycasts|psycasts]] {{RoyaltyIcon}} just as much as other pawns, because they have a psychic sensitivity of 100% by default. However, babies don't consider furniture comfort or quality, except while resting or sleeping in a [[Crib|crib]], with various crib qualities providing higher mood boosts. &lt;br /&gt;
&lt;br /&gt;
Uniquely, babies get a mood bonus when their parents are very happy: &amp;quot;Parent is happy&amp;quot; {{Good|+6}}, or &amp;quot;Parents are happy&amp;quot; {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
Being held or breastfed does not affect the baby or caretaking adult's mood in any direct way. However, babies will temporarily forget any ill mood effects from lack of Sleep while being held, although these needs will still decrease as usual.&lt;br /&gt;
&lt;br /&gt;
A baby's mood affects the moods of all other colonists, much like [[Children#Mood|children's moods]] can. Parents of a baby who is very happy will receive a {{Good|+6}} mood boost for &amp;quot;My child &amp;lt;baby&amp;gt; is happy&amp;quot;. If the baby is about 1/3 of its happiness or less, parents have a {{Bad|-6}} mood penalty, thinking &amp;quot;My child &amp;lt;baby&amp;gt; is unhappy&amp;quot;. Babies also factor into the colonists' thoughts on the overall happiness of the colony's children, which range from a positive {{Good|+2}} &amp;quot;Happy youngsters&amp;quot; mood boost to a {{Bad|-2}} &amp;quot;Sad youngsters&amp;quot;, to worse negative mood penalties, all based on the average of the moods of colonists aged 0-17.&lt;br /&gt;
&lt;br /&gt;
====Giggling and crying====&lt;br /&gt;
Instead of [[mental inspiration|mental inspirations]] or [[mental breaks]], babies will have giggling or crying &amp;quot;fits&amp;quot; which gives a mood boost or penalty to other colonists within a 10 tile{{Check Tag|Verify|Based on dev mode testing. Exact number unverified.}} radius. The ratio between giggling and crying is directly related with the baby's mood.&lt;br /&gt;
&lt;br /&gt;
[[Mood]] boosts from giggling babies go from {{Good|+4}} up to {{Good|+10}}, while crying babies can cause mood maluses from {{Bad|-8}} down to {{Bad|-20}}. Parents are only half as bothered by their baby crying, and twice as happy when their baby is giggling.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.125, 0.25, 1, 2, 4 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crying occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=12, 6, 1, 0.25, 0.125 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling to crying ratio (higher is better)&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.011, 0.042, 1, 8, 32 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Occurance of giggling per time crying&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Babies get the same [[Social|social]] opinion boosts from [[Social#Family_by_Blood|familial relationships]] that other pawns do. They are born aware of their entire family tree, going back to the great-grandparent generation and including dead relatives. In addition, their social relationships are impacted by who feeds them and who hears them crying. They will not know all of your colonists when born, only beginning to remember them after they've interacted a few times (and the colonist will likewise not remember the baby)!&lt;br /&gt;
&lt;br /&gt;
Feeding changes the social opinions between a baby and their caretaker. A baby will gain about {{Good|+16}} social opinion for another pawn each time they are fed, with the &amp;quot;Fed me&amp;quot; opinion, which wears off over time. It is unclear whether breastfeeding provides a similar benefit. An adult who feeds a baby will gain about {{Good|+4}} social opinion for them from this act, and remember the feeding for longer than the baby does. This bonus only stacks up to 5 times, for a maximum of +16 opinion of the baby. Adults who breastfeed a baby gain about {{Good|+7}} opinion for the baby from the interaction. These feeding opinion changes are the same whether the caretaker is the baby's parent or not.&lt;br /&gt;
&lt;br /&gt;
Adults who hear a baby cry or giggle will change their opinions of the baby temporarily. A crying baby will gain the ''Cried'' {{Bad|-12}} opinion penalty, while a giggling baby will gain the ''Giggled'' {{Good|+12}} opinion boost. An adult can remember a baby's crying and giggling at the same time, cancelling each effect out. It is unclear if these modifiers stack.&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
*[[Biotech DLC]] release - Introduced. Humans have a gestation cycle defined without Biotech, but they can not get pregnant.&lt;br /&gt;
*[[Version/1.4.3555|1.4.3555]] - Terminate pregnancy operation increased to 2 medicine (from 1), work slightly reduced.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=119908</id>
		<title>Reproduction</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=119908"/>
		<updated>2022-11-26T17:45:15Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: /* Pregnancy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About|human pregnancy and babies|older children|Children}}&lt;br /&gt;
&lt;br /&gt;
'''Reproduction''' is the means by which [[human]] babies are created. &lt;br /&gt;
&lt;br /&gt;
Note: Due to the continuous nature of the subject matter, this page covers from conception to the age of three. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Move| destination = Babies | reason = We've [[Topic:X7aza1755qpbr24t|discussed]] moving the Babies and Acquisition sections to a new Babies page since there's a lot of content here and reproduction and Babies are two separate topics | section = 1 }}&lt;br /&gt;
Babies can be obtained via several different methods:&lt;br /&gt;
*  Choosing them as a starting colonist via the [[scenario system]].&lt;br /&gt;
*  Natural reproduction, through [[#Pregnancy|pregnancy]].&lt;br /&gt;
*  Assisted reproduction, through [[#Surrogacy|surrogacy]] or [[#Growth vat|growth vats]].&lt;br /&gt;
*  Purchasing them from [[Trade#Slaver|slavers]].{{Check Tag|Can babies be bought?}}&lt;br /&gt;
*  Receiving them from [[quests]] and [[events]]. Babies of any faction can be adopted instantly to the colony, without angering them.&lt;br /&gt;
&lt;br /&gt;
Note that with the exception of the first point, these methods become unavailable if &amp;quot;Disable children&amp;quot; is toggled on in the [[AI_Storytellers#Biotech|storyteller settings]].&lt;br /&gt;
&lt;br /&gt;
== Natural Reproduction ==&lt;br /&gt;
{{Image wanted|section=1|reason=Images of the &amp;quot;Try for pregnancy&amp;quot; etc. icons.}}&lt;br /&gt;
Pawns in [[Social#Romance|romantic relationships]] have a chance to get pregnant when they initiate [[lovin']]. Note that pawns must share a two-person bed, bedroll, or sleeping spot to initate lovin' but do not require one to avoid the &amp;quot;sleeping alone&amp;quot; mood debuff. &lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
The prospective parents' chance of successfully reproducing is primarily controlled by their [[#Fertility|Fertility]] stat. The player has three options to adjust pregnancy rates from Lovin' in any relationship. By opening the social tab, to the right of a Lover, Fiancee, or Spouse, you can see a button that lets you change the couple's approach for having kids.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:Normal.png|32px]]         &lt;br /&gt;
| '''Normal''' (Default) || x1 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:AvoidPregnancy.png|32px]] &lt;br /&gt;
| '''Avoid pregnancy''' || x0.25 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:TryForBaby.png|32px]]     &lt;br /&gt;
| '''Try for baby'''    || x4 pregnancy chance. &lt;br /&gt;
|}&lt;br /&gt;
Therefore, the total chance of pregnancy in one relationship is likely: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Pregnancy chance per relationship''' = '''Mother's fertility''' x '''Father's fertility''' x '''Reproductive Approach''' x '''Times Lovin''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual chance that a pair of pawns will do Lovin' each night varies, but it requires them to share the same bed and sleep at the same time. Their chance of Lovin' varies by age, as seen in [[Social#Lovin.27|this chart]]. The [[Genes#Low_libido|low libido]] and [[Genes#High_libido|high libido]] genes will also alter this. There have been reports that colonist mood and opinions of each other also influence the chance of doing Lovin'.&lt;br /&gt;
&lt;br /&gt;
=== Pregnancy ===&lt;br /&gt;
&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6 day trimesters. The player will receive a notification when the pregnancy starts and when it progresses from one trimester to the next. The pregnant pawn will gain penalties to movement, manipulation, and hunger rate, increasing each trimester as seen in the chart below. Other than limitations due to movement, pregnant pawns have no restrictions on the activities they pursue.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| First trimester ||&lt;br /&gt;
&lt;br /&gt;
* Hunger rate offset: {{++|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| Second trimester ||&lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|10%}}&lt;br /&gt;
* [[Manipulation]]: {{--|5%}}&lt;br /&gt;
* Hunger rate offset: {{++|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| Third trimester || &lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|50%}}&lt;br /&gt;
* [[Manipulation]]: {{--|10%}}&lt;br /&gt;
* Hunger rate offset: {{++|50%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
During the first trimester, a pawn will gain the ''New pregnancy'' moodlet, which can either be positive or negative direction: {{Good|+3}}, or {{Bad|-3}} ''I'm pregnant and not very happy about it.'' The same pawn can feel differently about different pregnancies. Throughout their pregnancy, they will also occasionally gain mood buffs or debuffs due to hormone-induced mood swings.{{Check Tag|Detail needed, and do they appear in 3rd tri?}} Mood swings are visible in the Health tab as a condition affecting the brain. They vary in severity, direction, and duration, appearing as: &amp;quot;Pregnancy Mood (&amp;lt;duration&amp;gt;, &amp;lt;type&amp;gt;)&amp;quot; with the description ''This common side effect of pregnancy represents a rising and falling mood caused by unbalanced hormones.'' Accompanying this, the pawn will get a positive or negative moodlet labeled ''Pregnancy mood &amp;lt;type&amp;gt;''. Mood swings are short-lived, lasting about 8 hours.&lt;br /&gt;
&lt;br /&gt;
'''Types of Mood swings:'''&lt;br /&gt;
* High: ?&lt;br /&gt;
* Down: {{Bad|-8}}&lt;br /&gt;
&lt;br /&gt;
Pregnant pawns may also receive the &amp;quot;morning sickness&amp;quot; condition, which lasts 4 to 8 ingame hours. Along with health effects, they will gain the {{Bad|-3}} mood debuff ''Sick''.&lt;br /&gt;
&lt;br /&gt;
'''Morning sickness:'''&lt;br /&gt;
* [[Consciousness]]: {{Bad|x0.8}}&lt;br /&gt;
* [[Moving]]: {{Bad|x0.9}}&lt;br /&gt;
* [[Manipulation]]: {{Bad|x0.9}}&lt;br /&gt;
* Vomiting {{MTB}}: {{Bad|{{#expr:(24*0.075)}} Hours}}&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
== Assisted reproduction ==&lt;br /&gt;
Science enables new methods for obtaining babies. After Fertility Procedures has been researched, you can extract [[Ovum|ova]] from female pawns and fertilize them to form an [[Embryo|embryo]], for use in surrogate pregnancies or vat-grown babies.&lt;br /&gt;
&lt;br /&gt;
Both methods require extracting an ovum from a [[Reproduction#Fertility|fertile]] female pawn, be they [[colonist]], [[prisoner]], or [[slave]]{{IdeologyIcon}}, through a medical operation in the pawn's Health tab: &amp;quot;Extract ovum for IVF&amp;quot;. The operation requires one of any type of medicine and a doctor, although it is a relatively easy surgery, with a 500% multiplier on success, and 0% chance of death on failure. &lt;br /&gt;
&lt;br /&gt;
The ovum may then fertilized by a fertile male colonist or slave (but not prisoner) to produce an embryo. As long as the male pawn's fertility is above 0% this will be successful{{Check Tag|Verify|Not thoroughly checked}}. The resulting embryo can then be implanted in female pawns (may be prisoner, colonist, or slave) to initiate a pregnancy, placed in a growth vat, or sold.&lt;br /&gt;
&lt;br /&gt;
=== Surrogacy ===&lt;br /&gt;
With the [[Research#Fertillity Procedures|Fertillity Procedures]] research, you can create [[embryo]]s. They can then be implanted into a pawn for a chance for the pawn to become pregnant. The chance of success depends on the surrogate's own Fertility.&lt;br /&gt;
&lt;br /&gt;
Even if they did not supply the ovum, the surrogate will be considered the birth mother. Otherwise, it will act as a regular pregnancy.{{Check Tag|Verify|Not thoroughly checked, quick devmode run to write this section}}. A pawn born this way will consider both their surrogate and genetic mother as the pawn's parents in terms of social opinions.&lt;br /&gt;
&lt;br /&gt;
=== Growth vats ===&lt;br /&gt;
{{See also|Growth vat}}&lt;br /&gt;
[[Growth vat]]s are a complete alternative to pregnancy. They require the [[Research#Growth vats|Growth vat]]s research to make, as well as [[Research#Fertility procedures|Fertility Procedures]], and two pawns with &amp;gt; 0% Fertility to actually create embryos. &lt;br /&gt;
&lt;br /&gt;
Growth vats allow an embryo to be born in 9 days, half the time of a natural pregnancy. Active vats must be given a constant supply of 200 W of [[power]] and 6 [[nutrition]] per day - or around 6.5 [[simple meal]]s per day - to ensure survival of the fetus. If lacking either, then the fetus will undergo biostarvation, increasing by 50% per day. If biostarvation reaches 100%, the fetus will be destroyed.&lt;br /&gt;
&lt;br /&gt;
Growth vat births always have a [[Reproduction#Quality|quality]] of 70%, which affects the chance of the baby being born healthy. However, there are benefits to this method: as it avoids natural birth, the mother won't be weighed down, and there is no risk of them dying.&lt;br /&gt;
&lt;br /&gt;
== Birth ==&lt;br /&gt;
Your first warning for a pawn's upcoming childbirth comes during a pawn's pregnancy: the player will receive one notification when the mother hits the third trimester about &amp;quot;&amp;lt;Colonist&amp;gt;'s baby prep&amp;quot;, which explains all the steps you can take to help the mother give birth successfully. Besides preparing a location and doctor for the birth, this notification reminds you to prepare a food source for the baby and build them a crib. Labor will happen roughly 6 days after, starting with a notification of &amp;quot;&amp;lt;Colonist&amp;gt; in labor!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once labor begins, the birthing procedure can be initiated by clicking on the mother, and selecting the &amp;quot;Begin birth&amp;quot; option. This allows the player to select participants and a Doctor, much like [[Ideology]]'s rituals. The procedure will take place at a bed or sleeping spot, chosen automatically (preferring medical beds) if the mother is not already in bed. All of these choices have an effect on the birth's quality, which affects the chance that the mother and baby will come out of childbirth alive and healthy. You can view the exact factors and their influence in the Quality section below. The expected duration of this operation is variable, but will end once the baby has been born or mother has died.&lt;br /&gt;
&lt;br /&gt;
===Labor===&lt;br /&gt;
The progress of labor can be tracked in the mother's health tab. Labor begins with contractions, different stages of dilation that change randomly over time, with all adding various amounts of pain and restrictions on movement for the mother. Many stages will incapacitate her, so even before the childbirth operation begins, it is important to bring her to a bed. When the childbirth operation has proceeded for a while, you will receive a small notification saying &amp;quot;&amp;lt;mother&amp;gt;'s labor has entered the final stage&amp;quot;, and the labor will progress to the final &amp;quot;pushing&amp;quot; stage. &lt;br /&gt;
&lt;br /&gt;
'''Stages of labor:'''&lt;br /&gt;
* dilation, mild: pain +25%, moving x40%&lt;br /&gt;
* dilation, debilitating: pain +85%&lt;br /&gt;
* pushing: pain +85%&lt;br /&gt;
&lt;br /&gt;
Once the childbirth procedure has begun, any spectating loved ones may socialize with each other, but the doctor and mother will be focused on their tasks. Spectators and the doctors can leave if needed, by selecting a pawn and then pressing the &amp;quot;Leave child birth&amp;quot; option.&lt;br /&gt;
Finally, you can cancel the birth operation by selecting any of the involved pawns and then selecting the &amp;quot;Cancel child birth&amp;quot; option, which allows you to restart childbirth later.&lt;br /&gt;
&lt;br /&gt;
===Quality===&lt;br /&gt;
When starting the child birth procedure, a screen will show you the expected quality of the birth, determined by:&lt;br /&gt;
* Loved one present: the presence of someone that the mother considers a friend or more gives +5% quality, with no stacking for multiple friends or a better friend. By default, the father will be selected to be present. If the doctor performing the operation is a friend, they will count towards this bonus too.&lt;br /&gt;
* Age of the mother: a 22-year-old has a +50% quality, and as the mother grows older, this drops.&lt;br /&gt;
* Doctor's medical skill: can range from 0-20% or more. Skill level 1 gives 1.3%, 3 gives +3.8%, 7 gives +8.8%, and 16 gives +20% quality.&lt;br /&gt;
* Indoors: if inside, the quality gains +5%.&lt;br /&gt;
* Room cleanliness: cleanliness can range from 0-0.6, giving 0-10% in quality bonuses.&lt;br /&gt;
* Bed health effects: contributes up to 5%, with things like bed quality, a medical bed, and (perhaps vitals monitor or other furniture?) influencing this stat. A bed rating of 5 guarantees a quality bonus of +5%.&lt;br /&gt;
&lt;br /&gt;
Therefore, the most important factors in a safe birth are the mother's age and the doctor's skill level.&lt;br /&gt;
&lt;br /&gt;
Birth quality is likely determined at the moment of the baby's birth; allowing the doctor or loved ones to leave, or having the room grow dirty, has an effect on birth quality.&lt;br /&gt;
&lt;br /&gt;
=== Outcomes ===&lt;br /&gt;
{{Stub|section=1|reason=Exact math on the chance mechanics}}&lt;br /&gt;
Depending on the quality, the baby can be born healthy or sickly, or they may die during birth. At lower qualities, there is also a chance that the mother can die during childbirth.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Expected Quality''' || 76 || 84 || 95&lt;br /&gt;
|-&lt;br /&gt;
| '''Mother dies''' || 0.98% || 0.45% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Still''' || 3.3% || 3% || 2.6%&lt;br /&gt;
|-&lt;br /&gt;
| '''Sick''' || 7.4% || 7.5% || 7.5%&lt;br /&gt;
|-&lt;br /&gt;
| '''Healthy''' || 89% || 90% || 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You will receive a notification when the birth is complete, and the baby will appear on an adjacent tile. If the baby was born alive, a pawn with the Childcare work enabled can be instructed to either move the baby to a safe space, or to deliver it to the mother for breastfeeding. The baby will be born hungry, with a mood penalty of {{Bad|-6}}.&lt;br /&gt;
&lt;br /&gt;
If your baby was healthy, the notification is &amp;quot;Healthy child birth&amp;quot;, and it gives you 24 hours to choose a name for the baby. This is the only time where you can completely customize the baby's first and last names, and you additionally can add an optional nickname. The game will suggest the mother and father's last names on this screen, and provide random suggestions for the other names. Until then, the baby's name is temporary, and called &amp;quot;Baby &amp;lt;Mother's last name&amp;gt;&amp;quot;. The baby will also receive the Childhood title &amp;quot;Newborn&amp;quot;, and belong to the mother's faction. The baby's parents will receive a 15-day mood boost that &amp;quot;&amp;lt;Baby&amp;gt; was born healthy&amp;quot; {{Good|+8}}.&lt;br /&gt;
&lt;br /&gt;
If the baby is born sick, they are affected by a form of [[infant illness]], which can start at a variable intensity. If left untreated before 10 days is up, the baby dies, but if it lives through 10 days after birth, the illness will no longer affect the baby. You will also get the chance to name your baby.&lt;br /&gt;
&lt;br /&gt;
If the mother survived childbirth, she will remain in bed, incapacitated by exhaustion (Postpartum exhaustion) for 16 hours. She'll no longer feel any pain from childbirth, but won't be able to move. However, if another pawn delivers her baby to her, she can begin breastfeeding. &lt;br /&gt;
&lt;br /&gt;
== Lactation ==&lt;br /&gt;
&lt;br /&gt;
Lactation is the mechanic that allows pawns to breastfeed babies. Lactation gives pawns a milk fullness stat, and when milk fullness is above 0%, a pawn can breastfeed any baby, even if it is not their own child. There are other consequences to lactation, however: lactating pawns require more nutrition per day, and they have a reduced chance of pregnancy. Prior to update 1.4, lactating pawns could not become pregnant, regardless of their [[Reproduction#Fertility|fertility]] and reproductive strategy, but after update 1.4, lactation places a 5% multiplier on a pawn's fertility, giving them a very small chance of becoming pregnant. Lactation lasts indefinitely, only stopping after 10 days of not breastfeeding a child. There is no visible timer on this, but after the 10 days are up, you'll receive a pop-up saying &amp;quot;&amp;lt;Colonist&amp;gt; is no longer lactating due to not breastfeeding for ten days&amp;quot;. You can view a pawn's other lactation details in their Health panel. &lt;br /&gt;
&lt;br /&gt;
Upon a successful childbirth, a mother will begin lactating, with milk fullness starting at 100%. Milk fullness regenerates at varying rates depending on the mother's hunger level. Lactating pawns require more nutrition per day in order to produce milk: the mother's Food Consumption stat rises from 1.6 to 2.1 nutrition per day, a gain of +0.5 (a simple meal has 0.9 nutrition). However, the nutrition required for them to make milk depends on their milk regeneration level, which decreases in stages following their hunger level. As a pawn gets more hungry, they won't produce as much milk, and won't require as much extra nutrition. Additionally, a lactating pawn with milk fullness of 100% won't require any extra nutrition since they're not currently regenerating milk. You can view the pawn's current nutritional needs by checking the details of their &amp;quot;Lactating&amp;quot; condition in the pawn's Health tab. Lactating does not affect any other pawn stats or conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger Level''' || Ravenously Hungry || Hungry || Full&lt;br /&gt;
|-&lt;br /&gt;
| '''Milk Regeneration''' || 25% || ? || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Extra Nutrition Per Day''' || 0.13 || ? || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Heredity ==&lt;br /&gt;
{{See also|Genes}}&lt;br /&gt;
When an [[embryo]] is conceived, it will inherit some of the [[genes]] of both parents. During a mother's pregnancy, you can view her child's genes by going to her Health tab and selecting the information button for her pregnancy. The genetics section will list all genes that her child has inherited. &lt;br /&gt;
&lt;br /&gt;
Genes which can be passed down come from the [[germline]] DNA, and are called endogenes. Pawns may modify themselves with [[Xenogene|xenogenes]], but as it's not part of a pawn's germline DNA, it cannot be passed down. If an endogene is only present in one parent, it has a small chance to be passed down.{{Check Tag|What's the chance?|What is the algorithm for calculating gene inheritance?}} However if an endogene is present in both parents, it will always be passed down.&lt;br /&gt;
&lt;br /&gt;
Generally, all pawns will have at least one hair color and skin color endogene. Offspring will always pick one hair color and skin color endogene from their parents. If no hair/skin color endogene can be found in either parent, such as if they were two [[highmates]], a random hair/skin color endogene will be picked from the natural list of hair/skin colors instead.&lt;br /&gt;
&lt;br /&gt;
If a pawn has multiple [[Genes#Cosmetic|cosmetic genes]] within a category, like body type, one random gene will override the others. This will be the gene represented on the pawn. For non-cosmetic genes within a category there is a fixed priority for overrides, usually favored towards the negative variations. For example, an awful [[shooting]] aptitude will override all other shooting aptitudes. Xenogenes will always take priority over endogenes. Thus, even though the Slow runner endogene overrides their Fast runner endogene, the Fast runner xenogene will override the Slow runner endogene. Note that overridden endogenes can still be passed down as normal.&lt;br /&gt;
&lt;br /&gt;
If a child is born from an incestuous relationship, there's a risk of them becoming [[Genes#Miscellaneous|inbred]]; up to 80% for direct relatives. {{Check Tag|Which relations?|What counts as direct? Effect of other relations}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! '''Inbred'''&lt;br /&gt;
[[File:Gene_Inbred.png|64px]]         &lt;br /&gt;
|&lt;br /&gt;
* Complexity: {{Bad|+1}}&lt;br /&gt;
* Metabolic efficiency: {{Bad|-2}}&lt;br /&gt;
* Forced Trait: [[Slow learner]]&lt;br /&gt;
* [[#Fertility|Fertility]]: {{Bad|x50%}}&lt;br /&gt;
* [[Immunity gain speed]]: {{Bad|x85%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fertility ==&lt;br /&gt;
Fertility is the main pawn stat affecting pregnancy chances, acting as a percentage multiplier on the chance of getting pregnant naturally or through an ovum implantation. Natural pregnancy chance is equally dependent on the fertility of both partners. Additionally, fertility must be above 0% to extract a pawn's ovum or to fertilize the [[Ovum|ovum]] into an [[Embryo|embryo]].&lt;br /&gt;
&lt;br /&gt;
This stat is affected by a variety of factors, such as age, [[Genes|genes]], and [[#Contraceptives|contraceptives]]. Age is the baseline for fertility, changing slowly for each colonist over time, and at a different rate by pawn gender. Genes provide an additional multiplier on fertility. Contraceptives instantly bring fertility to 0%, overriding other fertility factors.&lt;br /&gt;
&lt;br /&gt;
For baseline humans without fertility-modifying genes, both men and women start becoming fertile after age 14; but regardless of fertility, pawns can't participate in reproduction until they are 16. Fertility increases differently by gender. Women's fertility increases until age 20, but starts dropping at age 28 until it reaches 0% at age 50. Men's fertility increases until age 18, but starts dropping at age 50 until it's 0% at age 90. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Female Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 20, 28, 35, 40, 45, 50, 120&lt;br /&gt;
|y=0, 0, 100, 100, 50, 10, 2, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Male Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 18, 50, 90, 120&lt;br /&gt;
|y=0, 0, 100, 100, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Genes affect fertility in direct and indirect ways. There are two direct effects: the [[Genes#Fertile|Fertile]] gene doubles fertility and the [[Genes#Sterile|Sterile]] gene completely nullifies it. &lt;br /&gt;
&lt;br /&gt;
Some genes provide an indirect effect on fertility through their effect on age. Aging-related genes like [[Genes#Non-senescent|Non-senescent]] cannot mitigate the effects of age on fertility, but the [[Genes#Ageless|Ageless]] gene can keep a pawn's fertility stable by freezing the pawn's biological age. Additionally, other aging-related technologies can affect a pawn's fertility: [[Biosculpter_pod#Age_reversal|Age Reversal]] in a [[Biosculpter_pod|Biosculpter pod]] {{IdeologyIcon}} has a fully restorative effect on fertility, even allowing a completely infertile pawn to become fertile again once they pass back into the age range of fertility for their gender.&lt;br /&gt;
&lt;br /&gt;
== Contraceptives ==&lt;br /&gt;
There are many ways to manually change the likelihood of natural pregnancy. The simplest way in the game to prevent pregnancy is to not give pawns a [[double bed]] to themselves. However, it deprives them of the [[mood]] bonuses of Lovin' in the first place. You can instead change a couple's Reproductive Approach in the Social tab to the &amp;quot;Avoid pregnancy&amp;quot; option, which reduces their pregnancy rate by -75% but still allows them to make Lovin' at the same rate. Additionally, a guaranteed method of avoiding pregnancy is by continuing a pawn's [[Reproduction#Lactation|lactation]]. If a pawn is lactating (from having given birth before), then it is impossible for them to have a child under any circumstances. &lt;br /&gt;
&lt;br /&gt;
A more stable solution to controlling pregnancy can be pursued through research and medicine, by applying contraceptives to pawns of either gender who are engaging in Lovin'. The [[Research#Fertility Procedures|Fertility Procedures]] research gives access to multiple operations, temporary or permanent, to prevent and stop pregnancies. These surgeries can be applied to any pawn age 16 and up, and can be performed even if the pawn is already infertile.&lt;br /&gt;
&lt;br /&gt;
=== IUD ===&lt;br /&gt;
This is a temporary method of preventing pregnancies. You can stop a female pawn from becoming pregnant with the &amp;quot;Implant IUD&amp;quot; medical operation, which has a 100% success chance and no chance of pawn death upon failure. The operation requires {{Icon Small|medicine}} 1 [[Medicine]] of any type and will anesthetize the pawn. The IUD lasts indefinitely and can be seen in the pawn's Health tab, but you can later remove it through the &amp;quot;Remove IUD&amp;quot; medical operation, also for {{Icon Small|medicine}} 1 [[Medicine]] of any type. Women may embark with IUDs already implanted. If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
Implanted IUDs also stop pregnancies in the first trimester, an alternative to the Terminate Pregnancy operation.&lt;br /&gt;
&lt;br /&gt;
=== Vasectomy ===&lt;br /&gt;
This is another temporary method of preventing pregnancies. You can stop a male pawn from impregnating others with the &amp;quot;Perform vasectomy&amp;quot; medical operation, which also has a 100% success chance with no chance of pawn death upon failure. The vasectomy lasts indefinitely, with the operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. You can later remove it through the &amp;quot;Reverse vasectomy&amp;quot; medical operation, also for and {{Icon Small|medicine}} 1 [[Medicine]] of any type. Men may embark with the operation already performed.{{Check Tag|Verify}} If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
=== Tubal Ligation ===&lt;br /&gt;
This permanently stops a female pawn from being able to reproduce. &amp;quot;Perform tubal ligation&amp;quot; is a medical operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. The surgery success chance is 100% and there is no chance of pawn death upon failure.&lt;br /&gt;
&lt;br /&gt;
=== Termination ===&lt;br /&gt;
If the pawn has already become pregnant past the first trimester, the only option left is to terminate the pregnancy. This can be achieved through the medical operation &amp;quot;Terminate pregnancy&amp;quot; requiring {{Icon Small|medicine}} 2 [[Medicine]], after which the pawn will no longer be pregnant.&lt;br /&gt;
&lt;br /&gt;
This operation will upset the affected pawn. Depending on the trimester of the pregnancy, a moodlet of {{Bad|-5}} for the first, {{Bad|-10}} for the second, and {{Bad|-20}} for the third will occur, lasting for 10 days.&lt;br /&gt;
&lt;br /&gt;
== Babies ==&lt;br /&gt;
{{Move| destination = Babies | reason = We've [[Topic:X7aza1755qpbr24t|discussed]] moving the Babies and Acquisition sections to a new Babies page since there's a lot of content here and reproduction and Babies are two separate topics | section = 1 }}&lt;br /&gt;
&lt;br /&gt;
The end result of pregnancy is a human '''baby'''. Babies are small, helpless creatures that cannot walk or do anything by themselves. They only have three basic [[needs]]: food, sleep, and play. &lt;br /&gt;
&lt;br /&gt;
Babies can be ages 0-2, with newborn ages tracked in days and quadrums rather than years. Once a baby turns 3, they become a [[Children|child]], and on their [[Children#Age_3|3rd birthday]] you can make special choices for how they will develop further. Under the default [[storyteller|storyteller settings]], pawns under 13 will age 4x faster than normal, so the biological age of the baby is not how many days/quadrums they have actually been alive. [[Growth vat]]s can speed up a baby's growth by 20x that of an adult, or 5x faster than default. Using a growth vat seems to have no ill effects on a baby or its development, at least until it exits the baby stage.{{Check Tag|Not thoroughly tested|No visible effect?}} However, parents gain a {{--|4}} ''My baby is in a growth vat'' [[mood]]let.&lt;br /&gt;
&lt;br /&gt;
If a baby is left on the ground, any colonist (even those incapable of childcare or hauling) can try to bring the baby somewhere safe, like an available crib. Usually a colonist will quickly try to do this automatically. If you draft a colonist while they are carrying a baby, you'll receive a pop-up warning that your colonist is carrying a baby while drafted. If you undraft and redraft the colonist, they will drop the baby.&lt;br /&gt;
&lt;br /&gt;
Babies are born with no traits or skills: these develop during childhood [[Children#Growth_moments|Growth Moments]]. They also have no [[Ideoligion|ideoligion]] {{IdeologyIcon}}. Unless they have temporary health effects from being born sick, they have no health conditions, with every health stat at 100%, except for Moving, which is at 0%.&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
{{See also|Saturation}}&lt;br /&gt;
Babies need less [[nutrition]] to become full, but their hunger rate is adjusted with it to require [[food]] twice a day. Since babies cannot eat anything by themselves, pawns assigned to childcare will help feed them. The feeding process is fairly slow when compared to adult eating.&lt;br /&gt;
&lt;br /&gt;
They can ''only'' be fed in one of following ways:&lt;br /&gt;
* Breastfeeding from any lactating pawn, even those not their mother.&lt;br /&gt;
* Cooking and feeding them [[baby food]], produced at a campfire or stove from vegetable ingredients.&lt;br /&gt;
* Feeding them animal [[milk]] or [[insect jelly]].&lt;br /&gt;
&lt;br /&gt;
Of these, breastfeeding is usually the easiest. Unlike other foods, which feed in bursts only once the food has been consumed, breastfeeding will gradually increase the food bar. This allows the breastfeeding pawn to pause at any point, whilst also not wasting excess food. Usually, a pawn will sit down to breastfeed, continuing until the baby is full or the pawn is out of milk.&lt;br /&gt;
&lt;br /&gt;
You can control what foods the baby can eat and who will try to feed the baby in the baby's &amp;quot;Feeding&amp;quot; tab. By default, the mother will be set to Urgent, with all other pawns set to Childcare. If a pawn is set to childcare, that does not mean they will feed the baby: their childcare labor may be turned off, or they may be incapable of it.&lt;br /&gt;
* &amp;quot;Urgent&amp;quot; means the pawn will feed the baby day or night, even if the pawn is not assigned to childcare or capable of it.&lt;br /&gt;
* &amp;quot;Childcare&amp;quot; means the pawn will feed the baby as childcare work.&lt;br /&gt;
* &amp;quot;Never&amp;quot; means the pawn won't automatically feed the baby.&lt;br /&gt;
You can allow the baby to eat milk, insect jelly, and baby food in this tab, but can't control breastfeeding here. &lt;br /&gt;
&lt;br /&gt;
==== Drugs ====&lt;br /&gt;
Although babies are limited to eating certain foods, you can administer drugs to babies under the Health&amp;gt;&amp;gt;Medical Operations tab. These have an outsized influence because of the pawns' very small body sizes (x0.20 of the size of an adult). This means each administered drug causes a higher severity of reaction, affecting the duration of the high and the likelihood of [[Drugs#Addiction_and_Tolerance|tolerance]] buildup. This indirectly increases the chance of addiction: tolerance built so quickly makes babies much more likely to get addicted to drugs upon further administrations. Babies receive the same mood effects from drugs as adults do: administering a smokeleaf joint to a baby gives them the {{Good|+13}} High on Smokeleaf mood boost. However, the effect of drugs lasts much longer because the drug severity is higher: a one-joint smokeleaf high for a baby lasts a max of 24, rather than 12, hours.&lt;br /&gt;
&lt;br /&gt;
===Sleep===&lt;br /&gt;
{{See also|Rest}}&lt;br /&gt;
Unlike adults, babies don't follow a sleep schedule, instead falling asleep mostly at random. They may be in a sleeping spot, growing steadily more sleepy and upset, while still not falling asleep.&lt;br /&gt;
&lt;br /&gt;
A [[crib]] or [[bed]] should be provided for the baby to sleep in, as it will negate the negative [[mood]] from sleeping on the floor. There are several benefits of cribs over beds: cribs take up only one tile, multiple can be placed in a room without turning it into a barracks, and high-quality cribs can increase the mood of the baby while it rests or sleeps. &lt;br /&gt;
&lt;br /&gt;
Force-feeding, holding, or playing with the baby will wake them up, possibly keeping them unhappy from being tired.&lt;br /&gt;
&lt;br /&gt;
===Play===&lt;br /&gt;
Babies need to be played with, in place of standard Recreation. An adult assigned to child care will play with the baby once the play need is almost empty. There are different activities that will fulfill the baby's play need. A [[toy box]] and [[baby decoration]] increases the quality of play.&lt;br /&gt;
&lt;br /&gt;
===Mood===&lt;br /&gt;
Babies' moods are influenced by their needs for food, sleep, and play. These are affected at the same rates as for adults:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger''' || Ravenously Hungry || Hungry || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Sleep''' || Tired || Drowsy  || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Play''' || Really wants to play || Wants to Play  || Normal || Entertained || Very Entertained&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -10 || -5 || 0 || 5 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Babies share some moodlets with adults but aren't affected by as many thoughts. Babies can gain the {{Bad|-4}} Slept in the Cold moodlet, but aren't affected by temperature while awake. Babies have the same expectations for colony life as other pawns do, influencing their moods at the same rate. They can be influenced by [[Events#Psychic_drone|psychic drones]], [[Events#Psychic_soothes|soothes]], and [[Psycasts|psycasts]] {{RoyaltyIcon}} just as much as other pawns, because they have a psychic sensitivity of 100% by default. However, babies don't consider furniture comfort or quality, except while resting or sleeping in a [[Crib|crib]], with various crib qualities providing higher mood boosts. &lt;br /&gt;
&lt;br /&gt;
Uniquely, babies get a mood bonus when their parents are very happy: &amp;quot;Parent is happy&amp;quot; {{Good|+6}}, or &amp;quot;Parents are happy&amp;quot; {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
Being held or breastfed does not affect the baby or caretaking adult's mood in any direct way. However, babies will temporarily forget any ill mood effects from lack of Sleep while being held, although these needs will still decrease as usual.&lt;br /&gt;
&lt;br /&gt;
A baby's mood affects the moods of all other colonists, much like [[Children#Mood|children's moods]] can. Parents of a baby who is very happy will receive a {{Good|+6}} mood boost for &amp;quot;My child &amp;lt;baby&amp;gt; is happy&amp;quot;. If the baby is about 1/3 of its happiness or less, parents have a {{Bad|-6}} mood penalty, thinking &amp;quot;My child &amp;lt;baby&amp;gt; is unhappy&amp;quot;. Babies also factor into the colonists' thoughts on the overall happiness of the colony's children, which range from a positive {{Good|+2}} &amp;quot;Happy youngsters&amp;quot; mood boost to a {{Bad|-2}} &amp;quot;Sad youngsters&amp;quot;, to worse negative mood penalties, all based on the average of the moods of colonists aged 0-17.&lt;br /&gt;
&lt;br /&gt;
====Giggling and crying====&lt;br /&gt;
Instead of [[mental inspiration|mental inspirations]] or [[mental breaks]], babies will have giggling or crying &amp;quot;fits&amp;quot; which gives a mood boost or penalty to other colonists within a 10 tile{{Check Tag|Verify|Based on dev mode testing. Exact number unverified.}} radius. The ratio between giggling and crying is directly related with the baby's mood.&lt;br /&gt;
&lt;br /&gt;
[[Mood]] boosts from giggling babies go from {{Good|+4}} up to {{Good|+10}}, while crying babies can cause mood maluses from {{Bad|-8}} down to {{Bad|-20}}. Parents are only half as bothered by their baby crying, and twice as happy when their baby is giggling.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.125, 0.25, 1, 2, 4 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crying occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=12, 6, 1, 0.25, 0.125 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling to crying ratio (higher is better)&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.011, 0.042, 1, 8, 32 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Occurance of giggling per time crying&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Babies get the same [[Social|social]] opinion boosts from [[Social#Family_by_Blood|familial relationships]] that other pawns do. They are born aware of their entire family tree, going back to the great-grandparent generation and including dead relatives. In addition, their social relationships are impacted by who feeds them and who hears them crying. They will not know all of your colonists when born, only beginning to remember them after they've interacted a few times (and the colonist will likewise not remember the baby)!&lt;br /&gt;
&lt;br /&gt;
Feeding changes the social opinions between a baby and their caretaker. A baby will gain about {{Good|+16}} social opinion for another pawn each time they are fed, with the &amp;quot;Fed me&amp;quot; opinion, which wears off over time. It is unclear whether breastfeeding provides a similar benefit. An adult who feeds a baby will gain about {{Good|+4}} social opinion for them from this act, and remember the feeding for longer than the baby does. This bonus only stacks up to 5 times, for a maximum of +16 opinion of the baby. Adults who breastfeed a baby gain about {{Good|+7}} opinion for the baby from the interaction. These feeding opinion changes are the same whether the caretaker is the baby's parent or not.&lt;br /&gt;
&lt;br /&gt;
Adults who hear a baby cry or giggle will change their opinions of the baby temporarily. A crying baby will gain the ''Cried'' {{Bad|-12}} opinion penalty, while a giggling baby will gain the ''Giggled'' {{Good|+12}} opinion boost. An adult can remember a baby's crying and giggling at the same time, cancelling each effect out. It is unclear if these modifiers stack.&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
*[[Biotech DLC]] release - Introduced. Humans have a gestation cycle defined without Biotech, but they can not get pregnant.&lt;br /&gt;
*[[Version/1.4.3555|1.4.3555]] - Terminate pregnancy operation increased to 2 medicine (from 1), work slightly reduced.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Children&amp;diff=119880</id>
		<title>Children</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Children&amp;diff=119880"/>
		<updated>2022-11-26T05:09:22Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: /* Learning Tasks */ added opinion boost&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=Moodlets for happy child/parent. List of child clothing. Analysis of child rearing. Details on Ideology precepts &amp;amp; noncombatant mechanic}}&lt;br /&gt;
{{About|children of age 3 and up|pregnancy and babies|Reproduction}} &lt;br /&gt;
'''Children''' are added by the [[Biotech (DLC)| Biotech DLC]]. They are smaller, slower, and less capable of work when compared to adult pawns, but gain skills as they age.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{See also|Reproduction}}&lt;br /&gt;
* Having a [[baby]] age up to 3 or beyond.&lt;br /&gt;
* Purchasing them from [[Trade#Slaver|slavers]].&lt;br /&gt;
* Most [[quest]]s and [[event]]s where an adult colonist would join.&lt;br /&gt;
&lt;br /&gt;
Note that [[raid]]s will not have children, unless you enable it in the [[AI_Storytellers#Child raiders|storyteller settings]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Children are humans from 3 to 13 years old. Younger pawns are [[babies]]. Older pawns, from 13 to 17, are teenagers - considered adult for most purposes. Children age 400% as fast as adults. A teen's aging will linearly slow from the child rate, until they become full adults at 18, where they'll age like adults. Their aging can be altered by using a [[growth vat]] or by changing the [[AI_Storytellers#Child aging rate|storyteller settings]]. These are in biological years; a child will biologically age faster than their chronological (&amp;quot;actual&amp;quot;) age, for instance.&lt;br /&gt;
&lt;br /&gt;
Children have important growth moments at ages 7, 10, and 13. These give the pawn access to new work types, as well as the choice of [[trait]]s and passions. Giving a child access to Learning increases the possible choices. See [[#Development]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Capabilities===&lt;br /&gt;
Children as young as 3 can wield [[weapon]]s, but are limited to child-sized clothing like the [[kid pants]] and [[kid parka]], and can only do certain types of work. They receive penalties to [[Global Work Speed]], [[Move Speed]], and more, scaling with age. Due to their body size, they can store less [[nutrition]] and receive stronger effects from [[drug]]s. Children are also vulnerable to the ''Fleeing Fire'' [[mental break]] when seeing [[fire]]. Instead of Recreation, children have [[#Learning|Learning]], which gives them more options for each growth moment.&lt;br /&gt;
&lt;br /&gt;
Teenagers wear adult clothing, have access to all work, lose their Learning need, and won't flee fire without [[Genes#Pyrophobia|Pyrophobia]]. However, they can only reproduce once they reach 16. And, teens retain a small penalty to work speed and body size until they reach 18, where they become full adults and all penalties are removed.&lt;br /&gt;
&lt;br /&gt;
See [[#Stats|Stats]] for a full breakdown of stat penalties.&lt;br /&gt;
&lt;br /&gt;
===Noncombatants===&lt;br /&gt;
Luckily, children (until 13) do not always have to participate in combat. Children who are unarmed and have not been [[draft]]ed in 24 hours are very low priority targets for enemies.{{Check Tag|Verify mechanic|Exact mechanic unknown?}} Adult colonists will virtually always be targeted over a noncombatant. If children aren't in the line of sight of enemy fighters, they won't be hunted down during an attack. However, they are still vulnerable to stray shots. Meanwhile, opponentless attackers and hungry predators will still target your children when nearby.&lt;br /&gt;
&lt;br /&gt;
===Mood===&lt;br /&gt;
Children receive a [[mood]]let for simply being young: at age 3, {{+|16}} '''Childlike joy''', at age 6, {{+|12}} '''Childlike wonder''', age 8, {{+|8}} '''Childlike enthusiasm''', and at age 10, {{+|4}} '''Childlike confidence''', finally lost at age 13. Children are happy when their parents are happy ({{+|6}} for each parent), and parents are happy when their children are (also {{+|6}} for each child). Other than that, most regular moodlets apply to them. &lt;br /&gt;
&lt;br /&gt;
Adult colonists receive a {{+|2}}{{Check Tag|??|Possibly scales with mood itself}} ''Happy youngsters'' for having children with high mood in the colony. Most receive a {{--|6}} moodlet for killing an innocent child.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
=== Learning ===&lt;br /&gt;
Children have a '''Learning''' need, which replaces Recreation. Children scheduled to do [[Schedule#Anything|Anything]] or [[Schedule#Recreation|Recreation]] will satisfy their Learning need. Not only does a fulfilled Learning give mood buffs, analogous to Recreation at the same level, but it can also increase their growth score.&lt;br /&gt;
&lt;br /&gt;
===Learning Tasks===&lt;br /&gt;
At any one point, Learning will consist of 1 or 2 of the following tasks, which may not always be possible:&lt;br /&gt;
&lt;br /&gt;
*'''Floor drawing''': Children draw pictures on the floor in various places. This does not require any additional supplies and can occur on anywhere within or near home area. The drawings can be cleaned up the same way as any other dirt.&lt;br /&gt;
*'''Lessons''': The child(ren) sit together at a [[school desk]]. If an adult is present, they will instruct the children in a random, currently usable skill (e.g., when age 4 this can be Shooting, Melee, or Social), increasing the child's respective skill level. The speed at which the child learns can be increased by up to 60% by adding up to 3 [[Blackboard|blackboards]] near the school desks at which the lesson takes place. It also trains the adult's Social skill. Teaching lessons improves the child's opinion of the adult, for {{+|8}} ''Taught me a skill''. The adult will additionally raise their opinion of the child: {{+|4}} ''Listened to my lesson''.&lt;br /&gt;
*'''Nature running''': Children run around outside, similar to the adult &amp;quot;Going for a walk&amp;quot; activity. Care must be taken as nearby predator hunt or potential raid can occur near them, as they tend to run outside the safe zone near the edge.&lt;br /&gt;
*'''Radio talking''': Chat with people over the radio, which requires a powered [[comms console]]. This can interfere with the usage if required to contact another faction or a nearby Trader Ship orbiting above the colony.&lt;br /&gt;
*'''Sky dreaming''': Children lay on the ground and watch the sky, much like adults that are cloud watching.&lt;br /&gt;
*'''Work watching''': Children that are work watching will follow an adult, who does standard work. If the children is at a suitable age for the skill the adult is doing work on (i.e: Treating injury with medicine or attempting to recruit/convert prisoners), said skill will slowly be gained.&lt;br /&gt;
&lt;br /&gt;
===Growth score===&lt;br /&gt;
Each day, children will raise their growth score (shown at the bottom of the screen when a child is selected) proportionate to their Learning need. The growth score can pass through 8 tiers of learning, and each will grant more rewards during a child's growth moment. Tiers give you more flexibility in choosing a child's next trait and gives more passions. Once a growth moment has passed, the child's growth tiers will reset to 0, and you'll need to keep them learning to gain more rewards.&lt;br /&gt;
&lt;br /&gt;
A child with constantly fully-satisfied Learning need would achieve a hypothetical maximum of 180 growth points, but 162 is the highest value displayed. Changing the child aging rate in storyteller settings adjusts the growth point gain proportionately. Therefore, average Learning need can roughly predict the final growth tier of a child, assuming the child completes the entire growth stage within the colony.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Growth Tiers and Rewards&lt;br /&gt;
|-&lt;br /&gt;
| Tier || Points || Traits || Passion || Min Av Learning&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1 from 1 options || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 30 || 1 from 2 options || - || 17%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 55 || 1 from 3 options || - || 31%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 80 || 1 from 4 options || - || 44%&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 100 || 1 from 4 options || 1 from 1 options || 56%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 120 || 1 from 4 options || 1 from 2 options || 67%&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 135 || 1 from 4 options || 1 from 3 options || 75%&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 150 || 1 from 4 options || 2 from 4 options || 83%&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 162 || 1 from 6 options || 3 from 6 options || 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Growth moments ==&lt;br /&gt;
[[Babies]] become children at 3, and children experience growth moments at 7, 10, and 13, allowing them to gain traits and passions. When a child hits the biological age for a growth moment, a notification will pop up that lets you pick new traits and passions. The selection is randomized, and increased by the growth tier. You can choose their traits/passions within 48 hours of the birthday, and view their bio/health from the selection screen.&lt;br /&gt;
&lt;br /&gt;
During a growth moment, your child may randomly receive a new nickname, such as John Doe gaining the nickname '''Johnny''' (becoming John 'Johnny' Doe). Like other colonists, you can always change their nickname from their bio. &lt;br /&gt;
&lt;br /&gt;
==== Age 3 ====&lt;br /&gt;
At 3, your [[Babies|baby]] transitions to childhood and additionally undergoes a growth moment. Now that your pawn is a child, they can walk and talk, wear clothes, and do basic activities. Their Play need is also replaced with a new Learning need.&lt;br /&gt;
&lt;br /&gt;
On their birthday, you will receive two notifications. The first is about their transition to childhood: &amp;quot;&amp;lt;Pawn&amp;gt; became a child&amp;quot;, giving you 12 hours to decide whether to keep a child of your colonists as a colonist or enslave them. You'll also receive a notification about their growth moment: &amp;quot;Growth moment for &amp;lt;Pawn&amp;gt;&amp;quot;, which may include a new nickname for your child that you'll have 48 hours to change. Both of these decisions can be postponed until their deadlines.&lt;br /&gt;
&lt;br /&gt;
 '' Baby '''&amp;lt;BABY NAME&amp;gt;''' has grown up and become a child! (S)He is now old enough to do the following work: &amp;lt;LIMITED WORK&amp;gt; Children do various type of work. As they get older, they become able to do more work types. They also do various child-specific recreational activities. Children need to wear specific child-size apparel. ''&lt;br /&gt;
&lt;br /&gt;
With [[Ideology]]{{IdeologyIcon}}, the child will now follow one of the [[Ideoligion|ideoligions]] your colonists currently believe in. This seems to be chosen at random, and does not have to be the ideoligion of their relatives or friends.&lt;br /&gt;
&lt;br /&gt;
 '' '''&amp;lt;BABY NAME&amp;gt;''' has decided to become a follower of the ideoligion '''&amp;lt;MAJOR COLONY IDEOLIGION&amp;gt;'''. By tradition '''&amp;lt;BABY NAME&amp;gt;''', born to '''&amp;lt;MOTHER NAME&amp;gt;''' of '''&amp;lt;COLONY&amp;gt;''' (and) '''&amp;lt;FATHER NAME&amp;gt;''' of '''&amp;lt;COLONY&amp;gt;''' / unknown parents, is a colonist/tribesman, but exceptions can be made... Should '''&amp;lt;BABY NAME&amp;gt;''' remain a colonist/tribesman? ''&lt;br /&gt;
&lt;br /&gt;
Children and their caretakers maintain any [[Social|social]] opinion modifiers that [[Reproduction#Social|arose]] during infancy, but these wear off over time. They immediately become aware of any pawns on the map that they hadn't met while babies, and gain the normal opinion modifiers for every pawn, like those based on [[Beauty|beauty]], [[Traits|traits]], and [[Ideoligion|ideoligion]].&lt;br /&gt;
&lt;br /&gt;
3-year-olds gain the Childhood background '''Child''': ''The story of [their] childhood is still being written.'' They also gain the ability to learn the shooting, melee, and social skills, although they start with 0 experience in them.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Capable work types&lt;br /&gt;
|-&lt;br /&gt;
| Firefight || Patient || Doctor || Bed Rest || Childcare || Basic || Warden || Handle || Cook || Hunt || Construct || Grow || Mine || Plant Cut || Smith || Tailor || Art || Craft || Haul || Clean || Research&lt;br /&gt;
|-&lt;br /&gt;
| - || '''✓''' || - || '''✓''' || '''✓''' || - || - || - || - || - || - || - || - || - || - || - || - || - || '''✓''' || '''✓''' || -&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Learnable skills&lt;br /&gt;
|-&lt;br /&gt;
| Shooting || Melee || Construction || Mining || Cooking || Plants || Animals || Crafting || Artistic || Medical || Social || Intellectual&lt;br /&gt;
|-&lt;br /&gt;
| '''✓''' || '''✓''' || - || - || - || - || - || - || - || - || '''✓''' || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Age 7 ====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Capable work types&lt;br /&gt;
|-&lt;br /&gt;
| Firefight || Patient || Doctor || Bed Rest || Childcare || Basic || Warden || Handle || Cook || Hunt || Construct || Grow || Mine || Plant Cut || Smith || Tailor || Art || Craft || Haul || Clean || Research&lt;br /&gt;
|-&lt;br /&gt;
| '''✓''' || ✓ || - || ✓ || ✓ || '''✓''' || - || '''✓''' || '''✓''' || '''✓''' || - || '''✓''' || '''✓''' || '''✓''' || - || '''✓''' || - || '''✓''' || ✓ || ✓ || -&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Learnable skills&lt;br /&gt;
|-&lt;br /&gt;
| Shooting || Melee || Construction || Mining || Cooking || Plants || Animals || Crafting || Artistic || Medical || Social || Intellectual&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || - || '''✓''' || '''✓''' || '''✓''' || '''✓''' || '''✓''' || - || - || ✓ || -&lt;br /&gt;
|}&lt;br /&gt;
==== Age 10 ====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Capable work types&lt;br /&gt;
|-&lt;br /&gt;
| Firefight || Patient || Doctor || Bed Rest || Childcare || Basic || Warden || Handle || Cook || Hunt || Construct || Grow || Mine || Plant Cut || Smith || Tailor || Art || Craft || Haul || Clean || Research&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || '''✓''' || ✓ || ✓ || ✓ || '''✓''' || ✓ || ✓ || ✓ || '''✓''' || ✓ || ✓ || ✓ || - || ✓ || '''✓''' || ✓ || ✓ || ✓ || -&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Learnable skills&lt;br /&gt;
|-&lt;br /&gt;
| Shooting || Melee || Construction || Mining || Cooking || Plants || Animals || Crafting || Artistic || Medical || Social || Intellectual&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || '''✓''' || ✓ || ✓ || ✓ || ✓ || ✓ || '''✓''' || '''✓''' || ✓ || -&lt;br /&gt;
|}&lt;br /&gt;
==== Age 13 ====&lt;br /&gt;
When a child turns 13, you will receive the notification: &amp;quot;Child&amp;quot; became an adult. They are not full adults yet, but are now considered adults (or teenagers) throughout the game, and have access to all work types. &lt;br /&gt;
&lt;br /&gt;
They wear adult clothing, dropping their too-small child's clothes if wearing any. Their Learning need is immediately replaced by Recreation, removing any mood effects from learning, and teens no longer have the {{+|4}} ''childlike confidence''' [[mood]]let. [[Genes#Drugs|Drug dependency genes]] take effect at this age, as if they last took the drug on their birthday.&lt;br /&gt;
&lt;br /&gt;
Some kids get special changes upon turning 13. They'll receive the [[background]] of Tribal Child / Colony Child, dependent on [[scenario]], or Vatgrown Child if they spent enough time in a [[growth vat]]. Tribal children will get the Natural [[psycast|meditation focus]]{{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Capable work types&lt;br /&gt;
|-&lt;br /&gt;
| Firefight || Patient || Doctor || Bed Rest || Childcare || Basic || Warden || Handle || Cook || Hunt || Construct || Grow || Mine || Plant Cut || Smith || Tailor || Art || Craft || Haul || Clean || Research&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || '''✓''' || ✓ || ✓ || ✓ || ✓ || ✓ || '''✓'''&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Learnable skills&lt;br /&gt;
|-&lt;br /&gt;
| Shooting || Melee || Construction || Mining || Cooking || Plants || Animals || Crafting || Artistic || Medical || Social || Intellectual&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || '''✓'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
Children and teens have various penalties to speed and effectiveness. Specifically, they have a multiplier to the following stats: [[Move Speed]], [[Aiming Time]] &amp;amp; [[Melee Hit Chance]] (thus, {{DPS}}), [[Arrest Success Chance]], [[Global Work Speed]], [[Market Value]], and [[Property:Body Size|Body Size]]. Each trait is affected differently by age:  Global Work Speed rises steadily until adulthood, whereas Move Speed changes in jolts by life stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Aiming Time Multiplier by Age&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=3, 4, 12, 13, 18&lt;br /&gt;
|y=180, 180, 110, 100, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Aim Time Multiplier (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Melee Hit Chance Multiplier by Age&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=3, 4, 12, 13, 18&lt;br /&gt;
|y=5, 5, 80, 100, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Hit Chance Multiplier (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Arrest Success Chance Multiplier by Age&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=3, 3, 13, 18&lt;br /&gt;
|y=5, 5, 80, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Arrest Chance Multiplier (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Global Work Speed Multiplier by Age&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=3, 4, 12, 18&lt;br /&gt;
|y=20, 20, 80, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Work Speed Multiplier (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Move Speed====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
| '''Age''' || 0-2 || 3-9 || 9-13 || 13-18 || &amp;gt;18&lt;br /&gt;
|-&lt;br /&gt;
| '''Speed Factor''' || x0.2&amp;lt;ref&amp;gt;As defined in the game defs, however in practice not applicable due to babies being unable to move.&amp;lt;/ref&amp;gt; || x0.75 || x0.85 || x0.95 || x1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Market Value====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
| '''Age''' || 0-2 || 3-9 || 9-13 || &amp;gt;13&lt;br /&gt;
|-&lt;br /&gt;
| '''Value Factor''' || x0.5 || x0.9 || x0.95 || x1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Body Size====&lt;br /&gt;
Certain traits are indirectly affected due to a child's smaller body size. These include [[drug]] effectiveness, [[Carrying Capacity]], [[Meat Amount]] / [[Leather Amount]], and [[nutrition]] capacity. Stats that ''don't'' differ for teenagers include food consumption, Maximum/Minimum comfortable temperatures, and Filth rate.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
| '''Age''' || 0-2 || 3-9 || 9-13 || 13-18 || &amp;gt;18&lt;br /&gt;
|-&lt;br /&gt;
| '''Size Factor''' || x0.2 || x0.35 || x0.58 || x0.8 || x1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
* [[Biotech DLC]] Release - Introduced. Previously, pawns under 18 were still smaller, but did not have any special mechanics.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Children now deprioritized if not holding a weapon and not drafted. Teen (13-17) aging rate now smooth scales from child age rate to adult age rate. Added [[precept]]s{{IdeologyIcon}} relating to child labor.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Children&amp;diff=119876</id>
		<title>Children</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Children&amp;diff=119876"/>
		<updated>2022-11-26T05:05:53Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: /* Mood */ added happiness mood boost numbers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=Moodlets for happy child/parent. List of child clothing. Analysis of child rearing. Details on Ideology precepts &amp;amp; noncombatant mechanic}}&lt;br /&gt;
{{About|children of age 3 and up|pregnancy and babies|Reproduction}} &lt;br /&gt;
'''Children''' are added by the [[Biotech (DLC)| Biotech DLC]]. They are smaller, slower, and less capable of work when compared to adult pawns, but gain skills as they age.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{See also|Reproduction}}&lt;br /&gt;
* Having a [[baby]] age up to 3 or beyond.&lt;br /&gt;
* Purchasing them from [[Trade#Slaver|slavers]].&lt;br /&gt;
* Most [[quest]]s and [[event]]s where an adult colonist would join.&lt;br /&gt;
&lt;br /&gt;
Note that [[raid]]s will not have children, unless you enable it in the [[AI_Storytellers#Child raiders|storyteller settings]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Children are humans from 3 to 13 years old. Younger pawns are [[babies]]. Older pawns, from 13 to 17, are teenagers - considered adult for most purposes. Children age 400% as fast as adults. A teen's aging will linearly slow from the child rate, until they become full adults at 18, where they'll age like adults. Their aging can be altered by using a [[growth vat]] or by changing the [[AI_Storytellers#Child aging rate|storyteller settings]]. These are in biological years; a child will biologically age faster than their chronological (&amp;quot;actual&amp;quot;) age, for instance.&lt;br /&gt;
&lt;br /&gt;
Children have important growth moments at ages 7, 10, and 13. These give the pawn access to new work types, as well as the choice of [[trait]]s and passions. Giving a child access to Learning increases the possible choices. See [[#Development]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Capabilities===&lt;br /&gt;
Children as young as 3 can wield [[weapon]]s, but are limited to child-sized clothing like the [[kid pants]] and [[kid parka]], and can only do certain types of work. They receive penalties to [[Global Work Speed]], [[Move Speed]], and more, scaling with age. Due to their body size, they can store less [[nutrition]] and receive stronger effects from [[drug]]s. Children are also vulnerable to the ''Fleeing Fire'' [[mental break]] when seeing [[fire]]. Instead of Recreation, children have [[#Learning|Learning]], which gives them more options for each growth moment.&lt;br /&gt;
&lt;br /&gt;
Teenagers wear adult clothing, have access to all work, lose their Learning need, and won't flee fire without [[Genes#Pyrophobia|Pyrophobia]]. However, they can only reproduce once they reach 16. And, teens retain a small penalty to work speed and body size until they reach 18, where they become full adults and all penalties are removed.&lt;br /&gt;
&lt;br /&gt;
See [[#Stats|Stats]] for a full breakdown of stat penalties.&lt;br /&gt;
&lt;br /&gt;
===Noncombatants===&lt;br /&gt;
Luckily, children (until 13) do not always have to participate in combat. Children who are unarmed and have not been [[draft]]ed in 24 hours are very low priority targets for enemies.{{Check Tag|Verify mechanic|Exact mechanic unknown?}} Adult colonists will virtually always be targeted over a noncombatant. If children aren't in the line of sight of enemy fighters, they won't be hunted down during an attack. However, they are still vulnerable to stray shots. Meanwhile, opponentless attackers and hungry predators will still target your children when nearby.&lt;br /&gt;
&lt;br /&gt;
===Mood===&lt;br /&gt;
Children receive a [[mood]]let for simply being young: at age 3, {{+|16}} '''Childlike joy''', at age 6, {{+|12}} '''Childlike wonder''', age 8, {{+|8}} '''Childlike enthusiasm''', and at age 10, {{+|4}} '''Childlike confidence''', finally lost at age 13. Children are happy when their parents are happy ({{+|6}} for each parent), and parents are happy when their children are (also {{+|6}} for each child). Other than that, most regular moodlets apply to them. &lt;br /&gt;
&lt;br /&gt;
Adult colonists receive a {{+|2}}{{Check Tag|??|Possibly scales with mood itself}} ''Happy youngsters'' for having children with high mood in the colony. Most receive a {{--|6}} moodlet for killing an innocent child.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
=== Learning ===&lt;br /&gt;
Children have a '''Learning''' need, which replaces Recreation. Children scheduled to do [[Schedule#Anything|Anything]] or [[Schedule#Recreation|Recreation]] will satisfy their Learning need. Not only does a fulfilled Learning give mood buffs, analogous to Recreation at the same level, but it can also increase their growth score.&lt;br /&gt;
&lt;br /&gt;
===Learning Tasks===&lt;br /&gt;
At any one point, Learning will consist of 1 or 2 of the following tasks, which may not always be possible:&lt;br /&gt;
&lt;br /&gt;
*'''Floor drawing''': Children draw pictures on the floor in various places. This does not require any additional supplies and can occur on anywhere within or near home area. The drawings can be cleaned up the same way as any other dirt.&lt;br /&gt;
*'''Lessons''': The child(ren) sit together at a [[school desk]]. If an adult is present, they will instruct the children in a random, currently usable skill (e.g., when age 4 this can be Shooting, Melee, or Social), increasing the child's respective skill level. The speed at which the child learns can be increased by up to 60% by adding up to 3 [[Blackboard|blackboards]] near the school desks at which the lesson takes place. It also trains the adult's Social skill.&lt;br /&gt;
*'''Nature running''': Children run around outside, similar to the adult &amp;quot;Going for a walk&amp;quot; activity. Care must be taken as nearby predator hunt or potential raid can occur near them, as they tend to run outside the safe zone near the edge.&lt;br /&gt;
*'''Radio talking''': Chat with people over the radio, which requires a powered [[comms console]]. This can interfere with the usage if required to contact another faction or a nearby Trader Ship orbiting above the colony.&lt;br /&gt;
*'''Sky dreaming''': Children lay on the ground and watch the sky, much like adults that are cloud watching.&lt;br /&gt;
*'''Work watching''': Children that are work watching will follow an adult, who does standard work. If the children is at a suitable age for the skill the adult is doing work on (i.e: Treating injury with medicine or attempting to recruit/convert prisoners), said skill will slowly be gained.&lt;br /&gt;
&lt;br /&gt;
===Growth score===&lt;br /&gt;
Each day, children will raise their growth score (shown at the bottom of the screen when a child is selected) proportionate to their Learning need. The growth score can pass through 8 tiers of learning, and each will grant more rewards during a child's growth moment. Tiers give you more flexibility in choosing a child's next trait and gives more passions. Once a growth moment has passed, the child's growth tiers will reset to 0, and you'll need to keep them learning to gain more rewards.&lt;br /&gt;
&lt;br /&gt;
A child with constantly fully-satisfied Learning need would achieve a hypothetical maximum of 180 growth points, but 162 is the highest value displayed. Changing the child aging rate in storyteller settings adjusts the growth point gain proportionately. Therefore, average Learning need can roughly predict the final growth tier of a child, assuming the child completes the entire growth stage within the colony.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Growth Tiers and Rewards&lt;br /&gt;
|-&lt;br /&gt;
| Tier || Points || Traits || Passion || Min Av Learning&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1 from 1 options || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 30 || 1 from 2 options || - || 17%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 55 || 1 from 3 options || - || 31%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 80 || 1 from 4 options || - || 44%&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 100 || 1 from 4 options || 1 from 1 options || 56%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 120 || 1 from 4 options || 1 from 2 options || 67%&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 135 || 1 from 4 options || 1 from 3 options || 75%&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 150 || 1 from 4 options || 2 from 4 options || 83%&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 162 || 1 from 6 options || 3 from 6 options || 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Growth moments ==&lt;br /&gt;
[[Babies]] become children at 3, and children experience growth moments at 7, 10, and 13, allowing them to gain traits and passions. When a child hits the biological age for a growth moment, a notification will pop up that lets you pick new traits and passions. The selection is randomized, and increased by the growth tier. You can choose their traits/passions within 48 hours of the birthday, and view their bio/health from the selection screen.&lt;br /&gt;
&lt;br /&gt;
During a growth moment, your child may randomly receive a new nickname, such as John Doe gaining the nickname '''Johnny''' (becoming John 'Johnny' Doe). Like other colonists, you can always change their nickname from their bio. &lt;br /&gt;
&lt;br /&gt;
==== Age 3 ====&lt;br /&gt;
At 3, your [[Babies|baby]] transitions to childhood and additionally undergoes a growth moment. Now that your pawn is a child, they can walk and talk, wear clothes, and do basic activities. Their Play need is also replaced with a new Learning need.&lt;br /&gt;
&lt;br /&gt;
On their birthday, you will receive two notifications. The first is about their transition to childhood: &amp;quot;&amp;lt;Pawn&amp;gt; became a child&amp;quot;, giving you 12 hours to decide whether to keep a child of your colonists as a colonist or enslave them. You'll also receive a notification about their growth moment: &amp;quot;Growth moment for &amp;lt;Pawn&amp;gt;&amp;quot;, which may include a new nickname for your child that you'll have 48 hours to change. Both of these decisions can be postponed until their deadlines.&lt;br /&gt;
&lt;br /&gt;
 '' Baby '''&amp;lt;BABY NAME&amp;gt;''' has grown up and become a child! (S)He is now old enough to do the following work: &amp;lt;LIMITED WORK&amp;gt; Children do various type of work. As they get older, they become able to do more work types. They also do various child-specific recreational activities. Children need to wear specific child-size apparel. ''&lt;br /&gt;
&lt;br /&gt;
With [[Ideology]]{{IdeologyIcon}}, the child will now follow one of the [[Ideoligion|ideoligions]] your colonists currently believe in. This seems to be chosen at random, and does not have to be the ideoligion of their relatives or friends.&lt;br /&gt;
&lt;br /&gt;
 '' '''&amp;lt;BABY NAME&amp;gt;''' has decided to become a follower of the ideoligion '''&amp;lt;MAJOR COLONY IDEOLIGION&amp;gt;'''. By tradition '''&amp;lt;BABY NAME&amp;gt;''', born to '''&amp;lt;MOTHER NAME&amp;gt;''' of '''&amp;lt;COLONY&amp;gt;''' (and) '''&amp;lt;FATHER NAME&amp;gt;''' of '''&amp;lt;COLONY&amp;gt;''' / unknown parents, is a colonist/tribesman, but exceptions can be made... Should '''&amp;lt;BABY NAME&amp;gt;''' remain a colonist/tribesman? ''&lt;br /&gt;
&lt;br /&gt;
Children and their caretakers maintain any [[Social|social]] opinion modifiers that [[Reproduction#Social|arose]] during infancy, but these wear off over time. They immediately become aware of any pawns on the map that they hadn't met while babies, and gain the normal opinion modifiers for every pawn, like those based on [[Beauty|beauty]], [[Traits|traits]], and [[Ideoligion|ideoligion]].&lt;br /&gt;
&lt;br /&gt;
3-year-olds gain the Childhood background '''Child''': ''The story of [their] childhood is still being written.'' They also gain the ability to learn the shooting, melee, and social skills, although they start with 0 experience in them.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Capable work types&lt;br /&gt;
|-&lt;br /&gt;
| Firefight || Patient || Doctor || Bed Rest || Childcare || Basic || Warden || Handle || Cook || Hunt || Construct || Grow || Mine || Plant Cut || Smith || Tailor || Art || Craft || Haul || Clean || Research&lt;br /&gt;
|-&lt;br /&gt;
| - || '''✓''' || - || '''✓''' || '''✓''' || - || - || - || - || - || - || - || - || - || - || - || - || - || '''✓''' || '''✓''' || -&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Learnable skills&lt;br /&gt;
|-&lt;br /&gt;
| Shooting || Melee || Construction || Mining || Cooking || Plants || Animals || Crafting || Artistic || Medical || Social || Intellectual&lt;br /&gt;
|-&lt;br /&gt;
| '''✓''' || '''✓''' || - || - || - || - || - || - || - || - || '''✓''' || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Age 7 ====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Capable work types&lt;br /&gt;
|-&lt;br /&gt;
| Firefight || Patient || Doctor || Bed Rest || Childcare || Basic || Warden || Handle || Cook || Hunt || Construct || Grow || Mine || Plant Cut || Smith || Tailor || Art || Craft || Haul || Clean || Research&lt;br /&gt;
|-&lt;br /&gt;
| '''✓''' || ✓ || - || ✓ || ✓ || '''✓''' || - || '''✓''' || '''✓''' || '''✓''' || - || '''✓''' || '''✓''' || '''✓''' || - || '''✓''' || - || '''✓''' || ✓ || ✓ || -&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Learnable skills&lt;br /&gt;
|-&lt;br /&gt;
| Shooting || Melee || Construction || Mining || Cooking || Plants || Animals || Crafting || Artistic || Medical || Social || Intellectual&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || - || '''✓''' || '''✓''' || '''✓''' || '''✓''' || '''✓''' || - || - || ✓ || -&lt;br /&gt;
|}&lt;br /&gt;
==== Age 10 ====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Capable work types&lt;br /&gt;
|-&lt;br /&gt;
| Firefight || Patient || Doctor || Bed Rest || Childcare || Basic || Warden || Handle || Cook || Hunt || Construct || Grow || Mine || Plant Cut || Smith || Tailor || Art || Craft || Haul || Clean || Research&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || '''✓''' || ✓ || ✓ || ✓ || '''✓''' || ✓ || ✓ || ✓ || '''✓''' || ✓ || ✓ || ✓ || - || ✓ || '''✓''' || ✓ || ✓ || ✓ || -&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Learnable skills&lt;br /&gt;
|-&lt;br /&gt;
| Shooting || Melee || Construction || Mining || Cooking || Plants || Animals || Crafting || Artistic || Medical || Social || Intellectual&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || '''✓''' || ✓ || ✓ || ✓ || ✓ || ✓ || '''✓''' || '''✓''' || ✓ || -&lt;br /&gt;
|}&lt;br /&gt;
==== Age 13 ====&lt;br /&gt;
When a child turns 13, you will receive the notification: &amp;quot;Child&amp;quot; became an adult. They are not full adults yet, but are now considered adults (or teenagers) throughout the game, and have access to all work types. &lt;br /&gt;
&lt;br /&gt;
They wear adult clothing, dropping their too-small child's clothes if wearing any. Their Learning need is immediately replaced by Recreation, removing any mood effects from learning, and teens no longer have the {{+|4}} ''childlike confidence''' [[mood]]let. [[Genes#Drugs|Drug dependency genes]] take effect at this age, as if they last took the drug on their birthday.&lt;br /&gt;
&lt;br /&gt;
Some kids get special changes upon turning 13. They'll receive the [[background]] of Tribal Child / Colony Child, dependent on [[scenario]], or Vatgrown Child if they spent enough time in a [[growth vat]]. Tribal children will get the Natural [[psycast|meditation focus]]{{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Capable work types&lt;br /&gt;
|-&lt;br /&gt;
| Firefight || Patient || Doctor || Bed Rest || Childcare || Basic || Warden || Handle || Cook || Hunt || Construct || Grow || Mine || Plant Cut || Smith || Tailor || Art || Craft || Haul || Clean || Research&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || '''✓''' || ✓ || ✓ || ✓ || ✓ || ✓ || '''✓'''&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Learnable skills&lt;br /&gt;
|-&lt;br /&gt;
| Shooting || Melee || Construction || Mining || Cooking || Plants || Animals || Crafting || Artistic || Medical || Social || Intellectual&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || '''✓'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
Children and teens have various penalties to speed and effectiveness. Specifically, they have a multiplier to the following stats: [[Move Speed]], [[Aiming Time]] &amp;amp; [[Melee Hit Chance]] (thus, {{DPS}}), [[Arrest Success Chance]], [[Global Work Speed]], [[Market Value]], and [[Property:Body Size|Body Size]]. Each trait is affected differently by age:  Global Work Speed rises steadily until adulthood, whereas Move Speed changes in jolts by life stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Aiming Time Multiplier by Age&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=3, 4, 12, 13, 18&lt;br /&gt;
|y=180, 180, 110, 100, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Aim Time Multiplier (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Melee Hit Chance Multiplier by Age&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=3, 4, 12, 13, 18&lt;br /&gt;
|y=5, 5, 80, 100, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Hit Chance Multiplier (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Arrest Success Chance Multiplier by Age&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=3, 3, 13, 18&lt;br /&gt;
|y=5, 5, 80, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Arrest Chance Multiplier (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Global Work Speed Multiplier by Age&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=3, 4, 12, 18&lt;br /&gt;
|y=20, 20, 80, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Work Speed Multiplier (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Move Speed====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
| '''Age''' || 0-2 || 3-9 || 9-13 || 13-18 || &amp;gt;18&lt;br /&gt;
|-&lt;br /&gt;
| '''Speed Factor''' || x0.2&amp;lt;ref&amp;gt;As defined in the game defs, however in practice not applicable due to babies being unable to move.&amp;lt;/ref&amp;gt; || x0.75 || x0.85 || x0.95 || x1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Market Value====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
| '''Age''' || 0-2 || 3-9 || 9-13 || &amp;gt;13&lt;br /&gt;
|-&lt;br /&gt;
| '''Value Factor''' || x0.5 || x0.9 || x0.95 || x1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Body Size====&lt;br /&gt;
Certain traits are indirectly affected due to a child's smaller body size. These include [[drug]] effectiveness, [[Carrying Capacity]], [[Meat Amount]] / [[Leather Amount]], and [[nutrition]] capacity. Stats that ''don't'' differ for teenagers include food consumption, Maximum/Minimum comfortable temperatures, and Filth rate.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
| '''Age''' || 0-2 || 3-9 || 9-13 || 13-18 || &amp;gt;18&lt;br /&gt;
|-&lt;br /&gt;
| '''Size Factor''' || x0.2 || x0.35 || x0.58 || x0.8 || x1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
* [[Biotech DLC]] Release - Introduced. Previously, pawns under 18 were still smaller, but did not have any special mechanics.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Children now deprioritized if not holding a weapon and not drafted. Teen (13-17) aging rate now smooth scales from child age rate to adult age rate. Added [[precept]]s{{IdeologyIcon}} relating to child labor.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Children&amp;diff=119872</id>
		<title>Children</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Children&amp;diff=119872"/>
		<updated>2022-11-26T05:02:19Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: /* Growth moments */ added more details on turning 3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=Moodlets for happy child/parent. List of child clothing. Analysis of child rearing. Details on Ideology precepts &amp;amp; noncombatant mechanic}}&lt;br /&gt;
{{About|children of age 3 and up|pregnancy and babies|Reproduction}} &lt;br /&gt;
'''Children''' are added by the [[Biotech (DLC)| Biotech DLC]]. They are smaller, slower, and less capable of work when compared to adult pawns, but gain skills as they age.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{See also|Reproduction}}&lt;br /&gt;
* Having a [[baby]] age up to 3 or beyond.&lt;br /&gt;
* Purchasing them from [[Trade#Slaver|slavers]].&lt;br /&gt;
* Most [[quest]]s and [[event]]s where an adult colonist would join.&lt;br /&gt;
&lt;br /&gt;
Note that [[raid]]s will not have children, unless you enable it in the [[AI_Storytellers#Child raiders|storyteller settings]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Children are humans from 3 to 13 years old. Younger pawns are [[babies]]. Older pawns, from 13 to 17, are teenagers - considered adult for most purposes. Children age 400% as fast as adults. A teen's aging will linearly slow from the child rate, until they become full adults at 18, where they'll age like adults. Their aging can be altered by using a [[growth vat]] or by changing the [[AI_Storytellers#Child aging rate|storyteller settings]]. These are in biological years; a child will biologically age faster than their chronological (&amp;quot;actual&amp;quot;) age, for instance.&lt;br /&gt;
&lt;br /&gt;
Children have important growth moments at ages 7, 10, and 13. These give the pawn access to new work types, as well as the choice of [[trait]]s and passions. Giving a child access to Learning increases the possible choices. See [[#Development]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Capabilities===&lt;br /&gt;
Children as young as 3 can wield [[weapon]]s, but are limited to child-sized clothing like the [[kid pants]] and [[kid parka]], and can only do certain types of work. They receive penalties to [[Global Work Speed]], [[Move Speed]], and more, scaling with age. Due to their body size, they can store less [[nutrition]] and receive stronger effects from [[drug]]s. Children are also vulnerable to the ''Fleeing Fire'' [[mental break]] when seeing [[fire]]. Instead of Recreation, children have [[#Learning|Learning]], which gives them more options for each growth moment.&lt;br /&gt;
&lt;br /&gt;
Teenagers wear adult clothing, have access to all work, lose their Learning need, and won't flee fire without [[Genes#Pyrophobia|Pyrophobia]]. However, they can only reproduce once they reach 16. And, teens retain a small penalty to work speed and body size until they reach 18, where they become full adults and all penalties are removed.&lt;br /&gt;
&lt;br /&gt;
See [[#Stats|Stats]] for a full breakdown of stat penalties.&lt;br /&gt;
&lt;br /&gt;
===Noncombatants===&lt;br /&gt;
Luckily, children (until 13) do not always have to participate in combat. Children who are unarmed and have not been [[draft]]ed in 24 hours are very low priority targets for enemies.{{Check Tag|Verify mechanic|Exact mechanic unknown?}} Adult colonists will virtually always be targeted over a noncombatant. If children aren't in the line of sight of enemy fighters, they won't be hunted down during an attack. However, they are still vulnerable to stray shots. Meanwhile, opponentless attackers and hungry predators will still target your children when nearby.&lt;br /&gt;
&lt;br /&gt;
===Mood===&lt;br /&gt;
Children receive a [[mood]]let for simply being young: at age 3, {{+|16}} '''Childlike joy''', at age 6, {{+|12}} '''Childlike wonder''', age 8, {{+|8}} '''Childlike enthusiasm''', and at age 10, {{+|4}} '''Childlike confidence''', finally lost at age 13. Children are happy when their parents are happy, and parents are happy when their children are. Other than that, most regular moodlets apply to them. &lt;br /&gt;
&lt;br /&gt;
Adult colonists receive a {{+|2}}{{Check Tag|??|Possibly scales with mood itself}} ''Happy youngsters'' for having children with high mood in the colony. Most receive a {{--|6}} moodlet for killing an innocent child.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
=== Learning ===&lt;br /&gt;
Children have a '''Learning''' need, which replaces Recreation. Children scheduled to do [[Schedule#Anything|Anything]] or [[Schedule#Recreation|Recreation]] will satisfy their Learning need. Not only does a fulfilled Learning give mood buffs, analogous to Recreation at the same level, but it can also increase their growth score.&lt;br /&gt;
&lt;br /&gt;
===Learning Tasks===&lt;br /&gt;
At any one point, Learning will consist of 1 or 2 of the following tasks, which may not always be possible:&lt;br /&gt;
&lt;br /&gt;
*'''Floor drawing''': Children draw pictures on the floor in various places. This does not require any additional supplies and can occur on anywhere within or near home area. The drawings can be cleaned up the same way as any other dirt.&lt;br /&gt;
*'''Lessons''': The child(ren) sit together at a [[school desk]]. If an adult is present, they will instruct the children in a random, currently usable skill (e.g., when age 4 this can be Shooting, Melee, or Social), increasing the child's respective skill level. The speed at which the child learns can be increased by up to 60% by adding up to 3 [[Blackboard|blackboards]] near the school desks at which the lesson takes place. It also trains the adult's Social skill.&lt;br /&gt;
*'''Nature running''': Children run around outside, similar to the adult &amp;quot;Going for a walk&amp;quot; activity. Care must be taken as nearby predator hunt or potential raid can occur near them, as they tend to run outside the safe zone near the edge.&lt;br /&gt;
*'''Radio talking''': Chat with people over the radio, which requires a powered [[comms console]]. This can interfere with the usage if required to contact another faction or a nearby Trader Ship orbiting above the colony.&lt;br /&gt;
*'''Sky dreaming''': Children lay on the ground and watch the sky, much like adults that are cloud watching.&lt;br /&gt;
*'''Work watching''': Children that are work watching will follow an adult, who does standard work. If the children is at a suitable age for the skill the adult is doing work on (i.e: Treating injury with medicine or attempting to recruit/convert prisoners), said skill will slowly be gained.&lt;br /&gt;
&lt;br /&gt;
===Growth score===&lt;br /&gt;
Each day, children will raise their growth score (shown at the bottom of the screen when a child is selected) proportionate to their Learning need. The growth score can pass through 8 tiers of learning, and each will grant more rewards during a child's growth moment. Tiers give you more flexibility in choosing a child's next trait and gives more passions. Once a growth moment has passed, the child's growth tiers will reset to 0, and you'll need to keep them learning to gain more rewards.&lt;br /&gt;
&lt;br /&gt;
A child with constantly fully-satisfied Learning need would achieve a hypothetical maximum of 180 growth points, but 162 is the highest value displayed. Changing the child aging rate in storyteller settings adjusts the growth point gain proportionately. Therefore, average Learning need can roughly predict the final growth tier of a child, assuming the child completes the entire growth stage within the colony.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Growth Tiers and Rewards&lt;br /&gt;
|-&lt;br /&gt;
| Tier || Points || Traits || Passion || Min Av Learning&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1 from 1 options || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 30 || 1 from 2 options || - || 17%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 55 || 1 from 3 options || - || 31%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 80 || 1 from 4 options || - || 44%&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 100 || 1 from 4 options || 1 from 1 options || 56%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 120 || 1 from 4 options || 1 from 2 options || 67%&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 135 || 1 from 4 options || 1 from 3 options || 75%&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 150 || 1 from 4 options || 2 from 4 options || 83%&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 162 || 1 from 6 options || 3 from 6 options || 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Growth moments ==&lt;br /&gt;
[[Babies]] become children at 3, and children experience growth moments at 7, 10, and 13, allowing them to gain traits and passions. When a child hits the biological age for a growth moment, a notification will pop up that lets you pick new traits and passions. The selection is randomized, and increased by the growth tier. You can choose their traits/passions within 48 hours of the birthday, and view their bio/health from the selection screen.&lt;br /&gt;
&lt;br /&gt;
During a growth moment, your child may randomly receive a new nickname, such as John Doe gaining the nickname '''Johnny''' (becoming John 'Johnny' Doe). Like other colonists, you can always change their nickname from their bio. &lt;br /&gt;
&lt;br /&gt;
==== Age 3 ====&lt;br /&gt;
At 3, your [[Babies|baby]] transitions to childhood and additionally undergoes a growth moment. Now that your pawn is a child, they can walk and talk, wear clothes, and do basic activities. Their Play need is also replaced with a new Learning need.&lt;br /&gt;
&lt;br /&gt;
On their birthday, you will receive two notifications. The first is about their transition to childhood: &amp;quot;&amp;lt;Pawn&amp;gt; became a child&amp;quot;, giving you 12 hours to decide whether to keep a child of your colonists as a colonist or enslave them. You'll also receive a notification about their growth moment: &amp;quot;Growth moment for &amp;lt;Pawn&amp;gt;&amp;quot;, which may include a new nickname for your child that you'll have 48 hours to change. Both of these decisions can be postponed until their deadlines.&lt;br /&gt;
&lt;br /&gt;
 '' Baby '''&amp;lt;BABY NAME&amp;gt;''' has grown up and become a child! (S)He is now old enough to do the following work: &amp;lt;LIMITED WORK&amp;gt; Children do various type of work. As they get older, they become able to do more work types. They also do various child-specific recreational activities. Children need to wear specific child-size apparel. ''&lt;br /&gt;
&lt;br /&gt;
With [[Ideology]]{{IdeologyIcon}}, the child will now follow one of the [[Ideoligion|ideoligions]] your colonists currently believe in. This seems to be chosen at random, and does not have to be the ideoligion of their relatives or friends.&lt;br /&gt;
&lt;br /&gt;
 '' '''&amp;lt;BABY NAME&amp;gt;''' has decided to become a follower of the ideoligion '''&amp;lt;MAJOR COLONY IDEOLIGION&amp;gt;'''. By tradition '''&amp;lt;BABY NAME&amp;gt;''', born to '''&amp;lt;MOTHER NAME&amp;gt;''' of '''&amp;lt;COLONY&amp;gt;''' (and) '''&amp;lt;FATHER NAME&amp;gt;''' of '''&amp;lt;COLONY&amp;gt;''' / unknown parents, is a colonist/tribesman, but exceptions can be made... Should '''&amp;lt;BABY NAME&amp;gt;''' remain a colonist/tribesman? ''&lt;br /&gt;
&lt;br /&gt;
Children and their caretakers maintain any [[Social|social]] opinion modifiers that [[Reproduction#Social|arose]] during infancy, but these wear off over time. They immediately become aware of any pawns on the map that they hadn't met while babies, and gain the normal opinion modifiers for every pawn, like those based on [[Beauty|beauty]], [[Traits|traits]], and [[Ideoligion|ideoligion]].&lt;br /&gt;
&lt;br /&gt;
3-year-olds gain the Childhood background '''Child''': ''The story of [their] childhood is still being written.'' They also gain the ability to learn the shooting, melee, and social skills, although they start with 0 experience in them.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Capable work types&lt;br /&gt;
|-&lt;br /&gt;
| Firefight || Patient || Doctor || Bed Rest || Childcare || Basic || Warden || Handle || Cook || Hunt || Construct || Grow || Mine || Plant Cut || Smith || Tailor || Art || Craft || Haul || Clean || Research&lt;br /&gt;
|-&lt;br /&gt;
| - || '''✓''' || - || '''✓''' || '''✓''' || - || - || - || - || - || - || - || - || - || - || - || - || - || '''✓''' || '''✓''' || -&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Learnable skills&lt;br /&gt;
|-&lt;br /&gt;
| Shooting || Melee || Construction || Mining || Cooking || Plants || Animals || Crafting || Artistic || Medical || Social || Intellectual&lt;br /&gt;
|-&lt;br /&gt;
| '''✓''' || '''✓''' || - || - || - || - || - || - || - || - || '''✓''' || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Age 7 ====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Capable work types&lt;br /&gt;
|-&lt;br /&gt;
| Firefight || Patient || Doctor || Bed Rest || Childcare || Basic || Warden || Handle || Cook || Hunt || Construct || Grow || Mine || Plant Cut || Smith || Tailor || Art || Craft || Haul || Clean || Research&lt;br /&gt;
|-&lt;br /&gt;
| '''✓''' || ✓ || - || ✓ || ✓ || '''✓''' || - || '''✓''' || '''✓''' || '''✓''' || - || '''✓''' || '''✓''' || '''✓''' || - || '''✓''' || - || '''✓''' || ✓ || ✓ || -&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Learnable skills&lt;br /&gt;
|-&lt;br /&gt;
| Shooting || Melee || Construction || Mining || Cooking || Plants || Animals || Crafting || Artistic || Medical || Social || Intellectual&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || - || '''✓''' || '''✓''' || '''✓''' || '''✓''' || '''✓''' || - || - || ✓ || -&lt;br /&gt;
|}&lt;br /&gt;
==== Age 10 ====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Capable work types&lt;br /&gt;
|-&lt;br /&gt;
| Firefight || Patient || Doctor || Bed Rest || Childcare || Basic || Warden || Handle || Cook || Hunt || Construct || Grow || Mine || Plant Cut || Smith || Tailor || Art || Craft || Haul || Clean || Research&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || '''✓''' || ✓ || ✓ || ✓ || '''✓''' || ✓ || ✓ || ✓ || '''✓''' || ✓ || ✓ || ✓ || - || ✓ || '''✓''' || ✓ || ✓ || ✓ || -&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Learnable skills&lt;br /&gt;
|-&lt;br /&gt;
| Shooting || Melee || Construction || Mining || Cooking || Plants || Animals || Crafting || Artistic || Medical || Social || Intellectual&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || '''✓''' || ✓ || ✓ || ✓ || ✓ || ✓ || '''✓''' || '''✓''' || ✓ || -&lt;br /&gt;
|}&lt;br /&gt;
==== Age 13 ====&lt;br /&gt;
When a child turns 13, you will receive the notification: &amp;quot;Child&amp;quot; became an adult. They are not full adults yet, but are now considered adults (or teenagers) throughout the game, and have access to all work types. &lt;br /&gt;
&lt;br /&gt;
They wear adult clothing, dropping their too-small child's clothes if wearing any. Their Learning need is immediately replaced by Recreation, removing any mood effects from learning, and teens no longer have the {{+|4}} ''childlike confidence''' [[mood]]let. [[Genes#Drugs|Drug dependency genes]] take effect at this age, as if they last took the drug on their birthday.&lt;br /&gt;
&lt;br /&gt;
Some kids get special changes upon turning 13. They'll receive the [[background]] of Tribal Child / Colony Child, dependent on [[scenario]], or Vatgrown Child if they spent enough time in a [[growth vat]]. Tribal children will get the Natural [[psycast|meditation focus]]{{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Capable work types&lt;br /&gt;
|-&lt;br /&gt;
| Firefight || Patient || Doctor || Bed Rest || Childcare || Basic || Warden || Handle || Cook || Hunt || Construct || Grow || Mine || Plant Cut || Smith || Tailor || Art || Craft || Haul || Clean || Research&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || '''✓''' || ✓ || ✓ || ✓ || ✓ || ✓ || '''✓'''&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Learnable skills&lt;br /&gt;
|-&lt;br /&gt;
| Shooting || Melee || Construction || Mining || Cooking || Plants || Animals || Crafting || Artistic || Medical || Social || Intellectual&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || '''✓'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
Children and teens have various penalties to speed and effectiveness. Specifically, they have a multiplier to the following stats: [[Move Speed]], [[Aiming Time]] &amp;amp; [[Melee Hit Chance]] (thus, {{DPS}}), [[Arrest Success Chance]], [[Global Work Speed]], [[Market Value]], and [[Property:Body Size|Body Size]]. Each trait is affected differently by age:  Global Work Speed rises steadily until adulthood, whereas Move Speed changes in jolts by life stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Aiming Time Multiplier by Age&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=3, 4, 12, 13, 18&lt;br /&gt;
|y=180, 180, 110, 100, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Aim Time Multiplier (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Melee Hit Chance Multiplier by Age&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=3, 4, 12, 13, 18&lt;br /&gt;
|y=5, 5, 80, 100, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Hit Chance Multiplier (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Arrest Success Chance Multiplier by Age&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=3, 3, 13, 18&lt;br /&gt;
|y=5, 5, 80, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Arrest Chance Multiplier (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Global Work Speed Multiplier by Age&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=3, 4, 12, 18&lt;br /&gt;
|y=20, 20, 80, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Work Speed Multiplier (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Move Speed====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
| '''Age''' || 0-2 || 3-9 || 9-13 || 13-18 || &amp;gt;18&lt;br /&gt;
|-&lt;br /&gt;
| '''Speed Factor''' || x0.2&amp;lt;ref&amp;gt;As defined in the game defs, however in practice not applicable due to babies being unable to move.&amp;lt;/ref&amp;gt; || x0.75 || x0.85 || x0.95 || x1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Market Value====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
| '''Age''' || 0-2 || 3-9 || 9-13 || &amp;gt;13&lt;br /&gt;
|-&lt;br /&gt;
| '''Value Factor''' || x0.5 || x0.9 || x0.95 || x1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Body Size====&lt;br /&gt;
Certain traits are indirectly affected due to a child's smaller body size. These include [[drug]] effectiveness, [[Carrying Capacity]], [[Meat Amount]] / [[Leather Amount]], and [[nutrition]] capacity. Stats that ''don't'' differ for teenagers include food consumption, Maximum/Minimum comfortable temperatures, and Filth rate.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
| '''Age''' || 0-2 || 3-9 || 9-13 || 13-18 || &amp;gt;18&lt;br /&gt;
|-&lt;br /&gt;
| '''Size Factor''' || x0.2 || x0.35 || x0.58 || x0.8 || x1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
* [[Biotech DLC]] Release - Introduced. Previously, pawns under 18 were still smaller, but did not have any special mechanics.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Children now deprioritized if not holding a weapon and not drafted. Teen (13-17) aging rate now smooth scales from child age rate to adult age rate. Added [[precept]]s{{IdeologyIcon}} relating to child labor.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Xenotypes&amp;diff=119767</id>
		<title>Xenotypes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Xenotypes&amp;diff=119767"/>
		<updated>2022-11-25T16:53:30Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: Added differentiation between custom and default xenotypes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
'''Xenotypes''', also known as '''xenohumans''', refer to the various sub-species of [[human]]. They have a different set of [[gene]]s, whenever by adaptation or gene editing. There are 11 xenotypes found in each world by default, but you can add your own types during colonist selection or in-game genetic modification. &lt;br /&gt;
&lt;br /&gt;
==List of xenotypes==&lt;br /&gt;
Humans without any modifiers are called '''Baseliners'''.&lt;br /&gt;
*'''[[Dirtmoles]]''': Dirtmoles are extremely capable at digging or mining tasks, but suffer from a sensitivity to light, and have poor eyesight at distance.&lt;br /&gt;
*'''[[Genies]]''': Designed to be engineers, genies are calm and great at crafting, but are fragile and otherwise socially inept.&lt;br /&gt;
*'''[[Highmates]]''': Designed to be perfect mates, highmates can psychically bond with whoever they first romance, for strong buffs. Happy, but incapable of violence.&lt;br /&gt;
*'''[[Hussars]]''': Designed as soldiers, hussars are great at combat and not much else. They are dependent on go-juice, but immune to any of its negative side effects.&lt;br /&gt;
*'''[[Impids]]''': Fast runners that can spew fire, impids are depressive and struggle with farming and melee combat.&lt;br /&gt;
*'''[[Neanderthals]]''': Ancient humans that are slow to move and slow to learn, but are incredibly tanky.&lt;br /&gt;
*'''[[Pigskins]]''': Ungulate-like humans that have a strong immunity to disease, but have clunky trotter hands and are nearsighted.&lt;br /&gt;
*'''[[Sanguophages]]''': Vampires. They don't age, are [[Death#Death and deathless|nearly deathless]], and have multiple special abilities. In exchange, they have a need for [[hemogen|blood]] and catatonic [[deathrest]], and suffer in the light.&lt;br /&gt;
*'''[[Wasters]]''': Bioweapons that can thrive in [[toxic buildup]], survive [[disease]], and can ingest [[wake-up]] freely, but have a need for some form of psychite.&lt;br /&gt;
*'''[[Yttakin]]''': Fur-skinned humans that are well adapted to the cold, and have an animal warcall. Prefer to be nude.&lt;br /&gt;
&lt;br /&gt;
'''Hybrids''' are a genetic mix of 2 established xenotypes. Note that not all xenotypes are passed down from birth; a Highmate and Genie couple would only produce Baseliners, for instance.&lt;br /&gt;
&lt;br /&gt;
==Customization==&lt;br /&gt;
{{Main|Genes}}&lt;br /&gt;
Fully custom xenotypes can be created in the colonist selection screen. Any amount of [[gene]]s can be added, so long as [[File:Metabolism.png|20px|Metabolism]] metabolic efficiency is at least -5, and if genes don't conflict.&lt;br /&gt;
&lt;br /&gt;
There are 2 options available in this screen:&lt;br /&gt;
*Ignore restrictions: If checked on, this gives access to the [[Genes#Archite|Archite]] genes, and enables conflicting gene combinations (such as Slow Runner and Fast Runner).&lt;br /&gt;
*Genes are heritable: If checked on, then these genes will be passed on to the xenotype's [[children]].&lt;br /&gt;
&lt;br /&gt;
Player created xenotypes will appear throughout the game if a starting colonist is of that xenotype, or if an [[ideoligion]] refers to that xenotype.&lt;br /&gt;
&lt;br /&gt;
==Ingame creation==&lt;br /&gt;
{{Main|Gene assembler#Summary}}&lt;br /&gt;
Xenotypes can be created during a game within a [[gene assembler]], and delievered via a [[xenogerm]]. You are limited by the [[genepack]]s you found or have [[gene extractor|extracted]]. The complexity of your xenotype is also limited by the [[gene processor]]s you have available.&lt;br /&gt;
&lt;br /&gt;
All xenotypes from a xenogerm are considered ''xenogenes'', not ''germline'' genes, so they will not be passed onto offspring. The xenogerm item is easily replicable, however, once you have all the infastructure set up.&lt;br /&gt;
&lt;br /&gt;
==Xenotype Save file locations== &lt;br /&gt;
{|&lt;br /&gt;
|[[File:Folders-OS-Windows-8-Metro-icon.png|18px]] &lt;br /&gt;
|&lt;br /&gt;
===&amp;lt;span id=&amp;quot;temp1&amp;quot; style=&amp;quot;position: relative; bottom: 4px;&amp;quot;&amp;gt;&amp;amp;nbsp;Windows version&amp;lt;/span&amp;gt;===&lt;br /&gt;
|}&lt;br /&gt;
The Save files are stored in users AppData folders:&lt;br /&gt;
&amp;lt;code&amp;gt;%USERPROFILE%\Appdata\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Xenotypes&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shortcut:&lt;br /&gt;
# &amp;lt;kbd&amp;gt;Windows&amp;lt;/kbd&amp;gt;+&amp;lt;kbd&amp;gt;R&amp;lt;/kbd&amp;gt; -&amp;gt; the Run dialog will appear.&lt;br /&gt;
# Type appdata and press enter.&lt;br /&gt;
# Go to LocalLow/Ludeon Studios.&lt;br /&gt;
----&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Folders-OS-Linux-Metro-icon.png|18px]] &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span id=&amp;quot;temp1&amp;quot; style=&amp;quot;position: relative; bottom: 4px;&amp;quot;&amp;gt;&amp;amp;nbsp;Linux version&amp;lt;/span&amp;gt;===&lt;br /&gt;
|}&lt;br /&gt;
The Save files are stored in: &amp;lt;code&amp;gt;~/.config/unity3d/Ludeon Studios/RimWorld by Ludeon Studios/Xenotypes/&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Folders-OS-Apple-Metro-icon.png|18px]] &lt;br /&gt;
|&lt;br /&gt;
===&amp;lt;span id=&amp;quot;temp1&amp;quot; style=&amp;quot;position: relative; bottom: 4px;&amp;quot;&amp;gt;&amp;amp;nbsp;macOS version&amp;lt;/span&amp;gt;===&lt;br /&gt;
|}&lt;br /&gt;
Your Rimworld settings folder is &amp;lt;code&amp;gt;'''~/Library/Application Support/RimWorld'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To see your save games with Finder, open a new shell and enter:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;open &amp;quot;~/Library/Application Support/RimWorld/Xenotypes/&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
(may also be in cache)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Biotech_navbox&amp;diff=119766</id>
		<title>Template:Biotech navbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Biotech_navbox&amp;diff=119766"/>
		<updated>2022-11-25T16:50:53Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: Linked topics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
|name = Biotech navbox&lt;br /&gt;
|title = {{BiotechIcon}} '''[[Biotech]]'''&lt;br /&gt;
|group1 = [[Children and reproduction|Families]]&lt;br /&gt;
|list1 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Relationships&lt;br /&gt;
  |list1 = Romance {{*}} [[Reproduction]] {{*}} [[Children]]&lt;br /&gt;
  |group2 = Life Stages&lt;br /&gt;
  |list2 = [[Babies|Babies]] {{*}} [[Children_and_reproduction#Development|Children]] {{*}} Adults&lt;br /&gt;
  |group3 = Furniture&lt;br /&gt;
  |list3 = [[Crib]] {{*}} [[Baby sleeping spot]] {{*}} [[Growth vat]] {{*}} [[Toy box]] {{*}} [[Baby decoration]] {{*}} [[School desk]] {{*}} [[Blackboard]]&lt;br /&gt;
}}&lt;br /&gt;
|group2 = Mechanoids&lt;br /&gt;
|list2 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Laborers&lt;br /&gt;
  |list1 = [[Agrihand]] {{*}} [[Cleansweeper]] {{*}} [[Constructoid]] {{*}} [[Fabricor]] {{*}} [[Lifter]] {{*}} [[Paramedic]] {{*}} [[Tunneler_(Mechanoid)|Tunneler]]&lt;br /&gt;
  |group2 = Combatants&lt;br /&gt;
  |list2 = [[Centurion]] {{*}} [[Legionary]] {{*}} [[Militor]] {{*}} [[Scorcher]] {{*}} [[Tesseron]]&lt;br /&gt;
  |group3 = Commanders&lt;br /&gt;
  |list3 = [[Apocriton]] {{*}} [[Diabolus]] {{*}} [[War queen]] &amp;lt;small&amp;gt;([[War urchin]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|group3 = [[Mechanitor]]s&lt;br /&gt;
|list3 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Control&lt;br /&gt;
  |list1 = Mech link {{*}} Band nodes {{*}} [[Mech booster|Mech boosters]] {{*}} Mech signallers {{*}} [[Control pack]] {{*}} [[Airwire headset]] {{*}} [[Array headset]] {{*}} [[Bandwidth pack]]&lt;br /&gt;
  |group2 = [[Mechanoid creation]]&lt;br /&gt;
  |list2 = [[Basic subcore]] {{*}} [[Standard subcore]] {{*}} [[High subcore]] {{*}} [[Subcore encoder]] {{*}} [[Subcore softscanner]] {{*}} [[Subcore ripscanner]] {{*}} [[Mech gestator]]&lt;br /&gt;
  |group3 = Maintenance&lt;br /&gt;
  |list3 = [[Mech recharger]] {{*}}&lt;br /&gt;
}}&lt;br /&gt;
|group4 = Genetics&lt;br /&gt;
|list4 = {{Navbox subgroup&lt;br /&gt;
  |group1 = [[Xenotypes|Xenohumans]]&lt;br /&gt;
  |list1 = [[Dirtmoles]] {{*}} [[Genies]] {{*}} [[Highmates]] {{*}} [[Hussars]] {{*}} [[Impids]] {{*}} [[Neanderthals]] {{*}} [[Pigskins]] {{*}} [[Sanguophages]] {{*}} [[Wasters]] {{*}} [[Yttakin]]&lt;br /&gt;
  |group2 = [[Genes]]&lt;br /&gt;
  |list2 = Germline {{*}} Xenogene {{*}} Metabolic Efficiency {{*}}&lt;br /&gt;
  |group3 = Genetic Modification&lt;br /&gt;
  |list3 = [[Genepack]] {{*}} [[Gene extractor]] {{*}} [[Gene bank]] {{*}} [[Gene assembler]] {{*}} [[Gene processor]] {{*}} [[Xenogerm]] {{*}} [[Archite capsule]]s&lt;br /&gt;
  |group4 = [[Deathrest]]&lt;br /&gt;
  |list4 = [[Deathrest accelerator]] {{*}} [[Deathrest casket]] {{*}} [[Glucosoid pump]] {{*}} [[Hemogen amplifier]] {{*}} [[Hemopump]]  {{*}} [[Psychofluid pump]]&lt;br /&gt;
}}&lt;br /&gt;
|group5 = [[Pollution]]&lt;br /&gt;
|list5 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Nature&lt;br /&gt;
  |list1 = [[Toxalope]] {{*}} [[Toxipotato plant]] {{*}} [[Waste rat]] {{*}} [[Gray pine tree]] {{*}} [[Pebble cactus]] {{*}} [[Rat palm tree]] {{*}} [[Witchwood tree]]  {{*}} Stasis cocoons&lt;br /&gt;
  |group2 = Mitigation&lt;br /&gt;
  |list2 = [[Wastepack|Wastepacks]] {{*}} [[Wastepack atomizer|Atomizers]] {{*}} [[Pollution pump]]s {{*}} [[Polux tree]]s&lt;br /&gt;
  |group3 = Adaptation&lt;br /&gt;
  |list3 = [[Face mask]] {{*}} [[Gas mask]] {{*}} [[Tox grenades]] {{*}} [[Tox pack]] {{*}} Tox shell {{*}} [[Toxic needle gun]] {{*}} [[Toxbomb launcher]] {{*}} [[Detoxifier kidney]] {{*}} [[Detoxifier lung]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Navigation templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Nav/plants&amp;diff=119765</id>
		<title>Template:Nav/plants</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Nav/plants&amp;diff=119765"/>
		<updated>2022-11-25T16:43:01Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: Added biotech trees&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;[[Domesticated plants]]&lt;br /&gt;
: [[Cocoa tree]] &amp;amp;bull; [[Corn plant]] &amp;amp;bull; [[Cotton plant]] &amp;amp;bull; [[Devilstrand mushroom]] &amp;amp;bull; [[Haygrass]] &amp;amp;bull; [[Healroot]] &amp;amp;bull; [[Hop plant]] &amp;amp;bull; [[Potato plant]] &amp;amp;bull; [[Psychoid plant]] &amp;amp;bull; [[Rice plant]] &amp;amp;bull; [[Smokeleaf plant]] &amp;amp;bull; [[Strawberry plant]] &amp;amp;bull; [[Tinctoria]] &amp;amp;bull; [[Fibercorn]] {{IdeologyIcon}} &amp;amp;bull; [[Gauranlen pod]] {{IdeologyIcon}} &amp;amp;bull; [[Nutrifungus]] {{IdeologyIcon}} &amp;amp;bull; [[Toxipotato plant]] {{BiotechIcon}}&lt;br /&gt;
;[[Decorative plants]]&lt;br /&gt;
: [[Dandelions]] &amp;amp;bull; [[Daylily]] &amp;amp;bull; [[Rose]] &amp;amp;bull; [[Bonsai tree]] {{IdeologyIcon}}&lt;br /&gt;
;[[Wild plants]]&lt;br /&gt;
: [[Agarilux]] &amp;amp;bull; [[Agave]] &amp;amp;bull; [[Alocasia]] &amp;amp;bull; [[Ambrosia bush]] &amp;amp;bull; [[Astragalus]] &amp;amp;bull; [[Berry bush]] &amp;amp;bull; [[Brambles]] &amp;amp;bull; [[Bryolux]] &amp;amp;bull; [[Bush]] &amp;amp;bull; [[Chokevine]] &amp;amp;bull; [[Clivia]] &amp;amp;bull; [[Giant rafflesia]] &amp;amp;bull; [[Glowstool]] &amp;amp;bull; [[Grass]] &amp;amp;bull; [[Low shrubs]] &amp;amp;bull; [[Moss]] &amp;amp;bull; [[Pincushion cactus]] &amp;amp;bull; [[Tall grass]] &amp;amp;bull; [[Wild healroot]] &amp;amp;bull; [[Anima grass]] {{RoyaltyIcon}} &amp;amp;bull; [[Gauranlen moss]] {{IdeologyIcon}}&lt;br /&gt;
;[[Trees]]&lt;br /&gt;
: [[Bamboo tree]] &amp;amp;bull; [[Birch tree]] &amp;amp;bull; [[Burned tree]] &amp;amp;bull; [[Cecropia tree]] &amp;amp;bull; [[Cypress tree]] &amp;amp;bull; [[Drago tree]] &amp;amp;bull; [[Maple tree]] &amp;amp;bull; [[Oak tree]] &amp;amp;bull; [[Palm tree]] &amp;amp;bull; [[Pine tree]] &amp;amp;bull; [[Poplar tree]] &amp;amp;bull; [[Saguaro cactus]] &amp;amp;bull; [[Teak tree]] &amp;amp;bull; [[Willow tree]] &amp;amp;bull; [[Anima tree]] {{RoyaltyIcon}} &amp;amp;bull; [[Gauranlen tree]] {{IdeologyIcon}} &amp;amp;bull; [[Timbershroom]] {{IdeologyIcon}} &amp;amp;bull; [[Gray pine tree]] {{BiotechIcon}} &amp;amp;bull; [[Pebble cactus]] {{BiotechIcon}} &amp;amp;bull; [[Polux tree]] {{BiotechIcon}} &amp;amp;bull; [[Rat palm tree]] {{BiotechIcon}} &amp;amp;bull; [[Witchwood tree]] {{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Nav|plant|wide}}&lt;br /&gt;
{{Documentation|Template:Nav/doc}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=119762</id>
		<title>Reproduction</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=119762"/>
		<updated>2022-11-25T16:29:56Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: Added move suggestion, linked to discussion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About|human pregnancy and babies|older children|Children}}&lt;br /&gt;
&lt;br /&gt;
'''Reproduction''' is the means by which [[human]] babies are created. &lt;br /&gt;
&lt;br /&gt;
Note: Due to the continuous nature of the subject matter, this page covers from conception to the age of three. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Move| destination = Babies | reason = We've [[Topic:X7aza1755qpbr24t|discussed]] moving the Babies and Acquisition sections to a new Babies page since there's a lot of content here and reproduction and Babies are two separate topics | section = 1 }}&lt;br /&gt;
Babies can be obtained via several different methods:&lt;br /&gt;
*  Choosing them as a starting colonist via the [[scenario system]].&lt;br /&gt;
*  Natural reproduction, through [[#Pregnancy|pregnancy]].&lt;br /&gt;
*  Assisted reproduction, through [[#Surrogacy|surrogacy]] or [[#Growth vat|growth vats]].&lt;br /&gt;
*  Purchasing them from [[Trade#Slaver|slavers]].{{Check Tag|Can babies be bought?}}&lt;br /&gt;
*  Receiving them from [[quests]] and [[events]]. Babies of any faction can be adopted instantly to the colony, without angering them.&lt;br /&gt;
&lt;br /&gt;
Note that with the exception of the first point, these methods become unavailable if &amp;quot;Disable children&amp;quot; is toggled on in the [[AI_Storytellers#Biotech|storyteller settings]].&lt;br /&gt;
&lt;br /&gt;
== Natural Reproduction ==&lt;br /&gt;
{{Image wanted|section=1|reason=Images of the &amp;quot;Try for pregnancy&amp;quot; etc. icons.}}&lt;br /&gt;
Pawns in [[Social#Romance|romantic relationships]] have a chance to get pregnant when they initiate [[lovin']]. Note that pawns must share a two-person bed, bedroll, or sleeping spot to initate lovin' but do not require one to avoid the &amp;quot;sleeping alone&amp;quot; mood debuff. &lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
The prospective parents' chance of successfully reproducing is primarily controlled by their [[#Fertility|Fertility]] stat. The player has three options to adjust pregnancy rates from Lovin' in any relationship. By opening the social tab, to the right of a Lover, Fiancee, or Spouse, you can see a button that lets you change the couple's approach for having kids.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:Normal.png|32px]]         &lt;br /&gt;
| '''Normal''' (Default) || x1 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:AvoidPregnancy.png|32px]] &lt;br /&gt;
| '''Avoid pregnancy''' || x0.25 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:TryForBaby.png|32px]]     &lt;br /&gt;
| '''Try for baby'''    || x4 pregnancy chance. &lt;br /&gt;
|}&lt;br /&gt;
Therefore, the total chance of pregnancy in one relationship is likely: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Pregnancy chance per relationship''' = '''Mother's fertility''' x '''Father's fertility''' x '''Reproductive Approach''' x '''Times Lovin''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual chance that a pair of pawns will do Lovin' each night varies, but it requires them to share the same bed and sleep at the same time. Their chance of Lovin' varies by age, as seen in [[Social#Lovin.27|this chart]]. The [[Genes#Low_libido|low libido]] and [[Genes#High_libido|high libido]] genes will also alter this. There have been reports that colonist mood and opinions of each other also influence the chance of doing Lovin'.&lt;br /&gt;
&lt;br /&gt;
=== Pregnancy ===&lt;br /&gt;
&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6 day trimesters. The player will receive a notification when the pregnancy starts and when it progresses from one trimester to the next. The pregnant pawn will gain penalties to movement, manipulation, and hunger rate, increasing each trimester as seen in the chart below. Other than limitations due to movement, pregnant pawns have no restrictions on the activities they pursue.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| First trimester ||&lt;br /&gt;
&lt;br /&gt;
* Hunger rate offset: {{++|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| Second trimester ||&lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|10%}}&lt;br /&gt;
* [[Manipulation]]: {{--|5%}}&lt;br /&gt;
* Hunger rate offset: {{++|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| Third trimester || &lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|50%}}&lt;br /&gt;
* [[Manipulation]]: {{--|10%}}&lt;br /&gt;
* Hunger rate offset: {{++|50%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
During the first trimester, a pawn will gain the ''New pregnancy'' moodlet, which can either be positive or negative direction: {{Good|+3}}, or {{Bad|-3}} ''I'm pregnant and not very happy about it.'' The same pawn can feel differently about different pregnancies. Throughout their pregnancy, they will also occasionally gain mood buffs or debuffs due to hormone-induced mood swings.{{Check Tag|Detail needed, and do they appear in 1st tri?}} Mood swings are visible in the Health tab as a condition affecting the brain. They vary in severity, direction, and duration, appearing as: &amp;quot;Pregnancy Mood (&amp;lt;duration&amp;gt;, &amp;lt;type&amp;gt;)&amp;quot; with the description ''This common side effect of pregnancy represents a rising and falling mood caused by unbalanced hormones.'' Accompanying this, the pawn will get a positive or negative moodlet labeled ''Pregnancy mood &amp;lt;type&amp;gt;''. Mood swings are short-lived, lasting about 8 hours.&lt;br /&gt;
&lt;br /&gt;
'''Types of Mood swings:'''&lt;br /&gt;
* High: ?&lt;br /&gt;
* Down: {{Bad|-8}}&lt;br /&gt;
&lt;br /&gt;
Pregnant pawns may also receive the &amp;quot;morning sickness&amp;quot; condition, which lasts 4 to 8 ingame hours. Along with health effects, they will gain the {{Bad|-3}} mood debuff ''Sick''.&lt;br /&gt;
&lt;br /&gt;
'''Morning sickness:'''&lt;br /&gt;
* [[Consciousness]]: {{Bad|x0.8}}&lt;br /&gt;
* [[Moving]]: {{Bad|x0.9}}&lt;br /&gt;
* [[Manipulation]]: {{Bad|x0.9}}&lt;br /&gt;
* Vomiting {{MTB}}: {{Bad|{{#expr:(24*0.075)}} Hours}}&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
== Assisted reproduction ==&lt;br /&gt;
Science enables new methods for obtaining babies. After Fertility Procedures has been researched, you can extract [[Ovum|ova]] from female pawns and fertilize them to form an [[Embryo|embryo]], for use in surrogate pregnancies or vat-grown babies.&lt;br /&gt;
&lt;br /&gt;
Both methods require extracting an ovum from a [[Reproduction#Fertility|fertile]] female pawn, be they [[colonist]], [[prisoner]], or [[slave]]{{IdeologyIcon}}, through a medical operation in the pawn's Health tab: &amp;quot;Extract ovum for IVF&amp;quot;. The operation requires one of any type of medicine and a doctor, although it is a relatively easy surgery, with a 500% multiplier on success, and 0% chance of death on failure. &lt;br /&gt;
&lt;br /&gt;
The ovum may then fertilized by a fertile male colonist or slave (but not prisoner) to produce an embryo. As long as the male pawn's fertility is above 0% this will be successful{{Check Tag|Verify|Not thoroughly checked}}. The resulting embryo can then be implanted in female pawns (may be prisoner, colonist, or slave) to initiate a pregnancy, placed in a growth vat, or sold.&lt;br /&gt;
&lt;br /&gt;
=== Surrogacy ===&lt;br /&gt;
With the [[Research#Fertillity Procedures|Fertillity Procedures]] research, you can create [[embryo]]s. They can then be implanted into a pawn for a chance for the pawn to become pregnant. The chance of success depends on the surrogate's own Fertility.&lt;br /&gt;
&lt;br /&gt;
Even if they did not supply the ovum, the surrogate will be considered the birth mother. Otherwise, it will act as a regular pregnancy.{{Check Tag|Verify|Not thoroughly checked, quick devmode run to write this section}}. A pawn born this way will consider both their surrogate and genetic mother as the pawn's parents in terms of social opinions.&lt;br /&gt;
&lt;br /&gt;
=== Growth vats ===&lt;br /&gt;
{{See also|Growth vat}}&lt;br /&gt;
[[Growth vat]]s are a complete alternative to pregnancy. They require the [[Research#Growth vats|Growth vat]]s research to make, as well as [[Research#Fertility procedures|Fertility Procedures]], and two pawns with &amp;gt; 0% Fertility to actually create embryos. &lt;br /&gt;
&lt;br /&gt;
Growth vats allow an embryo to be born in 9 days, half the time of a natural pregnancy. Active vats must be given a constant supply of 200 W of [[power]] and 6 [[nutrition]] per day - or around 6.5 [[simple meal]]s per day - to ensure survival of the fetus. If lacking either, then the fetus will undergo biostarvation, increasing by 50% per day. If biostarvation reaches 100%, the fetus will be destroyed.&lt;br /&gt;
&lt;br /&gt;
Growth vat births always have a [[Reproduction#Quality|quality]] of 70%, which affects the chance of the baby being born healthy. However, there are benefits to this method: as it avoids natural birth, the mother won't be weighed down, and there is no risk of them dying.&lt;br /&gt;
&lt;br /&gt;
== Birth ==&lt;br /&gt;
Your first warning for a pawn's upcoming childbirth comes during a pawn's pregnancy: the player will receive one notification when the mother hits the third trimester about &amp;quot;&amp;lt;Colonist&amp;gt;'s baby prep&amp;quot;, which explains all the steps you can take to help the mother give birth successfully. Besides preparing a location and doctor for the birth, this notification reminds you to prepare a food source for the baby and build them a crib. Labor will happen roughly 6 days after, starting with a notification of &amp;quot;&amp;lt;Colonist&amp;gt; in labor!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once labor begins, the birthing procedure can be initiated by clicking on the mother, and selecting the &amp;quot;Begin birth&amp;quot; option. This allows the player to select participants and a Doctor, much like [[Ideology]]'s rituals. The procedure will take place at a bed or sleeping spot, chosen automatically (preferring medical beds) if the mother is not already in bed. All of these choices have an effect on the birth's quality, which affects the chance that the mother and baby will come out of childbirth alive and healthy. You can view the exact factors and their influence in the Quality section below. The expected duration of this operation is variable, but will end once the baby has been born or mother has died.&lt;br /&gt;
&lt;br /&gt;
===Labor===&lt;br /&gt;
The progress of labor can be tracked in the mother's health tab. Labor begins with contractions, different stages of dilation that change randomly over time, with all adding various amounts of pain and restrictions on movement for the mother. Many stages will incapacitate her, so even before the childbirth operation begins, it is important to bring her to a bed. When the childbirth operation has proceeded for a while, you will receive a small notification saying &amp;quot;&amp;lt;mother&amp;gt;'s labor has entered the final stage&amp;quot;, and the labor will progress to the final &amp;quot;pushing&amp;quot; stage. &lt;br /&gt;
&lt;br /&gt;
'''Stages of labor:'''&lt;br /&gt;
* dilation, mild: pain +25%, moving x40%&lt;br /&gt;
* dilation, debilitating: pain +85%&lt;br /&gt;
* pushing: pain +85%&lt;br /&gt;
&lt;br /&gt;
Once the childbirth procedure has begun, any spectating loved ones may socialize with each other, but the doctor and mother will be focused on their tasks. Spectators and the doctors can leave if needed, by selecting a pawn and then pressing the &amp;quot;Leave child birth&amp;quot; option.&lt;br /&gt;
Finally, you can cancel the birth operation by selecting any of the involved pawns and then selecting the &amp;quot;Cancel child birth&amp;quot; option, which allows you to restart childbirth later.&lt;br /&gt;
&lt;br /&gt;
===Quality===&lt;br /&gt;
When starting the child birth procedure, a screen will show you the expected quality of the birth, determined by:&lt;br /&gt;
* Loved one present: the presence of someone that the mother considers a friend or more gives +5% quality, with no stacking for multiple friends or a better friend. By default, the father will be selected to be present. If the doctor performing the operation is a friend, they will count towards this bonus too.&lt;br /&gt;
* Age of the mother: a 22-year-old has a +50% quality, and as the mother grows older, this drops.&lt;br /&gt;
* Doctor's medical skill: can range from 0-20% or more. Skill level 1 gives 1.3%, 3 gives +3.8%, 7 gives +8.8%, and 16 gives +20% quality.&lt;br /&gt;
* Indoors: if inside, the quality gains +5%.&lt;br /&gt;
* Room cleanliness: cleanliness can range from 0-0.6, giving 0-10% in quality bonuses.&lt;br /&gt;
* Bed health effects: contributes up to 5%, with things like bed quality, a medical bed, and (perhaps vitals monitor or other furniture?) influencing this stat. A bed rating of 5 guarantees a quality bonus of +5%.&lt;br /&gt;
&lt;br /&gt;
Therefore, the most important factors in a safe birth are the mother's age and the doctor's skill level.&lt;br /&gt;
&lt;br /&gt;
Birth quality is likely determined at the moment of the baby's birth; allowing the doctor or loved ones to leave, or having the room grow dirty, has an effect on birth quality.&lt;br /&gt;
&lt;br /&gt;
=== Outcomes ===&lt;br /&gt;
{{Stub|section=1|reason=Exact math on the chance mechanics}}&lt;br /&gt;
Depending on the quality, the baby can be born healthy or sickly, or they may die during birth. At lower qualities, there is also a chance that the mother can die during childbirth.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Expected Quality''' || 76 || 84 || 95&lt;br /&gt;
|-&lt;br /&gt;
| '''Mother dies''' || 0.98% || 0.45% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Still''' || 3.3% || 3% || 2.6%&lt;br /&gt;
|-&lt;br /&gt;
| '''Sick''' || 7.4% || 7.5% || 7.5%&lt;br /&gt;
|-&lt;br /&gt;
| '''Healthy''' || 89% || 90% || 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You will receive a notification when the birth is complete, and the baby will appear on an adjacent tile. If the baby was born alive, a pawn with the Childcare work enabled can be instructed to either move the baby to a safe space, or to deliver it to the mother for breastfeeding. The baby will be born hungry, with a mood penalty of {{Bad|-6}}.&lt;br /&gt;
&lt;br /&gt;
If your baby was healthy, the notification is &amp;quot;Healthy child birth&amp;quot;, and it gives you 24 hours to choose a name for the baby. This is the only time where you can completely customize the baby's first and last names, and you additionally can add an optional nickname. The game will suggest the mother and father's last names on this screen, and provide random suggestions for the other names. Until then, the baby's name is temporary, and called &amp;quot;Baby &amp;lt;Mother's last name&amp;gt;&amp;quot;. The baby will also receive the Childhood title &amp;quot;Newborn&amp;quot;, and belong to the mother's faction. The baby's parents will receive a 15-day mood boost that &amp;quot;&amp;lt;Baby&amp;gt; was born healthy&amp;quot; {{Good|+8}}.&lt;br /&gt;
&lt;br /&gt;
If the baby is born sick, they are affected by a form of [[infant illness]], which can start at a variable intensity. If left untreated before 10 days is up, the baby dies, but if it lives through 10 days after birth, the illness will no longer affect the baby. You will also get the chance to name your baby.&lt;br /&gt;
&lt;br /&gt;
If the mother survived childbirth, she will remain in bed, incapacitated by exhaustion (Postpartum exhaustion) for 16 hours. She'll no longer feel any pain from childbirth, but won't be able to move. However, if another pawn delivers her baby to her, she can begin breastfeeding. &lt;br /&gt;
&lt;br /&gt;
== Lactation ==&lt;br /&gt;
&lt;br /&gt;
Lactation is the mechanic that allows pawns to breastfeed babies. Lactation gives pawns a milk fullness stat, and when milk fullness is above 0%, a pawn can breastfeed any baby, even if it is not their own child. There are other consequences to lactation, however: lactating pawns require more nutrition per day, and they have a reduced chance of pregnancy. Prior to update 1.4, lactating pawns could not become pregnant, regardless of their [[Reproduction#Fertility|fertility]] and reproductive strategy, but after update 1.4, lactation places a 5% multiplier on a pawn's fertility, giving them a very small chance of becoming pregnant. Lactation lasts indefinitely, only stopping after 10 days of not breastfeeding a child. There is no visible timer on this, but after the 10 days are up, you'll receive a pop-up saying &amp;quot;&amp;lt;Colonist&amp;gt; is no longer lactating due to not breastfeeding for ten days&amp;quot;. You can view a pawn's other lactation details in their Health panel. &lt;br /&gt;
&lt;br /&gt;
Upon a successful childbirth, a mother will begin lactating, with milk fullness starting at 100%. Milk fullness regenerates at varying rates depending on the mother's hunger level. Lactating pawns require more nutrition per day in order to produce milk: the mother's Food Consumption stat rises from 1.6 to 2.1 nutrition per day, a gain of +0.5 (a simple meal has 0.9 nutrition). However, the nutrition required for them to make milk depends on their milk regeneration level, which decreases in stages following their hunger level. As a pawn gets more hungry, they won't produce as much milk, and won't require as much extra nutrition. Additionally, a lactating pawn with milk fullness of 100% won't require any extra nutrition since they're not currently regenerating milk. You can view the pawn's current nutritional needs by checking the details of their &amp;quot;Lactating&amp;quot; condition in the pawn's Health tab. Lactating does not affect any other pawn stats or conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger Level''' || Ravenously Hungry || Hungry || Full&lt;br /&gt;
|-&lt;br /&gt;
| '''Milk Regeneration''' || 25% || ? || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Extra Nutrition Per Day''' || 0.13 || ? || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Heredity ==&lt;br /&gt;
{{See also|Genes}}&lt;br /&gt;
When an [[embryo]] is conceived, it will inherit some of the [[genes]] of both parents. During a mother's pregnancy, you can view her child's genes by going to her Health tab and selecting the information button for her pregnancy. The genetics section will list all genes that her child has inherited. &lt;br /&gt;
&lt;br /&gt;
Genes which can be passed down come from the [[germline]] DNA, and are called endogenes. Pawns may modify themselves with [[Xenogene|xenogenes]], but as it's not part of a pawn's germline DNA, it cannot be passed down. If an endogene is only present in one parent, it has a small chance to be passed down.{{Check Tag|What's the chance?|What is the algorithm for calculating gene inheritance?}} However if an endogene is present in both parents, it will always be passed down.&lt;br /&gt;
&lt;br /&gt;
Generally, all pawns will have at least one hair color and skin color endogene. Offspring will always pick one hair color and skin color endogene from their parents. If no hair/skin color endogene can be found in either parent, such as if they were two [[highmates]], a random hair/skin color endogene will be picked from the natural list of hair/skin colors instead.&lt;br /&gt;
&lt;br /&gt;
If a pawn has multiple [[Genes#Cosmetic|cosmetic genes]] within a category, like body type, one random gene will override the others. This will be the gene represented on the pawn. For non-cosmetic genes within a category there is a fixed priority for overrides, usually favored towards the negative variations. For example, an awful [[shooting]] aptitude will override all other shooting aptitudes. Xenogenes will always take priority over endogenes. Thus, even though the Slow runner endogene overrides their Fast runner endogene, the Fast runner xenogene will override the Slow runner endogene. Note that overridden endogenes can still be passed down as normal.&lt;br /&gt;
&lt;br /&gt;
If a child is born from an incestuous relationship, there's a risk of them becoming [[Genes#Miscellaneous|inbred]]; up to 80% for direct relatives. {{Check Tag|Which relations?|What counts as direct? Effect of other relations}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! '''Inbred'''&lt;br /&gt;
[[File:Gene_Inbred.png|64px]]         &lt;br /&gt;
|&lt;br /&gt;
* Complexity: {{Bad|+1}}&lt;br /&gt;
* Metabolic efficiency: {{Bad|-2}}&lt;br /&gt;
* Forced Trait: [[Slow learner]]&lt;br /&gt;
* [[#Fertility|Fertility]]: {{Bad|x50%}}&lt;br /&gt;
* [[Immunity gain speed]]: {{Bad|x85%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fertility ==&lt;br /&gt;
Fertility is the main pawn stat affecting pregnancy chances, acting as a percentage multiplier on the chance of getting pregnant naturally or through an ovum implantation. Natural pregnancy chance is equally dependent on the fertility of both partners. Additionally, fertility must be above 0% to extract a pawn's ovum or to fertilize the [[Ovum|ovum]] into an [[Embryo|embryo]].&lt;br /&gt;
&lt;br /&gt;
This stat is affected by a variety of factors, such as age, [[Genes|genes]], and [[#Contraceptives|contraceptives]]. Age is the baseline for fertility, changing slowly for each colonist over time, and at a different rate by pawn gender. Genes provide an additional multiplier on fertility. Contraceptives instantly bring fertility to 0%, overriding other fertility factors.&lt;br /&gt;
&lt;br /&gt;
For baseline humans without fertility-modifying genes, both men and women start becoming fertile after age 14; but regardless of fertility, pawns can't participate in reproduction until they are 16. Fertility increases differently by gender. Women's fertility increases until age 20, but starts dropping at age 28 until it reaches 0% at age 50. Men's fertility increases until age 18, but starts dropping at age 50 until it's 0% at age 90. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Female Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 20, 28, 35, 40, 45, 50, 120&lt;br /&gt;
|y=0, 0, 100, 100, 50, 10, 2, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Male Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 18, 50, 90, 120&lt;br /&gt;
|y=0, 0, 100, 100, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Genes affect fertility in direct and indirect ways. There are two direct effects: the [[Genes#Fertile|Fertile]] gene doubles fertility and the [[Genes#Sterile|Sterile]] gene completely nullifies it. &lt;br /&gt;
&lt;br /&gt;
Some genes provide an indirect effect on fertility through their effect on age. Aging-related genes like [[Genes#Non-senescent|Non-senescent]] cannot mitigate the effects of age on fertility, but the [[Genes#Ageless|Ageless]] gene can keep a pawn's fertility stable by freezing the pawn's biological age. Additionally, other aging-related technologies can affect a pawn's fertility: [[Biosculpter_pod#Age_reversal|Age Reversal]] in a [[Biosculpter_pod|Biosculpter pod]] {{IdeologyIcon}} has a fully restorative effect on fertility, even allowing a completely infertile pawn to become fertile again once they pass back into the age range of fertility for their gender.&lt;br /&gt;
&lt;br /&gt;
== Contraceptives ==&lt;br /&gt;
There are many ways to manually change the likelihood of natural pregnancy. The simplest way in the game to prevent pregnancy is to not give pawns a [[double bed]] to themselves. However, it deprives them of the [[mood]] bonuses of Lovin' in the first place. You can instead change a couple's Reproductive Approach in the Social tab to the &amp;quot;Avoid pregnancy&amp;quot; option, which reduces their pregnancy rate by -75% but still allows them to make Lovin' at the same rate. Additionally, a guaranteed method of avoiding pregnancy is by continuing a pawn's [[Reproduction#Lactation|lactation]]. If a pawn is lactating (from having given birth before), then it is impossible for them to have a child under any circumstances. &lt;br /&gt;
&lt;br /&gt;
A more stable solution to controlling pregnancy can be pursued through research and medicine, by applying contraceptives to pawns of either gender who are engaging in Lovin'. The [[Research#Fertility Procedures|Fertility Procedures]] research gives access to multiple operations, temporary or permanent, to prevent and stop pregnancies. These surgeries can be applied to any pawn age 16 and up, and can be performed even if the pawn is already infertile.&lt;br /&gt;
&lt;br /&gt;
=== IUD ===&lt;br /&gt;
This is a temporary method of preventing pregnancies. You can stop a female pawn from becoming pregnant with the &amp;quot;Implant IUD&amp;quot; medical operation, which has a 100% success chance and no chance of pawn death upon failure. The operation requires {{Icon Small|medicine}} 1 [[Medicine]] of any type and will anesthetize the pawn. The IUD lasts indefinitely and can be seen in the pawn's Health tab, but you can later remove it through the &amp;quot;Remove IUD&amp;quot; medical operation, also for {{Icon Small|medicine}} 1 [[Medicine]] of any type. Women may embark with IUDs already implanted. If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
Implanted IUDs also stop pregnancies in the first trimester, an alternative to the Terminate Pregnancy operation.&lt;br /&gt;
&lt;br /&gt;
=== Vasectomy ===&lt;br /&gt;
This is another temporary method of preventing pregnancies. You can stop a male pawn from impregnating others with the &amp;quot;Perform vasectomy&amp;quot; medical operation, which also has a 100% success chance with no chance of pawn death upon failure. The vasectomy lasts indefinitely, with the operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. You can later remove it through the &amp;quot;Reverse vasectomy&amp;quot; medical operation, also for and {{Icon Small|medicine}} 1 [[Medicine]] of any type. Men may embark with the operation already performed.{{Check Tag|Verify}} If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
=== Tubal Ligation ===&lt;br /&gt;
This permanently stops a female pawn from being able to reproduce. &amp;quot;Perform tubal ligation&amp;quot; is a medical operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. The surgery success chance is 100% and there is no chance of pawn death upon failure.&lt;br /&gt;
&lt;br /&gt;
=== Termination ===&lt;br /&gt;
If the pawn has already become pregnant past the first trimester, the only option left is to terminate the pregnancy. This can be achieved through the medical operation &amp;quot;Terminate pregnancy&amp;quot; requiring {{Icon Small|medicine}} 1 [[Medicine]], after which the pawn will no longer be pregnant.&lt;br /&gt;
&lt;br /&gt;
This operation will upset the affected pawn. Depending on the trimester of the pregnancy, a moodlet of {{Bad|-5}} for the first, {{Bad|-10}} for the second, and {{Bad|-20}} for the third will occur, lasting for 10 days.&lt;br /&gt;
&lt;br /&gt;
== Babies ==&lt;br /&gt;
{{Move| destination = Babies | reason = We've [[Topic:X7aza1755qpbr24t|discussed]] moving the Babies and Acquisition sections to a new Babies page since there's a lot of content here and reproduction and Babies are two separate topics | section = 1 }}&lt;br /&gt;
&lt;br /&gt;
The end result of pregnancy is a human '''baby'''. Babies are small, helpless creatures that cannot walk or do anything by themselves. They only have three basic [[needs]]: food, sleep, and play. &lt;br /&gt;
&lt;br /&gt;
Babies can be ages 0-2, with newborn ages tracked in days and quadrums rather than years. Once a baby turns 3, they become a [[Children|child]], and on their [[Children#Age_3|3rd birthday]] you can make special choices for how they will develop further. Under the default [[storyteller|storyteller settings]], pawns under 13 will age 4x faster than normal, so the biological age of the baby is not how many days/quadrums they have actually been alive. [[Growth vat]]s can speed up a baby's growth by 20x that of an adult, or 5x faster than default. Using a growth vat seems to have no ill effects on a baby or its development, at least until it exits the baby stage.{{Check Tag|Not thoroughly tested|No visible effect?}} However, parents gain a {{--|4}} ''My baby is in a growth vat'' [[mood]]let.&lt;br /&gt;
&lt;br /&gt;
If a baby is left on the ground, any colonist (even those incapable of childcare or hauling) can try to bring the baby somewhere safe, like an available crib. Usually a colonist will quickly try to do this automatically. If you draft a colonist while they are carrying a baby, you'll receive a pop-up warning that your colonist is carrying a baby while drafted. If you undraft and redraft the colonist, they will drop the baby.&lt;br /&gt;
&lt;br /&gt;
Babies are born with no traits or skills: these develop during childhood [[Children#Growth_moments|Growth Moments]]. They also have no [[Ideoligion|ideoligion]] {{IdeologyIcon}}. Unless they have temporary health effects from being born sick, they have no health conditions, with every health stat at 100%, except for Moving, which is at 0%.&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
{{See also|Saturation}}&lt;br /&gt;
Babies need less [[nutrition]] to become full, but their hunger rate is adjusted with it to require [[food]] twice a day. Since babies cannot eat anything by themselves, pawns assigned to childcare will help feed them. The feeding process is fairly slow when compared to adult eating.&lt;br /&gt;
&lt;br /&gt;
They can ''only'' be fed in one of following ways:&lt;br /&gt;
* Breastfeeding from any lactating pawn, even those not their mother.&lt;br /&gt;
* Cooking and feeding them [[baby food]], produced at a campfire or stove from vegetable ingredients.&lt;br /&gt;
* Feeding them animal [[milk]] or [[insect jelly]].&lt;br /&gt;
&lt;br /&gt;
Of these, breastfeeding is usually the easiest. Unlike other foods, which feed in bursts only once the food has been consumed, breastfeeding will gradually increase the food bar. This allows the breastfeeding pawn to pause at any point, whilst also not wasting excess food. Usually, a pawn will sit down to breastfeed, continuing until the baby is full or the pawn is out of milk.&lt;br /&gt;
&lt;br /&gt;
You can control what foods the baby can eat and who will try to feed the baby in the baby's &amp;quot;Feeding&amp;quot; tab. By default, the mother will be set to Urgent, with all other pawns set to Childcare. If a pawn is set to childcare, that does not mean they will feed the baby: their childcare labor may be turned off, or they may be incapable of it.&lt;br /&gt;
* &amp;quot;Urgent&amp;quot; means the pawn will feed the baby day or night, even if the pawn is not assigned to childcare or capable of it.&lt;br /&gt;
* &amp;quot;Childcare&amp;quot; means the pawn will feed the baby as childcare work.&lt;br /&gt;
* &amp;quot;Never&amp;quot; means the pawn won't automatically feed the baby.&lt;br /&gt;
You can allow the baby to eat milk, insect jelly, and baby food in this tab, but can't control breastfeeding here. &lt;br /&gt;
&lt;br /&gt;
==== Drugs ====&lt;br /&gt;
Although babies are limited to eating certain foods, you can administer drugs to babies under the Health&amp;gt;&amp;gt;Medical Operations tab. These have an outsized influence because of the pawns' very small body sizes (x0.20 of the size of an adult). This means each administered drug causes a higher severity of reaction, affecting the duration of the high and the likelihood of [[Drugs#Addiction_and_Tolerance|tolerance]] buildup. This indirectly increases the chance of addiction: tolerance built so quickly makes babies much more likely to get addicted to drugs upon further administrations. Babies receive the same mood effects from drugs as adults do: administering a smokeleaf joint to a baby gives them the {{Good|+13}} High on Smokeleaf mood boost. However, the effect of drugs lasts much longer because the drug severity is higher: a one-joint smokeleaf high for a baby lasts a max of 24, rather than 12, hours.&lt;br /&gt;
&lt;br /&gt;
===Sleep===&lt;br /&gt;
{{See also|Rest}}&lt;br /&gt;
Unlike adults, babies don't follow a sleep schedule, instead falling asleep mostly at random. They may be in a sleeping spot, growing steadily more sleepy and upset, while still not falling asleep.&lt;br /&gt;
&lt;br /&gt;
A [[crib]] or [[bed]] should be provided for the baby to sleep in, as it will negate the negative [[mood]] from sleeping on the floor. There are several benefits of cribs over beds: cribs take up only one tile, multiple can be placed in a room without turning it into a barracks, and high-quality cribs can increase the mood of the baby while it rests or sleeps. &lt;br /&gt;
&lt;br /&gt;
Force-feeding, holding, or playing with the baby will wake them up, possibly keeping them unhappy from being tired.&lt;br /&gt;
&lt;br /&gt;
===Play===&lt;br /&gt;
Babies need to be played with, in place of standard Recreation. An adult assigned to child care will play with the baby once the play need is almost empty. There are different activities that will fulfill the baby's play need. A [[toy box]] and [[baby decoration]] increases the quality of play.&lt;br /&gt;
&lt;br /&gt;
===Mood===&lt;br /&gt;
Babies' moods are influenced by their needs for food, sleep, and play. These are affected at the same rates as for adults:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger''' || Ravenously Hungry || Hungry || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Sleep''' || Tired || Drowsy  || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Play''' || Really wants to play || Wants to Play  || Normal || Entertained || Very Entertained&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -10 || -5 || 0 || 5 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Babies share some moodlets with adults but aren't affected by as many thoughts. Babies can gain the {{Bad|-4}} Slept in the Cold moodlet, but aren't affected by temperature while awake. Babies have the same expectations for colony life as other pawns do, influencing their moods at the same rate. They can be influenced by [[Events#Psychic_drone|psychic drones]], [[Events#Psychic_soothes|soothes]], and [[Psycasts|psycasts]] {{RoyaltyIcon}} just as much as other pawns, because they have a psychic sensitivity of 100% by default. However, babies don't consider furniture comfort or quality, except while resting or sleeping in a [[Crib|crib]], with various crib qualities providing higher mood boosts. &lt;br /&gt;
&lt;br /&gt;
Uniquely, babies get a mood bonus when their parents are very happy: &amp;quot;Parent is happy&amp;quot; {{Good|+6}}, or &amp;quot;Parents are happy&amp;quot; {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
Being held or breastfed does not affect the baby or caretaking adult's mood in any direct way. However, babies will temporarily forget any ill mood effects from lack of Sleep while being held, although these needs will still decrease as usual.&lt;br /&gt;
&lt;br /&gt;
A baby's mood affects the moods of all other colonists, much like [[Children#Mood|children's moods]] can. Parents of a baby who is very happy will receive a {{Good|+6}} mood boost for &amp;quot;My child &amp;lt;baby&amp;gt; is happy&amp;quot;. If the baby is about 1/3 of its happiness or less, parents have a {{Bad|-6}} mood penalty, thinking &amp;quot;My child &amp;lt;baby&amp;gt; is unhappy&amp;quot;. Babies also factor into the colonists' thoughts on the overall happiness of the colony's children, which range from a positive {{Good|+2}} &amp;quot;Happy youngsters&amp;quot; mood boost to a {{Bad|-2}} &amp;quot;Sad youngsters&amp;quot;, to worse negative mood penalties, all based on the average of the moods of colonists aged 0-17.&lt;br /&gt;
&lt;br /&gt;
====Giggling and crying====&lt;br /&gt;
Instead of [[mental inspiration|mental inspirations]] or [[mental breaks]], babies will have giggling or crying &amp;quot;fits&amp;quot; which gives a mood boost or penalty to other colonists within a 10 tile{{Check Tag|Verify|Based on dev mode testing. Exact number unverified.}} radius. The ratio between giggling and crying is directly related with the baby's mood.&lt;br /&gt;
&lt;br /&gt;
[[Mood]] boosts from giggling babies go from {{Good|+4}} up to {{Good|+10}}, while crying babies can cause mood maluses from {{Bad|-8}} down to {{Bad|-20}}. Parents are only half as bothered by their baby crying, and twice as happy when their baby is giggling.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.125, 0.25, 1, 2, 4 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crying occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=12, 6, 1, 0.25, 0.125 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling to crying ratio (higher is better)&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.011, 0.042, 1, 8, 32 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Occurance of giggling per time crying&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Babies get the same [[Social|social]] opinion boosts from [[Social#Family_by_Blood|familial relationships]] that other pawns do. They are born aware of their entire family tree, going back to the great-grandparent generation and including dead relatives. In addition, their social relationships are impacted by who feeds them and who hears them crying. They will not know all of your colonists when born, only beginning to remember them after they've interacted a few times (and the colonist will likewise not remember the baby)!&lt;br /&gt;
&lt;br /&gt;
Feeding changes the social opinions between a baby and their caretaker. A baby will gain about {{Good|+16}} social opinion for another pawn each time they are fed, with the &amp;quot;Fed me&amp;quot; opinion, which wears off over time. It is unclear whether breastfeeding provides a similar benefit. An adult who feeds a baby will gain about {{Good|+4}} social opinion for them from this act, and remember the feeding for longer than the baby does. This bonus only stacks up to 5 times, for a maximum of +16 opinion of the baby. Adults who breastfeed a baby gain about {{Good|+7}} opinion for the baby from the interaction. These feeding opinion changes are the same whether the caretaker is the baby's parent or not.&lt;br /&gt;
&lt;br /&gt;
Adults who hear a baby cry or giggle will change their opinions of the baby temporarily. A crying baby will gain the ''Cried'' {{Bad|-12}} opinion penalty, while a giggling baby will gain the ''Giggled'' {{Good|+12}} opinion boost. An adult can remember a baby's crying and giggling at the same time, cancelling each effect out. It is unclear if these modifiers stack.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Biotech_navbox&amp;diff=119761</id>
		<title>Template:Biotech navbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Biotech_navbox&amp;diff=119761"/>
		<updated>2022-11-25T16:22:08Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: changed infants to babies to match&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
|name = Biotech navbox&lt;br /&gt;
|title = {{BiotechIcon}} '''[[Biotech]]'''&lt;br /&gt;
|group1 = [[Children and reproduction|Families]]&lt;br /&gt;
|list1 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Relationships&lt;br /&gt;
  |list1 = Romance {{*}} [[Reproduction]] {{*}} [[Children]]&lt;br /&gt;
  |group2 = Life Stages&lt;br /&gt;
  |list2 = [[Babies|Babies]] {{*}} [[Children_and_reproduction#Development|Children]] {{*}} Adults&lt;br /&gt;
  |group3 = Furniture&lt;br /&gt;
  |list3 = [[Crib]] {{*}} [[Baby sleeping spot]] {{*}} [[Growth vat]] {{*}} [[Toy box]] {{*}} [[Baby decoration]] {{*}} [[School desk]] {{*}} [[Blackboard]]&lt;br /&gt;
}}&lt;br /&gt;
|group2 = Mechanoids&lt;br /&gt;
|list2 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Laborers&lt;br /&gt;
  |list1 = [[Agrihand]] {{*}} [[Cleansweeper]] {{*}} [[Constructoid]] {{*}} [[Fabricor]] {{*}} [[Lifter]] {{*}} [[Paramedic]] {{*}} [[Tunneler_(Mechanoid)|Tunneler]]&lt;br /&gt;
  |group2 = Combatants&lt;br /&gt;
  |list2 = [[Centurion]] {{*}} [[Legionary]] {{*}} [[Militor]] {{*}} [[Scorcher]] {{*}} [[Tesseron]]&lt;br /&gt;
  |group3 = Commanders&lt;br /&gt;
  |list3 = [[Apocriton]] {{*}} [[Diabolus]] {{*}} [[War queen]] &amp;lt;small&amp;gt;([[War urchin]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|group3 = [[Mechanitor]]s&lt;br /&gt;
|list3 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Control&lt;br /&gt;
  |list1 = Mech link {{*}} Band nodes {{*}} [[Mech booster|Mech boosters]] {{*}} Mech signallers {{*}} [[Control pack]] {{*}} [[Airwire headset]] {{*}} [[Array headset]] {{*}} [[Bandwidth pack]]&lt;br /&gt;
  |group2 = [[Mechanoid creation]]&lt;br /&gt;
  |list2 = Subcore {{*}} [[Subcore encoder]] {{*}} [[Subcore softscanner]] {{*}} Subcore ripscanner {{*}} [[Mech gestator]]&lt;br /&gt;
  |group3 = Maintenance&lt;br /&gt;
  |list3 = Mech recharger {{*}}&lt;br /&gt;
}}&lt;br /&gt;
|group4 = Genetics&lt;br /&gt;
|list4 = {{Navbox subgroup&lt;br /&gt;
  |group1 = [[Xenotypes|Xenohumans]]&lt;br /&gt;
  |list1 = [[Dirtmoles]] {{*}} [[Genies]] {{*}} [[Highmates]] {{*}} [[Hussars]] {{*}} [[Impids]] {{*}} [[Neanderthals]] {{*}} [[Pigskins]] {{*}} [[Sanguophages]] {{*}} [[Wasters]] {{*}} [[Yttakin]]&lt;br /&gt;
  |group2 = [[Genes]]&lt;br /&gt;
  |list2 = Germline {{*}} Xenogene {{*}} Metabolic Efficiency {{*}}&lt;br /&gt;
  |group3 = Genetic Modification&lt;br /&gt;
  |list3 = [[Genepack]] {{*}} [[Gene extractor]] {{*}} [[Gene bank]] {{*}} [[Gene assembler]] {{*}} [[Gene processor]] {{*}} [[Xenogerm]] {{*}} [[Archite capsule]]s&lt;br /&gt;
  |group4 = [[Deathrest]]&lt;br /&gt;
  |list4 = [[Deathrest accelerator]] {{*}} [[Deathrest casket]] {{*}} [[Glucosoid pump]] {{*}} [[Hemogen amplifier]] {{*}} [[Hemopump]]  {{*}} [[Psychofluid pump]]&lt;br /&gt;
}}&lt;br /&gt;
|group5 = [[Pollution]]&lt;br /&gt;
|list5 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Nature&lt;br /&gt;
  |list1 = [[Toxalope]] {{*}} [[Toxipotato plant]] {{*}} [[Waste rat]] {{*}} [[Gray pine tree]] {{*}} [[Pebble cactus]] {{*}} [[Rat palm tree]] {{*}} [[Witchwood tree]]  {{*}} Stasis cocoons&lt;br /&gt;
  |group2 = Mitigation&lt;br /&gt;
  |list2 = [[Wastepack|Wastepacks]] {{*}} [[Wastepack atomizer|Atomizers]] {{*}} [[Pollution pump]]s {{*}} [[Polux tree]]s&lt;br /&gt;
  |group3 = Adaptation&lt;br /&gt;
  |list3 = [[Face mask]] {{*}} [[Gas mask]] {{*}} [[Tox grenades]] {{*}} [[Tox pack]] {{*}} Tox shell {{*}} [[Toxic needle gun]] {{*}} [[Toxbomb launcher]] {{*}} [[Detoxifier kidney]] {{*}} [[Detoxifier lung]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Navigation templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Factions&amp;diff=119184</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Factions&amp;diff=119184"/>
		<updated>2022-11-23T02:39:48Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: /* Damaging Relations */ added hemogen extraction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
'''Factions''' are the main source of NPC interactions in-game. They are organisations whose members may appear as [[visitor]]s, [[trader]]s, [[guest]]s, or [[raiders]] depending on the faction's type and relationship with the player's faction, or in their own [[faction base]]s around the map. For most factions, the [[#Faction Relationships|relationship]] between them and the player can vary depending on the actions the player takes. This can result in allies sending reinforcements or trade caravans, or new enemies to [[raid]] you. Other factions are permanently hostile and exist only to send attacks.&lt;br /&gt;
&lt;br /&gt;
Starting 1.3, you can set which faction can exist for your current gameplay setup when creating worlds. However, at 1.4, the limitation for how many can exist are 12, excluding Mechanoid Hive and Insect geneline. [[Biotech]] replace some of the starting faction with its Xeno-type faction as default, but both types can still be placed.&lt;br /&gt;
&lt;br /&gt;
Human-led factions will also occasionally provide [[quests]].&lt;br /&gt;
&lt;br /&gt;
==Human-led factions==&lt;br /&gt;
The most common factions on rimworlds are made up of humans, with settlements all over the world (and other worlds, in the case of empires).&lt;br /&gt;
[[File:ExampleFactions.png|600px|thumb|center|An example of the different factions with leaders in 1.1, including the Empire from the [[Royalty DLC]] ]]&lt;br /&gt;
Human factions always have a leader, and are displayed by default in the faction tab.&lt;br /&gt;
&lt;br /&gt;
===Tribes===&lt;br /&gt;
{{Main|Tribes}}&lt;br /&gt;
''&amp;quot;These people have been here a very long time. Maybe their ancestors crashed here a thousand years ago. Maybe they survived some cataclysm that destroyed a technological civilization here. In any case, the tribals are a mostly nomadic people who live off the land using primitive tools and weapons. Despite their apparent technological weakness, the tribals can be dangerous enemies and valuable friends because of their skill with low-tech warfare, their numbers, and their hardiness.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The tribes are groups of neolithic people with basic weaponry such as bows and spears. They have probably inhabited the planet for a long time. They always wear tribal clothing, which is equivalent in stats to a standard shirt.  People from this faction are usually very hard to recruit (difficulty 80+), though it is possible to do so. Tribe names often have words derived from Spanish, such as 'miñoca', 'legua', etc. They may not seem very strong due to their low level of technology, but they make up for it with sheer numbers. &lt;br /&gt;
&lt;br /&gt;
This faction is a formidable ally and foe alike, and may start off as either of them. They may not be as dangerous as pirates, but they are not insignificant.&lt;br /&gt;
&lt;br /&gt;
==== Gentle tribe ====&lt;br /&gt;
''&amp;quot;This particular tribe pursues a gentle way of life where they can. They are quite open to trade and alliances, even with strange peoples.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Gentle tribes always start off neutral. This type of faction has a natural goodwill range from -50 to 50. If goodwill is over 50, it will fall by 0.4 per day. If goodwill is under -50, it will rise by 0.2 per day.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] DLC is enabled in the game, this tribe will have a random Ideoligion.&lt;br /&gt;
&lt;br /&gt;
==== Fierce tribe ====&lt;br /&gt;
''&amp;quot;This particular tribe values warlike dominance; it may be difficult to turn them into an ally.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Fierce tribes always start off hostile towards your colonists, as well as to all other factions. This type of faction has a natural goodwill range from -100 to -80. If goodwill is over -80, it will fall by 0.4 per day. If goodwill is under -100, it will rise by 0.2.&lt;br /&gt;
&lt;br /&gt;
In 1.0 or earlier, they used to be known as savage tribes.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] DLC is enabled in the game, this tribe will have a random Ideoligion.&lt;br /&gt;
&lt;br /&gt;
===== Fierce Neanderthal Tribe =====&lt;br /&gt;
{{Biotech}}&lt;br /&gt;
''&amp;quot;An unfriendly, territorial tribe of Neanderthals. They are open to peaceful trade, but are otherwise unfriendly and territorial. Warriors from their tribe won't hesitate to bash in the skulls of anyone them deem dangerous. Their numbers, and the extreme amounts of damage they absorb before falling make them serious foes despite their lack of technology and analytical ability. &lt;br /&gt;
&lt;br /&gt;
Having been on the planet for countless generations, they have no memory how they got here. They might be the descendants of a neanderthal service caste from a dead civilization, or even the leftovers from some ancient science experiment.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
With [[Biotech]] enabled, the Neanderthal Tribe is available as a subtype of the fierce tribe. Members of this faction will always be of the Xenotype &amp;quot;Neanderthaler&amp;quot;. These faction replace the default appearing faction for Fierce Tribe faction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Savage tribe ====&lt;br /&gt;
''&amp;quot;This particular tribe is driven by a blood-and-honor culture; you will not be able to ally with them!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Savage tribes always start off hostile towards your colonists and all other factions. They are permanently hostile and cannot be befriended in any ways.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] DLC is enabled in the game, this tribe will always have an Ideoligion with &amp;quot;Raider&amp;quot; as one of the Memes.&lt;br /&gt;
&lt;br /&gt;
===== Savage Impid Tribe =====&lt;br /&gt;
{{Biotech}}&lt;br /&gt;
''&amp;quot;A vicious tribe of yellow-skinned, fire-spewing impids. This particular tribe has no intention of coexisting peacefully with anyone else. Their warriors are experts at using their natural speed and flame attacks to burn the towns and children of other peoples.\n\nHaving been here for thousands of years, the origins of this tribe are lost in myth. They might descend from a group of settlers who lost their technology, or an impid community in some long-ruined civilization.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
With [[Biotech]] enabled, the Impid Tribe is available as a subtype of the savage tribe. Members of this faction will always be of the Xenotype &amp;quot;[[Impids|Impid]]&amp;quot;. These faction replace the default appearing faction for Savage Tribe faction.&lt;br /&gt;
&lt;br /&gt;
==== Cannibal tribe ====&lt;br /&gt;
{{Ideology|no category}}&lt;br /&gt;
''&amp;quot;This particularly vicious tribe believes eating the flesh of their enemies is a great honor.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Optionally available as spawned faction at world creation, Cannibal tribes always starts off permanently hostile towards your colonist and all other factions, with no way of befriending them. &lt;br /&gt;
&lt;br /&gt;
These tribe will always have an [[Ideoligion|ideoligions]] with &amp;quot;Cannibal&amp;quot; as one of the Memes.&lt;br /&gt;
&lt;br /&gt;
==== Nudist tribe ====&lt;br /&gt;
{{Ideology|no category}}&lt;br /&gt;
''&amp;quot;This particular tribe believes that covering one's body is wrong.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Optionally available as spawned faction at world creation, Nudist tribes always start off neutral. This type of faction has a natural goodwill range from -50 to 50. If goodwill is over 50, it will fall by 0.4 per day. If goodwill is under -50, it will rise by 0.2 per day.&lt;br /&gt;
&lt;br /&gt;
This tribe will always have an Ideoligion with the &amp;quot;Nudist&amp;quot; meme.&lt;br /&gt;
&lt;br /&gt;
===Outlanders===&lt;br /&gt;
{{Main|Outlanders}}&lt;br /&gt;
''&amp;quot;These people have lived here for decades or centuries, and have lost most of the technology that brought them to this world. They usually work with simple machinery and defend themselves with advanced gunpowder weapons. They are concerned with the practical matters of trade, trust and survival.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Outlanders use the same equipment and technology as pirates, but do not behave the same. Outlanders may or may not be hostile. Due to their similarity to your colony they can be considered the standard faction. They often use similar equipment and tactics as normal pirates, but rarely use high level gear such as [[sniper rifle]]s. Be nice to them and you will be rewarded, but anger them and you basically have another pirate group, except this one can be negotiated with.&lt;br /&gt;
&lt;br /&gt;
==== Civil outlander union ====&lt;br /&gt;
''&amp;quot;This particular group holds civil behavior in high regard.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Civil outlander unions always start off neutral. This type of faction has a natural goodwill range from -50 to 50. If goodwill is over 50, it will fall by 0.4 per day. If goodwill is under -50, it will rise by 0.2 per day.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] DLC is enabled in the game, this faction's Ideoligion will either have the Collectivist or Individualist meme, any other meme is disallowed for this faction.&lt;br /&gt;
&lt;br /&gt;
==== Minor Civil Outlander Union ====&lt;br /&gt;
{{Ideology|no category}}&lt;br /&gt;
This union is self-generated faction that only appear during any of the quest &amp;quot;Outlander's Visit&amp;quot; and disappears after either all the pawns spawned from this faction dies from said quest, or they send the reward as thanks for letting them leave the place without getting them killed. It follows the same ideoligion as that of any Civil outlander union within the game, but any pawns that appears from this union from said quest will always follow the ideoligion of the relic they are visiting to venerate. They start off as neutral, but can become hostile if they are harmed by your faction's pawn.&lt;br /&gt;
&lt;br /&gt;
==== Rough outlander union ====&lt;br /&gt;
''&amp;quot;This particular group has a streak of barbarity in them.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Rough outlander unions always start off hostile towards your colonists, as well as all other factions. This type of faction has a natural goodwill range from -100 to -80. If goodwill is over -80, it will fall by 0.4 per day. If goodwill is under -100, it will rise by 0.2.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] DLC is enabled in the game, this faction will always have the Supremacist meme.&lt;br /&gt;
&lt;br /&gt;
===== Rough Pig Union =====&lt;br /&gt;
{{Biotech}}&lt;br /&gt;
''&amp;quot;A loose union of hardy pigskin townships. They're willing to make friends, even with Thinsnouts, but they're also ready to toss a bomb and gnaw human gristle when it suits them. Treat them with respect, and they'll offer a trotter to an ally in need. Turn against them and the last thing you hear might be a triumphant battle squeal&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
With [[Biotech]] enabled, the Rough Pig Union is available as a subtype of the rough outlander Union. Members of this faction will always be of the Xenotype &amp;quot;Pigskin&amp;quot;. These faction replace the default appearing faction for Rough outlander union.&lt;br /&gt;
&lt;br /&gt;
==== Refugees ====&lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
''&amp;quot;A group of outlander refugees claiming to have lost their home.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
A hidden outlander micro-faction create for each instance of the [[Quests#Refugee_Hospitality|Refugee Hospitality]] quest. It contains only the pawns involved in that quest and is used to handle their relations with the player colony.&lt;br /&gt;
&lt;br /&gt;
It is made up of pawns with the Outlander (95%) and Offworld (5%) [[backstories]]. They have an industrial tech level. The head of the faction is called the &amp;quot;Leader&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] DLC is enabled in the game, these refugees will have a random Ideoligion.&lt;br /&gt;
&lt;br /&gt;
===Pirates===&lt;br /&gt;
{{Main|Pirates}}&lt;br /&gt;
''&amp;quot;A loose confederation of pirate gangs who've agreed to mostly fight outsiders instead of fighting each other. Pirates don't sow, they don't build, and they rarely trade. Driven by a blood-and-honor culture that values personal strength and ruthlessness, they enrich themselves by raiding and robbing their more productive neighbors. Their technology level depends mostly on who they've managed to steal from recently. Mostly they carry gunpowder weapons, though some prefer to stab victims at close range.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Pirates sport modern weapons and gear, though occasionally use advanced gear. It is pretty much impossible to negotiate with them (any attempts to do so result in vitriolic insults being thrown at you over the [[comms console]]). Pirates are the primary source of raids, usually attacking from the sides and occasionally dropping directly on your base. They kidnap incapacitated colonists if you leave them within reach, but do not kidnap your prisoners (exploit prevention vs players easing their leave).&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] DLC is enabled in the game, this pirate gang will always have an Ideoligion with &amp;quot;Raider&amp;quot; as one of the Memes.&lt;br /&gt;
&lt;br /&gt;
==== Cannibal Pirate Gang ====&lt;br /&gt;
{{Ideology|no category}}&lt;br /&gt;
''&amp;quot;This particular gang of pirates are cannibal&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Optionally available as spawned faction at world creation and much like the original pirates, these pirates cannot be negotiated in any ways and are permanently hostile towards every other faction.&lt;br /&gt;
&lt;br /&gt;
These gangs will always have an [[Ideoligion|ideoligions]] with &amp;quot;Cannibal&amp;quot; as one of the Memes.&lt;br /&gt;
&lt;br /&gt;
==== Yttakin Pirates ====&lt;br /&gt;
{{Biotech}}&lt;br /&gt;
''&amp;quot;A close-knit band of hulking, fur-bodied pirates of the yttakin xenotype. They refuse to deal with outsiders and are quick to call their animal warriors against those who disrespect them - or whose wealth they intend to take.\n\nOriginally engineered to populate the icy planet Yttak, yttakin now pursue their traditional lifestyle on many worlds.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
With [[Biotech]] enabled, the Yttakin Pirates are available as a pirate band. Members of this faction will always be of the Xenotype &amp;quot;Yttakin&amp;quot;. These faction replace the default appearing faction for Pirate faction, along with Waster Pirates.&lt;br /&gt;
&lt;br /&gt;
==== Waster Pirates ====&lt;br /&gt;
{{Biotech}}&lt;br /&gt;
''&amp;quot;A loose collection of violent pirate bands made up primarily of wasters - xenohumans engineered to thrive around toxins and pollution. They have little interest in building, or farming, preferring to take their sustenance from others using violence.\n\nTheir technology level depends mostly on who they've managed to steal from recently. Mostly they carry gunpowder weapons, though some prefer to stab victims at close range.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
With [[Biotech]] enabled, the Waster Pirates are available as a pirate band. Most members of this faction will be of the Xenotype &amp;quot;Waster&amp;quot;. These faction replace the default appearing faction for Pirate faction, along with Yttakin Pirates.&lt;br /&gt;
&lt;br /&gt;
=== Empire ===&lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
{{main|Empire}}&lt;br /&gt;
&lt;br /&gt;
An ultratech refugee society from another planet, organized along feudal lines. They lived for thousands of years in a stable multi-planet empire with a strict caste system, an intricate code of warrior ethics, and enforced cultural stasis. Invaded by powerful outsiders, they fled. Despite losing almost all of their people, their fleet and technology still make them powerful. They will refuse to trade with anyone who lacks the appropriate royal title.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] DLC is enabled in the game, the Empire will always have the Loyalist and Collectivist memes.&lt;br /&gt;
&lt;br /&gt;
==Leaderless factions==&lt;br /&gt;
These factions don't have a single leader, but they still show up in the game (usually to cause trouble)&lt;br /&gt;
[[File:HiddenFactions.png|700px|thumb|center|An example of hidden factions in 1.1]]&lt;br /&gt;
&lt;br /&gt;
===Mechanoids===&lt;br /&gt;
{{main|Mechanoid}}&lt;br /&gt;
&lt;br /&gt;
The Mechanoids are a faction of super-advanced robots, all of which are extremely formidable in combat. They come in five forms:  [[Centipede]]s, [[Lancer]]s, [[Pikeman|Pikemen]], [[Scyther]]s and [[Termite]]s.&lt;br /&gt;
&lt;br /&gt;
Centipedes are the Mechanoids' heavy units, equipped with a [[minigun]], [[inferno cannon]], or [[heavy charge blaster]], as well as remarkably tough armor. Centipedes are capable of dealing a great amount of damage to your colony. Their primary purpose is to soak up damage from static defenses while suppressing enemy infantry's movements. They move very slowly, making hit-and-run or kiting attacks possible.&lt;br /&gt;
&lt;br /&gt;
Scythers are the Mechanoids' melee units. They use special scyther blades that are attached to their bodies and cannot be removed. They are very deadly in hand-to-hand combat, and it's easy to lose limbs to a scyther. They are best engaged from a distance.&lt;br /&gt;
&lt;br /&gt;
Lancers are the Mechanoids' light ranged units, equipped with a [[charge lance]]. Lancers can deal a great amount of damage per shot with their weapons, and their range means that they can attack [[improvised turret]]s without retaliation. Their primary purpose is to pick off defenders. If possible, take them out first, as their weapons can do significant and possibly lethal damage in the first shot if not stopped in time.&lt;br /&gt;
&lt;br /&gt;
Pikemen are the Mechanoids' snipers, equipped with a [[needle gun]]. They deal low damage per shot but have immense range and accuracy. They do pathetic damage in melee and can be quickly dispatched with a single melee pawn.&lt;br /&gt;
&lt;br /&gt;
Termites are the Mechanoids' breachers, equipped with a [[thump cannon]]. While they do not do as much damage towards a colonist compared to other mechanoids, their weapons are a giant bane towards most of the structure, particularly walls. The damage done to any structures are incredibly devastating, and they are often accompanied by nearby mechanoids which only attacks within range or for the scyther's case, proximity of any hostile. If the termites are killed, any mechanoids following it will immediately seek and kill/destroy hostile targets.&lt;br /&gt;
&lt;br /&gt;
Once killed, all Mechanoids leave a corpse which can be broken down at a [[machining table]] for metal and components. &lt;br /&gt;
&lt;br /&gt;
A Mechanoid attack can easily destroy an unprepared colony. They have a decent combat AI that utilizes each unit's strengths, making them a dangerous enemy to face. Mechanoids are the enemies of the [[Events|&amp;quot;Ancient Ship Crash&amp;quot; event]], in which they will emerge from the wreckage of their ship and attack if a colonist attacks it.&lt;br /&gt;
&lt;br /&gt;
===Insectoids===&lt;br /&gt;
''Main article:[[Insectoids]]''&lt;br /&gt;
&lt;br /&gt;
These insectoids appear after the event &amp;quot;Infestation&amp;quot; or &amp;quot;Too Deep: Infestation&amp;quot; in tiles with overhead mountain as the roof. This can be viewed using the roof view tool at the bottom right of the screen. They include the [[spelopede]], the [[megaspider]], and the [[megascarab]]. Unlike Mechanoids, the Insectoids build bigger bases than a poison/psychic ship(similar to mechanoid clusters) and the hives act like the Mechanoid assembler. While the mechanoid assembler produces nothing but mechanoids, the hives produce [[Insect jelly|insect jelly]]. Insectoids will have to dig areas under mountains to expand. These infestations act like sieges.&lt;br /&gt;
&lt;br /&gt;
===Ancients===&lt;br /&gt;
{{Main|Ancients}}&lt;br /&gt;
Ancients are another unlisted faction, comprised of ancient soldiers that are found within cryptosleep caskets that may be found inside [[ancient shrine]]s. No one knows what scenario forced them into their prolonged sleep, but those daring enough to awaken them should be prepared to defend themselves from an attack, as the ancient soldiers are frequently hostile. Ancient soldiers often wield high-tech weaponry and powerful armor, making them very dangerous. However, since they typically have low recruitment difficulty, managing to subdue them can quickly yield skilled colonists. Ancient soldiers formerly fell under the Spacer faction, and were known as Space soldiers.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] DLC is enabled in the game, the Ancients will always follow the last Ideoligion in the list, which is white in colour and has the Loyalist, Transhumanist and Human primacy memes by default.&lt;br /&gt;
&lt;br /&gt;
=== Minor &amp;quot;Gentle&amp;quot; Tribe ===&lt;br /&gt;
{{Ideology|no category}}&lt;br /&gt;
These tribes are self-generated faction that only appears during any of the subquest &amp;quot;The Villager's&amp;quot; for &amp;quot;The &amp;lt;RELIC&amp;gt; of &amp;lt;IDEOLOGION&amp;gt;&amp;quot; and disappears completely after the sub-quest is concluded. They start off as neutral, but should any of the following action be taken:&lt;br /&gt;
* Attacking any of the tribe members, even if indirect&lt;br /&gt;
* Attempting to hack the terminal&lt;br /&gt;
* Wait for more than 10 hours in their map&lt;br /&gt;
&lt;br /&gt;
They will immediately become hostile and start attacking.&lt;br /&gt;
&lt;br /&gt;
A giant wave of them will also arrive from the edges within 2 hours should you take too long to send your colonist away after hacking the terminal.&lt;br /&gt;
&lt;br /&gt;
==Factionless humans==&lt;br /&gt;
There are two types of humans who don't have a faction:&lt;br /&gt;
* '''Space refugees''' land in crashed transport pods.  They will be injured on landing and can be rescued or imprisoned. &lt;br /&gt;
* '''Wild men / women''' wander in from time to time.  They can be recruited by assigning a colonist to tame them.&lt;br /&gt;
&lt;br /&gt;
In both case, if [[Ideology]] DLC is enabled in the game, these will always appear with randomized Ideoligions and have no set ideoligions as a whole.&lt;br /&gt;
&lt;br /&gt;
== Faction naming ==&lt;br /&gt;
Each on-world faction has a randomly generated name for it.&lt;br /&gt;
&lt;br /&gt;
*Outlanders have more peaceful and political names such as 'pan-global covenant', 'confederation', or simply a randomly put-together name.&lt;br /&gt;
*Tribals tend to use their natural environment, including words like 'mountain' in their names. They may also use Spanish words.&lt;br /&gt;
*Pirates generate more 'badass' and violent names. They also tend to use predatory animal or weapon names.&lt;br /&gt;
&lt;br /&gt;
Since Alpha 16 the faction name generator has been changed to generate more varied and interesting names, and is now separate from name generation of settlements.&lt;br /&gt;
&lt;br /&gt;
== Faction bases ==&lt;br /&gt;
{{Main|Faction base}}&lt;br /&gt;
Factions have many bases generated when the world is created, which can be traveled to by forming a [[caravan]] or launching [[transport pod]]s. Going to neutral or friendly factions will initiate a trade. Sending them to a hostile faction will start an assault on that base, which can be destroyed once the enemy flees. Then you have 24 hours to collect all the items you want before a caravan is automatically created to leave.&lt;br /&gt;
&lt;br /&gt;
Destroying all bases of a Faction effectively eradicates them.&amp;lt;ref&amp;gt;https://ludeon.com/forums/index.php?topic=32761.msg340417#msg340417&amp;lt;/ref&amp;gt; A defeated faction cannot send raids or appear in quests.&lt;br /&gt;
&lt;br /&gt;
== Faction Relationships ==&lt;br /&gt;
In RimWorld, one of the key gameplay features is the raids by enemy factions. When a new world is generated, various factions within the world are also added. These factions have varying relationships with your colony, and all of them may be your enemy from the start. As time progresses and your colony accumulates more wealth and grows larger, it may be a good idea to attempt to improve these relationships to even eventually have an ally to call upon in the worst of times.&lt;br /&gt;
&lt;br /&gt;
=== Relationship status ===&lt;br /&gt;
&lt;br /&gt;
There are three levels of relations that you can be with others; '''hostile''', '''neutral''' and '''ally'''.  Different types of factions (e.g. outlander, gentle tribal, savage tribal, etc.) have different default levels, and any changed relations will tend to, slowly, gravitate back toward that default. This means that you not only need to change the '''goodwill''' between your colonists and another faction to change your status with that faction, but you must then also maintain it if you wish to continue with that newfound status (and some factions are harder than others to maintain).&lt;br /&gt;
&lt;br /&gt;
Your current status with any faction on the map can be seen by clicking the (unlabeled) &amp;quot;Factions&amp;quot; icon (bottom of screen, far right, next to the Menu icon).&lt;br /&gt;
&lt;br /&gt;
*'''Hostile''' factions send raids towards your base. They are not interested in trade of any kind.&lt;br /&gt;
** To turn a hostile faction neutral, you must increase goodwill above 0.&lt;br /&gt;
*'''Neutral''' factions can be traded with if you or they visit the other with a [[caravan]], but will not respond to any [[comms console]] requests.&lt;br /&gt;
** To make a neutral faction your ally, you must increase goodwill above 75, in which case they will remain allies until it reaches 0.&lt;br /&gt;
*'''Allied''' factions, in addition to trading, may send military assistance to bolster your defenses, as well as leave gifts in return. They will also respond to comms console requests for specific [[traders]], and (for outlanders) emergency military aid.&lt;br /&gt;
&lt;br /&gt;
Note that all [[Tribes#Savage_tribe|Savage tribes]] and [[Pirates]] factions have their Goodwill locked at -100, so any gestures to improve relations are wasted; they will remain &amp;quot;Hostile&amp;quot; throughout the game, immune to your best efforts.&lt;br /&gt;
&lt;br /&gt;
=== Improving Relations ===&lt;br /&gt;
&lt;br /&gt;
There are multiple ways to boost relations with factions. Note that none of these work on pirates or savage tribes.&lt;br /&gt;
&lt;br /&gt;
* Via [[Events]]:&lt;br /&gt;
** Rescue one of their fallen faction members, take them in as a [[guest]] and treat them. They may have been part of an [[Events#Transport_pod_crash|event]], or a fallen [[visitor]] or [[trader]], but you didn't (directly) cause their injuries.  Returning a faction member in “good health” to the edge of the map and effectively to the faction members will improve the goodwill by +16. This means the member must be fully treated at that time, but it does not matter if he has not fully healed, has permanent health damage such as scars or removed organs, or is sick.&lt;br /&gt;
** [[Events#Bandit camp opportunity|Destroying raider outposts]] bothering another faction improves relations by 8 and comes with a material reward, for each outpost destroyed.&lt;br /&gt;
** Fulfilling [[Events#Caravan request|trade requests]], at a rate of +12 per request.&lt;br /&gt;
* Destroying faction bases of mutual enemies gives +20 goodwill.&lt;br /&gt;
* Returning a [[prisoner]] usually gives a +12 boost, or +15 if the shift moves relations toward &amp;quot;natural goodwill&amp;quot; (viewable in the [Factions] tab, bottom right of the screen). However, for factions that are &amp;quot;always hostile&amp;quot; (i.e. [[pirates]] and [[savage tribe]]s), there is never any relation bonus.&lt;br /&gt;
* Trading will also boost relationships, at a rate of +1 per 500 silver traded.&lt;br /&gt;
* Sending them gifts can help improve relations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Legacy methods: &lt;br /&gt;
:* In Beta 18 or earlier, you can contact them on the [[comms console]] and give them 300 silver for +13 base goodwill boost (greatly depends on social skill and talking ability) if you have at least -70 rep.&lt;br /&gt;
:* In 0.19/1.0, you can give gifts by giving them to incoming trader caravans, send caravans to offer them, or send them via [[transport pod]] to their faction bases. The goodwill boost is proportional to the market value of the gifts given, with 160 worth of items or silver providing +1 rep boost.&lt;br /&gt;
&lt;br /&gt;
=== Damaging Relations ===&lt;br /&gt;
&lt;br /&gt;
There are several ways to make an enemy out of a faction, most being unintentional. &lt;br /&gt;
&lt;br /&gt;
#When you call for reinforcements from an ally, this damages relations. However, this alone is unable to make a faction hostile to you as below a certain goodwill threshold, allied factions will not accept requests for military aid.&lt;br /&gt;
#Arresting a visiting faction member will set relations to -75 (Hostile), instantly making enemies out of any remaining faction members on the map.  If they were already leaving, however, they will continue to do that instead of attacking you.&lt;br /&gt;
#Removing organs or limbs without a valid reason (such as infection) also lowers reputation by 20. Extracting [[Hemogen|hemogen]] {{BiotechIcon}} from a prisoner lowers reputation by 1, although Bloodfeeding does not damage reputation.&lt;br /&gt;
#If visiting allies and animals are injured or killed from non-hostile faction sources such as animals or traps, this will damage relations by -5 for each dead member. While it may not seem fair that relations are damaged when friendlies are harmed by something beyond the player's direct control, the game is behaving correctly.&amp;lt;ref&amp;gt;https://ludeon.com/forums/index.php?topic=32929.msg339784#msg339784&amp;lt;/ref&amp;gt; Hostile factions are not affected, and attacks from pirates won't greatly damage relations.&lt;br /&gt;
#Settling near a faction base (4 or fewer tiles away) will continuously damage relations every quadrum- the closer you are the more reputation damage every quadrum.&lt;br /&gt;
#Stripping a downed pawn will damage relations with their faction by 40 points. Dropped weapons and other items can be collected without penalty. Corpses can also be stripped without penalty.&lt;br /&gt;
#Casting hostile or neutral [[psycasts]]{{RoyaltyIcon}} on the members of a neutral or allied faction will damage your relation with them. The relation will be damaged even if the pawn was temporarily under your control for the purpose of a quest. In some cases, this may seem very unfair. For example, casting Skip on a downed ally to rescue them without exposing your own colonist to enemy fire will damage your relation with their faction. &lt;br /&gt;
&lt;br /&gt;
Prior to 1.0 hitting faction members by accident also caused relation damage.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
{{Main|Events}}&lt;br /&gt;
{{for|strategies for defense against raids|Defense tactics}}&lt;br /&gt;
{{for|strategies for attacks against hostile factions|Offense tactics}}&lt;br /&gt;
A faction's relationship with you in the game will determine how they interact with your colony, be it anything from just passing by to a full-scale attack.&lt;br /&gt;
&lt;br /&gt;
=== Raids ===&lt;br /&gt;
Of course, one of the things that an enemy will do is attempt to raid your colony. The more they do it, and the richer you are, the stronger the attacks become as time progresses. For a detailed explanation as to what can happen, visit the page [[Raiders]].&lt;br /&gt;
&lt;br /&gt;
==== Leader Assault ====&lt;br /&gt;
Occasionally the faction leader will direct the assault on your base in person. Killing them will grant a mood boost to the whole colony and will trigger a 'Leader replaced' event. If you capture and successfully recruit them, they will also be replaced.&lt;br /&gt;
&lt;br /&gt;
=== Faction Assistance ===&lt;br /&gt;
Normally, this event will only occur if the player triggers it by asking for help in the comms console. Your allies will then spawn in a varying amount of troops near the edge of the map, making their way toward your base. The moment one of ''their'' enemies is spotted, they will begin to enter defensive positions and attack them. If they survive, they will then leave the map after a period of time.  Allies might also send help on their own. If enemies appear on your map, allied Factions can occasionally send military aid to help you out without losing any relation points or silver.  Note that rescuing any downed allies is a good way to keep relations high with them.&lt;br /&gt;
&lt;br /&gt;
=== Travelers ===&lt;br /&gt;
This is when a friendly or neutral faction's members pass by the colony on their way from one end of the map to the other. The only time they spend on the map is walking from one end of it to another to then leave the map. Nothing special about that.&lt;br /&gt;
&lt;br /&gt;
They will fight if they happen to encounter any hostiles while passing by.&lt;br /&gt;
&lt;br /&gt;
=== Visitors ===&lt;br /&gt;
This is when a group of people or a single person makes their way from the edge of the map where they spawned to your colony to just mill around there for a while and then leave the way they came. Sometimes they may have a few items to trade.&lt;br /&gt;
&lt;br /&gt;
This has no impact on relations with the faction, but can be nice if a common enemy attempts to raid you while they are there.&lt;br /&gt;
&lt;br /&gt;
=== Trade Caravan ===&lt;br /&gt;
This is when a group of people come to [[trade]] with your colony. They often come with pack animals, and more goods and money to trade with than regular visitors.&lt;br /&gt;
&lt;br /&gt;
They can come on their own randomly, or be called to visit through the use of a [[comms console]]. Doing so will cost 15 goodwill (or 700/1100 silver prior to 1.0). They take two days to arrive, and you can call one per faction every four days.&lt;br /&gt;
&lt;br /&gt;
Factions tend to have trade items based on their [[Lore#Tech_levels|tech level]], though this is not an absolute rule.&lt;br /&gt;
&lt;br /&gt;
* See [[Trade#Types_of_traders|Trade/Types of traders]] for more information&lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
{{Main|Quests}}&lt;br /&gt;
New events implemented in Alpha 17. They usually require you go somewhere in order to claim a reward.&lt;br /&gt;
&lt;br /&gt;
After finishing a quest, there are 60 hours for you to reform your caravan before enemy reinforcements arrive.&lt;br /&gt;
&lt;br /&gt;
== Xenotypes and Factions ==&lt;br /&gt;
{{Biotech}}&lt;br /&gt;
&lt;br /&gt;
With Biotech pawns belonging to a type of faction have different chances to be of a certain Xenotype. Pawns coming from Tribes, and from every &amp;quot;Xenotype&amp;quot;-Faction except for the Waster pirates always belong to just one Xenotype (Tribes to the Baseliner Xenotype, and the other factions to their respective xenotypes), while the pawns from the other factions are more varied.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! Baseliner !! Hussar !! Dirtmole !! Genie !! Neanderthal !! Pigskin !! Impid !! Yttakin !! Waster&lt;br /&gt;
|-&lt;br /&gt;
| Civil Outlander Union || 85% || 5% || 5% || 2.5% || 2.5% || 0% || 0% || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Rough Outlander Union || 85% || 5% || 5% || 2.5% || 2.5% || 0% || 0% || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Rough Pig Union || 0% || 0% || 0% || 0% || 0% || 100% || 0% || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Gentle Tribe || 100% || 0% || 0% || 0% || 0% || 0% || 0% || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal Tribe || 100% || 0% || 0% || 0% || 0% || 0% || 0% || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Nudist Tribe || 100% || 0% || 0% || 0% || 0% || 0% || 0% || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Fierce Tribe || 100% || 0% || 0% || 0% || 0% || 0% || 0% || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Fierce Neanderthal Tribe || 0% || 0% || 0% || 0% || 100% || 0% || 0% || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Savage Tribe || 100% || 0% || 0% || 0% || 0% || 0% || 0% || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Savage Impid Tribe || 0% || 0% || 0% || 0% || 0% || 0% || 100% || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Pirate Gang || 70% || 5% || 10% || 2.5% || 2.5% || 2.5% || 2.5% || 2.5% || 2.5%&lt;br /&gt;
|-&lt;br /&gt;
| Yttakin Pirates || 0% || 0% || 0% || 0% || 0% || 0% || 0% || 100% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Waster Pirates || 2.5% || 5% || 5% || 2.5% || 5% || 2.5% || 2.5% || 2.5% || 72%&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal Pirate Gang || 70% || 5% || 10% || 2.5% || 2.5% || 2.5% || 2.5% || 2.5% || 2.5%&lt;br /&gt;
|-&lt;br /&gt;
| Shattered Empire || 70% || 15% || 0% || 10% || 5% || 0% || 0% || 0% || 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - [[Raider]]s now come from specific factions. Pawns of warring factions now fight. Pawns now spawn with backstories from appropriate spawn category for their faction. Tribals now have tribal specific names. Faction relations change over time. Faction relations now measured on a -100 to 100 scale instead of 0-100. Roughed in a way to call allies for combat aid. If they like you enough, they’ll send a group of friendly fighters to help you. Friendly factions will not help you fight their own friends. Groups from non-hostile factions visit the colony&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - trade caravan from other factions added.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
{{nav|factions}}&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=119182</id>
		<title>Reproduction</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=119182"/>
		<updated>2022-11-23T02:32:42Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: /* Pregnancy */ wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About|human pregnancy and babies|older children|Children}}&lt;br /&gt;
&lt;br /&gt;
'''Reproduction''' is the means by which [[human]] babies are created. &lt;br /&gt;
&lt;br /&gt;
Note: Due to the continuous nature of the subject matter, this page covers from conception to the age of three. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Babies can be obtained via several different methods:&lt;br /&gt;
*  Choosing them as a starting colonist via the [[scenario system]].&lt;br /&gt;
*  Natural reproduction, through [[#Pregnancy|pregnancy]].&lt;br /&gt;
*  Assisted reproduction, through [[#Surrogacy|surrogacy]] or [[#Growth vat|growth vats]].&lt;br /&gt;
*  Purchasing them from [[Trade#Slaver|slavers]].{{Check Tag|Can babies be bought?}}&lt;br /&gt;
*  Receiving them from [[quests]] and [[events]]. Babies of any faction can be adopted instantly to the colony, without angering them.&lt;br /&gt;
&lt;br /&gt;
Note that with the exception of the first point, these methods become unavailable if &amp;quot;Disable children&amp;quot; is toggled on in the [[AI_Storytellers#Biotech|storyteller settings]].&lt;br /&gt;
&lt;br /&gt;
== Natural Reproduction ==&lt;br /&gt;
{{Image wanted|section=1|reason=Images of the &amp;quot;Try for pregnancy&amp;quot; etc. icons.}}&lt;br /&gt;
Pawns in [[Social#Romance|romantic relationships]] have a chance to get pregnant when they initiate [[lovin']]. Note that pawns must share a two-person bed, bedroll, or sleeping spot to initate lovin' but do not require one to avoid the &amp;quot;sleeping alone&amp;quot; mood debuff. &lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
The prospective parents' chance of successfully reproducing is primarily controlled by their [[#Fertility|Fertility]] stat. The player has three options to adjust pregnancy rates from Lovin' in any relationship. By opening the social tab, to the right of a Lover, Fiancee, or Spouse, you can see a button that lets you change the couple's approach for having kids.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:Normal.png|32px]]         &lt;br /&gt;
| '''Normal''' (Default) || x1 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:AvoidPregnancy.png|32px]] &lt;br /&gt;
| '''Avoid pregnancy''' || x0.25 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:TryForBaby.png|32px]]     &lt;br /&gt;
| '''Try for baby'''    || x4 pregnancy chance. &lt;br /&gt;
|}&lt;br /&gt;
Therefore, the total chance of pregnancy in one relationship is likely: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Pregnancy chance per relationship''' = '''Mother's fertility''' x '''Father's fertility''' x '''Reproductive Approach''' x '''Times Lovin''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual chance that a pair of pawns will do Lovin' each night varies, but it requires them to share the same bed and sleep at the same time. Their chance of Lovin' varies by age, as seen in [[Social#Lovin.27|this chart]]. The [[Genes#Low_libido|low libido]] and [[Genes#High_libido|high libido]] genes will also alter this. There have been reports that colonist mood and opinions of each other also influence the chance of doing Lovin'.&lt;br /&gt;
&lt;br /&gt;
=== Pregnancy ===&lt;br /&gt;
&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6 day trimesters. The player will receive a notification when the pregnancy starts and when it progresses from one trimester to the next. The pregnant pawn will gain penalties to movement, manipulation, and hunger rate, increasing each trimester as seen in the chart below. Other than limitations due to movement, pregnant pawns have no restrictions on the activities they pursue.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| First trimester ||&lt;br /&gt;
&lt;br /&gt;
* Hunger rate offset: {{++|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| Second trimester ||&lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|10%}}&lt;br /&gt;
* [[Manipulation]]: {{--|5%}}&lt;br /&gt;
* Hunger rate offset: {{++|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| Third trimester || &lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|50%}}&lt;br /&gt;
* [[Manipulation]]: {{--|10%}}&lt;br /&gt;
* Hunger rate offset: {{++|50%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
During the first trimester, a pawn will gain the ''New pregnancy'' moodlet, which can either be positive or negative direction: {{Good|+3}}, or {{Bad|-3}} ''I'm pregnant and not very happy about it.'' The same pawn can feel differently about different pregnancies. Throughout their pregnancy, they will also occasionally gain mood buffs or debuffs due to hormone-induced mood swings.{{Check Tag|Detail needed, and do they appear in 1st tri?}} Mood swings are visible in the Health tab as a condition affecting the brain. They vary in severity, direction, and duration, appearing as: &amp;quot;Pregnancy Mood (&amp;lt;duration&amp;gt;, &amp;lt;type&amp;gt;)&amp;quot; with the description ''This common side effect of pregnancy represents a rising and falling mood caused by unbalanced hormones.'' Accompanying this, the pawn will get a positive or negative moodlet labeled ''Pregnancy mood &amp;lt;type&amp;gt;''. Mood swings are short-lived, lasting about 8 hours.&lt;br /&gt;
&lt;br /&gt;
'''Types of Mood swings:'''&lt;br /&gt;
* High: ?&lt;br /&gt;
* Down: {{Bad|-8}}&lt;br /&gt;
&lt;br /&gt;
Pregnant pawns may also receive the &amp;quot;morning sickness&amp;quot; condition, which lasts 4 to 8 ingame hours. Along with health effects, they will gain the {{Bad|-3}} mood debuff ''Sick''.&lt;br /&gt;
&lt;br /&gt;
'''Morning sickness:'''&lt;br /&gt;
* [[Consciousness]]: {{Bad|x0.8}}&lt;br /&gt;
* [[Moving]]: {{Bad|x0.9}}&lt;br /&gt;
* [[Manipulation]]: {{Bad|x0.9}}&lt;br /&gt;
* Vomiting {{MTB}}: {{Bad|{{#expr:(24*0.075)}} Hours}}&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
== Assisted reproduction ==&lt;br /&gt;
Science enables new methods for obtaining babies. After Fertility Procedures has been researched, you can extract [[Ovum|ova]] from female pawns and fertilize them to form an [[Embryo|embryo]], for use in surrogate pregnancies or vat-grown babies.&lt;br /&gt;
&lt;br /&gt;
Both methods require extracting an ovum from a [[Reproduction#Fertility|fertile]] female pawn, be they [[colonist]], [[prisoner]], or [[slave]]{{IdeologyIcon}}, through a medical operation in the pawn's Health tab: &amp;quot;Extract ovum for IVF&amp;quot;. The operation requires one of any type of medicine and a doctor, although it is a relatively easy surgery, with a 500% multiplier on success, and 0% chance of death on failure. &lt;br /&gt;
&lt;br /&gt;
The ovum may then fertilized by a fertile male colonist or slave (but not prisoner) to produce an embryo. As long as the male pawn's fertility is above 0% this will be successful{{Check Tag|Verify|Not thoroughly checked}}. The resulting embryo can then be implanted in female pawns (may be prisoner, colonist, or slave) to initiate a pregnancy, placed in a growth vat, or sold.&lt;br /&gt;
&lt;br /&gt;
=== Surrogacy ===&lt;br /&gt;
With the [[Research#Fertillity Procedures|Fertillity Procedures]] research, you can create [[embryo]]s. They can then be implanted into a pawn for a chance for the pawn to become pregnant. The chance of success depends on the surrogate's own Fertility.&lt;br /&gt;
&lt;br /&gt;
Even if they did not supply the ovum, the surrogate will be considered the birth mother. Otherwise, it will act as a regular pregnancy.{{Check Tag|Verify|Not thoroughly checked, quick devmode run to write this section}}. A pawn born this way will consider both their surrogate and genetic mother as the pawn's parents in terms of social opinions.&lt;br /&gt;
&lt;br /&gt;
=== Growth vats ===&lt;br /&gt;
{{See also|Growth vat}}&lt;br /&gt;
[[Growth vat]]s are a complete alternative to pregnancy. They require the [[Research#Growth vats|Growth vat]]s research to make, as well as [[Research#Fertility procedures|Fertility Procedures]], and two pawns with &amp;gt; 0% Fertility to actually create embryos. &lt;br /&gt;
&lt;br /&gt;
Growth vats allow an embryo to be born in 9 days, half the time of a natural pregnancy. Active vats must be given a constant supply of 200 W of [[power]] and 6 [[nutrition]] per day - or around 6.5 [[simple meal]]s per day - to ensure survival of the fetus. If lacking either, then the fetus will undergo biostarvation, increasing by 50% per day. If biostarvation reaches 100%, the fetus will be destroyed.&lt;br /&gt;
&lt;br /&gt;
Growth vat births always have a [[Reproduction#Quality|quality]] of 70%, which affects the chance of the baby being born healthy. However, there are benefits to this method: as it avoids natural birth, the mother won't be weighed down, and there is no risk of them dying.&lt;br /&gt;
&lt;br /&gt;
== Birth ==&lt;br /&gt;
Your first warning for a pawn's upcoming childbirth comes during a pawn's pregnancy: the player will receive one notification when the mother hits the third trimester about &amp;quot;&amp;lt;Colonist&amp;gt;'s baby prep&amp;quot;, which explains all the steps you can take to help the mother give birth successfully. Besides preparing a location and doctor for the birth, this notification reminds you to prepare a food source for the baby and build them a crib. Labor will happen roughly 6 days after, starting with a notification of &amp;quot;&amp;lt;Colonist&amp;gt; in labor!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once labor begins, the birthing procedure can be initiated by clicking on the mother, and selecting the &amp;quot;Begin birth&amp;quot; option. This allows the player to select participants and a Doctor, much like [[Ideology]]'s rituals. The procedure will take place at a bed or sleeping spot, chosen automatically (preferring medical beds) if the mother is not already in bed. All of these choices have an effect on the birth's quality, which affects the chance that the mother and baby will come out of childbirth alive and healthy. You can view the exact factors and their influence in the Quality section below. The expected duration of this operation is variable, but will end once the baby has been born or mother has died.&lt;br /&gt;
&lt;br /&gt;
===Labor===&lt;br /&gt;
The progress of labor can be tracked in the mother's health tab. Labor begins with contractions, different stages of dilation that change randomly over time, with all adding various amounts of pain and restrictions on movement for the mother. Many stages will incapacitate her, so even before the childbirth operation begins, it is important to bring her to a bed. When the childbirth operation has proceeded for a while, you will receive a small notification saying &amp;quot;&amp;lt;mother&amp;gt;'s labor has entered the final stage&amp;quot;, and the labor will progress to the final &amp;quot;pushing&amp;quot; stage. &lt;br /&gt;
&lt;br /&gt;
'''Stages of labor:'''&lt;br /&gt;
* dilation, mild: pain +25%, moving x40%&lt;br /&gt;
* dilation, debilitating: pain +85%&lt;br /&gt;
* pushing: pain +85%&lt;br /&gt;
&lt;br /&gt;
Once the childbirth procedure has begun, any spectating loved ones may socialize with each other, but the doctor and mother will be focused on their tasks. Spectators and the doctors can leave if needed, by selecting a pawn and then pressing the &amp;quot;Leave child birth&amp;quot; option.&lt;br /&gt;
Finally, you can cancel the birth operation by selecting any of the involved pawns and then selecting the &amp;quot;Cancel child birth&amp;quot; option, which allows you to restart childbirth later.&lt;br /&gt;
&lt;br /&gt;
===Quality===&lt;br /&gt;
When starting the child birth procedure, a screen will show you the expected quality of the birth, determined by:&lt;br /&gt;
* Loved one present: the presence of someone that the mother considers a friend or more gives +5% quality, with no stacking for multiple friends or a better friend. By default, the father will be selected to be present. If the doctor performing the operation is a friend, they will count towards this bonus too.&lt;br /&gt;
* Age of the mother: a 22-year-old has a +50% quality, and as the mother grows older, this drops.&lt;br /&gt;
* Doctor's medical skill: can range from 0-20% or more. Skill level 1 gives 1.3%, 3 gives +3.8%, 7 gives +8.8%, and 16 gives +20% quality.&lt;br /&gt;
* Indoors: if inside, the quality gains +5%.&lt;br /&gt;
* Room cleanliness: cleanliness can range from 0-0.6, giving 0-10% in quality bonuses.&lt;br /&gt;
* Bed health effects: contributes up to 5%, with things like bed quality, a medical bed, and (perhaps vitals monitor or other furniture?) influencing this stat. A bed rating of 5 guarantees a quality bonus of +5%.&lt;br /&gt;
&lt;br /&gt;
Therefore, the most important factors in a safe birth are the mother's age and the doctor's skill level.&lt;br /&gt;
&lt;br /&gt;
Birth quality is likely determined at the moment of the baby's birth; allowing the doctor or loved ones to leave, or having the room grow dirty, has an effect on birth quality.&lt;br /&gt;
&lt;br /&gt;
=== Outcomes ===&lt;br /&gt;
{{Stub|section=1|reason=Exact math on the chance mechanics}}&lt;br /&gt;
Depending on the quality, the baby can be born healthy or sickly, or they may die during birth. At lower qualities, there is also a chance that the mother can die during childbirth.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Expected Quality''' || 76 || 84 || 95&lt;br /&gt;
|-&lt;br /&gt;
| '''Mother dies''' || 0.98% || 0.45% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Still''' || 3.3% || 3% || 2.6%&lt;br /&gt;
|-&lt;br /&gt;
| '''Sick''' || 7.4% || 7.5% || 7.5%&lt;br /&gt;
|-&lt;br /&gt;
| '''Healthy''' || 89% || 90% || 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You will receive a notification when the birth is complete, and the baby will appear on an adjacent tile. If the baby was born alive, a pawn with the Childcare work enabled can be instructed to either move the baby to a safe space, or to deliver it to the mother for breastfeeding. The baby will be born hungry, with a mood penalty of {{Bad|-6}}.&lt;br /&gt;
&lt;br /&gt;
If your baby was healthy, the notification is &amp;quot;Healthy child birth&amp;quot;, and it gives you 24 hours to choose a name for the baby. This is the only time where you can completely customize the baby's first and last names, and you additionally can add an optional nickname. The game will suggest the mother and father's last names on this screen, and provide random suggestions for the other names. Until then, the baby's name is temporary, and called &amp;quot;Baby &amp;lt;Mother's last name&amp;gt;&amp;quot;. The baby will also receive the Childhood title &amp;quot;Newborn&amp;quot;, and belong to the mother's faction. The baby's parents will receive a 15-day mood boost that &amp;quot;&amp;lt;Baby&amp;gt; was born healthy&amp;quot; {{Good|+8}}.&lt;br /&gt;
&lt;br /&gt;
If the baby is born sick, they are affected by a form of [[infant illness]], which can start at a variable intensity. If left untreated before 10 days is up, the baby dies, but if it lives through 10 days after birth, the illness will no longer affect the baby. You will also get the chance to name your baby.&lt;br /&gt;
&lt;br /&gt;
If the mother survived childbirth, she will remain in bed, incapacitated by exhaustion (Postpartum exhaustion) for 16 hours. She'll no longer feel any pain from childbirth, but won't be able to move. However, if another pawn delivers her baby to her, she can begin breastfeeding. &lt;br /&gt;
&lt;br /&gt;
== Lactation ==&lt;br /&gt;
&lt;br /&gt;
Lactation is the mechanic that allows pawns to breastfeed babies. Lactation gives pawns a milk fullness stat, and when milk fullness is above 0%, a pawn can breastfeed any baby, even if it is not their own child. There are other consequences to lactation, however: lactating pawns require more nutrition per day, and they have a reduced chance of pregnancy. Prior to update 1.4, lactating pawns could not become pregnant, regardless of their [[Reproduction#Fertility|fertility]] and reproductive strategy, but after update 1.4, lactation places a 5% multiplier on a pawn's fertility, giving them a very small chance of becoming pregnant. Lactation lasts indefinitely, only stopping after 10 days of not breastfeeding a child. There is no visible timer on this, but after the 10 days are up, you'll receive a pop-up saying &amp;quot;&amp;lt;Colonist&amp;gt; is no longer lactating due to not breastfeeding for ten days&amp;quot;. You can view a pawn's other lactation details in their Health panel. &lt;br /&gt;
&lt;br /&gt;
Upon a successful childbirth, a mother will begin lactating, with milk fullness starting at 100%. Milk fullness regenerates at varying rates depending on the mother's hunger level. Lactating pawns require more nutrition per day in order to produce milk: the mother's Food Consumption stat rises from 1.6 to 2.1 nutrition per day, a gain of +0.5 (a simple meal has 0.9 nutrition). However, the nutrition required for them to make milk depends on their milk regeneration level, which decreases in stages following their hunger level. As a pawn gets more hungry, they won't produce as much milk, and won't require as much extra nutrition. Additionally, a lactating pawn with milk fullness of 100% won't require any extra nutrition since they're not currently regenerating milk. You can view the pawn's current nutritional needs by checking the details of their &amp;quot;Lactating&amp;quot; condition in the pawn's Health tab. Lactating does not affect any other pawn stats or conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger Level''' || Ravenously Hungry || Hungry || Full&lt;br /&gt;
|-&lt;br /&gt;
| '''Milk Regeneration''' || 25% || ? || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Extra Nutrition Per Day''' || 0.13 || ? || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Heredity ==&lt;br /&gt;
{{See also|Genes}}&lt;br /&gt;
When an [[embryo]] is conceived, it will inherit some of the [[genes]] of both parents. During a mother's pregnancy, you can view her child's genes by going to her Health tab and selecting the information button for her pregnancy. The genetics section will list all genes that her child has inherited. &lt;br /&gt;
&lt;br /&gt;
Genes which can be passed down come from the [[germline]] DNA, and are called endogenes. Pawns may modify themselves with [[Xenogene|xenogenes]], but as it's not part of a pawn's germline DNA, it cannot be passed down. If an endogene is only present in one parent, it has a small chance to be passed down.{{Check Tag|What's the chance?|What is the algorithm for calculating gene inheritance?}} However if an endogene is present in both parents, it will always be passed down.&lt;br /&gt;
&lt;br /&gt;
Generally, all pawns will have at least one hair color and skin color endogene. Offspring will always pick one hair color and skin color endogene from their parents. If no hair/skin color endogene can be found in either parent, such as if they were two [[highmates]], a random hair/skin color endogene will be picked from the natural list of hair/skin colors instead.&lt;br /&gt;
&lt;br /&gt;
If a pawn has multiple [[Genes#Cosmetic|cosmetic genes]] within a category, like body type, one random gene will override the others. This will be the gene represented on the pawn. For non-cosmetic genes within a category there is a fixed priority for overrides, usually favored towards the negative variations. For example, an awful [[shooting]] aptitude will override all other shooting aptitudes. Xenogenes will always take priority over endogenes. Thus, even though the Slow runner endogene overrides their Fast runner endogene, the Fast runner xenogene will override the Slow runner endogene. Note that overridden endogenes can still be passed down as normal.&lt;br /&gt;
&lt;br /&gt;
If a child is born from an incestuous relationship, there's a risk of them becoming [[Genes#Miscellaneous|inbred]]; up to 80% for direct relatives. {{Check Tag|Which relations?|What counts as direct? Effect of other relations}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! '''Inbred'''&lt;br /&gt;
[[File:Gene_Inbred.png|64px]]         &lt;br /&gt;
|&lt;br /&gt;
* Complexity: {{Bad|+1}}&lt;br /&gt;
* Metabolic efficiency: {{Bad|-2}}&lt;br /&gt;
* Forced Trait: [[Slow learner]]&lt;br /&gt;
* [[#Fertility|Fertility]]: {{Bad|x50%}}&lt;br /&gt;
* [[Immunity gain speed]]: {{Bad|x85%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fertility ==&lt;br /&gt;
Fertility is the main pawn stat affecting pregnancy chances, acting as a percentage multiplier on the chance of getting pregnant naturally or through an ovum implantation. Natural pregnancy chance is equally dependent on the fertility of both partners. Additionally, fertility must be above 0% to extract a pawn's ovum or to fertilize the [[Ovum|ovum]] into an [[Embryo|embryo]].&lt;br /&gt;
&lt;br /&gt;
This stat is affected by a variety of factors, such as age, [[Genes|genes]], and [[#Contraceptives|contraceptives]]. Age is the baseline for fertility, changing slowly for each colonist over time, and at a different rate by pawn gender. Genes provide an additional multiplier on fertility. Contraceptives instantly bring fertility to 0%, overriding other fertility factors.&lt;br /&gt;
&lt;br /&gt;
For baseline humans without fertility-modifying genes, both men and women start becoming fertile after age 14; but regardless of fertility, pawns can't participate in reproduction until they are 16. Fertility increases differently by gender. Women's fertility increases until age 20, but starts dropping at age 28 until it reaches 0% at age 50. Men's fertility increases until age 18, but starts dropping at age 50 until it's 0% at age 90. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Female Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 20, 28, 35, 40, 45, 50, 120&lt;br /&gt;
|y=0, 0, 100, 100, 50, 10, 2, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Male Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 18, 50, 90, 120&lt;br /&gt;
|y=0, 0, 100, 100, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Genes affect fertility in direct and indirect ways. There are two direct effects: the [[Genes#Fertile|Fertile]] gene doubles fertility and the [[Genes#Sterile|Sterile]] gene completely nullifies it. &lt;br /&gt;
&lt;br /&gt;
Some genes provide an indirect effect on fertility through their effect on age. Aging-related genes like [[Genes#Non-senescent|Non-senescent]] cannot mitigate the effects of age on fertility, but the [[Genes#Ageless|Ageless]] gene can keep a pawn's fertility stable by freezing the pawn's biological age. Additionally, other aging-related technologies can affect a pawn's fertility: [[Biosculpter_pod#Age_reversal|Age Reversal]] in a [[Biosculpter_pod|Biosculpter pod]] {{IdeologyIcon}} has a fully restorative effect on fertility, even allowing a completely infertile pawn to become fertile again once they pass back into the age range of fertility for their gender.&lt;br /&gt;
&lt;br /&gt;
== Contraceptives ==&lt;br /&gt;
There are many ways to manually change the likelihood of natural pregnancy. The simplest way in the game to prevent pregnancy is to not give pawns a [[double bed]] to themselves. However, it deprives them of the [[mood]] bonuses of Lovin' in the first place. You can instead change a couple's Reproductive Approach in the Social tab to the &amp;quot;Avoid pregnancy&amp;quot; option, which reduces their pregnancy rate by -75% but still allows them to make Lovin' at the same rate. Additionally, a guaranteed method of avoiding pregnancy is by continuing a pawn's [[Reproduction#Lactation|lactation]]. If a pawn is lactating (from having given birth before), then it is impossible for them to have a child under any circumstances. &lt;br /&gt;
&lt;br /&gt;
A more stable solution to controlling pregnancy can be pursued through research and medicine, by applying contraceptives to pawns of either gender who are engaging in Lovin'. The [[Research#Fertility Procedures|Fertility Procedures]] research gives access to multiple operations, temporary or permanent, to prevent and stop pregnancies. These surgeries can be applied to any pawn age 16 and up, and can be performed even if the pawn is already infertile.&lt;br /&gt;
&lt;br /&gt;
=== IUD ===&lt;br /&gt;
This is a temporary method of preventing pregnancies. You can stop a female pawn from becoming pregnant with the &amp;quot;Implant IUD&amp;quot; medical operation, which has a 100% success chance and no chance of pawn death upon failure. The operation requires {{Icon Small|medicine}} 1 [[Medicine]] of any type and will anesthetize the pawn. The IUD lasts indefinitely and can be seen in the pawn's Health tab, but you can later remove it through the &amp;quot;Remove IUD&amp;quot; medical operation, also for {{Icon Small|medicine}} 1 [[Medicine]] of any type. Women may embark with IUDs already implanted. If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
Implanted IUDs also stop pregnancies in the first trimester, an alternative to the Terminate Pregnancy operation.&lt;br /&gt;
&lt;br /&gt;
=== Vasectomy ===&lt;br /&gt;
This is another temporary method of preventing pregnancies. You can stop a male pawn from impregnating others with the &amp;quot;Perform vasectomy&amp;quot; medical operation, which also has a 100% success chance with no chance of pawn death upon failure. The vasectomy lasts indefinitely, with the operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. You can later remove it through the &amp;quot;Reverse vasectomy&amp;quot; medical operation, also for and {{Icon Small|medicine}} 1 [[Medicine]] of any type. Men may embark with the operation already performed.{{Check Tag|Verify}} If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
=== Tubal Ligation ===&lt;br /&gt;
This permanently stops a female pawn from being able to reproduce. &amp;quot;Perform tubal ligation&amp;quot; is a medical operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. The surgery success chance is 100% and there is no chance of pawn death upon failure.&lt;br /&gt;
&lt;br /&gt;
=== Termination ===&lt;br /&gt;
If the pawn has already become pregnant past the first trimester, the only option left is to terminate the pregnancy. This can be achieved through the medical operation &amp;quot;Terminate pregnancy&amp;quot; requiring {{Icon Small|medicine}} 1 [[Medicine]], after which the pawn will no longer be pregnant.&lt;br /&gt;
&lt;br /&gt;
This operation will upset the affected pawn. Depending on the trimester of the pregnancy, a moodlet of {{Bad|-5}} for the first, {{Bad|-10}} for the second, and {{Bad|-20}} for the third will occur, lasting for 10 days.&lt;br /&gt;
&lt;br /&gt;
== Babies ==&lt;br /&gt;
The end result of pregnancy is a human '''baby'''. Babies are small, helpless creatures that cannot walk or do anything by themselves. They only have three basic [[needs]]: food, sleep, and play. &lt;br /&gt;
&lt;br /&gt;
Babies can be ages 0-2, with newborn ages tracked in days and quadrums rather than years. Once a baby turns 3, they become a [[Children|child]], and on their [[Children#Age_3|3rd birthday]] you can make special choices for how they will develop further. Under the default [[storyteller|storyteller settings]], pawns under 13 will age 4x faster than normal, so the biological age of the baby is not how many days/quadrums they have actually been alive. [[Growth vat]]s can speed up a baby's growth by 20x that of an adult, or 5x faster than default. Using a growth vat seems to have no ill effects on a baby or its development, at least until it exits the baby stage.{{Check Tag|Not thoroughly tested|No visible effect?}} However, parents gain a {{--|4}} ''My baby is in a growth vat'' [[mood]]let.&lt;br /&gt;
&lt;br /&gt;
If a baby is left on the ground, any colonist (even those incapable of childcare or hauling) can try to bring the baby somewhere safe, like an available crib. Usually a colonist will quickly try to do this automatically. If you draft a colonist while they are carrying a baby, you'll receive a pop-up warning that your colonist is carrying a baby while drafted. If you undraft and redraft the colonist, they will drop the baby.&lt;br /&gt;
&lt;br /&gt;
Babies are born with no traits or skills: these develop during childhood [[Children#Growth_moments|Growth Moments]]. They also have no [[Ideoligion|ideoligion]] {{IdeologyIcon}}. Unless they have temporary health effects from being born sick, they have no health conditions, with every health stat at 100%, except for Moving, which is at 0%.&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
{{See also|Saturation}}&lt;br /&gt;
Babies need less [[nutrition]] to become full, but their hunger rate is adjusted with it to require [[food]] twice a day. Since babies cannot eat anything by themselves, pawns assigned to childcare will help feed them. The feeding process is fairly slow when compared to adult eating.&lt;br /&gt;
&lt;br /&gt;
They can ''only'' be fed in one of following ways:&lt;br /&gt;
* Breastfeeding from any lactating pawn, even those not their mother.&lt;br /&gt;
* Cooking and feeding them [[baby food]], produced at a campfire or stove from vegetable ingredients.&lt;br /&gt;
* Feeding them animal [[milk]] or [[insect jelly]].&lt;br /&gt;
&lt;br /&gt;
Of these, breastfeeding is usually the easiest. Unlike other foods, which feed in bursts only once the food has been consumed, breastfeeding will gradually increase the food bar. This allows the breastfeeding pawn to pause at any point, whilst also not wasting excess food. Usually, a pawn will sit down to breastfeed, continuing until the baby is full or the pawn is out of milk.&lt;br /&gt;
&lt;br /&gt;
You can control what foods the baby can eat and who will try to feed the baby in the baby's &amp;quot;Feeding&amp;quot; tab. By default, the mother will be set to Urgent, with all other pawns set to Childcare. If a pawn is set to childcare, that does not mean they will feed the baby: their childcare labor may be turned off, or they may be incapable of it.&lt;br /&gt;
* &amp;quot;Urgent&amp;quot; means the pawn will feed the baby day or night, even if the pawn is not assigned to childcare or capable of it.&lt;br /&gt;
* &amp;quot;Childcare&amp;quot; means the pawn will feed the baby as childcare work.&lt;br /&gt;
* &amp;quot;Never&amp;quot; means the pawn won't automatically feed the baby.&lt;br /&gt;
You can allow the baby to eat milk, insect jelly, and baby food in this tab, but can't control breastfeeding here. &lt;br /&gt;
&lt;br /&gt;
==== Drugs ====&lt;br /&gt;
Although babies are limited to eating certain foods, you can administer drugs to babies under the Health&amp;gt;&amp;gt;Medical Operations tab. These have an outsized influence because of the pawns' very small body sizes (x0.20 of the size of an adult). This means each administered drug causes a higher severity of reaction, affecting the duration of the high and the likelihood of [[Drugs#Addiction_and_Tolerance|tolerance]] buildup. This indirectly increases the chance of addiction: tolerance built so quickly makes babies much more likely to get addicted to drugs upon further administrations. Babies receive the same mood effects from drugs as adults do: administering a smokeleaf joint to a baby gives them the {{Good|+13}} High on Smokeleaf mood boost. However, the effect of drugs lasts much longer because the drug severity is higher: a one-joint smokeleaf high for a baby lasts a max of 24, rather than 12, hours.&lt;br /&gt;
&lt;br /&gt;
===Sleep===&lt;br /&gt;
{{See also|Rest}}&lt;br /&gt;
Unlike adults, babies don't follow a sleep schedule, instead falling asleep mostly at random. They may be in a sleeping spot, growing steadily more sleepy and upset, while still not falling asleep.&lt;br /&gt;
&lt;br /&gt;
A [[crib]] or [[bed]] should be provided for the baby to sleep in, as it will negate the negative [[mood]] from sleeping on the floor. There are several benefits of cribs over beds: cribs take up only one tile, multiple can be placed in a room without turning it into a barracks, and high-quality cribs can increase the mood of the baby while it rests or sleeps. &lt;br /&gt;
&lt;br /&gt;
Force-feeding, holding, or playing with the baby will wake them up, possibly keeping them unhappy from being tired.&lt;br /&gt;
&lt;br /&gt;
===Play===&lt;br /&gt;
Babies need to be played with, in place of standard Recreation. An adult assigned to child care will play with the baby once the play need is almost empty. There are different activities that will fulfill the baby's play need. A [[toy box]] and [[baby decoration]] increases the quality of play.&lt;br /&gt;
&lt;br /&gt;
===Mood===&lt;br /&gt;
Babies' moods are influenced by their needs for food, sleep, and play. These are affected at the same rates as for adults:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger''' || Ravenously Hungry || Hungry || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Sleep''' || Tired || Drowsy  || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Play''' || Really wants to play || Wants to Play  || Normal || Entertained || Very Entertained&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -10 || -5 || 0 || 5 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Babies share some moodlets with adults but aren't affected by as many thoughts. Babies can gain the {{Bad|-4}} Slept in the Cold moodlet, but aren't affected by temperature while awake. Babies have the same expectations for colony life as other pawns do, influencing their moods at the same rate. They can be influenced by [[Events#Psychic_drone|psychic drones]], [[Events#Psychic_soothes|soothes]], and [[Psycasts|psycasts]] {{RoyaltyIcon}} just as much as other pawns, because they have a psychic sensitivity of 100% by default. However, babies don't consider furniture comfort or quality, except while resting or sleeping in a [[Crib|crib]], with various crib qualities providing higher mood boosts. &lt;br /&gt;
&lt;br /&gt;
Uniquely, babies get a mood bonus when their parents are very happy: &amp;quot;Parent is happy&amp;quot; {{Good|+6}}, or &amp;quot;Parents are happy&amp;quot; {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
Being held or breastfed does not affect the baby or caretaking adult's mood in any direct way. However, babies will temporarily forget any ill mood effects from lack of Sleep while being held, although these needs will still decrease as usual.&lt;br /&gt;
&lt;br /&gt;
A baby's mood affects the moods of all other colonists, much like [[Children#Mood|children's moods]] can. Parents of a baby who is very happy will receive a {{Good|+6}} mood boost for &amp;quot;My child &amp;lt;baby&amp;gt; is happy&amp;quot;. If the baby is about 1/3 of its happiness or less, parents have a {{Bad|-6}} mood penalty, thinking &amp;quot;My child &amp;lt;baby&amp;gt; is unhappy&amp;quot;. Babies also factor into the colonists' thoughts on the overall happiness of the colony's children, which range from a positive {{Good|+2}} &amp;quot;Happy youngsters&amp;quot; mood boost to a {{Bad|-2}} &amp;quot;Sad youngsters&amp;quot;, to worse negative mood penalties, all based on the average of the moods of colonists aged 0-17.&lt;br /&gt;
&lt;br /&gt;
====Giggling and crying====&lt;br /&gt;
Instead of [[mental inspiration|mental inspirations]] or [[mental breaks]], babies will have giggling or crying &amp;quot;fits&amp;quot; which gives a mood boost or penalty to other colonists within a 10 tile{{Check Tag|Verify|Based on dev mode testing. Exact number unverified.}} radius. The ratio between giggling and crying is directly related with the baby's mood.&lt;br /&gt;
&lt;br /&gt;
[[Mood]] boosts from giggling babies go from {{Good|+4}} up to {{Good|+10}}, while crying babies can cause mood maluses from {{Bad|-8}} down to {{Bad|-20}}. Parents are only half as bothered by their baby crying, and twice as happy when their baby is giggling.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.125, 0.25, 1, 2, 4 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crying occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=12, 6, 1, 0.25, 0.125 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling to crying ratio (higher is better)&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.011, 0.042, 1, 8, 32 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Occurance of giggling per time crying&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Babies get the same [[Social|social]] opinion boosts from [[Social#Family_by_Blood|familial relationships]] that other pawns do. They are born aware of their entire family tree, going back to the great-grandparent generation and including dead relatives. In addition, their social relationships are impacted by who feeds them and who hears them crying. They will not know all of your colonists when born, only beginning to remember them after they've interacted a few times (and the colonist will likewise not remember the baby)!&lt;br /&gt;
&lt;br /&gt;
Feeding changes the social opinions between a baby and their caretaker. A baby will gain about {{Good|+16}} social opinion for another pawn each time they are fed, with the &amp;quot;Fed me&amp;quot; opinion, which wears off over time. It is unclear whether breastfeeding provides a similar benefit. An adult who feeds a baby will gain about {{Good|+4}} social opinion for them from this act, and remember the feeding for longer than the baby does. This bonus only stacks up to 5 times, for a maximum of +16 opinion of the baby. Adults who breastfeed a baby gain about {{Good|+7}} opinion for the baby from the interaction. These feeding opinion changes are the same whether the caretaker is the baby's parent or not.&lt;br /&gt;
&lt;br /&gt;
Adults who hear a baby cry or giggle will change their opinions of the baby temporarily. A crying baby will gain the ''Cried'' {{Bad|-12}} opinion penalty, while a giggling baby will gain the ''Giggled'' {{Good|+12}} opinion boost. An adult can remember a baby's crying and giggling at the same time, cancelling each effect out. It is unclear if these modifiers stack.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=119181</id>
		<title>Reproduction</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=119181"/>
		<updated>2022-11-23T02:31:30Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: /* Pregnancy */ added mood swings info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About|human pregnancy and babies|older children|Children}}&lt;br /&gt;
&lt;br /&gt;
'''Reproduction''' is the means by which [[human]] babies are created. &lt;br /&gt;
&lt;br /&gt;
Note: Due to the continuous nature of the subject matter, this page covers from conception to the age of three. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Babies can be obtained via several different methods:&lt;br /&gt;
*  Choosing them as a starting colonist via the [[scenario system]].&lt;br /&gt;
*  Natural reproduction, through [[#Pregnancy|pregnancy]].&lt;br /&gt;
*  Assisted reproduction, through [[#Surrogacy|surrogacy]] or [[#Growth vat|growth vats]].&lt;br /&gt;
*  Purchasing them from [[Trade#Slaver|slavers]].{{Check Tag|Can babies be bought?}}&lt;br /&gt;
*  Receiving them from [[quests]] and [[events]]. Babies of any faction can be adopted instantly to the colony, without angering them.&lt;br /&gt;
&lt;br /&gt;
Note that with the exception of the first point, these methods become unavailable if &amp;quot;Disable children&amp;quot; is toggled on in the [[AI_Storytellers#Biotech|storyteller settings]].&lt;br /&gt;
&lt;br /&gt;
== Natural Reproduction ==&lt;br /&gt;
{{Image wanted|section=1|reason=Images of the &amp;quot;Try for pregnancy&amp;quot; etc. icons.}}&lt;br /&gt;
Pawns in [[Social#Romance|romantic relationships]] have a chance to get pregnant when they initiate [[lovin']]. Note that pawns must share a two-person bed, bedroll, or sleeping spot to initate lovin' but do not require one to avoid the &amp;quot;sleeping alone&amp;quot; mood debuff. &lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
The prospective parents' chance of successfully reproducing is primarily controlled by their [[#Fertility|Fertility]] stat. The player has three options to adjust pregnancy rates from Lovin' in any relationship. By opening the social tab, to the right of a Lover, Fiancee, or Spouse, you can see a button that lets you change the couple's approach for having kids.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:Normal.png|32px]]         &lt;br /&gt;
| '''Normal''' (Default) || x1 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:AvoidPregnancy.png|32px]] &lt;br /&gt;
| '''Avoid pregnancy''' || x0.25 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:TryForBaby.png|32px]]     &lt;br /&gt;
| '''Try for baby'''    || x4 pregnancy chance. &lt;br /&gt;
|}&lt;br /&gt;
Therefore, the total chance of pregnancy in one relationship is likely: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Pregnancy chance per relationship''' = '''Mother's fertility''' x '''Father's fertility''' x '''Reproductive Approach''' x '''Times Lovin''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual chance that a pair of pawns will do Lovin' each night varies, but it requires them to share the same bed and sleep at the same time. Their chance of Lovin' varies by age, as seen in [[Social#Lovin.27|this chart]]. The [[Genes#Low_libido|low libido]] and [[Genes#High_libido|high libido]] genes will also alter this. There have been reports that colonist mood and opinions of each other also influence the chance of doing Lovin'.&lt;br /&gt;
&lt;br /&gt;
=== Pregnancy ===&lt;br /&gt;
&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6 day trimesters. The player will receive a notification when the pregnancy starts and when it progresses from one trimester to the next. The pregnant pawn will gain penalties to movement, manipulation, and hunger rate, increasing each trimester as seen in the chart below. Other than limitations due to movement, pregnant pawns have no restrictions on the activities they pursue.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| First trimester ||&lt;br /&gt;
&lt;br /&gt;
* Hunger rate offset: {{++|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| Second trimester ||&lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|10%}}&lt;br /&gt;
* [[Manipulation]]: {{--|5%}}&lt;br /&gt;
* Hunger rate offset: {{++|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| Third trimester || &lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|50%}}&lt;br /&gt;
* [[Manipulation]]: {{--|10%}}&lt;br /&gt;
* Hunger rate offset: {{++|50%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
During the first trimester, a pawn will gain the ''New pregnancy'' moodlet, which can either be positive or negative direction: {{Good|+3}}, or {{Bad|-3}} ''I'm pregnant and not very happy about it.'' The same pawn can feel differently about different pregnancies. Throughout their pregnancy, they will also occasionally gain mood buffs or debuffs due to hormone-induced mood swings.{{Check Tag|Detail needed, and do they appear in 1st tri?}} Mood swings are visible in the Health tab as a condition affecting the brain. They vary in severity, direction, and duration, appearing as: &amp;quot;Pregnancy Mood (&amp;lt;duration&amp;gt;, &amp;lt;type&amp;gt;)&amp;quot; with the description ''This common side effect of pregnancy represents a rising and falling mood caused by unbalanced hormones.'' Accompanying this, the pawn will get a positive or negative moodlet: ''Pregnancy mood &amp;lt;type&amp;gt;''. Mood swings are short-lived, lasting about 8 hours.&lt;br /&gt;
&lt;br /&gt;
'''Types of Mood swings:'''&lt;br /&gt;
* High: ?&lt;br /&gt;
* Down: {{Bad|-8}}&lt;br /&gt;
&lt;br /&gt;
Pregnant pawns may also receive the &amp;quot;morning sickness&amp;quot; condition, which lasts 4 to 8 ingame hours. Along with health effects, they will gain the {{Bad|-3}} mood debuff ''Sick''.&lt;br /&gt;
&lt;br /&gt;
'''Morning sickness:'''&lt;br /&gt;
* [[Consciousness]]: {{Bad|x0.8}}&lt;br /&gt;
* [[Moving]]: {{Bad|x0.9}}&lt;br /&gt;
* [[Manipulation]]: {{Bad|x0.9}}&lt;br /&gt;
* Vomiting {{MTB}}: {{Bad|{{#expr:(24*0.075)}} Hours}}&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
== Assisted reproduction ==&lt;br /&gt;
Science enables new methods for obtaining babies. After Fertility Procedures has been researched, you can extract [[Ovum|ova]] from female pawns and fertilize them to form an [[Embryo|embryo]], for use in surrogate pregnancies or vat-grown babies.&lt;br /&gt;
&lt;br /&gt;
Both methods require extracting an ovum from a [[Reproduction#Fertility|fertile]] female pawn, be they [[colonist]], [[prisoner]], or [[slave]]{{IdeologyIcon}}, through a medical operation in the pawn's Health tab: &amp;quot;Extract ovum for IVF&amp;quot;. The operation requires one of any type of medicine and a doctor, although it is a relatively easy surgery, with a 500% multiplier on success, and 0% chance of death on failure. &lt;br /&gt;
&lt;br /&gt;
The ovum may then fertilized by a fertile male colonist or slave (but not prisoner) to produce an embryo. As long as the male pawn's fertility is above 0% this will be successful{{Check Tag|Verify|Not thoroughly checked}}. The resulting embryo can then be implanted in female pawns (may be prisoner, colonist, or slave) to initiate a pregnancy, placed in a growth vat, or sold.&lt;br /&gt;
&lt;br /&gt;
=== Surrogacy ===&lt;br /&gt;
With the [[Research#Fertillity Procedures|Fertillity Procedures]] research, you can create [[embryo]]s. They can then be implanted into a pawn for a chance for the pawn to become pregnant. The chance of success depends on the surrogate's own Fertility.&lt;br /&gt;
&lt;br /&gt;
Even if they did not supply the ovum, the surrogate will be considered the birth mother. Otherwise, it will act as a regular pregnancy.{{Check Tag|Verify|Not thoroughly checked, quick devmode run to write this section}}. A pawn born this way will consider both their surrogate and genetic mother as the pawn's parents in terms of social opinions.&lt;br /&gt;
&lt;br /&gt;
=== Growth vats ===&lt;br /&gt;
{{See also|Growth vat}}&lt;br /&gt;
[[Growth vat]]s are a complete alternative to pregnancy. They require the [[Research#Growth vats|Growth vat]]s research to make, as well as [[Research#Fertility procedures|Fertility Procedures]], and two pawns with &amp;gt; 0% Fertility to actually create embryos. &lt;br /&gt;
&lt;br /&gt;
Growth vats allow an embryo to be born in 9 days, half the time of a natural pregnancy. Active vats must be given a constant supply of 200 W of [[power]] and 6 [[nutrition]] per day - or around 6.5 [[simple meal]]s per day - to ensure survival of the fetus. If lacking either, then the fetus will undergo biostarvation, increasing by 50% per day. If biostarvation reaches 100%, the fetus will be destroyed.&lt;br /&gt;
&lt;br /&gt;
Growth vat births always have a [[Reproduction#Quality|quality]] of 70%, which affects the chance of the baby being born healthy. However, there are benefits to this method: as it avoids natural birth, the mother won't be weighed down, and there is no risk of them dying.&lt;br /&gt;
&lt;br /&gt;
== Birth ==&lt;br /&gt;
Your first warning for a pawn's upcoming childbirth comes during a pawn's pregnancy: the player will receive one notification when the mother hits the third trimester about &amp;quot;&amp;lt;Colonist&amp;gt;'s baby prep&amp;quot;, which explains all the steps you can take to help the mother give birth successfully. Besides preparing a location and doctor for the birth, this notification reminds you to prepare a food source for the baby and build them a crib. Labor will happen roughly 6 days after, starting with a notification of &amp;quot;&amp;lt;Colonist&amp;gt; in labor!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once labor begins, the birthing procedure can be initiated by clicking on the mother, and selecting the &amp;quot;Begin birth&amp;quot; option. This allows the player to select participants and a Doctor, much like [[Ideology]]'s rituals. The procedure will take place at a bed or sleeping spot, chosen automatically (preferring medical beds) if the mother is not already in bed. All of these choices have an effect on the birth's quality, which affects the chance that the mother and baby will come out of childbirth alive and healthy. You can view the exact factors and their influence in the Quality section below. The expected duration of this operation is variable, but will end once the baby has been born or mother has died.&lt;br /&gt;
&lt;br /&gt;
===Labor===&lt;br /&gt;
The progress of labor can be tracked in the mother's health tab. Labor begins with contractions, different stages of dilation that change randomly over time, with all adding various amounts of pain and restrictions on movement for the mother. Many stages will incapacitate her, so even before the childbirth operation begins, it is important to bring her to a bed. When the childbirth operation has proceeded for a while, you will receive a small notification saying &amp;quot;&amp;lt;mother&amp;gt;'s labor has entered the final stage&amp;quot;, and the labor will progress to the final &amp;quot;pushing&amp;quot; stage. &lt;br /&gt;
&lt;br /&gt;
'''Stages of labor:'''&lt;br /&gt;
* dilation, mild: pain +25%, moving x40%&lt;br /&gt;
* dilation, debilitating: pain +85%&lt;br /&gt;
* pushing: pain +85%&lt;br /&gt;
&lt;br /&gt;
Once the childbirth procedure has begun, any spectating loved ones may socialize with each other, but the doctor and mother will be focused on their tasks. Spectators and the doctors can leave if needed, by selecting a pawn and then pressing the &amp;quot;Leave child birth&amp;quot; option.&lt;br /&gt;
Finally, you can cancel the birth operation by selecting any of the involved pawns and then selecting the &amp;quot;Cancel child birth&amp;quot; option, which allows you to restart childbirth later.&lt;br /&gt;
&lt;br /&gt;
===Quality===&lt;br /&gt;
When starting the child birth procedure, a screen will show you the expected quality of the birth, determined by:&lt;br /&gt;
* Loved one present: the presence of someone that the mother considers a friend or more gives +5% quality, with no stacking for multiple friends or a better friend. By default, the father will be selected to be present. If the doctor performing the operation is a friend, they will count towards this bonus too.&lt;br /&gt;
* Age of the mother: a 22-year-old has a +50% quality, and as the mother grows older, this drops.&lt;br /&gt;
* Doctor's medical skill: can range from 0-20% or more. Skill level 1 gives 1.3%, 3 gives +3.8%, 7 gives +8.8%, and 16 gives +20% quality.&lt;br /&gt;
* Indoors: if inside, the quality gains +5%.&lt;br /&gt;
* Room cleanliness: cleanliness can range from 0-0.6, giving 0-10% in quality bonuses.&lt;br /&gt;
* Bed health effects: contributes up to 5%, with things like bed quality, a medical bed, and (perhaps vitals monitor or other furniture?) influencing this stat. A bed rating of 5 guarantees a quality bonus of +5%.&lt;br /&gt;
&lt;br /&gt;
Therefore, the most important factors in a safe birth are the mother's age and the doctor's skill level.&lt;br /&gt;
&lt;br /&gt;
Birth quality is likely determined at the moment of the baby's birth; allowing the doctor or loved ones to leave, or having the room grow dirty, has an effect on birth quality.&lt;br /&gt;
&lt;br /&gt;
=== Outcomes ===&lt;br /&gt;
{{Stub|section=1|reason=Exact math on the chance mechanics}}&lt;br /&gt;
Depending on the quality, the baby can be born healthy or sickly, or they may die during birth. At lower qualities, there is also a chance that the mother can die during childbirth.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Expected Quality''' || 76 || 84 || 95&lt;br /&gt;
|-&lt;br /&gt;
| '''Mother dies''' || 0.98% || 0.45% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Still''' || 3.3% || 3% || 2.6%&lt;br /&gt;
|-&lt;br /&gt;
| '''Sick''' || 7.4% || 7.5% || 7.5%&lt;br /&gt;
|-&lt;br /&gt;
| '''Healthy''' || 89% || 90% || 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You will receive a notification when the birth is complete, and the baby will appear on an adjacent tile. If the baby was born alive, a pawn with the Childcare work enabled can be instructed to either move the baby to a safe space, or to deliver it to the mother for breastfeeding. The baby will be born hungry, with a mood penalty of {{Bad|-6}}.&lt;br /&gt;
&lt;br /&gt;
If your baby was healthy, the notification is &amp;quot;Healthy child birth&amp;quot;, and it gives you 24 hours to choose a name for the baby. This is the only time where you can completely customize the baby's first and last names, and you additionally can add an optional nickname. The game will suggest the mother and father's last names on this screen, and provide random suggestions for the other names. Until then, the baby's name is temporary, and called &amp;quot;Baby &amp;lt;Mother's last name&amp;gt;&amp;quot;. The baby will also receive the Childhood title &amp;quot;Newborn&amp;quot;, and belong to the mother's faction. The baby's parents will receive a 15-day mood boost that &amp;quot;&amp;lt;Baby&amp;gt; was born healthy&amp;quot; {{Good|+8}}.&lt;br /&gt;
&lt;br /&gt;
If the baby is born sick, they are affected by a form of [[infant illness]], which can start at a variable intensity. If left untreated before 10 days is up, the baby dies, but if it lives through 10 days after birth, the illness will no longer affect the baby. You will also get the chance to name your baby.&lt;br /&gt;
&lt;br /&gt;
If the mother survived childbirth, she will remain in bed, incapacitated by exhaustion (Postpartum exhaustion) for 16 hours. She'll no longer feel any pain from childbirth, but won't be able to move. However, if another pawn delivers her baby to her, she can begin breastfeeding. &lt;br /&gt;
&lt;br /&gt;
== Lactation ==&lt;br /&gt;
&lt;br /&gt;
Lactation is the mechanic that allows pawns to breastfeed babies. Lactation gives pawns a milk fullness stat, and when milk fullness is above 0%, a pawn can breastfeed any baby, even if it is not their own child. There are other consequences to lactation, however: lactating pawns require more nutrition per day, and they have a reduced chance of pregnancy. Prior to update 1.4, lactating pawns could not become pregnant, regardless of their [[Reproduction#Fertility|fertility]] and reproductive strategy, but after update 1.4, lactation places a 5% multiplier on a pawn's fertility, giving them a very small chance of becoming pregnant. Lactation lasts indefinitely, only stopping after 10 days of not breastfeeding a child. There is no visible timer on this, but after the 10 days are up, you'll receive a pop-up saying &amp;quot;&amp;lt;Colonist&amp;gt; is no longer lactating due to not breastfeeding for ten days&amp;quot;. You can view a pawn's other lactation details in their Health panel. &lt;br /&gt;
&lt;br /&gt;
Upon a successful childbirth, a mother will begin lactating, with milk fullness starting at 100%. Milk fullness regenerates at varying rates depending on the mother's hunger level. Lactating pawns require more nutrition per day in order to produce milk: the mother's Food Consumption stat rises from 1.6 to 2.1 nutrition per day, a gain of +0.5 (a simple meal has 0.9 nutrition). However, the nutrition required for them to make milk depends on their milk regeneration level, which decreases in stages following their hunger level. As a pawn gets more hungry, they won't produce as much milk, and won't require as much extra nutrition. Additionally, a lactating pawn with milk fullness of 100% won't require any extra nutrition since they're not currently regenerating milk. You can view the pawn's current nutritional needs by checking the details of their &amp;quot;Lactating&amp;quot; condition in the pawn's Health tab. Lactating does not affect any other pawn stats or conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger Level''' || Ravenously Hungry || Hungry || Full&lt;br /&gt;
|-&lt;br /&gt;
| '''Milk Regeneration''' || 25% || ? || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Extra Nutrition Per Day''' || 0.13 || ? || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Heredity ==&lt;br /&gt;
{{See also|Genes}}&lt;br /&gt;
When an [[embryo]] is conceived, it will inherit some of the [[genes]] of both parents. During a mother's pregnancy, you can view her child's genes by going to her Health tab and selecting the information button for her pregnancy. The genetics section will list all genes that her child has inherited. &lt;br /&gt;
&lt;br /&gt;
Genes which can be passed down come from the [[germline]] DNA, and are called endogenes. Pawns may modify themselves with [[Xenogene|xenogenes]], but as it's not part of a pawn's germline DNA, it cannot be passed down. If an endogene is only present in one parent, it has a small chance to be passed down.{{Check Tag|What's the chance?|What is the algorithm for calculating gene inheritance?}} However if an endogene is present in both parents, it will always be passed down.&lt;br /&gt;
&lt;br /&gt;
Generally, all pawns will have at least one hair color and skin color endogene. Offspring will always pick one hair color and skin color endogene from their parents. If no hair/skin color endogene can be found in either parent, such as if they were two [[highmates]], a random hair/skin color endogene will be picked from the natural list of hair/skin colors instead.&lt;br /&gt;
&lt;br /&gt;
If a pawn has multiple [[Genes#Cosmetic|cosmetic genes]] within a category, like body type, one random gene will override the others. This will be the gene represented on the pawn. For non-cosmetic genes within a category there is a fixed priority for overrides, usually favored towards the negative variations. For example, an awful [[shooting]] aptitude will override all other shooting aptitudes. Xenogenes will always take priority over endogenes. Thus, even though the Slow runner endogene overrides their Fast runner endogene, the Fast runner xenogene will override the Slow runner endogene. Note that overridden endogenes can still be passed down as normal.&lt;br /&gt;
&lt;br /&gt;
If a child is born from an incestuous relationship, there's a risk of them becoming [[Genes#Miscellaneous|inbred]]; up to 80% for direct relatives. {{Check Tag|Which relations?|What counts as direct? Effect of other relations}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! '''Inbred'''&lt;br /&gt;
[[File:Gene_Inbred.png|64px]]         &lt;br /&gt;
|&lt;br /&gt;
* Complexity: {{Bad|+1}}&lt;br /&gt;
* Metabolic efficiency: {{Bad|-2}}&lt;br /&gt;
* Forced Trait: [[Slow learner]]&lt;br /&gt;
* [[#Fertility|Fertility]]: {{Bad|x50%}}&lt;br /&gt;
* [[Immunity gain speed]]: {{Bad|x85%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fertility ==&lt;br /&gt;
Fertility is the main pawn stat affecting pregnancy chances, acting as a percentage multiplier on the chance of getting pregnant naturally or through an ovum implantation. Natural pregnancy chance is equally dependent on the fertility of both partners. Additionally, fertility must be above 0% to extract a pawn's ovum or to fertilize the [[Ovum|ovum]] into an [[Embryo|embryo]].&lt;br /&gt;
&lt;br /&gt;
This stat is affected by a variety of factors, such as age, [[Genes|genes]], and [[#Contraceptives|contraceptives]]. Age is the baseline for fertility, changing slowly for each colonist over time, and at a different rate by pawn gender. Genes provide an additional multiplier on fertility. Contraceptives instantly bring fertility to 0%, overriding other fertility factors.&lt;br /&gt;
&lt;br /&gt;
For baseline humans without fertility-modifying genes, both men and women start becoming fertile after age 14; but regardless of fertility, pawns can't participate in reproduction until they are 16. Fertility increases differently by gender. Women's fertility increases until age 20, but starts dropping at age 28 until it reaches 0% at age 50. Men's fertility increases until age 18, but starts dropping at age 50 until it's 0% at age 90. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Female Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 20, 28, 35, 40, 45, 50, 120&lt;br /&gt;
|y=0, 0, 100, 100, 50, 10, 2, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Male Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 18, 50, 90, 120&lt;br /&gt;
|y=0, 0, 100, 100, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Genes affect fertility in direct and indirect ways. There are two direct effects: the [[Genes#Fertile|Fertile]] gene doubles fertility and the [[Genes#Sterile|Sterile]] gene completely nullifies it. &lt;br /&gt;
&lt;br /&gt;
Some genes provide an indirect effect on fertility through their effect on age. Aging-related genes like [[Genes#Non-senescent|Non-senescent]] cannot mitigate the effects of age on fertility, but the [[Genes#Ageless|Ageless]] gene can keep a pawn's fertility stable by freezing the pawn's biological age. Additionally, other aging-related technologies can affect a pawn's fertility: [[Biosculpter_pod#Age_reversal|Age Reversal]] in a [[Biosculpter_pod|Biosculpter pod]] {{IdeologyIcon}} has a fully restorative effect on fertility, even allowing a completely infertile pawn to become fertile again once they pass back into the age range of fertility for their gender.&lt;br /&gt;
&lt;br /&gt;
== Contraceptives ==&lt;br /&gt;
There are many ways to manually change the likelihood of natural pregnancy. The simplest way in the game to prevent pregnancy is to not give pawns a [[double bed]] to themselves. However, it deprives them of the [[mood]] bonuses of Lovin' in the first place. You can instead change a couple's Reproductive Approach in the Social tab to the &amp;quot;Avoid pregnancy&amp;quot; option, which reduces their pregnancy rate by -75% but still allows them to make Lovin' at the same rate. Additionally, a guaranteed method of avoiding pregnancy is by continuing a pawn's [[Reproduction#Lactation|lactation]]. If a pawn is lactating (from having given birth before), then it is impossible for them to have a child under any circumstances. &lt;br /&gt;
&lt;br /&gt;
A more stable solution to controlling pregnancy can be pursued through research and medicine, by applying contraceptives to pawns of either gender who are engaging in Lovin'. The [[Research#Fertility Procedures|Fertility Procedures]] research gives access to multiple operations, temporary or permanent, to prevent and stop pregnancies. These surgeries can be applied to any pawn age 16 and up, and can be performed even if the pawn is already infertile.&lt;br /&gt;
&lt;br /&gt;
=== IUD ===&lt;br /&gt;
This is a temporary method of preventing pregnancies. You can stop a female pawn from becoming pregnant with the &amp;quot;Implant IUD&amp;quot; medical operation, which has a 100% success chance and no chance of pawn death upon failure. The operation requires {{Icon Small|medicine}} 1 [[Medicine]] of any type and will anesthetize the pawn. The IUD lasts indefinitely and can be seen in the pawn's Health tab, but you can later remove it through the &amp;quot;Remove IUD&amp;quot; medical operation, also for {{Icon Small|medicine}} 1 [[Medicine]] of any type. Women may embark with IUDs already implanted. If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
Implanted IUDs also stop pregnancies in the first trimester, an alternative to the Terminate Pregnancy operation.&lt;br /&gt;
&lt;br /&gt;
=== Vasectomy ===&lt;br /&gt;
This is another temporary method of preventing pregnancies. You can stop a male pawn from impregnating others with the &amp;quot;Perform vasectomy&amp;quot; medical operation, which also has a 100% success chance with no chance of pawn death upon failure. The vasectomy lasts indefinitely, with the operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. You can later remove it through the &amp;quot;Reverse vasectomy&amp;quot; medical operation, also for and {{Icon Small|medicine}} 1 [[Medicine]] of any type. Men may embark with the operation already performed.{{Check Tag|Verify}} If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
=== Tubal Ligation ===&lt;br /&gt;
This permanently stops a female pawn from being able to reproduce. &amp;quot;Perform tubal ligation&amp;quot; is a medical operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. The surgery success chance is 100% and there is no chance of pawn death upon failure.&lt;br /&gt;
&lt;br /&gt;
=== Termination ===&lt;br /&gt;
If the pawn has already become pregnant past the first trimester, the only option left is to terminate the pregnancy. This can be achieved through the medical operation &amp;quot;Terminate pregnancy&amp;quot; requiring {{Icon Small|medicine}} 1 [[Medicine]], after which the pawn will no longer be pregnant.&lt;br /&gt;
&lt;br /&gt;
This operation will upset the affected pawn. Depending on the trimester of the pregnancy, a moodlet of {{Bad|-5}} for the first, {{Bad|-10}} for the second, and {{Bad|-20}} for the third will occur, lasting for 10 days.&lt;br /&gt;
&lt;br /&gt;
== Babies ==&lt;br /&gt;
The end result of pregnancy is a human '''baby'''. Babies are small, helpless creatures that cannot walk or do anything by themselves. They only have three basic [[needs]]: food, sleep, and play. &lt;br /&gt;
&lt;br /&gt;
Babies can be ages 0-2, with newborn ages tracked in days and quadrums rather than years. Once a baby turns 3, they become a [[Children|child]], and on their [[Children#Age_3|3rd birthday]] you can make special choices for how they will develop further. Under the default [[storyteller|storyteller settings]], pawns under 13 will age 4x faster than normal, so the biological age of the baby is not how many days/quadrums they have actually been alive. [[Growth vat]]s can speed up a baby's growth by 20x that of an adult, or 5x faster than default. Using a growth vat seems to have no ill effects on a baby or its development, at least until it exits the baby stage.{{Check Tag|Not thoroughly tested|No visible effect?}} However, parents gain a {{--|4}} ''My baby is in a growth vat'' [[mood]]let.&lt;br /&gt;
&lt;br /&gt;
If a baby is left on the ground, any colonist (even those incapable of childcare or hauling) can try to bring the baby somewhere safe, like an available crib. Usually a colonist will quickly try to do this automatically. If you draft a colonist while they are carrying a baby, you'll receive a pop-up warning that your colonist is carrying a baby while drafted. If you undraft and redraft the colonist, they will drop the baby.&lt;br /&gt;
&lt;br /&gt;
Babies are born with no traits or skills: these develop during childhood [[Children#Growth_moments|Growth Moments]]. They also have no [[Ideoligion|ideoligion]] {{IdeologyIcon}}. Unless they have temporary health effects from being born sick, they have no health conditions, with every health stat at 100%, except for Moving, which is at 0%.&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
{{See also|Saturation}}&lt;br /&gt;
Babies need less [[nutrition]] to become full, but their hunger rate is adjusted with it to require [[food]] twice a day. Since babies cannot eat anything by themselves, pawns assigned to childcare will help feed them. The feeding process is fairly slow when compared to adult eating.&lt;br /&gt;
&lt;br /&gt;
They can ''only'' be fed in one of following ways:&lt;br /&gt;
* Breastfeeding from any lactating pawn, even those not their mother.&lt;br /&gt;
* Cooking and feeding them [[baby food]], produced at a campfire or stove from vegetable ingredients.&lt;br /&gt;
* Feeding them animal [[milk]] or [[insect jelly]].&lt;br /&gt;
&lt;br /&gt;
Of these, breastfeeding is usually the easiest. Unlike other foods, which feed in bursts only once the food has been consumed, breastfeeding will gradually increase the food bar. This allows the breastfeeding pawn to pause at any point, whilst also not wasting excess food. Usually, a pawn will sit down to breastfeed, continuing until the baby is full or the pawn is out of milk.&lt;br /&gt;
&lt;br /&gt;
You can control what foods the baby can eat and who will try to feed the baby in the baby's &amp;quot;Feeding&amp;quot; tab. By default, the mother will be set to Urgent, with all other pawns set to Childcare. If a pawn is set to childcare, that does not mean they will feed the baby: their childcare labor may be turned off, or they may be incapable of it.&lt;br /&gt;
* &amp;quot;Urgent&amp;quot; means the pawn will feed the baby day or night, even if the pawn is not assigned to childcare or capable of it.&lt;br /&gt;
* &amp;quot;Childcare&amp;quot; means the pawn will feed the baby as childcare work.&lt;br /&gt;
* &amp;quot;Never&amp;quot; means the pawn won't automatically feed the baby.&lt;br /&gt;
You can allow the baby to eat milk, insect jelly, and baby food in this tab, but can't control breastfeeding here. &lt;br /&gt;
&lt;br /&gt;
==== Drugs ====&lt;br /&gt;
Although babies are limited to eating certain foods, you can administer drugs to babies under the Health&amp;gt;&amp;gt;Medical Operations tab. These have an outsized influence because of the pawns' very small body sizes (x0.20 of the size of an adult). This means each administered drug causes a higher severity of reaction, affecting the duration of the high and the likelihood of [[Drugs#Addiction_and_Tolerance|tolerance]] buildup. This indirectly increases the chance of addiction: tolerance built so quickly makes babies much more likely to get addicted to drugs upon further administrations. Babies receive the same mood effects from drugs as adults do: administering a smokeleaf joint to a baby gives them the {{Good|+13}} High on Smokeleaf mood boost. However, the effect of drugs lasts much longer because the drug severity is higher: a one-joint smokeleaf high for a baby lasts a max of 24, rather than 12, hours.&lt;br /&gt;
&lt;br /&gt;
===Sleep===&lt;br /&gt;
{{See also|Rest}}&lt;br /&gt;
Unlike adults, babies don't follow a sleep schedule, instead falling asleep mostly at random. They may be in a sleeping spot, growing steadily more sleepy and upset, while still not falling asleep.&lt;br /&gt;
&lt;br /&gt;
A [[crib]] or [[bed]] should be provided for the baby to sleep in, as it will negate the negative [[mood]] from sleeping on the floor. There are several benefits of cribs over beds: cribs take up only one tile, multiple can be placed in a room without turning it into a barracks, and high-quality cribs can increase the mood of the baby while it rests or sleeps. &lt;br /&gt;
&lt;br /&gt;
Force-feeding, holding, or playing with the baby will wake them up, possibly keeping them unhappy from being tired.&lt;br /&gt;
&lt;br /&gt;
===Play===&lt;br /&gt;
Babies need to be played with, in place of standard Recreation. An adult assigned to child care will play with the baby once the play need is almost empty. There are different activities that will fulfill the baby's play need. A [[toy box]] and [[baby decoration]] increases the quality of play.&lt;br /&gt;
&lt;br /&gt;
===Mood===&lt;br /&gt;
Babies' moods are influenced by their needs for food, sleep, and play. These are affected at the same rates as for adults:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger''' || Ravenously Hungry || Hungry || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Sleep''' || Tired || Drowsy  || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Play''' || Really wants to play || Wants to Play  || Normal || Entertained || Very Entertained&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -10 || -5 || 0 || 5 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Babies share some moodlets with adults but aren't affected by as many thoughts. Babies can gain the {{Bad|-4}} Slept in the Cold moodlet, but aren't affected by temperature while awake. Babies have the same expectations for colony life as other pawns do, influencing their moods at the same rate. They can be influenced by [[Events#Psychic_drone|psychic drones]], [[Events#Psychic_soothes|soothes]], and [[Psycasts|psycasts]] {{RoyaltyIcon}} just as much as other pawns, because they have a psychic sensitivity of 100% by default. However, babies don't consider furniture comfort or quality, except while resting or sleeping in a [[Crib|crib]], with various crib qualities providing higher mood boosts. &lt;br /&gt;
&lt;br /&gt;
Uniquely, babies get a mood bonus when their parents are very happy: &amp;quot;Parent is happy&amp;quot; {{Good|+6}}, or &amp;quot;Parents are happy&amp;quot; {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
Being held or breastfed does not affect the baby or caretaking adult's mood in any direct way. However, babies will temporarily forget any ill mood effects from lack of Sleep while being held, although these needs will still decrease as usual.&lt;br /&gt;
&lt;br /&gt;
A baby's mood affects the moods of all other colonists, much like [[Children#Mood|children's moods]] can. Parents of a baby who is very happy will receive a {{Good|+6}} mood boost for &amp;quot;My child &amp;lt;baby&amp;gt; is happy&amp;quot;. If the baby is about 1/3 of its happiness or less, parents have a {{Bad|-6}} mood penalty, thinking &amp;quot;My child &amp;lt;baby&amp;gt; is unhappy&amp;quot;. Babies also factor into the colonists' thoughts on the overall happiness of the colony's children, which range from a positive {{Good|+2}} &amp;quot;Happy youngsters&amp;quot; mood boost to a {{Bad|-2}} &amp;quot;Sad youngsters&amp;quot;, to worse negative mood penalties, all based on the average of the moods of colonists aged 0-17.&lt;br /&gt;
&lt;br /&gt;
====Giggling and crying====&lt;br /&gt;
Instead of [[mental inspiration|mental inspirations]] or [[mental breaks]], babies will have giggling or crying &amp;quot;fits&amp;quot; which gives a mood boost or penalty to other colonists within a 10 tile{{Check Tag|Verify|Based on dev mode testing. Exact number unverified.}} radius. The ratio between giggling and crying is directly related with the baby's mood.&lt;br /&gt;
&lt;br /&gt;
[[Mood]] boosts from giggling babies go from {{Good|+4}} up to {{Good|+10}}, while crying babies can cause mood maluses from {{Bad|-8}} down to {{Bad|-20}}. Parents are only half as bothered by their baby crying, and twice as happy when their baby is giggling.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.125, 0.25, 1, 2, 4 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crying occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=12, 6, 1, 0.25, 0.125 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling to crying ratio (higher is better)&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.011, 0.042, 1, 8, 32 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Occurance of giggling per time crying&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Babies get the same [[Social|social]] opinion boosts from [[Social#Family_by_Blood|familial relationships]] that other pawns do. They are born aware of their entire family tree, going back to the great-grandparent generation and including dead relatives. In addition, their social relationships are impacted by who feeds them and who hears them crying. They will not know all of your colonists when born, only beginning to remember them after they've interacted a few times (and the colonist will likewise not remember the baby)!&lt;br /&gt;
&lt;br /&gt;
Feeding changes the social opinions between a baby and their caretaker. A baby will gain about {{Good|+16}} social opinion for another pawn each time they are fed, with the &amp;quot;Fed me&amp;quot; opinion, which wears off over time. It is unclear whether breastfeeding provides a similar benefit. An adult who feeds a baby will gain about {{Good|+4}} social opinion for them from this act, and remember the feeding for longer than the baby does. This bonus only stacks up to 5 times, for a maximum of +16 opinion of the baby. Adults who breastfeed a baby gain about {{Good|+7}} opinion for the baby from the interaction. These feeding opinion changes are the same whether the caretaker is the baby's parent or not.&lt;br /&gt;
&lt;br /&gt;
Adults who hear a baby cry or giggle will change their opinions of the baby temporarily. A crying baby will gain the ''Cried'' {{Bad|-12}} opinion penalty, while a giggling baby will gain the ''Giggled'' {{Good|+12}} opinion boost. An adult can remember a baby's crying and giggling at the same time, cancelling each effect out. It is unclear if these modifiers stack.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X7aza1755qpbr24t&amp;topic_postId=x7fiz0fdjxnqlbbh&amp;topic_revId=x7fiz0fdjxnqlbbh&amp;action=single-view</id>
		<title>Topic:X7aza1755qpbr24t</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X7aza1755qpbr24t&amp;topic_postId=x7fiz0fdjxnqlbbh&amp;topic_revId=x7fiz0fdjxnqlbbh&amp;action=single-view"/>
		<updated>2022-11-23T01:31:47Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Boomaloper&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Boomaloper (page does not exist)&quot;&gt;&lt;bdi&gt;Boomaloper&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Boomaloper&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Boomaloper (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Boomaloper&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Boomaloper&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:X7aza1755qpbr24t&amp;amp;topic_showPostId=x7fiz0fdjxnqlbbh#flow-post-x7fiz0fdjxnqlbbh&quot;&gt;commented&lt;/a&gt; on &quot;Splitting Babies from Reproduction&quot; (&lt;em&gt;Maybe whatever shows up most often? The life stage is Baby, but my current rimworld baby&amp;#039;s title is Newborn, and then in the Newborn desc...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Xenogerm&amp;diff=119060</id>
		<title>Xenogerm</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Xenogerm&amp;diff=119060"/>
		<updated>2022-11-22T06:12:29Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: Added genetic complexity timing info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{infobox main|&lt;br /&gt;
| name = Xenogerm&lt;br /&gt;
| image = Xenogerm.png|Xenogerm&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| description = A self-contained biological organ containing one or more implantable xenogenes.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Once implanted inside a host's body, the xenogerm modifies the host's genes, gene expression, and phenotypic development using viruses, hormones, bio-synthesized drugs, and possibly mechanites. Depending on the xenogerm, the host will develop any of a wide variety of exotic traits and abilities, transforming them into a different human xenotype.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Xenogerm implantation is a traumatic process. Once implanted with a xenogerm, a person will be bedridden for days as the transformation sets in.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;During storage and transport, xenogerms are kept safe in sealed containers.&lt;br /&gt;
| production facility 1 = Gene assembler&lt;br /&gt;
| research = Xenogenetics&lt;br /&gt;
| skill 1 = Intellectual&lt;br /&gt;
| mass = 0.5&lt;br /&gt;
| marketvalue = 100&lt;br /&gt;
| max hit points base = 100&lt;br /&gt;
}}&lt;br /&gt;
A '''xenogerm''' is a specialized organ used to change the [[Xenotypes|xenotype]] of a pawn.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Xenogerms are created at a [[gene assembler]] by combining the [[genes]] from [[genepack]]s stored in nearby [[gene bank]]s. Creating a xenogerm is considered a form of research, and requires the [[Skills#Intellectual|intellectual]] skill. The actual time to create a xenogerm depends on the genetic complexity of the genes it contains and the worker combining them {{Check Tag|Check|How do genes affect recombination time? What about skill?}}&lt;br /&gt;
&lt;br /&gt;
Normally, xenogerms can be created for free. However, if they contain any archite genes, then the required number of [[File:Archite capsule required.png|16px|Archite Capsules]][[archite capsules]] will need to be provided before gene recombination can begin.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The purpose of a xenogerm is to change the xenotype of the pawn it is installed into. This is done through an implantation surgery. The effects of xenogermination are instant, and will change the affected pawn upon the surgery's completion.&lt;br /&gt;
&lt;br /&gt;
Xenogerms require a minimum metabolic efficiency of -5. Pawns cannot receive xenogerms that would lower their efficiency below this value.&lt;br /&gt;
&lt;br /&gt;
Xenogerms can only add xenogenes to a pawn, meaning that their effects will not be inherited by children.&lt;br /&gt;
&lt;br /&gt;
[[File:Gizmo xenogerm order implantation.png|75px|thumb|left]]&lt;br /&gt;
Since each xenogerm is unique, its implantation must be ordered manually. There are three ways to do this:&lt;br /&gt;
* Select the xenogerm. Click on the &amp;quot;Order implantation&amp;quot; gizmo. Select the desired patient from the list.&lt;br /&gt;
* Select your patient. Right-click the xenogerm, then click &amp;quot;Order implantation&amp;quot;.&lt;br /&gt;
* Select your patient. Open their health tab, then view their queued surgeries. Select &amp;quot;Add bill&amp;quot;, then choose &amp;quot;Implant xenogerm&amp;quot;. Choose the desired xenogerm from the list that appears.&lt;br /&gt;
&lt;br /&gt;
Once the bill is ready, a doctor will need to perform the implantation surgery. The operation requires 4 medicine of [[Herbal medicine|herbal quality]] or higher, and requires {{ticks|2000}} of work.&lt;br /&gt;
&lt;br /&gt;
After implantation is complete, the patient will enter a &amp;quot;xenogermination coma&amp;quot;. This lasts about 2 days, depending on the quality of the surgery, and will cause a total inability to move. See the section below on more details on how this time is calculated.&lt;br /&gt;
&lt;br /&gt;
In addition, the patient's genes will need between {{Ticks/gametime/years|6000000}} and {{Ticks/gametime/years|8400000}} to regrow. Extracting their genes with a [[gene extractor]] during this time will kill them. However, it is safe to implant another xenogerm during this time.&lt;br /&gt;
&lt;br /&gt;
Multiple xenogerms can be implanted into the same pawn. However, each new xenogerm will overwrite the effects of the last. In other words, if the pawn has xenogenes not contained in the new xenogerm, then they will always be removed. This includes archite genes, which effectively means that any archite capsules previously spent on the pawn will be destroyed entirely.&lt;br /&gt;
&lt;br /&gt;
==== Breakdown of Xenogermination Time ====&lt;br /&gt;
There are a number of factors and specific effects on xenogermination time, which the list below will break down.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* The time spent in a xenogermination coma depends on the quality of the surgery, clamped within 0% and 100%&lt;br /&gt;
** At 0% quality, the duration will be 3 days&lt;br /&gt;
** At 100% quality, the duration will be 1 day&lt;br /&gt;
** This means that the duration in days can be found with the equation: 3 - (Quality × 2)&lt;br /&gt;
* The quality of the surgery depends on the following factors:&lt;br /&gt;
** The surgery has a base quality of 100%&lt;br /&gt;
** Multiplied by the [[medical surgery success chance]] of the surgeon.&lt;br /&gt;
** Multiplied by the [[surgery success chance factor]] of the patient's bed.&lt;br /&gt;
** Doubled if the doctor has an [[inspired surgery]]&lt;br /&gt;
** Multiplied by the [[medical potency]] of the medicine used, based on a &amp;lt;abbr title=&amp;quot;piecewise linear&amp;quot;&amp;gt;simple&amp;lt;/abbr&amp;gt; curve.&lt;br /&gt;
*** x0.7 at 0% potency, x1 at 100% potency, x1.3 at 200% potency&lt;br /&gt;
*** 88% for [[herbal medicine]] (60% potency)&lt;br /&gt;
*** 100% for [[Medicine|industrial medicine]] (100% potency)&lt;br /&gt;
*** 118% for [[glitterworld medicine]] (160% potency)&lt;br /&gt;
** Multiplied based on the overall complexity of the xenogerm&lt;br /&gt;
*** Factor starts at 100% at 0 complexity&lt;br /&gt;
*** -2% for each point of complexity&lt;br /&gt;
*** Minimum factor of 60%, at 20 points of complexity&lt;br /&gt;
** Multiplied based on patient's age&lt;br /&gt;
*** 100% up to age 20&lt;br /&gt;
*** -1.25% for each year after 20&lt;br /&gt;
*** Minimum of 50% at the age of 60&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gene_assembler&amp;diff=119055</id>
		<title>Gene assembler</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gene_assembler&amp;diff=119055"/>
		<updated>2022-11-22T06:07:31Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: /* Summary */ added timing info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{stub|reason=An analysis of factors on recombination time. A gene-editing strategy guide, or a link to one somewhere else}}&lt;br /&gt;
{{infobox main|building|&lt;br /&gt;
| name = Gene assembler&lt;br /&gt;
| image = Gene assembler south.png&lt;br /&gt;
| description = A workbench for creating implantable xenogerms from genepacks stored in nearby gene banks. Genepacks are not consumed in this process and can be reused.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Misc&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 42&lt;br /&gt;
| passability = PassThroughOnly&lt;br /&gt;
| blockswind = &lt;br /&gt;
| cover = 0.0&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 2 ˣ 3&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| hp = 500&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| power = -100&lt;br /&gt;
| glowradius = &lt;br /&gt;
| glowcolor = &lt;br /&gt;
| heatpersecond = &lt;br /&gt;
| terrain affordance = Light&lt;br /&gt;
| research = Xenogenetics&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 12000&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 200 &lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''gene assembler''' assembles one or more [[Genes|xenogenes]] into an implantable [[xenogerm]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Gene assemblers can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{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;
== Summary ==&lt;br /&gt;
[[File:Gene assembler preview.jpg|thumb|left|The gene assembler's interface.]]&lt;br /&gt;
The gene assembler must be connected to nearby [[Gene bank|gene banks]], which must contain [[Genepack|genepacks]]. The gene assembler can access the [[genes]] in these stored genepacks, and reassemble them into an implantable xenogerm.&lt;br /&gt;
&lt;br /&gt;
Using the gene assembler, you can combine your genepacks for your own desired custom [[xenotypes|xenotype]]. Any type and number of gene can be added, as long as no genes conflict, and as long as you do not exceed the maximum genetic complexity, or the minimum metabolic efficiency.&lt;br /&gt;
&lt;br /&gt;
==== [[File:Complexity.png|20px|Complexity]]Genetic Complexity ====&lt;br /&gt;
By default, the assembler's maximum genetic complexity is 6. The maximum complexity is raised by 2 for each [[gene processor]] that is currently connected and active. Up to 100 processors can be connected, for a hard maximum of 206 complexity.&lt;br /&gt;
&lt;br /&gt;
Gene processors will only contribute complexity when powered. If the connected processors lose power during recombination, and the maximum complexity falls below the xenogerm's requirement, then recombination will be put on hold.&lt;br /&gt;
&lt;br /&gt;
Genetic complexity affects the time required for the Gene assembler to combine your genes. For a gene assembler with one gene processor attached, a xenogerm of complexity 1-2 takes an estimated 4 hours to assemble, complexity 3-4 takes 5 hours, complexity 5 takes 6 hours, complexity 6 takes 7 hours, complexity 7 takes 8 hours, and complexity 8 takes 9 hours. These times are for the average worker, and they may differ if your assembler has more processors attached, but more complex xenogerms take more time to assemble.&lt;br /&gt;
&lt;br /&gt;
==== [[File:Metabolism.png|20px|Metabolism]]Metabolic Efficiency ====&lt;br /&gt;
Nearly all non-cosmetic genes will affect your pawn's metabolic efficiency, which in turn affects their hunger rate. A higher metabolic efficiency represents a pawn that uses less energy, and requires less food. Likewise, a lower metabolic efficiency represents a hungrier pawn that requires more food. There is a tradeoff, where positive genes result in lower efficiency, and negative genes result in a higher efficiency (with a few exceptions).&lt;br /&gt;
&lt;br /&gt;
A valid gene combination requires a metabolic efficiency of -5 or higher, resulting in a maximum of 225% hunger rate. Positive, efficiency-lowering genes must be balanced out by negative, efficiency-raising genes for the xenogerm to become valid. Any number of efficiency-raising genes can be applied, but the effect will only stack up to +5 efficiency, at a minimum of 50% hunger rate. Any more genetic efficiency beyond this point will have no effect.&lt;br /&gt;
&lt;br /&gt;
==== [[File:Archite capsule required.png|20px|Archite Capsules]]Archite Capsules ====&lt;br /&gt;
It is also possible to include any number of archite genes into your xenogerm. However, each archite gene requires some number of [[archite capsule]]s, which must be loaded into the assembler to begin recombination.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Once you are done customizing your xenotype, a researcher will begin processing the xenogerm. The process takes a few hours, or even days, depending on the xenogenes selected and the worker combining them{{Check Tag|Check|Does the pawn affect this time in any way?}}. When finished, a completed xenogerm will be dropped onto the ground nearby. This process does not require any resources, apart from archite capsules if necessary.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pebble_cactus&amp;diff=119054</id>
		<title>Pebble cactus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pebble_cactus&amp;diff=119054"/>
		<updated>2022-11-22T05:54:06Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: fixed name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub}}{{image wanted|reason=Variant gallery}}{{infobox main|plant|&lt;br /&gt;
| name = Pebble cactus&lt;br /&gt;
| image = Pebble Cactus a.png&lt;br /&gt;
| description = A small cactus that resembles a cluster of pebbles. It can only grow on polluted terrain. It yields a meager amount of woody fiber when harvested.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Tree&lt;br /&gt;
| cover = 0.25&lt;br /&gt;
| hp = 200&lt;br /&gt;
| flammability = 0.8&lt;br /&gt;
| beauty = -5&lt;br /&gt;
| beauty outdoors =&lt;br /&gt;
| grow days = 28&lt;br /&gt;
| harvest work = &lt;br /&gt;
| product = wood&lt;br /&gt;
| yield = 6&lt;br /&gt;
| min sowing skill = 6&lt;br /&gt;
| min fertility = 0.5&lt;br /&gt;
| fertility sensitivity = 0&lt;br /&gt;
| nutrition = 0.25&lt;br /&gt;
| livesin_temperateforest = &lt;br /&gt;
| livesin_borealforest = &lt;br /&gt;
| livesin_tundra = &lt;br /&gt;
| livesin_aridshrubland =&lt;br /&gt;
| livesin_desert =&lt;br /&gt;
| livesin_extremedesert =&lt;br /&gt;
| livesin_tropicalrainforest =&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
'''Pebble cacti''' are wild [[Trees|trees]] added by the [[Biotech DLC]] that can be found in the {{Habitats}} biomes. They can only grow in polluted terrain, and can either be found growing there naturally, or sown by colonists. In this way they are much like [[Witchwood tree|witchwood trees]], [[Gray pine tree|gray pine trees]], and [[Rat palm tree|rat palm trees]]. Besides being pollution-resistant, pebble cacti can grow well in poor soil. On the other hand, they look ugly, grow slowly, and yield the least amount of wood of any tree variety.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pebble_cactus&amp;diff=119053</id>
		<title>Pebble cactus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pebble_cactus&amp;diff=119053"/>
		<updated>2022-11-22T05:53:22Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: Added basic details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub}}{{image wanted|reason=Variant gallery}}{{infobox main|plant|&lt;br /&gt;
| name = Pebble cactus&lt;br /&gt;
| image = Pebble Cactus a.png&lt;br /&gt;
| description = A small cactus that resembles a cluster of pebbles. It can only grow on polluted terrain. It yields a meager amount of woody fiber when harvested.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Tree&lt;br /&gt;
| cover = 0.25&lt;br /&gt;
| hp = 200&lt;br /&gt;
| flammability = 0.8&lt;br /&gt;
| beauty = -5&lt;br /&gt;
| beauty outdoors =&lt;br /&gt;
| grow days = 28&lt;br /&gt;
| harvest work = &lt;br /&gt;
| product = wood&lt;br /&gt;
| yield = 6&lt;br /&gt;
| min sowing skill = 6&lt;br /&gt;
| min fertility = 0.5&lt;br /&gt;
| fertility sensitivity = 0&lt;br /&gt;
| nutrition = 0.25&lt;br /&gt;
| livesin_temperateforest = &lt;br /&gt;
| livesin_borealforest = &lt;br /&gt;
| livesin_tundra = &lt;br /&gt;
| livesin_aridshrubland =&lt;br /&gt;
| livesin_desert =&lt;br /&gt;
| livesin_extremedesert =&lt;br /&gt;
| livesin_tropicalrainforest =&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
'''Pebble cacti''' are wild [[Trees|trees]] added by the [[Biotech DLC]] that can be found in the {{Habitats}} biomes. They can only grow in polluted terrain, and can either be found growing there naturally, or sown by colonists. In this way they are much like [[Witchwood tree|witchwood trees]], [[Gray pine tree|gray pine trees]], and [[Rat palm tree|rat palm trees]]. Besides being pollution-resistant, rat palms can grow well in poor soil. On the other hand, they look ugly, grow slowly, and yield the least amount of wood of any tree variety.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Rat_palm_tree&amp;diff=119052</id>
		<title>Rat palm tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Rat_palm_tree&amp;diff=119052"/>
		<updated>2022-11-22T05:48:04Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: Added basic details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub}}{{image wanted|reason=Variant gallery}}{{infobox main|plant|&lt;br /&gt;
| name = Rat palm tree&lt;br /&gt;
| image = Rat palm a.png&lt;br /&gt;
| description = A tree similar to a palm tree with dense surface roots. It can only grow on polluted terrain. When harvested, it yields a meager amount of wood.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Tree&lt;br /&gt;
| hp = 200&lt;br /&gt;
| flammability = 0.8&lt;br /&gt;
| mass base = 150&lt;br /&gt;
| beauty = -5&lt;br /&gt;
| beauty outdoors =&lt;br /&gt;
| grow days = 28&lt;br /&gt;
| harvest work = &lt;br /&gt;
| product = wood&lt;br /&gt;
| yield = 8&lt;br /&gt;
| min sowing skill = 6&lt;br /&gt;
| min fertility = 0.5&lt;br /&gt;
| fertility sensitivity = 0&lt;br /&gt;
| nutrition = 2.00&lt;br /&gt;
| livesin_temperateforest = &lt;br /&gt;
| livesin_borealforest = &lt;br /&gt;
| livesin_tundra = &lt;br /&gt;
| livesin_aridshrubland =&lt;br /&gt;
| livesin_desert =&lt;br /&gt;
| livesin_extremedesert =&lt;br /&gt;
| livesin_tropicalrainforest =&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
'''Rat palm trees''' are wild [[Trees|trees]] added by the [[Biotech DLC]] that can be found in the {{Habitats}} biomes. They can only grow in polluted terrain, and can either be found growing there naturally, or sown by colonists. In this way they are much like [[Witchwood tree|witchwood trees]], [[Gray pine tree|gray pine trees]], and [[Pebble cactus|pebble cactus]]. Besides being pollution-resistant, rat palms can grow well in poor soil. On the other hand, they look ugly, grow slowly, and do not yield as much wood as other tree varieties.&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Biotech_navbox&amp;diff=119050</id>
		<title>Template:Biotech navbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Biotech_navbox&amp;diff=119050"/>
		<updated>2022-11-22T05:41:10Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: Added pollution plants&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
|name = Biotech navbox&lt;br /&gt;
|title = {{BiotechIcon}} '''[[Biotech]]'''&lt;br /&gt;
|group1 = [[Children and reproduction|Families]]&lt;br /&gt;
|list1 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Relationships&lt;br /&gt;
  |list1 = Romance {{*}} [[Reproduction]] {{*}} [[Children]]&lt;br /&gt;
  |group2 = Life Stages&lt;br /&gt;
  |list2 = [[Babies|Infants]] {{*}} [[Children_and_reproduction#Development|Children]] {{*}} Adults&lt;br /&gt;
  |group3 = Furniture&lt;br /&gt;
  |list3 = [[Crib]] {{*}} [[Baby sleeping spot]] {{*}} [[Growth vat]] {{*}} [[Toy box]] {{*}} [[Baby decoration]] {{*}} [[School desk]] {{*}} [[Blackboard]]&lt;br /&gt;
}}&lt;br /&gt;
|group2 = Mechanoids&lt;br /&gt;
|list2 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Laborers&lt;br /&gt;
  |list1 = [[Agrihand]] {{*}} [[Cleansweeper]] {{*}} [[Constructoid]] {{*}} [[Fabricor]] {{*}} [[Lifter]] {{*}} [[Paramedic]] {{*}} [[Tunneler_(Mechanoid)|Tunneler]]&lt;br /&gt;
  |group2 = Combatants&lt;br /&gt;
  |list2 = [[Centurion]] {{*}} [[Legionary]] {{*}} [[Militor]] {{*}} [[Scorcher]] {{*}} [[Tesseron]]&lt;br /&gt;
  |group3 = Commanders&lt;br /&gt;
  |list3 = [[Apocriton]] {{*}} [[Diabolus]] {{*}} [[War queen]] &amp;lt;small&amp;gt;([[War urchin]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|group3 = [[Mechanitor]]s&lt;br /&gt;
|list3 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Control&lt;br /&gt;
  |list1 = Mech link {{*}} Band nodes {{*}} [[Mech booster|Mech boosters]] {{*}} Mech signallers {{*}} [[Control pack]] {{*}} [[Airwire headset]] {{*}} [[Array headset]] {{*}} [[Bandwidth pack]]&lt;br /&gt;
  |group2 = [[Mechanoid creation]]&lt;br /&gt;
  |list2 = Subcore {{*}} [[Subcore encoder]] {{*}} [[Subcore softscanner]] {{*}} Subcore ripscanner {{*}} [[Mech gestator]]&lt;br /&gt;
  |group3 = Maintenance&lt;br /&gt;
  |list3 = Mech recharger {{*}}&lt;br /&gt;
}}&lt;br /&gt;
|group4 = Genetics&lt;br /&gt;
|list4 = {{Navbox subgroup&lt;br /&gt;
  |group1 = [[Xenotypes|Xenohumans]]&lt;br /&gt;
  |list1 = [[Dirtmoles]] {{*}} [[Genies]] {{*}} [[Highmates]] {{*}} [[Hussars]] {{*}} [[Impids]] {{*}} [[Neanderthals]] {{*}} [[Pigskins]] {{*}} [[Sanguophages]] {{*}} [[Wasters]] {{*}} [[Yttakin]]&lt;br /&gt;
  |group2 = [[Genes]]&lt;br /&gt;
  |list2 = Germline {{*}} Xenogene {{*}} Metabolic Efficiency {{*}}&lt;br /&gt;
  |group3 = Genetic Modification&lt;br /&gt;
  |list3 = [[Genepack]] {{*}} [[Gene extractor]] {{*}} [[Gene bank]] {{*}} [[Gene assembler]] {{*}} [[Gene processor]] {{*}} [[Xenogerm]] {{*}} [[Archite capsule]]s&lt;br /&gt;
  |group4 = [[Deathrest]]&lt;br /&gt;
  |list4 = [[Deathrest accelerator]] {{*}} [[Deathrest casket]] {{*}} [[Glucosoid pump]] {{*}} [[Hemogen amplifier]] {{*}} [[Hemopump]]  {{*}} [[Psychofluid pump]]&lt;br /&gt;
}}&lt;br /&gt;
|group5 = [[Pollution]]&lt;br /&gt;
|list5 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Nature&lt;br /&gt;
  |list1 = [[Toxalope]] {{*}} [[Toxipotato plant]] {{*}} [[Waste rat]] {{*}} [[Gray pine tree]] {{*}} [[Pebble cactus]] {{*}} [[Rat palm tree]] {{*}} [[Witchwood tree]]  {{*}} Stasis cocoons&lt;br /&gt;
  |group2 = Mitigation&lt;br /&gt;
  |list2 = [[Wastepack|Wastepacks]] {{*}} [[Wastepack atomizer|Atomizers]] {{*}} [[Pollution pump]]s {{*}} [[Polux tree]]s&lt;br /&gt;
  |group3 = Adaptation&lt;br /&gt;
  |list3 = [[Face mask]] {{*}} [[Gas mask]] {{*}} [[Tox grenades]] {{*}} [[Tox pack]] {{*}} Tox shell {{*}} [[Toxic needle gun]] {{*}} [[Toxbomb launcher]] {{*}} [[Detoxifier kidney]] {{*}} [[Detoxifier lung]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Navigation templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gray_pine_tree&amp;diff=119049</id>
		<title>Gray pine tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gray_pine_tree&amp;diff=119049"/>
		<updated>2022-11-22T05:37:41Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: Switched to tree category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub}}{{infobox main|plant|&lt;br /&gt;
| name = Gray Pine Tree&lt;br /&gt;
| image = &lt;br /&gt;
| description = A small toxin-adapted tree with twisted branches. It can only grow on polluted terrain, and yields a meager amount of wood when harvested.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Tree&lt;br /&gt;
| hp = 200&lt;br /&gt;
| flammability = 0.8&lt;br /&gt;
| mass base = 150&lt;br /&gt;
| beauty = -5&lt;br /&gt;
| beauty outdoors =&lt;br /&gt;
| grow days = 28&lt;br /&gt;
| harvest work = &lt;br /&gt;
| product = wood&lt;br /&gt;
| yield = 8&lt;br /&gt;
| min sowing skill = 6&lt;br /&gt;
| min fertility = 0.5&lt;br /&gt;
| fertility sensitivity = 0&lt;br /&gt;
| nutrition = 2&lt;br /&gt;
| livesin_temperateforest = &lt;br /&gt;
| livesin_borealforest = &lt;br /&gt;
| livesin_tundra = &lt;br /&gt;
| livesin_aridshrubland =&lt;br /&gt;
| livesin_desert =&lt;br /&gt;
| livesin_extremedesert =&lt;br /&gt;
| livesin_tropicalrainforest =&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
'''Gray pine trees''' are trees added by the [[Biotech DLC]] that can be found in the {{Habitats}} biomes. Like the [[Witchwood tree]] or [[Polux tree]], they can survive in polluted terrain. They grow naturally, but the player can also sow them. These trees look ugly and don't yield as much wood as other trees do, but they require much less fertile soil to grow.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gray_pine_tree&amp;diff=119048</id>
		<title>Gray pine tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gray_pine_tree&amp;diff=119048"/>
		<updated>2022-11-22T05:37:12Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: Added basic details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub}}{{infobox main|plant|&lt;br /&gt;
| name = Gray Pine Tree&lt;br /&gt;
| image = &lt;br /&gt;
| description = A small toxin-adapted tree with twisted branches. It can only grow on polluted terrain, and yields a meager amount of wood when harvested.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Tree&lt;br /&gt;
| hp = 200&lt;br /&gt;
| flammability = 0.8&lt;br /&gt;
| mass base = 150&lt;br /&gt;
| beauty = -5&lt;br /&gt;
| beauty outdoors =&lt;br /&gt;
| grow days = 28&lt;br /&gt;
| harvest work = &lt;br /&gt;
| product = wood&lt;br /&gt;
| yield = 8&lt;br /&gt;
| min sowing skill = 6&lt;br /&gt;
| min fertility = 0.5&lt;br /&gt;
| fertility sensitivity = 0&lt;br /&gt;
| nutrition = 2&lt;br /&gt;
| livesin_temperateforest = &lt;br /&gt;
| livesin_borealforest = &lt;br /&gt;
| livesin_tundra = &lt;br /&gt;
| livesin_aridshrubland =&lt;br /&gt;
| livesin_desert =&lt;br /&gt;
| livesin_extremedesert =&lt;br /&gt;
| livesin_tropicalrainforest =&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
'''Gray pine trees''' are trees added by the [[Biotech DLC]] that can be found in the {{Habitats}} biomes. Like the [[Witchwood tree]] or [[Polux tree]], they can survive in polluted terrain. They grow naturally, but the player can also sow them. These trees look ugly and don't yield as much wood as other trees do, but they require much less fertile soil to grow.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Wild plants]]&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Witchwood_tree&amp;diff=119047</id>
		<title>Witchwood tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Witchwood_tree&amp;diff=119047"/>
		<updated>2022-11-22T05:32:31Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: standardized infobox to trees&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub}}{{image wanted|reason=Variant gallery}}{{infobox main|plant|&lt;br /&gt;
| name = Witchwood tree&lt;br /&gt;
| image = Witchwood a.png&lt;br /&gt;
| description = A small toxin-adapted tree with a twisted trunk. It can only grow on polluted terrain. When harvested, it yields a meager amount of wood.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Tree&lt;br /&gt;
| hp = 200&lt;br /&gt;
| flammability = 0.8&lt;br /&gt;
| beauty = -5&lt;br /&gt;
| beauty outdoors =&lt;br /&gt;
| grow days = 28&lt;br /&gt;
| harvest work = &lt;br /&gt;
| product = wood&lt;br /&gt;
| yield = 8&lt;br /&gt;
| min sowing skill = 6&lt;br /&gt;
| min fertility = 0.5&lt;br /&gt;
| fertility sensitivity = 0&lt;br /&gt;
| nutrition = 2.00&lt;br /&gt;
| livesin_temperateforest = &lt;br /&gt;
| livesin_borealforest = &lt;br /&gt;
| livesin_tundra = &lt;br /&gt;
| livesin_aridshrubland =&lt;br /&gt;
| livesin_desert =&lt;br /&gt;
| livesin_extremedesert =&lt;br /&gt;
| livesin_tropicalrainforest =&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
'''Witchwood trees''' are a wild [[Trees|tree]] added by the [[Biotech DLC]] that can be found in the {{Habitats}} biomes. It can only grow in polluted terrain, and can either be found growing there naturally, or sown by colonists. Witchwoods can grow well in poor soil, and like [[Polux tree|Polux Trees]], are one of the few trees able to survive in heavily polluted terrain. On the other hand, they look ugly, grow slowly, and do not yield as much wood as other varieties.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Witchwood_tree&amp;diff=119046</id>
		<title>Witchwood tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Witchwood_tree&amp;diff=119046"/>
		<updated>2022-11-22T05:28:26Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub}}{{image wanted|reason=Variant gallery}}{{infobox main|plant|&lt;br /&gt;
| name = Witchwood tree&lt;br /&gt;
| image = Witchwood a.png&lt;br /&gt;
| description = A small toxin-adapted tree with a twisted trunk. It can only grow on polluted terrain. When harvested, it yields a meager amount of wood.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Tree&lt;br /&gt;
| hp = 200&lt;br /&gt;
| flammability = 0.8&lt;br /&gt;
| beauty = -5&lt;br /&gt;
| beauty outdoors =&lt;br /&gt;
| grow days = 28&lt;br /&gt;
| harvest work = &lt;br /&gt;
| min fertility = 0.5&lt;br /&gt;
| fertility sensitivity = 0&lt;br /&gt;
| nutrition = 2.00&lt;br /&gt;
| yield = 8&lt;br /&gt;
| min sowing skill = 6&lt;br /&gt;
| livesin_temperateforest = &lt;br /&gt;
| livesin_borealforest = &lt;br /&gt;
| livesin_tundra = &lt;br /&gt;
| livesin_aridshrubland =&lt;br /&gt;
| livesin_desert =&lt;br /&gt;
| livesin_extremedesert =&lt;br /&gt;
| livesin_tropicalrainforest =&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
'''Witchwood trees''' are a wild [[Trees|tree]] added by the [[Biotech DLC]] that can be found in the {{Habitats}} biomes. It can only grow in polluted terrain, and can either be found growing there naturally, or sown by colonists. Witchwoods can grow well in poor soil, and like [[Polux tree|Polux Trees]], are one of the few trees able to survive in heavily polluted terrain. On the other hand, they look ugly, grow slowly, and do not yield as much wood as other varieties.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Witchwood_tree&amp;diff=119045</id>
		<title>Witchwood tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Witchwood_tree&amp;diff=119045"/>
		<updated>2022-11-22T05:26:19Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: Changed category from wild plants to tree: it's a plantable tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub}}{{image wanted|reason=Variant gallery}}{{infobox main|plant|&lt;br /&gt;
| name = Witchwood tree&lt;br /&gt;
| image = Witchwood a.png&lt;br /&gt;
| description = A small toxin-adapted tree with a twisted trunk. It can only grow on polluted terrain. When harvested, it yields a meager amount of wood.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Wild&lt;br /&gt;
| hp = 200&lt;br /&gt;
| flammability = 0.8&lt;br /&gt;
| beauty = -5&lt;br /&gt;
| beauty outdoors =&lt;br /&gt;
| grow days = 28&lt;br /&gt;
| harvest work = &lt;br /&gt;
| min fertility = 0.5&lt;br /&gt;
| fertility sensitivity = 0&lt;br /&gt;
| nutrition = 2.00&lt;br /&gt;
| yield = 8&lt;br /&gt;
| min sowing skill = 6&lt;br /&gt;
| livesin_temperateforest = &lt;br /&gt;
| livesin_borealforest = &lt;br /&gt;
| livesin_tundra = &lt;br /&gt;
| livesin_aridshrubland =&lt;br /&gt;
| livesin_desert =&lt;br /&gt;
| livesin_extremedesert =&lt;br /&gt;
| livesin_tropicalrainforest =&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
'''Witchwood trees''' are a wild [[Trees|tree]] added by the [[Biotech DLC]] that can be found in the {{Habitats}} biomes. It can only grow in polluted terrain, and can either be found growing there naturally, or sown by colonists. Witchwoods can grow well in poor soil, and like [[Polux tree|Polux Trees]], are one of the few trees able to survive in heavily polluted terrain. On the other hand, they look ugly, grow slowly, and do not yield as much wood as other varieties.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Witchwood_tree&amp;diff=119044</id>
		<title>Witchwood tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Witchwood_tree&amp;diff=119044"/>
		<updated>2022-11-22T05:24:19Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: Added basic details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub}}{{image wanted|reason=Variant gallery}}{{infobox main|plant|&lt;br /&gt;
| name = Witchwood tree&lt;br /&gt;
| image = Witchwood a.png&lt;br /&gt;
| description = A small toxin-adapted tree with a twisted trunk. It can only grow on polluted terrain. When harvested, it yields a meager amount of wood.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Wild&lt;br /&gt;
| hp = 200&lt;br /&gt;
| flammability = 0.8&lt;br /&gt;
| beauty = -5&lt;br /&gt;
| beauty outdoors =&lt;br /&gt;
| grow days = 28&lt;br /&gt;
| harvest work = &lt;br /&gt;
| min fertility = 0.5&lt;br /&gt;
| fertility sensitivity = 0&lt;br /&gt;
| nutrition = 2.00&lt;br /&gt;
| yield = 8&lt;br /&gt;
| min sowing skill = 6&lt;br /&gt;
| livesin_temperateforest = &lt;br /&gt;
| livesin_borealforest = &lt;br /&gt;
| livesin_tundra = &lt;br /&gt;
| livesin_aridshrubland =&lt;br /&gt;
| livesin_desert =&lt;br /&gt;
| livesin_extremedesert =&lt;br /&gt;
| livesin_tropicalrainforest =&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
'''Witchwood trees''' are a wild [[Trees|tree]] added by the [[Biotech DLC]] that can be found in the {{Habitats}} biomes. It can only grow in polluted terrain, and can either be found growing there naturally, or sown by colonists. Witchwoods can grow well in poor soil, and like [[Polux tree|Polux Trees]], are one of the few trees able to survive in heavily polluted terrain. On the other hand, they look ugly, grow slowly, and do not yield as much wood as other varieties.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Wild plants]]&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=119043</id>
		<title>Reproduction</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=119043"/>
		<updated>2022-11-22T04:57:32Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: /* Natural Reproduction */ more pregnancy details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About|human pregnancy and babies|older children|Children}}&lt;br /&gt;
&lt;br /&gt;
'''Reproduction''' is the means by which [[human]] babies are created. &lt;br /&gt;
&lt;br /&gt;
Note: Due to the continuous nature of the subject matter, this page covers from conception to the age of three. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Babies can be obtained via several different methods:&lt;br /&gt;
*  Choosing them as a starting colonist via the [[scenario system]].&lt;br /&gt;
*  Natural reproduction, through [[#Pregnancy|pregnancy]].&lt;br /&gt;
*  Assisted reproduction, through [[#Surrogacy|surrogacy]] or [[#Growth vat|growth vats]].&lt;br /&gt;
*  Purchasing them from [[Trade#Slaver|slavers]].{{Check Tag|Can babies be bought?}}&lt;br /&gt;
*  Receiving them from [[quests]] and [[events]]. Babies of any faction can be adopted instantly to the colony, without angering them.&lt;br /&gt;
&lt;br /&gt;
Note that with the exception of the first point, these methods become unavailable if &amp;quot;Disable children&amp;quot; is toggled on in the [[AI_Storytellers#Biotech|storyteller settings]].&lt;br /&gt;
&lt;br /&gt;
== Natural Reproduction ==&lt;br /&gt;
{{Image wanted|section=1|reason=Images of the &amp;quot;Try for pregnancy&amp;quot; etc. icons.}}&lt;br /&gt;
Pawns in [[Social#Romance|romantic relationships]] have a chance to get pregnant when they initiate [[lovin']]. Note that pawns must share a two-person bed, bedroll, or sleeping spot to initate lovin' but do not require one to avoid the &amp;quot;sleeping alone&amp;quot; mood debuff. &lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
The prospective parents' chance of successfully reproducing is primarily controlled by their [[#Fertility|Fertility]] stat. The player has three options to adjust pregnancy rates from Lovin' in any relationship. By opening the social tab, to the right of a Lover, Fiancee, or Spouse, you can see a button that lets you change the couple's approach for having kids.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:Normal.png|32px]]         &lt;br /&gt;
| '''Normal''' (Default) || x1 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:AvoidPregnancy.png|32px]] &lt;br /&gt;
| '''Avoid pregnancy''' || x0.25 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:TryForBaby.png|32px]]     &lt;br /&gt;
| '''Try for baby'''    || x4 pregnancy chance. &lt;br /&gt;
|}&lt;br /&gt;
Therefore, the total chance of pregnancy in one relationship is likely: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Pregnancy chance per relationship''' = '''Mother's fertility''' x '''Father's fertility''' x '''Reproductive Approach''' x '''Times Lovin''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual chance that a pair of pawns will do Lovin' each night varies, but it requires them to share the same bed and sleep at the same time. Their chance of Lovin' varies by age, as seen in [[Social#Lovin.27|this chart]]. The [[Genes#Low_libido|low libido]] and [[Genes#High_libido|high libido]] genes will also alter this. There have been reports that colonist mood and opinions of each other also influence the chance of doing Lovin'.&lt;br /&gt;
&lt;br /&gt;
=== Pregnancy ===&lt;br /&gt;
&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6 day trimesters. The player will receive a notification when the pregnancy starts and when it progresses from one trimester to the next. The pregnant pawn will gain penalties to movement, manipulation, and hunger rate, increasing each trimester as seen in the chart below. Other than limitations due to movement, pregnant pawns have no restrictions on the activities they pursue.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| First trimester ||&lt;br /&gt;
&lt;br /&gt;
* Hunger rate offset: {{++|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| Second trimester ||&lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|10%}}&lt;br /&gt;
* [[Manipulation]]: {{--|5%}}&lt;br /&gt;
* Hunger rate offset: {{++|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| Third trimester || &lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|50%}}&lt;br /&gt;
* [[Manipulation]]: {{--|10%}}&lt;br /&gt;
* Hunger rate offset: {{++|50%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Throughout their pregnancy, they will also occasionally gain mood buffs or debuffs due to hormonal induced mood swings.{{Check Tag|Detail needed}} During the first trimester, a pawn will gain the ''New pregnancy'' moodlet, which can either be positive or negative direction: {{Good|+3}} or {{Bad|-3}} ''I'm pregnant and not very happy about it.'' The same pawn can feel differently about different pregnancies.&lt;br /&gt;
&lt;br /&gt;
Pregnant pawns may also receive the &amp;quot;morning sickness&amp;quot; condition, which lasts 4 to 8 ingame hours.&lt;br /&gt;
&lt;br /&gt;
'''Morning sickness:'''&lt;br /&gt;
* [[Consciousness]]: {{Bad|x0.8}}&lt;br /&gt;
* [[Moving]]: {{Bad|x0.9}}&lt;br /&gt;
* [[Manipulation]]: {{Bad|x0.9}}&lt;br /&gt;
* Vomiting {{MTB}}: {{Bad|{{#expr:(24*0.075)}} Hours}}&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
== Assisted reproduction ==&lt;br /&gt;
Science enables new methods for obtaining babies. After Fertility Procedures has been researched, you can extract [[Ovum|ova]] from female pawns and fertilize them to form an [[Embryo|embryo]], for use in surrogate pregnancies or vat-grown babies.&lt;br /&gt;
&lt;br /&gt;
Both methods require extracting an ovum from a [[Reproduction#Fertility|fertile]] female pawn, be they [[colonist]], [[prisoner]], or [[slave]]{{IdeologyIcon}}, through a medical operation in the pawn's Health tab: &amp;quot;Extract ovum for IVF&amp;quot;. The operation requires one of any type of medicine and a doctor, although it is a relatively easy surgery, with a 500% multiplier on success, and 0% chance of death on failure. &lt;br /&gt;
&lt;br /&gt;
The ovum may then fertilized by a fertile male colonist or slave (but not prisoner) to produce an embryo. As long as the male pawn's fertility is above 0% this will be successful{{Check Tag|Verify|Not thoroughly checked}}. The resulting embryo can then be implanted in female pawns (may be prisoner, colonist, or slave) to initiate a pregnancy, placed in a growth vat, or sold.&lt;br /&gt;
&lt;br /&gt;
=== Surrogacy ===&lt;br /&gt;
With the [[Research#Fertillity Procedures|Fertillity Procedures]] research, you can create [[embryo]]s. They can then be implanted into a pawn for a chance for the pawn to become pregnant. The chance of success depends on the surrogate's own Fertility.&lt;br /&gt;
&lt;br /&gt;
Even if they did not supply the ovum, the surrogate will be considered the birth mother. Otherwise, it will act as a regular pregnancy.{{Check Tag|Verify|Not thoroughly checked, quick devmode run to write this section}}. A pawn born this way will consider both their surrogate and genetic mother as the pawn's parents in terms of social opinions.&lt;br /&gt;
&lt;br /&gt;
=== Growth vats ===&lt;br /&gt;
{{See also|Growth vat}}&lt;br /&gt;
[[Growth vat]]s are a complete alternative to pregnancy. They require the [[Research#Growth vats|Growth vat]]s research to make, as well as [[Research#Fertility procedures|Fertility Procedures]], and two pawns with &amp;gt; 0% Fertility to actually create embryos. &lt;br /&gt;
&lt;br /&gt;
Growth vats allow an embryo to be born in 9 days, half the time of a natural pregnancy. Active vats must be given a constant supply of 200 W of [[power]] and 6 [[nutrition]] per day - or around 6.5 [[simple meal]]s per day - to ensure survival of the fetus. If lacking either, then the fetus will undergo biostarvation, increasing by 50% per day. If biostarvation reaches 100%, the fetus will be destroyed.&lt;br /&gt;
&lt;br /&gt;
Growth vat births always have a [[Reproduction#Quality|quality]] of 70%, which affects the chance of the baby being born healthy. However, there are benefits to this method: as it avoids natural birth, the mother won't be weighed down, and there is no risk of them dying.&lt;br /&gt;
&lt;br /&gt;
== Birth ==&lt;br /&gt;
Your first warning for a pawn's upcoming childbirth comes during a pawn's pregnancy: the player will receive one notification when the mother hits the third trimester about &amp;quot;&amp;lt;Colonist&amp;gt;'s baby prep&amp;quot;, which explains all the steps you can take to help the mother give birth successfully. Besides preparing a location and doctor for the birth, this notification reminds you to prepare a food source for the baby and build them a crib. Labor will happen roughly 6 days after, starting with a notification of &amp;quot;&amp;lt;Colonist&amp;gt; in labor!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once labor begins, the birthing procedure can be initiated by clicking on the mother, and selecting the &amp;quot;Begin birth&amp;quot; option. This allows the player to select participants and a Doctor, much like [[Ideology]]'s rituals. The procedure will take place at a bed or sleeping spot, chosen automatically (preferring medical beds) if the mother is not already in bed. All of these choices have an effect on the birth's quality, which affects the chance that the mother and baby will come out of childbirth alive and healthy. You can view the exact factors and their influence in the Quality section below. The expected duration of this operation is variable, but will end once the baby has been born or mother has died.&lt;br /&gt;
&lt;br /&gt;
===Labor===&lt;br /&gt;
The progress of labor can be tracked in the mother's health tab. Labor begins with contractions, different stages of dilation that change randomly over time, with all adding various amounts of pain and restrictions on movement for the mother. Many stages will incapacitate her, so even before the childbirth operation begins, it is important to bring her to a bed. When the childbirth operation has proceeded for a while, you will receive a small notification saying &amp;quot;&amp;lt;mother&amp;gt;'s labor has entered the final stage&amp;quot;, and the labor will progress to the final &amp;quot;pushing&amp;quot; stage. &lt;br /&gt;
&lt;br /&gt;
'''Stages of labor:'''&lt;br /&gt;
* dilation, mild: pain +25%, moving x40%&lt;br /&gt;
* dilation, debilitating: pain +85%&lt;br /&gt;
* pushing: pain +85%&lt;br /&gt;
&lt;br /&gt;
Once the childbirth procedure has begun, any spectating loved ones may socialize with each other, but the doctor and mother will be focused on their tasks. Spectators and the doctors can leave if needed, by selecting a pawn and then pressing the &amp;quot;Leave child birth&amp;quot; option.&lt;br /&gt;
Finally, you can cancel the birth operation by selecting any of the involved pawns and then selecting the &amp;quot;Cancel child birth&amp;quot; option, which allows you to restart childbirth later.&lt;br /&gt;
&lt;br /&gt;
===Quality===&lt;br /&gt;
When starting the child birth procedure, a screen will show you the expected quality of the birth, determined by:&lt;br /&gt;
* Loved one present: the presence of someone that the mother considers a friend or more gives +5% quality, with no stacking for multiple friends or a better friend. By default, the father will be selected to be present. If the doctor performing the operation is a friend, they will count towards this bonus too.&lt;br /&gt;
* Age of the mother: a 22-year-old has a +50% quality, and as the mother grows older, this drops.&lt;br /&gt;
* Doctor's medical skill: can range from 0-20% or more. Skill level 1 gives 1.3%, 3 gives +3.8%, 7 gives +8.8%, and 16 gives +20% quality.&lt;br /&gt;
* Indoors: if inside, the quality gains +5%.&lt;br /&gt;
* Room cleanliness: cleanliness can range from 0-0.6, giving 0-10% in quality bonuses.&lt;br /&gt;
* Bed health effects: contributes up to 5%, with things like bed quality, a medical bed, and (perhaps vitals monitor or other furniture?) influencing this stat. A bed rating of 5 guarantees a quality bonus of +5%.&lt;br /&gt;
&lt;br /&gt;
Therefore, the most important factors in a safe birth are the mother's age and the doctor's skill level.&lt;br /&gt;
&lt;br /&gt;
Birth quality is likely determined at the moment of the baby's birth; allowing the doctor or loved ones to leave, or having the room grow dirty, has an effect on birth quality.&lt;br /&gt;
&lt;br /&gt;
=== Outcomes ===&lt;br /&gt;
{{Stub|section=1|reason=Exact math on the chance mechanics}}&lt;br /&gt;
Depending on the quality, the baby can be born healthy or sickly, or they may die during birth. At lower qualities, there is also a chance that the mother can die during childbirth.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Expected Quality''' || 76 || 84 || 95&lt;br /&gt;
|-&lt;br /&gt;
| '''Mother dies''' || 0.98% || 0.45% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Still''' || 3.3% || 3% || 2.6%&lt;br /&gt;
|-&lt;br /&gt;
| '''Sick''' || 7.4% || 7.5% || 7.5%&lt;br /&gt;
|-&lt;br /&gt;
| '''Healthy''' || 89% || 90% || 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You will receive a notification when the birth is complete, and the baby will appear on an adjacent tile. If the baby was born alive, a pawn with the Childcare work enabled can be instructed to either move the baby to a safe space, or to deliver it to the mother for breastfeeding. The baby will be born hungry, with a mood penalty of {{Bad|-6}}.&lt;br /&gt;
&lt;br /&gt;
If your baby was healthy, the notification is &amp;quot;Healthy child birth&amp;quot;, and it gives you 24 hours to choose a name for the baby. This is the only time where you can completely customize the baby's first and last names, and you additionally can add an optional nickname. The game will suggest the mother and father's last names on this screen, and provide random suggestions for the other names. Until then, the baby's name is temporary, and called &amp;quot;Baby &amp;lt;Mother's last name&amp;gt;&amp;quot;. The baby will also receive the Childhood title &amp;quot;Newborn&amp;quot;, and belong to the mother's faction. The baby's parents will receive a 15-day mood boost that &amp;quot;&amp;lt;Baby&amp;gt; was born healthy&amp;quot; {{Good|+8}}.&lt;br /&gt;
&lt;br /&gt;
If the baby is born sick, they are affected by a form of [[infant illness]], which can start at a variable intensity. If left untreated before 10 days is up, the baby dies, but if it lives through 10 days after birth, the illness will no longer affect the baby. You will also get the chance to name your baby.&lt;br /&gt;
&lt;br /&gt;
If the mother survived childbirth, she will remain in bed, incapacitated by exhaustion (Postpartum exhaustion) for 16 hours. She'll no longer feel any pain from childbirth, but won't be able to move. However, if another pawn delivers her baby to her, she can begin breastfeeding. &lt;br /&gt;
&lt;br /&gt;
== Lactation ==&lt;br /&gt;
&lt;br /&gt;
Lactation is the mechanic that allows pawns to breastfeed babies. Lactation gives pawns a milk fullness stat, and when milk fullness is above 0%, a pawn can breastfeed any baby, even if it is not their own child. There are other consequences to lactation, however: lactating pawns require more nutrition per day, and they have a reduced chance of pregnancy. Prior to update 1.4, lactating pawns could not become pregnant, regardless of their [[Reproduction#Fertility|fertility]] and reproductive strategy, but after update 1.4, lactation places a 5% multiplier on a pawn's fertility, giving them a very small chance of becoming pregnant. Lactation lasts indefinitely, only stopping after 10 days of not breastfeeding a child. There is no visible timer on this, but after the 10 days are up, you'll receive a pop-up saying &amp;quot;&amp;lt;Colonist&amp;gt; is no longer lactating due to not breastfeeding for ten days&amp;quot;. You can view a pawn's other lactation details in their Health panel. &lt;br /&gt;
&lt;br /&gt;
Upon a successful childbirth, a mother will begin lactating, with milk fullness starting at 100%. Milk fullness regenerates at varying rates depending on the mother's hunger level. Lactating pawns require more nutrition per day in order to produce milk: the mother's Food Consumption stat rises from 1.6 to 2.1 nutrition per day, a gain of +0.5 (a simple meal has 0.9 nutrition). However, the nutrition required for them to make milk depends on their milk regeneration level, which decreases in stages following their hunger level. As a pawn gets more hungry, they won't produce as much milk, and won't require as much extra nutrition. Additionally, a lactating pawn with milk fullness of 100% won't require any extra nutrition since they're not currently regenerating milk. You can view the pawn's current nutritional needs by checking the details of their &amp;quot;Lactating&amp;quot; condition in the pawn's Health tab. Lactating does not affect any other pawn stats or conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger Level''' || Ravenously Hungry || Hungry || Full&lt;br /&gt;
|-&lt;br /&gt;
| '''Milk Regeneration''' || 25% || ? || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Extra Nutrition Per Day''' || 0.13 || ? || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Heredity ==&lt;br /&gt;
{{See also|Genes}}&lt;br /&gt;
When an [[embryo]] is conceived, it will inherit some of the [[genes]] of both parents. During a mother's pregnancy, you can view her child's genes by going to her Health tab and selecting the information button for her pregnancy. The genetics section will list all genes that her child has inherited. &lt;br /&gt;
&lt;br /&gt;
Genes which can be passed down come from the [[germline]] DNA, and are called endogenes. Pawns may modify themselves with [[Xenogene|xenogenes]], but as it's not part of a pawn's germline DNA, it cannot be passed down. If an endogene is only present in one parent, it has a small chance to be passed down.{{Check Tag|What's the chance?|What is the algorithm for calculating gene inheritance?}} However if an endogene is present in both parents, it will always be passed down.&lt;br /&gt;
&lt;br /&gt;
Generally, all pawns will have at least one hair color and skin color endogene. Offspring will always pick one hair color and skin color endogene from their parents. If no hair/skin color endogene can be found in either parent, such as if they were two [[highmates]], a random hair/skin color endogene will be picked from the natural list of hair/skin colors instead.&lt;br /&gt;
&lt;br /&gt;
If a pawn has multiple [[Genes#Cosmetic|cosmetic genes]] within a category, like body type, one random gene will override the others. This will be the gene represented on the pawn. For non-cosmetic genes within a category there is a fixed priority for overrides, usually favored towards the negative variations. For example, an awful [[shooting]] aptitude will override all other shooting aptitudes. Xenogenes will always take priority over endogenes. Thus, even though the Slow runner endogene overrides their Fast runner endogene, the Fast runner xenogene will override the Slow runner endogene. Note that overridden endogenes can still be passed down as normal.&lt;br /&gt;
&lt;br /&gt;
If a child is born from an incestuous relationship, there's a risk of them becoming [[Genes#Miscellaneous|inbred]]; up to 80% for direct relatives. {{Check Tag|Which relations?|What counts as direct? Effect of other relations}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! '''Inbred'''&lt;br /&gt;
[[File:Gene_Inbred.png|64px]]         &lt;br /&gt;
|&lt;br /&gt;
* Complexity: {{Bad|+1}}&lt;br /&gt;
* Metabolic efficiency: {{Bad|-2}}&lt;br /&gt;
* Forced Trait: [[Slow learner]]&lt;br /&gt;
* [[#Fertility|Fertility]]: {{Bad|x50%}}&lt;br /&gt;
* [[Immunity gain speed]]: {{Bad|x85%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fertility ==&lt;br /&gt;
Fertility is the main pawn stat affecting pregnancy chances, acting as a percentage multiplier on the chance of getting pregnant naturally or through an ovum implantation. Natural pregnancy chance is equally dependent on the fertility of both partners. Additionally, fertility must be above 0% to extract a pawn's ovum or to fertilize the [[Ovum|ovum]] into an [[Embryo|embryo]].&lt;br /&gt;
&lt;br /&gt;
This stat is affected by a variety of factors, such as age, [[Genes|genes]], and [[#Contraceptives|contraceptives]]. Age is the baseline for fertility, changing slowly for each colonist over time, and at a different rate by pawn gender. Genes provide an additional multiplier on fertility. Contraceptives instantly bring fertility to 0%, overriding other fertility factors.&lt;br /&gt;
&lt;br /&gt;
For baseline humans without fertility-modifying genes, both men and women start becoming fertile after age 14; but regardless of fertility, pawns can't participate in reproduction until they are 16. Fertility increases differently by gender. Women's fertility increases until age 20, but starts dropping at age 28 until it reaches 0% at age 50. Men's fertility increases until age 18, but starts dropping at age 50 until it's 0% at age 90. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Female Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 20, 28, 35, 40, 45, 50, 120&lt;br /&gt;
|y=0, 0, 100, 100, 50, 10, 2, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Male Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 18, 50, 90, 120&lt;br /&gt;
|y=0, 0, 100, 100, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Genes affect fertility in direct and indirect ways. There are two direct effects: the [[Genes#Fertile|Fertile]] gene doubles fertility and the [[Genes#Sterile|Sterile]] gene completely nullifies it. &lt;br /&gt;
&lt;br /&gt;
Some genes provide an indirect effect on fertility through their effect on age. Aging-related genes like [[Genes#Non-senescent|Non-senescent]] cannot mitigate the effects of age on fertility, but the [[Genes#Ageless|Ageless]] gene can keep a pawn's fertility stable by freezing the pawn's biological age. Additionally, other aging-related technologies can affect a pawn's fertility: [[Biosculpter_pod#Age_reversal|Age Reversal]] in a [[Biosculpter_pod|Biosculpter pod]] {{IdeologyIcon}} has a fully restorative effect on fertility, even allowing a completely infertile pawn to become fertile again once they pass back into the age range of fertility for their gender.&lt;br /&gt;
&lt;br /&gt;
== Contraceptives ==&lt;br /&gt;
There are many ways to manually change the likelihood of natural pregnancy. The simplest way in the game to prevent pregnancy is to not give pawns a [[double bed]] to themselves. However, it deprives them of the [[mood]] bonuses of Lovin' in the first place. You can instead change a couple's Reproductive Approach in the Social tab to the &amp;quot;Avoid pregnancy&amp;quot; option, which reduces their pregnancy rate by -75% but still allows them to make Lovin' at the same rate. Additionally, a guaranteed method of avoiding pregnancy is by continuing a pawn's [[Reproduction#Lactation|lactation]]. If a pawn is lactating (from having given birth before), then it is impossible for them to have a child under any circumstances. &lt;br /&gt;
&lt;br /&gt;
A more stable solution to controlling pregnancy can be pursued through research and medicine, by applying contraceptives to pawns of either gender who are engaging in Lovin'. The [[Research#Fertility Procedures|Fertility Procedures]] research gives access to multiple operations, temporary or permanent, to prevent and stop pregnancies. These surgeries can be applied to any pawn age 16 and up, and can be performed even if the pawn is already infertile.&lt;br /&gt;
&lt;br /&gt;
=== IUD ===&lt;br /&gt;
This is a temporary method of preventing pregnancies. You can stop a female pawn from becoming pregnant with the &amp;quot;Implant IUD&amp;quot; medical operation, which has a 100% success chance and no chance of pawn death upon failure. The operation requires {{Icon Small|medicine}} 1 [[Medicine]] of any type and will anesthetize the pawn. The IUD lasts indefinitely and can be seen in the pawn's Health tab, but you can later remove it through the &amp;quot;Remove IUD&amp;quot; medical operation, also for {{Icon Small|medicine}} 1 [[Medicine]] of any type. Women may embark with IUDs already implanted. If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
Implanted IUDs also stop pregnancies in the first trimester, an alternative to the Terminate Pregnancy operation.&lt;br /&gt;
&lt;br /&gt;
=== Vasectomy ===&lt;br /&gt;
This is another temporary method of preventing pregnancies. You can stop a male pawn from impregnating others with the &amp;quot;Perform vasectomy&amp;quot; medical operation, which also has a 100% success chance with no chance of pawn death upon failure. The vasectomy lasts indefinitely, with the operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. You can later remove it through the &amp;quot;Reverse vasectomy&amp;quot; medical operation, also for and {{Icon Small|medicine}} 1 [[Medicine]] of any type. Men may embark with the operation already performed.{{Check Tag|Verify}} If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
=== Tubal Ligation ===&lt;br /&gt;
This permanently stops a female pawn from being able to reproduce. &amp;quot;Perform tubal ligation&amp;quot; is a medical operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. The surgery success chance is 100% and there is no chance of pawn death upon failure.&lt;br /&gt;
&lt;br /&gt;
=== Termination ===&lt;br /&gt;
If the pawn has already become pregnant past the first trimester, the only option left is to terminate the pregnancy. This can be achieved through the medical operation &amp;quot;Terminate pregnancy&amp;quot; requiring {{Icon Small|medicine}} 1 [[Medicine]], after which the pawn will no longer be pregnant.&lt;br /&gt;
&lt;br /&gt;
This operation will upset the affected pawn. Depending on the trimester of the pregnancy, a moodlet of {{Bad|-5}} for the first, {{Bad|-10}} for the second, and {{Bad|-20}} for the third will occur, lasting for 10 days.&lt;br /&gt;
&lt;br /&gt;
== Babies ==&lt;br /&gt;
The end result of pregnancy is a human '''baby'''. Babies are small, helpless creatures that cannot walk or do anything by themselves. They only have three basic [[needs]]: food, sleep, and play. &lt;br /&gt;
&lt;br /&gt;
Babies can be ages 0-2, with newborn ages tracked in days and quadrums rather than years. Once a baby turns 3, they become a [[Children|child]], and on their [[Children#Age_3|3rd birthday]] you can make special choices for how they will develop further. Under the default [[storyteller|storyteller settings]], pawns under 13 will age 4x faster than normal, so the biological age of the baby is not how many days/quadrums they have actually been alive. [[Growth vat]]s can speed up a baby's growth by 20x that of an adult, or 5x faster than default. Using a growth vat seems to have no ill effects on a baby or its development, at least until it exits the baby stage.{{Check Tag|Not thoroughly tested|No visible effect?}} However, parents gain a {{--|4}} ''My baby is in a growth vat'' [[mood]]let.&lt;br /&gt;
&lt;br /&gt;
If a baby is left on the ground, any colonist (even those incapable of childcare or hauling) can try to bring the baby somewhere safe, like an available crib. Usually a colonist will quickly try to do this automatically. If you draft a colonist while they are carrying a baby, you'll receive a pop-up warning that your colonist is carrying a baby while drafted. If you undraft and redraft the colonist, they will drop the baby.&lt;br /&gt;
&lt;br /&gt;
Babies are born with no traits or skills: these develop during childhood [[Children#Growth_moments|Growth Moments]]. They also have no [[Ideoligion|ideoligion]] {{IdeologyIcon}}. Unless they have temporary health effects from being born sick, they have no health conditions, with every health stat at 100%, except for Moving, which is at 0%.&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
{{See also|Saturation}}&lt;br /&gt;
Babies need less [[nutrition]] to become full, but their hunger rate is adjusted with it to require [[food]] twice a day. Since babies cannot eat anything by themselves, pawns assigned to childcare will help feed them. The feeding process is fairly slow when compared to adult eating.&lt;br /&gt;
&lt;br /&gt;
They can ''only'' be fed in one of following ways:&lt;br /&gt;
* Breastfeeding from any lactating pawn, even those not their mother.&lt;br /&gt;
* Cooking and feeding them [[baby food]], produced at a campfire or stove from vegetable ingredients.&lt;br /&gt;
* Feeding them animal [[milk]] or [[insect jelly]].&lt;br /&gt;
&lt;br /&gt;
Of these, breastfeeding is usually the easiest. Unlike other foods, which feed in bursts only once the food has been consumed, breastfeeding will gradually increase the food bar. This allows the breastfeeding pawn to pause at any point, whilst also not wasting excess food. Usually, a pawn will sit down to breastfeed, continuing until the baby is full or the pawn is out of milk.&lt;br /&gt;
&lt;br /&gt;
You can control what foods the baby can eat and who will try to feed the baby in the baby's &amp;quot;Feeding&amp;quot; tab. By default, the mother will be set to Urgent, with all other pawns set to Childcare. If a pawn is set to childcare, that does not mean they will feed the baby: their childcare labor may be turned off, or they may be incapable of it.&lt;br /&gt;
* &amp;quot;Urgent&amp;quot; means the pawn will feed the baby day or night, even if the pawn is not assigned to childcare or capable of it.&lt;br /&gt;
* &amp;quot;Childcare&amp;quot; means the pawn will feed the baby as childcare work.&lt;br /&gt;
* &amp;quot;Never&amp;quot; means the pawn won't automatically feed the baby.&lt;br /&gt;
You can allow the baby to eat milk, insect jelly, and baby food in this tab, but can't control breastfeeding here. &lt;br /&gt;
&lt;br /&gt;
==== Drugs ====&lt;br /&gt;
Although babies are limited to eating certain foods, you can administer drugs to babies under the Health&amp;gt;&amp;gt;Medical Operations tab. These have an outsized influence because of the pawns' very small body sizes (x0.20 of the size of an adult). This means each administered drug causes a higher severity of reaction, affecting the duration of the high and the likelihood of [[Drugs#Addiction_and_Tolerance|tolerance]] buildup. This indirectly increases the chance of addiction: tolerance built so quickly makes babies much more likely to get addicted to drugs upon further administrations. Babies receive the same mood effects from drugs as adults do: administering a smokeleaf joint to a baby gives them the {{Good|+13}} High on Smokeleaf mood boost. However, the effect of drugs lasts much longer because the drug severity is higher: a one-joint smokeleaf high for a baby lasts a max of 24, rather than 12, hours.&lt;br /&gt;
&lt;br /&gt;
===Sleep===&lt;br /&gt;
{{See also|Rest}}&lt;br /&gt;
Unlike adults, babies don't follow a sleep schedule, instead falling asleep mostly at random. They may be in a sleeping spot, growing steadily more sleepy and upset, while still not falling asleep.&lt;br /&gt;
&lt;br /&gt;
A [[crib]] or [[bed]] should be provided for the baby to sleep in, as it will negate the negative [[mood]] from sleeping on the floor. There are several benefits of cribs over beds: cribs take up only one tile, multiple can be placed in a room without turning it into a barracks, and high-quality cribs can increase the mood of the baby while it rests or sleeps. &lt;br /&gt;
&lt;br /&gt;
Force-feeding, holding, or playing with the baby will wake them up, possibly keeping them unhappy from being tired.&lt;br /&gt;
&lt;br /&gt;
===Play===&lt;br /&gt;
Babies need to be played with, in place of standard Recreation. An adult assigned to child care will play with the baby once the play need is almost empty. There are different activities that will fulfill the baby's play need. A [[toy box]] and [[baby decoration]] increases the quality of play.&lt;br /&gt;
&lt;br /&gt;
===Mood===&lt;br /&gt;
Babies' moods are influenced by their needs for food, sleep, and play. These are affected at the same rates as for adults:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger''' || Ravenously Hungry || Hungry || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Sleep''' || Tired || Drowsy  || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Play''' || Really wants to play || Wants to Play  || Normal || Entertained || Very Entertained&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -10 || -5 || 0 || 5 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Babies share some moodlets with adults but aren't affected by as many thoughts. Babies can gain the {{Bad|-4}} Slept in the Cold moodlet, but aren't affected by temperature while awake. Babies have the same expectations for colony life as other pawns do, influencing their moods at the same rate. They can be influenced by [[Events#Psychic_drone|psychic drones]], [[Events#Psychic_soothes|soothes]], and [[Psycasts|psycasts]] {{RoyaltyIcon}} just as much as other pawns, because they have a psychic sensitivity of 100% by default. However, babies don't consider furniture comfort or quality, except while resting or sleeping in a [[Crib|crib]], with various crib qualities providing higher mood boosts. &lt;br /&gt;
&lt;br /&gt;
Uniquely, babies get a mood bonus when their parents are very happy: &amp;quot;Parent is happy&amp;quot; {{Good|+6}}, or &amp;quot;Parents are happy&amp;quot; {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
Being held or breastfed does not affect the baby or caretaking adult's mood in any direct way. However, babies will temporarily forget any ill mood effects from lack of Sleep while being held, although these needs will still decrease as usual.&lt;br /&gt;
&lt;br /&gt;
A baby's mood affects the moods of all other colonists, much like [[Children#Mood|children's moods]] can. Parents of a baby who is very happy will receive a {{Good|+6}} mood boost for &amp;quot;My child &amp;lt;baby&amp;gt; is happy&amp;quot;. If the baby is about 1/3 of its happiness or less, parents have a {{Bad|-6}} mood penalty, thinking &amp;quot;My child &amp;lt;baby&amp;gt; is unhappy&amp;quot;. Babies also factor into the colonists' thoughts on the overall happiness of the colony's children, which range from a positive {{Good|+2}} &amp;quot;Happy youngsters&amp;quot; mood boost to a {{Bad|-2}} &amp;quot;Sad youngsters&amp;quot;, to worse negative mood penalties, all based on the average of the moods of colonists aged 0-17.&lt;br /&gt;
&lt;br /&gt;
====Giggling and crying====&lt;br /&gt;
Instead of [[mental inspiration|mental inspirations]] or [[mental breaks]], babies will have giggling or crying &amp;quot;fits&amp;quot; which gives a mood boost or penalty to other colonists within a 10 tile{{Check Tag|Verify|Based on dev mode testing. Exact number unverified.}} radius. The ratio between giggling and crying is directly related with the baby's mood.&lt;br /&gt;
&lt;br /&gt;
[[Mood]] boosts from giggling babies go from {{Good|+4}} up to {{Good|+10}}, while crying babies can cause mood maluses from {{Bad|-8}} down to {{Bad|-20}}. Parents are only half as bothered by their baby crying, and twice as happy when their baby is giggling.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.125, 0.25, 1, 2, 4 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crying occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=12, 6, 1, 0.25, 0.125 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling to crying ratio (higher is better)&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.011, 0.042, 1, 8, 32 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Occurance of giggling per time crying&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Babies get the same [[Social|social]] opinion boosts from [[Social#Family_by_Blood|familial relationships]] that other pawns do. They are born aware of their entire family tree, going back to the great-grandparent generation and including dead relatives. In addition, their social relationships are impacted by who feeds them and who hears them crying. They will not know all of your colonists when born, only beginning to remember them after they've interacted a few times (and the colonist will likewise not remember the baby)!&lt;br /&gt;
&lt;br /&gt;
Feeding changes the social opinions between a baby and their caretaker. A baby will gain about {{Good|+16}} social opinion for another pawn each time they are fed, with the &amp;quot;Fed me&amp;quot; opinion, which wears off over time. It is unclear whether breastfeeding provides a similar benefit. An adult who feeds a baby will gain about {{Good|+4}} social opinion for them from this act, and remember the feeding for longer than the baby does. This bonus only stacks up to 5 times, for a maximum of +16 opinion of the baby. Adults who breastfeed a baby gain about {{Good|+7}} opinion for the baby from the interaction. These feeding opinion changes are the same whether the caretaker is the baby's parent or not.&lt;br /&gt;
&lt;br /&gt;
Adults who hear a baby cry or giggle will change their opinions of the baby temporarily. A crying baby will gain the ''Cried'' {{Bad|-12}} opinion penalty, while a giggling baby will gain the ''Giggled'' {{Good|+12}} opinion boost. An adult can remember a baby's crying and giggling at the same time, cancelling each effect out. It is unclear if these modifiers stack.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=119042</id>
		<title>Reproduction</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=119042"/>
		<updated>2022-11-22T04:52:13Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: /* Mood */ added psychic boost and temperature mood effects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About|human pregnancy and babies|older children|Children}}&lt;br /&gt;
&lt;br /&gt;
'''Reproduction''' is the means by which [[human]] babies are created. &lt;br /&gt;
&lt;br /&gt;
Note: Due to the continuous nature of the subject matter, this page covers from conception to the age of three. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Babies can be obtained via several different methods:&lt;br /&gt;
*  Choosing them as a starting colonist via the [[scenario system]].&lt;br /&gt;
*  Natural reproduction, through [[#Pregnancy|pregnancy]].&lt;br /&gt;
*  Assisted reproduction, through [[#Surrogacy|surrogacy]] or [[#Growth vat|growth vats]].&lt;br /&gt;
*  Purchasing them from [[Trade#Slaver|slavers]].{{Check Tag|Can babies be bought?}}&lt;br /&gt;
*  Receiving them from [[quests]] and [[events]]. Babies of any faction can be adopted instantly to the colony, without angering them.&lt;br /&gt;
&lt;br /&gt;
Note that with the exception of the first point, these methods become unavailable if &amp;quot;Disable children&amp;quot; is toggled on in the [[AI_Storytellers#Biotech|storyteller settings]].&lt;br /&gt;
&lt;br /&gt;
== Natural Reproduction ==&lt;br /&gt;
{{Image wanted|section=1|reason=Images of the &amp;quot;Try for pregnancy&amp;quot; etc. icons.}}&lt;br /&gt;
Pawns in [[Social#Romance|romantic relationships]] have a chance to get pregnant when they initiate [[lovin']]. Note that pawns must share a two-person bed, bedroll, or sleeping spot to initate lovin' but do not require one to avoid the &amp;quot;sleeping alone&amp;quot; mood debuff. &lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
The prospective parents' chance of successfully reproducing is primarily controlled by their [[#Fertility|Fertility]] stat. The player has three options to adjust pregnancy rates from Lovin' in any relationship. By opening the social tab, to the right of a Lover, Fiancee, or Spouse, you can see a button that lets you change the couple's approach for having kids.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:Normal.png|32px]]         &lt;br /&gt;
| '''Normal''' (Default) || x1 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:AvoidPregnancy.png|32px]] &lt;br /&gt;
| '''Avoid pregnancy''' || x0.25 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:TryForBaby.png|32px]]     &lt;br /&gt;
| '''Try for baby'''    || x4 pregnancy chance. &lt;br /&gt;
|}&lt;br /&gt;
Therefore, the total chance of pregnancy in one relationship is likely: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Pregnancy chance per relationship''' = '''Mother's fertility''' x '''Father's fertility''' x '''Reproductive Approach''' x '''Times Lovin''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual chance that a pair of pawns will do Lovin' each night varies, but it requires them to share the same bed and sleep at the same time. Their chance of Lovin' varies by age, as seen in [[Social#Lovin.27|this chart]]. The [[Genes#Low_libido|low libido]] and [[Genes#High_libido|high libido]] genes will also alter this. There have been reports that colonist mood and opinions of each other also influence the chance of doing Lovin'.&lt;br /&gt;
&lt;br /&gt;
=== Pregnancy ===&lt;br /&gt;
&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6 day trimesters. The player will receive a notification when the pregnancy starts and when it progresses from one trimester to the next. The pregnant pawn will gain penalties to movement, manipulation, and hunger rate, increasing each trimester as seen in the chart below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| First trimester ||&lt;br /&gt;
&lt;br /&gt;
* Hunger rate offset: {{++|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| Second trimester ||&lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|10%}}&lt;br /&gt;
* [[Manipulation]]: {{--|5%}}&lt;br /&gt;
* Hunger rate offset: {{++|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| Third trimester || &lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|50%}}&lt;br /&gt;
* [[Manipulation]]: {{--|10%}}&lt;br /&gt;
* Hunger rate offset: {{++|50%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Throughout their pregnancy, they will also occasionally gain mood buffs or debuffs due to hormonal induced mood swings.{{Check Tag|Detail needed}} &lt;br /&gt;
&lt;br /&gt;
'''Mood Swings'''&lt;br /&gt;
* New pregnancy, which appears in the first trimester. Can affect mood in either direction: {{Good|+3}} or {{Bad|-3}} ''I'm pregnant and not very happy about it.''&lt;br /&gt;
&lt;br /&gt;
Pregnant pawns may also receive the &amp;quot;morning sickness&amp;quot; condition, which lasts 4 to 8 ingame hours.&lt;br /&gt;
&lt;br /&gt;
'''Morning sickness:'''&lt;br /&gt;
* [[Consciousness]]: {{Bad|x0.8}}&lt;br /&gt;
* [[Moving]]: {{Bad|x0.9}}&lt;br /&gt;
* [[Manipulation]]: {{Bad|x0.9}}&lt;br /&gt;
* Vomiting {{MTB}}: {{Bad|{{#expr:(24*0.075)}} Hours}}&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
== Assisted reproduction ==&lt;br /&gt;
Science enables new methods for obtaining babies. After Fertility Procedures has been researched, you can extract [[Ovum|ova]] from female pawns and fertilize them to form an [[Embryo|embryo]], for use in surrogate pregnancies or vat-grown babies.&lt;br /&gt;
&lt;br /&gt;
Both methods require extracting an ovum from a [[Reproduction#Fertility|fertile]] female pawn, be they [[colonist]], [[prisoner]], or [[slave]]{{IdeologyIcon}}, through a medical operation in the pawn's Health tab: &amp;quot;Extract ovum for IVF&amp;quot;. The operation requires one of any type of medicine and a doctor, although it is a relatively easy surgery, with a 500% multiplier on success, and 0% chance of death on failure. &lt;br /&gt;
&lt;br /&gt;
The ovum may then fertilized by a fertile male colonist or slave (but not prisoner) to produce an embryo. As long as the male pawn's fertility is above 0% this will be successful{{Check Tag|Verify|Not thoroughly checked}}. The resulting embryo can then be implanted in female pawns (may be prisoner, colonist, or slave) to initiate a pregnancy, placed in a growth vat, or sold.&lt;br /&gt;
&lt;br /&gt;
=== Surrogacy ===&lt;br /&gt;
With the [[Research#Fertillity Procedures|Fertillity Procedures]] research, you can create [[embryo]]s. They can then be implanted into a pawn for a chance for the pawn to become pregnant. The chance of success depends on the surrogate's own Fertility.&lt;br /&gt;
&lt;br /&gt;
Even if they did not supply the ovum, the surrogate will be considered the birth mother. Otherwise, it will act as a regular pregnancy.{{Check Tag|Verify|Not thoroughly checked, quick devmode run to write this section}}. A pawn born this way will consider both their surrogate and genetic mother as the pawn's parents in terms of social opinions.&lt;br /&gt;
&lt;br /&gt;
=== Growth vats ===&lt;br /&gt;
{{See also|Growth vat}}&lt;br /&gt;
[[Growth vat]]s are a complete alternative to pregnancy. They require the [[Research#Growth vats|Growth vat]]s research to make, as well as [[Research#Fertility procedures|Fertility Procedures]], and two pawns with &amp;gt; 0% Fertility to actually create embryos. &lt;br /&gt;
&lt;br /&gt;
Growth vats allow an embryo to be born in 9 days, half the time of a natural pregnancy. Active vats must be given a constant supply of 200 W of [[power]] and 6 [[nutrition]] per day - or around 6.5 [[simple meal]]s per day - to ensure survival of the fetus. If lacking either, then the fetus will undergo biostarvation, increasing by 50% per day. If biostarvation reaches 100%, the fetus will be destroyed.&lt;br /&gt;
&lt;br /&gt;
Growth vat births always have a [[Reproduction#Quality|quality]] of 70%, which affects the chance of the baby being born healthy. However, there are benefits to this method: as it avoids natural birth, the mother won't be weighed down, and there is no risk of them dying.&lt;br /&gt;
&lt;br /&gt;
== Birth ==&lt;br /&gt;
Your first warning for a pawn's upcoming childbirth comes during a pawn's pregnancy: the player will receive one notification when the mother hits the third trimester about &amp;quot;&amp;lt;Colonist&amp;gt;'s baby prep&amp;quot;, which explains all the steps you can take to help the mother give birth successfully. Besides preparing a location and doctor for the birth, this notification reminds you to prepare a food source for the baby and build them a crib. Labor will happen roughly 6 days after, starting with a notification of &amp;quot;&amp;lt;Colonist&amp;gt; in labor!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once labor begins, the birthing procedure can be initiated by clicking on the mother, and selecting the &amp;quot;Begin birth&amp;quot; option. This allows the player to select participants and a Doctor, much like [[Ideology]]'s rituals. The procedure will take place at a bed or sleeping spot, chosen automatically (preferring medical beds) if the mother is not already in bed. All of these choices have an effect on the birth's quality, which affects the chance that the mother and baby will come out of childbirth alive and healthy. You can view the exact factors and their influence in the Quality section below. The expected duration of this operation is variable, but will end once the baby has been born or mother has died.&lt;br /&gt;
&lt;br /&gt;
===Labor===&lt;br /&gt;
The progress of labor can be tracked in the mother's health tab. Labor begins with contractions, different stages of dilation that change randomly over time, with all adding various amounts of pain and restrictions on movement for the mother. Many stages will incapacitate her, so even before the childbirth operation begins, it is important to bring her to a bed. When the childbirth operation has proceeded for a while, you will receive a small notification saying &amp;quot;&amp;lt;mother&amp;gt;'s labor has entered the final stage&amp;quot;, and the labor will progress to the final &amp;quot;pushing&amp;quot; stage. &lt;br /&gt;
&lt;br /&gt;
'''Stages of labor:'''&lt;br /&gt;
* dilation, mild: pain +25%, moving x40%&lt;br /&gt;
* dilation, debilitating: pain +85%&lt;br /&gt;
* pushing: pain +85%&lt;br /&gt;
&lt;br /&gt;
Once the childbirth procedure has begun, any spectating loved ones may socialize with each other, but the doctor and mother will be focused on their tasks. Spectators and the doctors can leave if needed, by selecting a pawn and then pressing the &amp;quot;Leave child birth&amp;quot; option.&lt;br /&gt;
Finally, you can cancel the birth operation by selecting any of the involved pawns and then selecting the &amp;quot;Cancel child birth&amp;quot; option, which allows you to restart childbirth later.&lt;br /&gt;
&lt;br /&gt;
===Quality===&lt;br /&gt;
When starting the child birth procedure, a screen will show you the expected quality of the birth, determined by:&lt;br /&gt;
* Loved one present: the presence of someone that the mother considers a friend or more gives +5% quality, with no stacking for multiple friends or a better friend. By default, the father will be selected to be present. If the doctor performing the operation is a friend, they will count towards this bonus too.&lt;br /&gt;
* Age of the mother: a 22-year-old has a +50% quality, and as the mother grows older, this drops.&lt;br /&gt;
* Doctor's medical skill: can range from 0-20% or more. Skill level 1 gives 1.3%, 3 gives +3.8%, 7 gives +8.8%, and 16 gives +20% quality.&lt;br /&gt;
* Indoors: if inside, the quality gains +5%.&lt;br /&gt;
* Room cleanliness: cleanliness can range from 0-0.6, giving 0-10% in quality bonuses.&lt;br /&gt;
* Bed health effects: contributes up to 5%, with things like bed quality, a medical bed, and (perhaps vitals monitor or other furniture?) influencing this stat. A bed rating of 5 guarantees a quality bonus of +5%.&lt;br /&gt;
&lt;br /&gt;
Therefore, the most important factors in a safe birth are the mother's age and the doctor's skill level.&lt;br /&gt;
&lt;br /&gt;
Birth quality is likely determined at the moment of the baby's birth; allowing the doctor or loved ones to leave, or having the room grow dirty, has an effect on birth quality.&lt;br /&gt;
&lt;br /&gt;
=== Outcomes ===&lt;br /&gt;
{{Stub|section=1|reason=Exact math on the chance mechanics}}&lt;br /&gt;
Depending on the quality, the baby can be born healthy or sickly, or they may die during birth. At lower qualities, there is also a chance that the mother can die during childbirth.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Expected Quality''' || 76 || 84 || 95&lt;br /&gt;
|-&lt;br /&gt;
| '''Mother dies''' || 0.98% || 0.45% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Still''' || 3.3% || 3% || 2.6%&lt;br /&gt;
|-&lt;br /&gt;
| '''Sick''' || 7.4% || 7.5% || 7.5%&lt;br /&gt;
|-&lt;br /&gt;
| '''Healthy''' || 89% || 90% || 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You will receive a notification when the birth is complete, and the baby will appear on an adjacent tile. If the baby was born alive, a pawn with the Childcare work enabled can be instructed to either move the baby to a safe space, or to deliver it to the mother for breastfeeding. The baby will be born hungry, with a mood penalty of {{Bad|-6}}.&lt;br /&gt;
&lt;br /&gt;
If your baby was healthy, the notification is &amp;quot;Healthy child birth&amp;quot;, and it gives you 24 hours to choose a name for the baby. This is the only time where you can completely customize the baby's first and last names, and you additionally can add an optional nickname. The game will suggest the mother and father's last names on this screen, and provide random suggestions for the other names. Until then, the baby's name is temporary, and called &amp;quot;Baby &amp;lt;Mother's last name&amp;gt;&amp;quot;. The baby will also receive the Childhood title &amp;quot;Newborn&amp;quot;, and belong to the mother's faction. The baby's parents will receive a 15-day mood boost that &amp;quot;&amp;lt;Baby&amp;gt; was born healthy&amp;quot; {{Good|+8}}.&lt;br /&gt;
&lt;br /&gt;
If the baby is born sick, they are affected by a form of [[infant illness]], which can start at a variable intensity. If left untreated before 10 days is up, the baby dies, but if it lives through 10 days after birth, the illness will no longer affect the baby. You will also get the chance to name your baby.&lt;br /&gt;
&lt;br /&gt;
If the mother survived childbirth, she will remain in bed, incapacitated by exhaustion (Postpartum exhaustion) for 16 hours. She'll no longer feel any pain from childbirth, but won't be able to move. However, if another pawn delivers her baby to her, she can begin breastfeeding. &lt;br /&gt;
&lt;br /&gt;
== Lactation ==&lt;br /&gt;
&lt;br /&gt;
Lactation is the mechanic that allows pawns to breastfeed babies. Lactation gives pawns a milk fullness stat, and when milk fullness is above 0%, a pawn can breastfeed any baby, even if it is not their own child. There are other consequences to lactation, however: lactating pawns require more nutrition per day, and they have a reduced chance of pregnancy. Prior to update 1.4, lactating pawns could not become pregnant, regardless of their [[Reproduction#Fertility|fertility]] and reproductive strategy, but after update 1.4, lactation places a 5% multiplier on a pawn's fertility, giving them a very small chance of becoming pregnant. Lactation lasts indefinitely, only stopping after 10 days of not breastfeeding a child. There is no visible timer on this, but after the 10 days are up, you'll receive a pop-up saying &amp;quot;&amp;lt;Colonist&amp;gt; is no longer lactating due to not breastfeeding for ten days&amp;quot;. You can view a pawn's other lactation details in their Health panel. &lt;br /&gt;
&lt;br /&gt;
Upon a successful childbirth, a mother will begin lactating, with milk fullness starting at 100%. Milk fullness regenerates at varying rates depending on the mother's hunger level. Lactating pawns require more nutrition per day in order to produce milk: the mother's Food Consumption stat rises from 1.6 to 2.1 nutrition per day, a gain of +0.5 (a simple meal has 0.9 nutrition). However, the nutrition required for them to make milk depends on their milk regeneration level, which decreases in stages following their hunger level. As a pawn gets more hungry, they won't produce as much milk, and won't require as much extra nutrition. Additionally, a lactating pawn with milk fullness of 100% won't require any extra nutrition since they're not currently regenerating milk. You can view the pawn's current nutritional needs by checking the details of their &amp;quot;Lactating&amp;quot; condition in the pawn's Health tab. Lactating does not affect any other pawn stats or conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger Level''' || Ravenously Hungry || Hungry || Full&lt;br /&gt;
|-&lt;br /&gt;
| '''Milk Regeneration''' || 25% || ? || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Extra Nutrition Per Day''' || 0.13 || ? || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Heredity ==&lt;br /&gt;
{{See also|Genes}}&lt;br /&gt;
When an [[embryo]] is conceived, it will inherit some of the [[genes]] of both parents. During a mother's pregnancy, you can view her child's genes by going to her Health tab and selecting the information button for her pregnancy. The genetics section will list all genes that her child has inherited. &lt;br /&gt;
&lt;br /&gt;
Genes which can be passed down come from the [[germline]] DNA, and are called endogenes. Pawns may modify themselves with [[Xenogene|xenogenes]], but as it's not part of a pawn's germline DNA, it cannot be passed down. If an endogene is only present in one parent, it has a small chance to be passed down.{{Check Tag|What's the chance?|What is the algorithm for calculating gene inheritance?}} However if an endogene is present in both parents, it will always be passed down.&lt;br /&gt;
&lt;br /&gt;
Generally, all pawns will have at least one hair color and skin color endogene. Offspring will always pick one hair color and skin color endogene from their parents. If no hair/skin color endogene can be found in either parent, such as if they were two [[highmates]], a random hair/skin color endogene will be picked from the natural list of hair/skin colors instead.&lt;br /&gt;
&lt;br /&gt;
If a pawn has multiple [[Genes#Cosmetic|cosmetic genes]] within a category, like body type, one random gene will override the others. This will be the gene represented on the pawn. For non-cosmetic genes within a category there is a fixed priority for overrides, usually favored towards the negative variations. For example, an awful [[shooting]] aptitude will override all other shooting aptitudes. Xenogenes will always take priority over endogenes. Thus, even though the Slow runner endogene overrides their Fast runner endogene, the Fast runner xenogene will override the Slow runner endogene. Note that overridden endogenes can still be passed down as normal.&lt;br /&gt;
&lt;br /&gt;
If a child is born from an incestuous relationship, there's a risk of them becoming [[Genes#Miscellaneous|inbred]]; up to 80% for direct relatives. {{Check Tag|Which relations?|What counts as direct? Effect of other relations}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! '''Inbred'''&lt;br /&gt;
[[File:Gene_Inbred.png|64px]]         &lt;br /&gt;
|&lt;br /&gt;
* Complexity: {{Bad|+1}}&lt;br /&gt;
* Metabolic efficiency: {{Bad|-2}}&lt;br /&gt;
* Forced Trait: [[Slow learner]]&lt;br /&gt;
* [[#Fertility|Fertility]]: {{Bad|x50%}}&lt;br /&gt;
* [[Immunity gain speed]]: {{Bad|x85%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fertility ==&lt;br /&gt;
Fertility is the main pawn stat affecting pregnancy chances, acting as a percentage multiplier on the chance of getting pregnant naturally or through an ovum implantation. Natural pregnancy chance is equally dependent on the fertility of both partners. Additionally, fertility must be above 0% to extract a pawn's ovum or to fertilize the [[Ovum|ovum]] into an [[Embryo|embryo]].&lt;br /&gt;
&lt;br /&gt;
This stat is affected by a variety of factors, such as age, [[Genes|genes]], and [[#Contraceptives|contraceptives]]. Age is the baseline for fertility, changing slowly for each colonist over time, and at a different rate by pawn gender. Genes provide an additional multiplier on fertility. Contraceptives instantly bring fertility to 0%, overriding other fertility factors.&lt;br /&gt;
&lt;br /&gt;
For baseline humans without fertility-modifying genes, both men and women start becoming fertile after age 14; but regardless of fertility, pawns can't participate in reproduction until they are 16. Fertility increases differently by gender. Women's fertility increases until age 20, but starts dropping at age 28 until it reaches 0% at age 50. Men's fertility increases until age 18, but starts dropping at age 50 until it's 0% at age 90. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Female Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 20, 28, 35, 40, 45, 50, 120&lt;br /&gt;
|y=0, 0, 100, 100, 50, 10, 2, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Male Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 18, 50, 90, 120&lt;br /&gt;
|y=0, 0, 100, 100, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Genes affect fertility in direct and indirect ways. There are two direct effects: the [[Genes#Fertile|Fertile]] gene doubles fertility and the [[Genes#Sterile|Sterile]] gene completely nullifies it. &lt;br /&gt;
&lt;br /&gt;
Some genes provide an indirect effect on fertility through their effect on age. Aging-related genes like [[Genes#Non-senescent|Non-senescent]] cannot mitigate the effects of age on fertility, but the [[Genes#Ageless|Ageless]] gene can keep a pawn's fertility stable by freezing the pawn's biological age. Additionally, other aging-related technologies can affect a pawn's fertility: [[Biosculpter_pod#Age_reversal|Age Reversal]] in a [[Biosculpter_pod|Biosculpter pod]] {{IdeologyIcon}} has a fully restorative effect on fertility, even allowing a completely infertile pawn to become fertile again once they pass back into the age range of fertility for their gender.&lt;br /&gt;
&lt;br /&gt;
== Contraceptives ==&lt;br /&gt;
There are many ways to manually change the likelihood of natural pregnancy. The simplest way in the game to prevent pregnancy is to not give pawns a [[double bed]] to themselves. However, it deprives them of the [[mood]] bonuses of Lovin' in the first place. You can instead change a couple's Reproductive Approach in the Social tab to the &amp;quot;Avoid pregnancy&amp;quot; option, which reduces their pregnancy rate by -75% but still allows them to make Lovin' at the same rate. Additionally, a guaranteed method of avoiding pregnancy is by continuing a pawn's [[Reproduction#Lactation|lactation]]. If a pawn is lactating (from having given birth before), then it is impossible for them to have a child under any circumstances. &lt;br /&gt;
&lt;br /&gt;
A more stable solution to controlling pregnancy can be pursued through research and medicine, by applying contraceptives to pawns of either gender who are engaging in Lovin'. The [[Research#Fertility Procedures|Fertility Procedures]] research gives access to multiple operations, temporary or permanent, to prevent and stop pregnancies. These surgeries can be applied to any pawn age 16 and up, and can be performed even if the pawn is already infertile.&lt;br /&gt;
&lt;br /&gt;
=== IUD ===&lt;br /&gt;
This is a temporary method of preventing pregnancies. You can stop a female pawn from becoming pregnant with the &amp;quot;Implant IUD&amp;quot; medical operation, which has a 100% success chance and no chance of pawn death upon failure. The operation requires {{Icon Small|medicine}} 1 [[Medicine]] of any type and will anesthetize the pawn. The IUD lasts indefinitely and can be seen in the pawn's Health tab, but you can later remove it through the &amp;quot;Remove IUD&amp;quot; medical operation, also for {{Icon Small|medicine}} 1 [[Medicine]] of any type. Women may embark with IUDs already implanted. If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
Implanted IUDs also stop pregnancies in the first trimester, an alternative to the Terminate Pregnancy operation.&lt;br /&gt;
&lt;br /&gt;
=== Vasectomy ===&lt;br /&gt;
This is another temporary method of preventing pregnancies. You can stop a male pawn from impregnating others with the &amp;quot;Perform vasectomy&amp;quot; medical operation, which also has a 100% success chance with no chance of pawn death upon failure. The vasectomy lasts indefinitely, with the operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. You can later remove it through the &amp;quot;Reverse vasectomy&amp;quot; medical operation, also for and {{Icon Small|medicine}} 1 [[Medicine]] of any type. Men may embark with the operation already performed.{{Check Tag|Verify}} If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
=== Tubal Ligation ===&lt;br /&gt;
This permanently stops a female pawn from being able to reproduce. &amp;quot;Perform tubal ligation&amp;quot; is a medical operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. The surgery success chance is 100% and there is no chance of pawn death upon failure.&lt;br /&gt;
&lt;br /&gt;
=== Termination ===&lt;br /&gt;
If the pawn has already become pregnant past the first trimester, the only option left is to terminate the pregnancy. This can be achieved through the medical operation &amp;quot;Terminate pregnancy&amp;quot; requiring {{Icon Small|medicine}} 1 [[Medicine]], after which the pawn will no longer be pregnant.&lt;br /&gt;
&lt;br /&gt;
This operation will upset the affected pawn. Depending on the trimester of the pregnancy, a moodlet of {{Bad|-5}} for the first, {{Bad|-10}} for the second, and {{Bad|-20}} for the third will occur, lasting for 10 days.&lt;br /&gt;
&lt;br /&gt;
== Babies ==&lt;br /&gt;
The end result of pregnancy is a human '''baby'''. Babies are small, helpless creatures that cannot walk or do anything by themselves. They only have three basic [[needs]]: food, sleep, and play. &lt;br /&gt;
&lt;br /&gt;
Babies can be ages 0-2, with newborn ages tracked in days and quadrums rather than years. Once a baby turns 3, they become a [[Children|child]], and on their [[Children#Age_3|3rd birthday]] you can make special choices for how they will develop further. Under the default [[storyteller|storyteller settings]], pawns under 13 will age 4x faster than normal, so the biological age of the baby is not how many days/quadrums they have actually been alive. [[Growth vat]]s can speed up a baby's growth by 20x that of an adult, or 5x faster than default. Using a growth vat seems to have no ill effects on a baby or its development, at least until it exits the baby stage.{{Check Tag|Not thoroughly tested|No visible effect?}} However, parents gain a {{--|4}} ''My baby is in a growth vat'' [[mood]]let.&lt;br /&gt;
&lt;br /&gt;
If a baby is left on the ground, any colonist (even those incapable of childcare or hauling) can try to bring the baby somewhere safe, like an available crib. Usually a colonist will quickly try to do this automatically. If you draft a colonist while they are carrying a baby, you'll receive a pop-up warning that your colonist is carrying a baby while drafted. If you undraft and redraft the colonist, they will drop the baby.&lt;br /&gt;
&lt;br /&gt;
Babies are born with no traits or skills: these develop during childhood [[Children#Growth_moments|Growth Moments]]. They also have no [[Ideoligion|ideoligion]] {{IdeologyIcon}}. Unless they have temporary health effects from being born sick, they have no health conditions, with every health stat at 100%, except for Moving, which is at 0%.&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
{{See also|Saturation}}&lt;br /&gt;
Babies need less [[nutrition]] to become full, but their hunger rate is adjusted with it to require [[food]] twice a day. Since babies cannot eat anything by themselves, pawns assigned to childcare will help feed them. The feeding process is fairly slow when compared to adult eating.&lt;br /&gt;
&lt;br /&gt;
They can ''only'' be fed in one of following ways:&lt;br /&gt;
* Breastfeeding from any lactating pawn, even those not their mother.&lt;br /&gt;
* Cooking and feeding them [[baby food]], produced at a campfire or stove from vegetable ingredients.&lt;br /&gt;
* Feeding them animal [[milk]] or [[insect jelly]].&lt;br /&gt;
&lt;br /&gt;
Of these, breastfeeding is usually the easiest. Unlike other foods, which feed in bursts only once the food has been consumed, breastfeeding will gradually increase the food bar. This allows the breastfeeding pawn to pause at any point, whilst also not wasting excess food. Usually, a pawn will sit down to breastfeed, continuing until the baby is full or the pawn is out of milk.&lt;br /&gt;
&lt;br /&gt;
You can control what foods the baby can eat and who will try to feed the baby in the baby's &amp;quot;Feeding&amp;quot; tab. By default, the mother will be set to Urgent, with all other pawns set to Childcare. If a pawn is set to childcare, that does not mean they will feed the baby: their childcare labor may be turned off, or they may be incapable of it.&lt;br /&gt;
* &amp;quot;Urgent&amp;quot; means the pawn will feed the baby day or night, even if the pawn is not assigned to childcare or capable of it.&lt;br /&gt;
* &amp;quot;Childcare&amp;quot; means the pawn will feed the baby as childcare work.&lt;br /&gt;
* &amp;quot;Never&amp;quot; means the pawn won't automatically feed the baby.&lt;br /&gt;
You can allow the baby to eat milk, insect jelly, and baby food in this tab, but can't control breastfeeding here. &lt;br /&gt;
&lt;br /&gt;
==== Drugs ====&lt;br /&gt;
Although babies are limited to eating certain foods, you can administer drugs to babies under the Health&amp;gt;&amp;gt;Medical Operations tab. These have an outsized influence because of the pawns' very small body sizes (x0.20 of the size of an adult). This means each administered drug causes a higher severity of reaction, affecting the duration of the high and the likelihood of [[Drugs#Addiction_and_Tolerance|tolerance]] buildup. This indirectly increases the chance of addiction: tolerance built so quickly makes babies much more likely to get addicted to drugs upon further administrations. Babies receive the same mood effects from drugs as adults do: administering a smokeleaf joint to a baby gives them the {{Good|+13}} High on Smokeleaf mood boost. However, the effect of drugs lasts much longer because the drug severity is higher: a one-joint smokeleaf high for a baby lasts a max of 24, rather than 12, hours.&lt;br /&gt;
&lt;br /&gt;
===Sleep===&lt;br /&gt;
{{See also|Rest}}&lt;br /&gt;
Unlike adults, babies don't follow a sleep schedule, instead falling asleep mostly at random. They may be in a sleeping spot, growing steadily more sleepy and upset, while still not falling asleep.&lt;br /&gt;
&lt;br /&gt;
A [[crib]] or [[bed]] should be provided for the baby to sleep in, as it will negate the negative [[mood]] from sleeping on the floor. There are several benefits of cribs over beds: cribs take up only one tile, multiple can be placed in a room without turning it into a barracks, and high-quality cribs can increase the mood of the baby while it rests or sleeps. &lt;br /&gt;
&lt;br /&gt;
Force-feeding, holding, or playing with the baby will wake them up, possibly keeping them unhappy from being tired.&lt;br /&gt;
&lt;br /&gt;
===Play===&lt;br /&gt;
Babies need to be played with, in place of standard Recreation. An adult assigned to child care will play with the baby once the play need is almost empty. There are different activities that will fulfill the baby's play need. A [[toy box]] and [[baby decoration]] increases the quality of play.&lt;br /&gt;
&lt;br /&gt;
===Mood===&lt;br /&gt;
Babies' moods are influenced by their needs for food, sleep, and play. These are affected at the same rates as for adults:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger''' || Ravenously Hungry || Hungry || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Sleep''' || Tired || Drowsy  || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Play''' || Really wants to play || Wants to Play  || Normal || Entertained || Very Entertained&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -10 || -5 || 0 || 5 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Babies share some moodlets with adults but aren't affected by as many thoughts. Babies can gain the {{Bad|-4}} Slept in the Cold moodlet, but aren't affected by temperature while awake. Babies have the same expectations for colony life as other pawns do, influencing their moods at the same rate. They can be influenced by [[Events#Psychic_drone|psychic drones]], [[Events#Psychic_soothes|soothes]], and [[Psycasts|psycasts]] {{RoyaltyIcon}} just as much as other pawns, because they have a psychic sensitivity of 100% by default. However, babies don't consider furniture comfort or quality, except while resting or sleeping in a [[Crib|crib]], with various crib qualities providing higher mood boosts. &lt;br /&gt;
&lt;br /&gt;
Uniquely, babies get a mood bonus when their parents are very happy: &amp;quot;Parent is happy&amp;quot; {{Good|+6}}, or &amp;quot;Parents are happy&amp;quot; {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
Being held or breastfed does not affect the baby or caretaking adult's mood in any direct way. However, babies will temporarily forget any ill mood effects from lack of Sleep while being held, although these needs will still decrease as usual.&lt;br /&gt;
&lt;br /&gt;
A baby's mood affects the moods of all other colonists, much like [[Children#Mood|children's moods]] can. Parents of a baby who is very happy will receive a {{Good|+6}} mood boost for &amp;quot;My child &amp;lt;baby&amp;gt; is happy&amp;quot;. If the baby is about 1/3 of its happiness or less, parents have a {{Bad|-6}} mood penalty, thinking &amp;quot;My child &amp;lt;baby&amp;gt; is unhappy&amp;quot;. Babies also factor into the colonists' thoughts on the overall happiness of the colony's children, which range from a positive {{Good|+2}} &amp;quot;Happy youngsters&amp;quot; mood boost to a {{Bad|-2}} &amp;quot;Sad youngsters&amp;quot;, to worse negative mood penalties, all based on the average of the moods of colonists aged 0-17.&lt;br /&gt;
&lt;br /&gt;
====Giggling and crying====&lt;br /&gt;
Instead of [[mental inspiration|mental inspirations]] or [[mental breaks]], babies will have giggling or crying &amp;quot;fits&amp;quot; which gives a mood boost or penalty to other colonists within a 10 tile{{Check Tag|Verify|Based on dev mode testing. Exact number unverified.}} radius. The ratio between giggling and crying is directly related with the baby's mood.&lt;br /&gt;
&lt;br /&gt;
[[Mood]] boosts from giggling babies go from {{Good|+4}} up to {{Good|+10}}, while crying babies can cause mood maluses from {{Bad|-8}} down to {{Bad|-20}}. Parents are only half as bothered by their baby crying, and twice as happy when their baby is giggling.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.125, 0.25, 1, 2, 4 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crying occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=12, 6, 1, 0.25, 0.125 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling to crying ratio (higher is better)&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.011, 0.042, 1, 8, 32 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Occurance of giggling per time crying&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Babies get the same [[Social|social]] opinion boosts from [[Social#Family_by_Blood|familial relationships]] that other pawns do. They are born aware of their entire family tree, going back to the great-grandparent generation and including dead relatives. In addition, their social relationships are impacted by who feeds them and who hears them crying. They will not know all of your colonists when born, only beginning to remember them after they've interacted a few times (and the colonist will likewise not remember the baby)!&lt;br /&gt;
&lt;br /&gt;
Feeding changes the social opinions between a baby and their caretaker. A baby will gain about {{Good|+16}} social opinion for another pawn each time they are fed, with the &amp;quot;Fed me&amp;quot; opinion, which wears off over time. It is unclear whether breastfeeding provides a similar benefit. An adult who feeds a baby will gain about {{Good|+4}} social opinion for them from this act, and remember the feeding for longer than the baby does. This bonus only stacks up to 5 times, for a maximum of +16 opinion of the baby. Adults who breastfeed a baby gain about {{Good|+7}} opinion for the baby from the interaction. These feeding opinion changes are the same whether the caretaker is the baby's parent or not.&lt;br /&gt;
&lt;br /&gt;
Adults who hear a baby cry or giggle will change their opinions of the baby temporarily. A crying baby will gain the ''Cried'' {{Bad|-12}} opinion penalty, while a giggling baby will gain the ''Giggled'' {{Good|+12}} opinion boost. An adult can remember a baby's crying and giggling at the same time, cancelling each effect out. It is unclear if these modifiers stack.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=119040</id>
		<title>Reproduction</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=119040"/>
		<updated>2022-11-22T04:37:39Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: /* Social */ added giggling opinion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About|human pregnancy and babies|older children|Children}}&lt;br /&gt;
&lt;br /&gt;
'''Reproduction''' is the means by which [[human]] babies are created. &lt;br /&gt;
&lt;br /&gt;
Note: Due to the continuous nature of the subject matter, this page covers from conception to the age of three. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Babies can be obtained via several different methods:&lt;br /&gt;
*  Choosing them as a starting colonist via the [[scenario system]].&lt;br /&gt;
*  Natural reproduction, through [[#Pregnancy|pregnancy]].&lt;br /&gt;
*  Assisted reproduction, through [[#Surrogacy|surrogacy]] or [[#Growth vat|growth vats]].&lt;br /&gt;
*  Purchasing them from [[Trade#Slaver|slavers]].{{Check Tag|Can babies be bought?}}&lt;br /&gt;
*  Receiving them from [[quests]] and [[events]]. Babies of any faction can be adopted instantly to the colony, without angering them.&lt;br /&gt;
&lt;br /&gt;
Note that with the exception of the first point, these methods become unavailable if &amp;quot;Disable children&amp;quot; is toggled on in the [[AI_Storytellers#Biotech|storyteller settings]].&lt;br /&gt;
&lt;br /&gt;
== Natural Reproduction ==&lt;br /&gt;
{{Image wanted|section=1|reason=Images of the &amp;quot;Try for pregnancy&amp;quot; etc. icons.}}&lt;br /&gt;
Pawns in [[Social#Romance|romantic relationships]] have a chance to get pregnant when they initiate [[lovin']]. Note that pawns must share a two-person bed, bedroll, or sleeping spot to initate lovin' but do not require one to avoid the &amp;quot;sleeping alone&amp;quot; mood debuff. &lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
The prospective parents' chance of successfully reproducing is primarily controlled by their [[#Fertility|Fertility]] stat. The player has three options to adjust pregnancy rates from Lovin' in any relationship. By opening the social tab, to the right of a Lover, Fiancee, or Spouse, you can see a button that lets you change the couple's approach for having kids.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:Normal.png|32px]]         &lt;br /&gt;
| '''Normal''' (Default) || x1 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:AvoidPregnancy.png|32px]] &lt;br /&gt;
| '''Avoid pregnancy''' || x0.25 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:TryForBaby.png|32px]]     &lt;br /&gt;
| '''Try for baby'''    || x4 pregnancy chance. &lt;br /&gt;
|}&lt;br /&gt;
Therefore, the total chance of pregnancy in one relationship is likely: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Pregnancy chance per relationship''' = '''Mother's fertility''' x '''Father's fertility''' x '''Reproductive Approach''' x '''Times Lovin''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual chance that a pair of pawns will do Lovin' each night varies, but it requires them to share the same bed and sleep at the same time. Their chance of Lovin' varies by age, as seen in [[Social#Lovin.27|this chart]]. The [[Genes#Low_libido|low libido]] and [[Genes#High_libido|high libido]] genes will also alter this. There have been reports that colonist mood and opinions of each other also influence the chance of doing Lovin'.&lt;br /&gt;
&lt;br /&gt;
=== Pregnancy ===&lt;br /&gt;
&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6 day trimesters. The player will receive a notification when the pregnancy starts and when it progresses from one trimester to the next. The pregnant pawn will gain penalties to movement, manipulation, and hunger rate, increasing each trimester as seen in the chart below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| First trimester ||&lt;br /&gt;
&lt;br /&gt;
* Hunger rate offset: {{++|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| Second trimester ||&lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|10%}}&lt;br /&gt;
* [[Manipulation]]: {{--|5%}}&lt;br /&gt;
* Hunger rate offset: {{++|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| Third trimester || &lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|50%}}&lt;br /&gt;
* [[Manipulation]]: {{--|10%}}&lt;br /&gt;
* Hunger rate offset: {{++|50%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Throughout their pregnancy, they will also occasionally gain mood buffs or debuffs due to hormonal induced mood swings.{{Check Tag|Detail needed}} &lt;br /&gt;
&lt;br /&gt;
'''Mood Swings'''&lt;br /&gt;
* New pregnancy, which appears in the first trimester. Can affect mood in either direction: {{Good|+3}} or {{Bad|-3}} ''I'm pregnant and not very happy about it.''&lt;br /&gt;
&lt;br /&gt;
Pregnant pawns may also receive the &amp;quot;morning sickness&amp;quot; condition, which lasts 4 to 8 ingame hours.&lt;br /&gt;
&lt;br /&gt;
'''Morning sickness:'''&lt;br /&gt;
* [[Consciousness]]: {{Bad|x0.8}}&lt;br /&gt;
* [[Moving]]: {{Bad|x0.9}}&lt;br /&gt;
* [[Manipulation]]: {{Bad|x0.9}}&lt;br /&gt;
* Vomiting {{MTB}}: {{Bad|{{#expr:(24*0.075)}} Hours}}&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
== Assisted reproduction ==&lt;br /&gt;
Science enables new methods for obtaining babies. After Fertility Procedures has been researched, you can extract [[Ovum|ova]] from female pawns and fertilize them to form an [[Embryo|embryo]], for use in surrogate pregnancies or vat-grown babies.&lt;br /&gt;
&lt;br /&gt;
Both methods require extracting an ovum from a [[Reproduction#Fertility|fertile]] female pawn, be they [[colonist]], [[prisoner]], or [[slave]]{{IdeologyIcon}}, through a medical operation in the pawn's Health tab: &amp;quot;Extract ovum for IVF&amp;quot;. The operation requires one of any type of medicine and a doctor, although it is a relatively easy surgery, with a 500% multiplier on success, and 0% chance of death on failure. &lt;br /&gt;
&lt;br /&gt;
The ovum may then fertilized by a fertile male colonist or slave (but not prisoner) to produce an embryo. As long as the male pawn's fertility is above 0% this will be successful{{Check Tag|Verify|Not thoroughly checked}}. The resulting embryo can then be implanted in female pawns (may be prisoner, colonist, or slave) to initiate a pregnancy, placed in a growth vat, or sold.&lt;br /&gt;
&lt;br /&gt;
=== Surrogacy ===&lt;br /&gt;
With the [[Research#Fertillity Procedures|Fertillity Procedures]] research, you can create [[embryo]]s. They can then be implanted into a pawn for a chance for the pawn to become pregnant. The chance of success depends on the surrogate's own Fertility.&lt;br /&gt;
&lt;br /&gt;
Even if they did not supply the ovum, the surrogate will be considered the birth mother. Otherwise, it will act as a regular pregnancy.{{Check Tag|Verify|Not thoroughly checked, quick devmode run to write this section}}. A pawn born this way will consider both their surrogate and genetic mother as the pawn's parents in terms of social opinions.&lt;br /&gt;
&lt;br /&gt;
=== Growth vats ===&lt;br /&gt;
{{See also|Growth vat}}&lt;br /&gt;
[[Growth vat]]s are a complete alternative to pregnancy. They require the [[Research#Growth vats|Growth vat]]s research to make, as well as [[Research#Fertility procedures|Fertility Procedures]], and two pawns with &amp;gt; 0% Fertility to actually create embryos. &lt;br /&gt;
&lt;br /&gt;
Growth vats allow an embryo to be born in 9 days, half the time of a natural pregnancy. Active vats must be given a constant supply of 200 W of [[power]] and 6 [[nutrition]] per day - or around 6.5 [[simple meal]]s per day - to ensure survival of the fetus. If lacking either, then the fetus will undergo biostarvation, increasing by 50% per day. If biostarvation reaches 100%, the fetus will be destroyed.&lt;br /&gt;
&lt;br /&gt;
Growth vat births always have a [[Reproduction#Quality|quality]] of 70%, which affects the chance of the baby being born healthy. However, there are benefits to this method: as it avoids natural birth, the mother won't be weighed down, and there is no risk of them dying.&lt;br /&gt;
&lt;br /&gt;
== Birth ==&lt;br /&gt;
Your first warning for a pawn's upcoming childbirth comes during a pawn's pregnancy: the player will receive one notification when the mother hits the third trimester about &amp;quot;&amp;lt;Colonist&amp;gt;'s baby prep&amp;quot;, which explains all the steps you can take to help the mother give birth successfully. Besides preparing a location and doctor for the birth, this notification reminds you to prepare a food source for the baby and build them a crib. Labor will happen roughly 6 days after, starting with a notification of &amp;quot;&amp;lt;Colonist&amp;gt; in labor!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once labor begins, the birthing procedure can be initiated by clicking on the mother, and selecting the &amp;quot;Begin birth&amp;quot; option. This allows the player to select participants and a Doctor, much like [[Ideology]]'s rituals. The procedure will take place at a bed or sleeping spot, chosen automatically (preferring medical beds) if the mother is not already in bed. All of these choices have an effect on the birth's quality, which affects the chance that the mother and baby will come out of childbirth alive and healthy. You can view the exact factors and their influence in the Quality section below. The expected duration of this operation is variable, but will end once the baby has been born or mother has died.&lt;br /&gt;
&lt;br /&gt;
===Labor===&lt;br /&gt;
The progress of labor can be tracked in the mother's health tab. Labor begins with contractions, different stages of dilation that change randomly over time, with all adding various amounts of pain and restrictions on movement for the mother. Many stages will incapacitate her, so even before the childbirth operation begins, it is important to bring her to a bed. When the childbirth operation has proceeded for a while, you will receive a small notification saying &amp;quot;&amp;lt;mother&amp;gt;'s labor has entered the final stage&amp;quot;, and the labor will progress to the final &amp;quot;pushing&amp;quot; stage. &lt;br /&gt;
&lt;br /&gt;
'''Stages of labor:'''&lt;br /&gt;
* dilation, mild: pain +25%, moving x40%&lt;br /&gt;
* dilation, debilitating: pain +85%&lt;br /&gt;
* pushing: pain +85%&lt;br /&gt;
&lt;br /&gt;
Once the childbirth procedure has begun, any spectating loved ones may socialize with each other, but the doctor and mother will be focused on their tasks. Spectators and the doctors can leave if needed, by selecting a pawn and then pressing the &amp;quot;Leave child birth&amp;quot; option.&lt;br /&gt;
Finally, you can cancel the birth operation by selecting any of the involved pawns and then selecting the &amp;quot;Cancel child birth&amp;quot; option, which allows you to restart childbirth later.&lt;br /&gt;
&lt;br /&gt;
===Quality===&lt;br /&gt;
When starting the child birth procedure, a screen will show you the expected quality of the birth, determined by:&lt;br /&gt;
* Loved one present: the presence of someone that the mother considers a friend or more gives +5% quality, with no stacking for multiple friends or a better friend. By default, the father will be selected to be present. If the doctor performing the operation is a friend, they will count towards this bonus too.&lt;br /&gt;
* Age of the mother: a 22-year-old has a +50% quality, and as the mother grows older, this drops.&lt;br /&gt;
* Doctor's medical skill: can range from 0-20% or more. Skill level 1 gives 1.3%, 3 gives +3.8%, 7 gives +8.8%, and 16 gives +20% quality.&lt;br /&gt;
* Indoors: if inside, the quality gains +5%.&lt;br /&gt;
* Room cleanliness: cleanliness can range from 0-0.6, giving 0-10% in quality bonuses.&lt;br /&gt;
* Bed health effects: contributes up to 5%, with things like bed quality, a medical bed, and (perhaps vitals monitor or other furniture?) influencing this stat. A bed rating of 5 guarantees a quality bonus of +5%.&lt;br /&gt;
&lt;br /&gt;
Therefore, the most important factors in a safe birth are the mother's age and the doctor's skill level.&lt;br /&gt;
&lt;br /&gt;
Birth quality is likely determined at the moment of the baby's birth; allowing the doctor or loved ones to leave, or having the room grow dirty, has an effect on birth quality.&lt;br /&gt;
&lt;br /&gt;
=== Outcomes ===&lt;br /&gt;
{{Stub|section=1|reason=Exact math on the chance mechanics}}&lt;br /&gt;
Depending on the quality, the baby can be born healthy or sickly, or they may die during birth. At lower qualities, there is also a chance that the mother can die during childbirth.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Expected Quality''' || 76 || 84 || 95&lt;br /&gt;
|-&lt;br /&gt;
| '''Mother dies''' || 0.98% || 0.45% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Still''' || 3.3% || 3% || 2.6%&lt;br /&gt;
|-&lt;br /&gt;
| '''Sick''' || 7.4% || 7.5% || 7.5%&lt;br /&gt;
|-&lt;br /&gt;
| '''Healthy''' || 89% || 90% || 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You will receive a notification when the birth is complete, and the baby will appear on an adjacent tile. If the baby was born alive, a pawn with the Childcare work enabled can be instructed to either move the baby to a safe space, or to deliver it to the mother for breastfeeding. The baby will be born hungry, with a mood penalty of {{Bad|-6}}.&lt;br /&gt;
&lt;br /&gt;
If your baby was healthy, the notification is &amp;quot;Healthy child birth&amp;quot;, and it gives you 24 hours to choose a name for the baby. This is the only time where you can completely customize the baby's first and last names, and you additionally can add an optional nickname. The game will suggest the mother and father's last names on this screen, and provide random suggestions for the other names. Until then, the baby's name is temporary, and called &amp;quot;Baby &amp;lt;Mother's last name&amp;gt;&amp;quot;. The baby will also receive the Childhood title &amp;quot;Newborn&amp;quot;, and belong to the mother's faction. The baby's parents will receive a 15-day mood boost that &amp;quot;&amp;lt;Baby&amp;gt; was born healthy&amp;quot; {{Good|+8}}.&lt;br /&gt;
&lt;br /&gt;
If the baby is born sick, they are affected by a form of [[infant illness]], which can start at a variable intensity. If left untreated before 10 days is up, the baby dies, but if it lives through 10 days after birth, the illness will no longer affect the baby. You will also get the chance to name your baby.&lt;br /&gt;
&lt;br /&gt;
If the mother survived childbirth, she will remain in bed, incapacitated by exhaustion (Postpartum exhaustion) for 16 hours. She'll no longer feel any pain from childbirth, but won't be able to move. However, if another pawn delivers her baby to her, she can begin breastfeeding. &lt;br /&gt;
&lt;br /&gt;
== Lactation ==&lt;br /&gt;
&lt;br /&gt;
Lactation is the mechanic that allows pawns to breastfeed babies. Lactation gives pawns a milk fullness stat, and when milk fullness is above 0%, a pawn can breastfeed any baby, even if it is not their own child. There are other consequences to lactation, however: lactating pawns require more nutrition per day, and they have a reduced chance of pregnancy. Prior to update 1.4, lactating pawns could not become pregnant, regardless of their [[Reproduction#Fertility|fertility]] and reproductive strategy, but after update 1.4, lactation places a 5% multiplier on a pawn's fertility, giving them a very small chance of becoming pregnant. Lactation lasts indefinitely, only stopping after 10 days of not breastfeeding a child. There is no visible timer on this, but after the 10 days are up, you'll receive a pop-up saying &amp;quot;&amp;lt;Colonist&amp;gt; is no longer lactating due to not breastfeeding for ten days&amp;quot;. You can view a pawn's other lactation details in their Health panel. &lt;br /&gt;
&lt;br /&gt;
Upon a successful childbirth, a mother will begin lactating, with milk fullness starting at 100%. Milk fullness regenerates at varying rates depending on the mother's hunger level. Lactating pawns require more nutrition per day in order to produce milk: the mother's Food Consumption stat rises from 1.6 to 2.1 nutrition per day, a gain of +0.5 (a simple meal has 0.9 nutrition). However, the nutrition required for them to make milk depends on their milk regeneration level, which decreases in stages following their hunger level. As a pawn gets more hungry, they won't produce as much milk, and won't require as much extra nutrition. Additionally, a lactating pawn with milk fullness of 100% won't require any extra nutrition since they're not currently regenerating milk. You can view the pawn's current nutritional needs by checking the details of their &amp;quot;Lactating&amp;quot; condition in the pawn's Health tab. Lactating does not affect any other pawn stats or conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger Level''' || Ravenously Hungry || Hungry || Full&lt;br /&gt;
|-&lt;br /&gt;
| '''Milk Regeneration''' || 25% || ? || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Extra Nutrition Per Day''' || 0.13 || ? || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Heredity ==&lt;br /&gt;
{{See also|Genes}}&lt;br /&gt;
When an [[embryo]] is conceived, it will inherit some of the [[genes]] of both parents. During a mother's pregnancy, you can view her child's genes by going to her Health tab and selecting the information button for her pregnancy. The genetics section will list all genes that her child has inherited. &lt;br /&gt;
&lt;br /&gt;
Genes which can be passed down come from the [[germline]] DNA, and are called endogenes. Pawns may modify themselves with [[Xenogene|xenogenes]], but as it's not part of a pawn's germline DNA, it cannot be passed down. If an endogene is only present in one parent, it has a small chance to be passed down.{{Check Tag|What's the chance?|What is the algorithm for calculating gene inheritance?}} However if an endogene is present in both parents, it will always be passed down.&lt;br /&gt;
&lt;br /&gt;
Generally, all pawns will have at least one hair color and skin color endogene. Offspring will always pick one hair color and skin color endogene from their parents. If no hair/skin color endogene can be found in either parent, such as if they were two [[highmates]], a random hair/skin color endogene will be picked from the natural list of hair/skin colors instead.&lt;br /&gt;
&lt;br /&gt;
If a pawn has multiple [[Genes#Cosmetic|cosmetic genes]] within a category, like body type, one random gene will override the others. This will be the gene represented on the pawn. For non-cosmetic genes within a category there is a fixed priority for overrides, usually favored towards the negative variations. For example, an awful [[shooting]] aptitude will override all other shooting aptitudes. Xenogenes will always take priority over endogenes. Thus, even though the Slow runner endogene overrides their Fast runner endogene, the Fast runner xenogene will override the Slow runner endogene. Note that overridden endogenes can still be passed down as normal.&lt;br /&gt;
&lt;br /&gt;
If a child is born from an incestuous relationship, there's a risk of them becoming [[Genes#Miscellaneous|inbred]]; up to 80% for direct relatives. {{Check Tag|Which relations?|What counts as direct? Effect of other relations}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! '''Inbred'''&lt;br /&gt;
[[File:Gene_Inbred.png|64px]]         &lt;br /&gt;
|&lt;br /&gt;
* Complexity: {{Bad|+1}}&lt;br /&gt;
* Metabolic efficiency: {{Bad|-2}}&lt;br /&gt;
* Forced Trait: [[Slow learner]]&lt;br /&gt;
* [[#Fertility|Fertility]]: {{Bad|x50%}}&lt;br /&gt;
* [[Immunity gain speed]]: {{Bad|x85%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fertility ==&lt;br /&gt;
Fertility is the main pawn stat affecting pregnancy chances, acting as a percentage multiplier on the chance of getting pregnant naturally or through an ovum implantation. Natural pregnancy chance is equally dependent on the fertility of both partners. Additionally, fertility must be above 0% to extract a pawn's ovum or to fertilize the [[Ovum|ovum]] into an [[Embryo|embryo]].&lt;br /&gt;
&lt;br /&gt;
This stat is affected by a variety of factors, such as age, [[Genes|genes]], and [[#Contraceptives|contraceptives]]. Age is the baseline for fertility, changing slowly for each colonist over time, and at a different rate by pawn gender. Genes provide an additional multiplier on fertility. Contraceptives instantly bring fertility to 0%, overriding other fertility factors.&lt;br /&gt;
&lt;br /&gt;
For baseline humans without fertility-modifying genes, both men and women start becoming fertile after age 14; but regardless of fertility, pawns can't participate in reproduction until they are 16. Fertility increases differently by gender. Women's fertility increases until age 20, but starts dropping at age 28 until it reaches 0% at age 50. Men's fertility increases until age 18, but starts dropping at age 50 until it's 0% at age 90. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Female Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 20, 28, 35, 40, 45, 50, 120&lt;br /&gt;
|y=0, 0, 100, 100, 50, 10, 2, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Male Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 18, 50, 90, 120&lt;br /&gt;
|y=0, 0, 100, 100, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Genes affect fertility in direct and indirect ways. There are two direct effects: the [[Genes#Fertile|Fertile]] gene doubles fertility and the [[Genes#Sterile|Sterile]] gene completely nullifies it. &lt;br /&gt;
&lt;br /&gt;
Some genes provide an indirect effect on fertility through their effect on age. Aging-related genes like [[Genes#Non-senescent|Non-senescent]] cannot mitigate the effects of age on fertility, but the [[Genes#Ageless|Ageless]] gene can keep a pawn's fertility stable by freezing the pawn's biological age. Additionally, other aging-related technologies can affect a pawn's fertility: [[Biosculpter_pod#Age_reversal|Age Reversal]] in a [[Biosculpter_pod|Biosculpter pod]] {{IdeologyIcon}} has a fully restorative effect on fertility, even allowing a completely infertile pawn to become fertile again once they pass back into the age range of fertility for their gender.&lt;br /&gt;
&lt;br /&gt;
== Contraceptives ==&lt;br /&gt;
There are many ways to manually change the likelihood of natural pregnancy. The simplest way in the game to prevent pregnancy is to not give pawns a [[double bed]] to themselves. However, it deprives them of the [[mood]] bonuses of Lovin' in the first place. You can instead change a couple's Reproductive Approach in the Social tab to the &amp;quot;Avoid pregnancy&amp;quot; option, which reduces their pregnancy rate by -75% but still allows them to make Lovin' at the same rate. Additionally, a guaranteed method of avoiding pregnancy is by continuing a pawn's [[Reproduction#Lactation|lactation]]. If a pawn is lactating (from having given birth before), then it is impossible for them to have a child under any circumstances. &lt;br /&gt;
&lt;br /&gt;
A more stable solution to controlling pregnancy can be pursued through research and medicine, by applying contraceptives to pawns of either gender who are engaging in Lovin'. The [[Research#Fertility Procedures|Fertility Procedures]] research gives access to multiple operations, temporary or permanent, to prevent and stop pregnancies. These surgeries can be applied to any pawn age 16 and up, and can be performed even if the pawn is already infertile.&lt;br /&gt;
&lt;br /&gt;
=== IUD ===&lt;br /&gt;
This is a temporary method of preventing pregnancies. You can stop a female pawn from becoming pregnant with the &amp;quot;Implant IUD&amp;quot; medical operation, which has a 100% success chance and no chance of pawn death upon failure. The operation requires {{Icon Small|medicine}} 1 [[Medicine]] of any type and will anesthetize the pawn. The IUD lasts indefinitely and can be seen in the pawn's Health tab, but you can later remove it through the &amp;quot;Remove IUD&amp;quot; medical operation, also for {{Icon Small|medicine}} 1 [[Medicine]] of any type. Women may embark with IUDs already implanted. If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
Implanted IUDs also stop pregnancies in the first trimester, an alternative to the Terminate Pregnancy operation.&lt;br /&gt;
&lt;br /&gt;
=== Vasectomy ===&lt;br /&gt;
This is another temporary method of preventing pregnancies. You can stop a male pawn from impregnating others with the &amp;quot;Perform vasectomy&amp;quot; medical operation, which also has a 100% success chance with no chance of pawn death upon failure. The vasectomy lasts indefinitely, with the operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. You can later remove it through the &amp;quot;Reverse vasectomy&amp;quot; medical operation, also for and {{Icon Small|medicine}} 1 [[Medicine]] of any type. Men may embark with the operation already performed.{{Check Tag|Verify}} If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
=== Tubal Ligation ===&lt;br /&gt;
This permanently stops a female pawn from being able to reproduce. &amp;quot;Perform tubal ligation&amp;quot; is a medical operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. The surgery success chance is 100% and there is no chance of pawn death upon failure.&lt;br /&gt;
&lt;br /&gt;
=== Termination ===&lt;br /&gt;
If the pawn has already become pregnant past the first trimester, the only option left is to terminate the pregnancy. This can be achieved through the medical operation &amp;quot;Terminate pregnancy&amp;quot; requiring {{Icon Small|medicine}} 1 [[Medicine]], after which the pawn will no longer be pregnant.&lt;br /&gt;
&lt;br /&gt;
This operation will upset the affected pawn. Depending on the trimester of the pregnancy, a moodlet of {{Bad|-5}} for the first, {{Bad|-10}} for the second, and {{Bad|-20}} for the third will occur, lasting for 10 days.&lt;br /&gt;
&lt;br /&gt;
== Babies ==&lt;br /&gt;
The end result of pregnancy is a human '''baby'''. Babies are small, helpless creatures that cannot walk or do anything by themselves. They only have three basic [[needs]]: food, sleep, and play. &lt;br /&gt;
&lt;br /&gt;
Babies can be ages 0-2, with newborn ages tracked in days and quadrums rather than years. Once a baby turns 3, they become a [[Children|child]], and on their [[Children#Age_3|3rd birthday]] you can make special choices for how they will develop further. Under the default [[storyteller|storyteller settings]], pawns under 13 will age 4x faster than normal, so the biological age of the baby is not how many days/quadrums they have actually been alive. [[Growth vat]]s can speed up a baby's growth by 20x that of an adult, or 5x faster than default. Using a growth vat seems to have no ill effects on a baby or its development, at least until it exits the baby stage.{{Check Tag|Not thoroughly tested|No visible effect?}} However, parents gain a {{--|4}} ''My baby is in a growth vat'' [[mood]]let.&lt;br /&gt;
&lt;br /&gt;
If a baby is left on the ground, any colonist (even those incapable of childcare or hauling) can try to bring the baby somewhere safe, like an available crib. Usually a colonist will quickly try to do this automatically. If you draft a colonist while they are carrying a baby, you'll receive a pop-up warning that your colonist is carrying a baby while drafted. If you undraft and redraft the colonist, they will drop the baby.&lt;br /&gt;
&lt;br /&gt;
Babies are born with no traits or skills: these develop during childhood [[Children#Growth_moments|Growth Moments]]. They also have no [[Ideoligion|ideoligion]] {{IdeologyIcon}}. Unless they have temporary health effects from being born sick, they have no health conditions, with every health stat at 100%, except for Moving, which is at 0%.&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
{{See also|Saturation}}&lt;br /&gt;
Babies need less [[nutrition]] to become full, but their hunger rate is adjusted with it to require [[food]] twice a day. Since babies cannot eat anything by themselves, pawns assigned to childcare will help feed them. The feeding process is fairly slow when compared to adult eating.&lt;br /&gt;
&lt;br /&gt;
They can ''only'' be fed in one of following ways:&lt;br /&gt;
* Breastfeeding from any lactating pawn, even those not their mother.&lt;br /&gt;
* Cooking and feeding them [[baby food]], produced at a campfire or stove from vegetable ingredients.&lt;br /&gt;
* Feeding them animal [[milk]] or [[insect jelly]].&lt;br /&gt;
&lt;br /&gt;
Of these, breastfeeding is usually the easiest. Unlike other foods, which feed in bursts only once the food has been consumed, breastfeeding will gradually increase the food bar. This allows the breastfeeding pawn to pause at any point, whilst also not wasting excess food. Usually, a pawn will sit down to breastfeed, continuing until the baby is full or the pawn is out of milk.&lt;br /&gt;
&lt;br /&gt;
You can control what foods the baby can eat and who will try to feed the baby in the baby's &amp;quot;Feeding&amp;quot; tab. By default, the mother will be set to Urgent, with all other pawns set to Childcare. If a pawn is set to childcare, that does not mean they will feed the baby: their childcare labor may be turned off, or they may be incapable of it.&lt;br /&gt;
* &amp;quot;Urgent&amp;quot; means the pawn will feed the baby day or night, even if the pawn is not assigned to childcare or capable of it.&lt;br /&gt;
* &amp;quot;Childcare&amp;quot; means the pawn will feed the baby as childcare work.&lt;br /&gt;
* &amp;quot;Never&amp;quot; means the pawn won't automatically feed the baby.&lt;br /&gt;
You can allow the baby to eat milk, insect jelly, and baby food in this tab, but can't control breastfeeding here. &lt;br /&gt;
&lt;br /&gt;
==== Drugs ====&lt;br /&gt;
Although babies are limited to eating certain foods, you can administer drugs to babies under the Health&amp;gt;&amp;gt;Medical Operations tab. These have an outsized influence because of the pawns' very small body sizes (x0.20 of the size of an adult). This means each administered drug causes a higher severity of reaction, affecting the duration of the high and the likelihood of [[Drugs#Addiction_and_Tolerance|tolerance]] buildup. This indirectly increases the chance of addiction: tolerance built so quickly makes babies much more likely to get addicted to drugs upon further administrations. Babies receive the same mood effects from drugs as adults do: administering a smokeleaf joint to a baby gives them the {{Good|+13}} High on Smokeleaf mood boost. However, the effect of drugs lasts much longer because the drug severity is higher: a one-joint smokeleaf high for a baby lasts a max of 24, rather than 12, hours.&lt;br /&gt;
&lt;br /&gt;
===Sleep===&lt;br /&gt;
{{See also|Rest}}&lt;br /&gt;
Unlike adults, babies don't follow a sleep schedule, instead falling asleep mostly at random. They may be in a sleeping spot, growing steadily more sleepy and upset, while still not falling asleep.&lt;br /&gt;
&lt;br /&gt;
A [[crib]] or [[bed]] should be provided for the baby to sleep in, as it will negate the negative [[mood]] from sleeping on the floor. There are several benefits of cribs over beds: cribs take up only one tile, multiple can be placed in a room without turning it into a barracks, and high-quality cribs can increase the mood of the baby while it rests or sleeps. &lt;br /&gt;
&lt;br /&gt;
Force-feeding, holding, or playing with the baby will wake them up, possibly keeping them unhappy from being tired.&lt;br /&gt;
&lt;br /&gt;
===Play===&lt;br /&gt;
Babies need to be played with, in place of standard Recreation. An adult assigned to child care will play with the baby once the play need is almost empty. There are different activities that will fulfill the baby's play need. A [[toy box]] and [[baby decoration]] increases the quality of play.&lt;br /&gt;
&lt;br /&gt;
===Mood===&lt;br /&gt;
Babies' moods are influenced by their needs for food, sleep, and play. These are affected at the same rates as for adults:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger''' || Ravenously Hungry || Hungry || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Sleep''' || Tired || Drowsy  || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Play''' || Really wants to play || Wants to Play  || Normal || Entertained || Very Entertained&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -10 || -5 || 0 || 5 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Babies share many moodlets with adults but aren't affected by as many influences. Babies can gain the {{Bad|-4}} Slept in the Cold moodlet, but aren't affected by temperature as much while awake. Babies have the same expectations for colony life as most other pawns do, influencing their moods at the same rate. Babies appreciate comfort only while resting or sleeping in a [[Crib|crib]], with various qualities providing higher mood boosts. They can be influenced by psychic drones just as much as other pawns, and have a psychic sensitivity of 100% by default.&lt;br /&gt;
&lt;br /&gt;
Uniquely, babies get a mood bonus when their parents are very happy: &amp;quot;Parent is happy&amp;quot; {{Good|+6}}, or &amp;quot;Parents are happy&amp;quot; {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
Being held or breastfed does not affect the baby or caretaking adult's mood in any direct way. However, babies will temporarily forget any ill mood effects from lack of Sleep while being held, although these needs will still decrease as usual.&lt;br /&gt;
&lt;br /&gt;
A baby's mood affects the moods of all other colonists, much like [[Children#Mood|children's moods]] can. Parents of a baby who is very happy will receive a {{Good|+6}} mood boost for &amp;quot;My child &amp;lt;baby&amp;gt; is happy&amp;quot;. If the baby is about 1/3 of its happiness or less, parents have a {{Bad|-6}} mood penalty, thinking &amp;quot;My child &amp;lt;baby&amp;gt; is unhappy&amp;quot;. Babies also factor into the colonists' thoughts on the overall happiness of the colony's children, which range from a positive {{Good|+2}} &amp;quot;Happy youngsters&amp;quot; mood boost to a {{Bad|-2}} &amp;quot;Sad youngsters&amp;quot;, to worse negative mood penalties, all based on the average of the moods of colonists aged 0-17.&lt;br /&gt;
&lt;br /&gt;
====Giggling and crying====&lt;br /&gt;
Instead of [[mental inspiration|mental inspirations]] or [[mental breaks]], babies will have giggling or crying &amp;quot;fits&amp;quot; which gives a mood boost or penalty to other colonists within a 10 tile{{Check Tag|Verify|Based on dev mode testing. Exact number unverified.}} radius. The ratio between giggling and crying is directly related with the baby's mood.&lt;br /&gt;
&lt;br /&gt;
[[Mood]] boosts from giggling babies go from {{Good|+4}} up to {{Good|+10}}, while crying babies can cause mood maluses from {{Bad|-8}} down to {{Bad|-20}}. Parents are only half as bothered by their baby crying, and twice as happy when their baby is giggling.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.125, 0.25, 1, 2, 4 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crying occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=12, 6, 1, 0.25, 0.125 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling to crying ratio (higher is better)&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.011, 0.042, 1, 8, 32 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Occurance of giggling per time crying&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Babies get the same [[Social|social]] opinion boosts from [[Social#Family_by_Blood|familial relationships]] that other pawns do. They are born aware of their entire family tree, going back to the great-grandparent generation and including dead relatives. In addition, their social relationships are impacted by who feeds them and who hears them crying. They will not know all of your colonists when born, only beginning to remember them after they've interacted a few times (and the colonist will likewise not remember the baby)!&lt;br /&gt;
&lt;br /&gt;
Feeding changes the social opinions between a baby and their caretaker. A baby will gain about {{Good|+16}} social opinion for another pawn each time they are fed, with the &amp;quot;Fed me&amp;quot; opinion, which wears off over time. It is unclear whether breastfeeding provides a similar benefit. An adult who feeds a baby will gain about {{Good|+4}} social opinion for them from this act, and remember the feeding for longer than the baby does. This bonus only stacks up to 5 times, for a maximum of +16 opinion of the baby. Adults who breastfeed a baby gain about {{Good|+7}} opinion for the baby from the interaction. These feeding opinion changes are the same whether the caretaker is the baby's parent or not.&lt;br /&gt;
&lt;br /&gt;
Adults who hear a baby cry or giggle will change their opinions of the baby temporarily. A crying baby will gain the ''Cried'' {{Bad|-12}} opinion penalty, while a giggling baby will gain the ''Giggled'' {{Good|+12}} opinion boost. An adult can remember a baby's crying and giggling at the same time, cancelling each effect out. It is unclear if these modifiers stack.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=119039</id>
		<title>Reproduction</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=119039"/>
		<updated>2022-11-22T04:10:12Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: /* Pregnancy */ added mood details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About|human pregnancy and babies|older children|Children}}&lt;br /&gt;
&lt;br /&gt;
'''Reproduction''' is the means by which [[human]] babies are created. &lt;br /&gt;
&lt;br /&gt;
Note: Due to the continuous nature of the subject matter, this page covers from conception to the age of three. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Babies can be obtained via several different methods:&lt;br /&gt;
*  Choosing them as a starting colonist via the [[scenario system]].&lt;br /&gt;
*  Natural reproduction, through [[#Pregnancy|pregnancy]].&lt;br /&gt;
*  Assisted reproduction, through [[#Surrogacy|surrogacy]] or [[#Growth vat|growth vats]].&lt;br /&gt;
*  Purchasing them from [[Trade#Slaver|slavers]].{{Check Tag|Can babies be bought?}}&lt;br /&gt;
*  Receiving them from [[quests]] and [[events]]. Babies of any faction can be adopted instantly to the colony, without angering them.&lt;br /&gt;
&lt;br /&gt;
Note that with the exception of the first point, these methods become unavailable if &amp;quot;Disable children&amp;quot; is toggled on in the [[AI_Storytellers#Biotech|storyteller settings]].&lt;br /&gt;
&lt;br /&gt;
== Natural Reproduction ==&lt;br /&gt;
{{Image wanted|section=1|reason=Images of the &amp;quot;Try for pregnancy&amp;quot; etc. icons.}}&lt;br /&gt;
Pawns in [[Social#Romance|romantic relationships]] have a chance to get pregnant when they initiate [[lovin']]. Note that pawns must share a two-person bed, bedroll, or sleeping spot to initate lovin' but do not require one to avoid the &amp;quot;sleeping alone&amp;quot; mood debuff. &lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
The prospective parents' chance of successfully reproducing is primarily controlled by their [[#Fertility|Fertility]] stat. The player has three options to adjust pregnancy rates from Lovin' in any relationship. By opening the social tab, to the right of a Lover, Fiancee, or Spouse, you can see a button that lets you change the couple's approach for having kids.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:Normal.png|32px]]         &lt;br /&gt;
| '''Normal''' (Default) || x1 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:AvoidPregnancy.png|32px]] &lt;br /&gt;
| '''Avoid pregnancy''' || x0.25 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:TryForBaby.png|32px]]     &lt;br /&gt;
| '''Try for baby'''    || x4 pregnancy chance. &lt;br /&gt;
|}&lt;br /&gt;
Therefore, the total chance of pregnancy in one relationship is likely: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Pregnancy chance per relationship''' = '''Mother's fertility''' x '''Father's fertility''' x '''Reproductive Approach''' x '''Times Lovin''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual chance that a pair of pawns will do Lovin' each night varies, but it requires them to share the same bed and sleep at the same time. Their chance of Lovin' varies by age, as seen in [[Social#Lovin.27|this chart]]. The [[Genes#Low_libido|low libido]] and [[Genes#High_libido|high libido]] genes will also alter this. There have been reports that colonist mood and opinions of each other also influence the chance of doing Lovin'.&lt;br /&gt;
&lt;br /&gt;
=== Pregnancy ===&lt;br /&gt;
&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6 day trimesters. The player will receive a notification when the pregnancy starts and when it progresses from one trimester to the next. The pregnant pawn will gain penalties to movement, manipulation, and hunger rate, increasing each trimester as seen in the chart below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| First trimester ||&lt;br /&gt;
&lt;br /&gt;
* Hunger rate offset: {{++|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| Second trimester ||&lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|10%}}&lt;br /&gt;
* [[Manipulation]]: {{--|5%}}&lt;br /&gt;
* Hunger rate offset: {{++|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| Third trimester || &lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|50%}}&lt;br /&gt;
* [[Manipulation]]: {{--|10%}}&lt;br /&gt;
* Hunger rate offset: {{++|50%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Throughout their pregnancy, they will also occasionally gain mood buffs or debuffs due to hormonal induced mood swings.{{Check Tag|Detail needed}} &lt;br /&gt;
&lt;br /&gt;
'''Mood Swings'''&lt;br /&gt;
* New pregnancy, which appears in the first trimester. Can affect mood in either direction: {{Good|+3}} or {{Bad|-3}} ''I'm pregnant and not very happy about it.''&lt;br /&gt;
&lt;br /&gt;
Pregnant pawns may also receive the &amp;quot;morning sickness&amp;quot; condition, which lasts 4 to 8 ingame hours.&lt;br /&gt;
&lt;br /&gt;
'''Morning sickness:'''&lt;br /&gt;
* [[Consciousness]]: {{Bad|x0.8}}&lt;br /&gt;
* [[Moving]]: {{Bad|x0.9}}&lt;br /&gt;
* [[Manipulation]]: {{Bad|x0.9}}&lt;br /&gt;
* Vomiting {{MTB}}: {{Bad|{{#expr:(24*0.075)}} Hours}}&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
== Assisted reproduction ==&lt;br /&gt;
Science enables new methods for obtaining babies. After Fertility Procedures has been researched, you can extract [[Ovum|ova]] from female pawns and fertilize them to form an [[Embryo|embryo]], for use in surrogate pregnancies or vat-grown babies.&lt;br /&gt;
&lt;br /&gt;
Both methods require extracting an ovum from a [[Reproduction#Fertility|fertile]] female pawn, be they [[colonist]], [[prisoner]], or [[slave]]{{IdeologyIcon}}, through a medical operation in the pawn's Health tab: &amp;quot;Extract ovum for IVF&amp;quot;. The operation requires one of any type of medicine and a doctor, although it is a relatively easy surgery, with a 500% multiplier on success, and 0% chance of death on failure. &lt;br /&gt;
&lt;br /&gt;
The ovum may then fertilized by a fertile male colonist or slave (but not prisoner) to produce an embryo. As long as the male pawn's fertility is above 0% this will be successful{{Check Tag|Verify|Not thoroughly checked}}. The resulting embryo can then be implanted in female pawns (may be prisoner, colonist, or slave) to initiate a pregnancy, placed in a growth vat, or sold.&lt;br /&gt;
&lt;br /&gt;
=== Surrogacy ===&lt;br /&gt;
With the [[Research#Fertillity Procedures|Fertillity Procedures]] research, you can create [[embryo]]s. They can then be implanted into a pawn for a chance for the pawn to become pregnant. The chance of success depends on the surrogate's own Fertility.&lt;br /&gt;
&lt;br /&gt;
Even if they did not supply the ovum, the surrogate will be considered the birth mother. Otherwise, it will act as a regular pregnancy.{{Check Tag|Verify|Not thoroughly checked, quick devmode run to write this section}}. A pawn born this way will consider both their surrogate and genetic mother as the pawn's parents in terms of social opinions.&lt;br /&gt;
&lt;br /&gt;
=== Growth vats ===&lt;br /&gt;
{{See also|Growth vat}}&lt;br /&gt;
[[Growth vat]]s are a complete alternative to pregnancy. They require the [[Research#Growth vats|Growth vat]]s research to make, as well as [[Research#Fertility procedures|Fertility Procedures]], and two pawns with &amp;gt; 0% Fertility to actually create embryos. &lt;br /&gt;
&lt;br /&gt;
Growth vats allow an embryo to be born in 9 days, half the time of a natural pregnancy. Active vats must be given a constant supply of 200 W of [[power]] and 6 [[nutrition]] per day - or around 6.5 [[simple meal]]s per day - to ensure survival of the fetus. If lacking either, then the fetus will undergo biostarvation, increasing by 50% per day. If biostarvation reaches 100%, the fetus will be destroyed.&lt;br /&gt;
&lt;br /&gt;
Growth vat births always have a [[Reproduction#Quality|quality]] of 70%, which affects the chance of the baby being born healthy. However, there are benefits to this method: as it avoids natural birth, the mother won't be weighed down, and there is no risk of them dying.&lt;br /&gt;
&lt;br /&gt;
== Birth ==&lt;br /&gt;
Your first warning for a pawn's upcoming childbirth comes during a pawn's pregnancy: the player will receive one notification when the mother hits the third trimester about &amp;quot;&amp;lt;Colonist&amp;gt;'s baby prep&amp;quot;, which explains all the steps you can take to help the mother give birth successfully. Besides preparing a location and doctor for the birth, this notification reminds you to prepare a food source for the baby and build them a crib. Labor will happen roughly 6 days after, starting with a notification of &amp;quot;&amp;lt;Colonist&amp;gt; in labor!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once labor begins, the birthing procedure can be initiated by clicking on the mother, and selecting the &amp;quot;Begin birth&amp;quot; option. This allows the player to select participants and a Doctor, much like [[Ideology]]'s rituals. The procedure will take place at a bed or sleeping spot, chosen automatically (preferring medical beds) if the mother is not already in bed. All of these choices have an effect on the birth's quality, which affects the chance that the mother and baby will come out of childbirth alive and healthy. You can view the exact factors and their influence in the Quality section below. The expected duration of this operation is variable, but will end once the baby has been born or mother has died.&lt;br /&gt;
&lt;br /&gt;
===Labor===&lt;br /&gt;
The progress of labor can be tracked in the mother's health tab. Labor begins with contractions, different stages of dilation that change randomly over time, with all adding various amounts of pain and restrictions on movement for the mother. Many stages will incapacitate her, so even before the childbirth operation begins, it is important to bring her to a bed. When the childbirth operation has proceeded for a while, you will receive a small notification saying &amp;quot;&amp;lt;mother&amp;gt;'s labor has entered the final stage&amp;quot;, and the labor will progress to the final &amp;quot;pushing&amp;quot; stage. &lt;br /&gt;
&lt;br /&gt;
'''Stages of labor:'''&lt;br /&gt;
* dilation, mild: pain +25%, moving x40%&lt;br /&gt;
* dilation, debilitating: pain +85%&lt;br /&gt;
* pushing: pain +85%&lt;br /&gt;
&lt;br /&gt;
Once the childbirth procedure has begun, any spectating loved ones may socialize with each other, but the doctor and mother will be focused on their tasks. Spectators and the doctors can leave if needed, by selecting a pawn and then pressing the &amp;quot;Leave child birth&amp;quot; option.&lt;br /&gt;
Finally, you can cancel the birth operation by selecting any of the involved pawns and then selecting the &amp;quot;Cancel child birth&amp;quot; option, which allows you to restart childbirth later.&lt;br /&gt;
&lt;br /&gt;
===Quality===&lt;br /&gt;
When starting the child birth procedure, a screen will show you the expected quality of the birth, determined by:&lt;br /&gt;
* Loved one present: the presence of someone that the mother considers a friend or more gives +5% quality, with no stacking for multiple friends or a better friend. By default, the father will be selected to be present. If the doctor performing the operation is a friend, they will count towards this bonus too.&lt;br /&gt;
* Age of the mother: a 22-year-old has a +50% quality, and as the mother grows older, this drops.&lt;br /&gt;
* Doctor's medical skill: can range from 0-20% or more. Skill level 1 gives 1.3%, 3 gives +3.8%, 7 gives +8.8%, and 16 gives +20% quality.&lt;br /&gt;
* Indoors: if inside, the quality gains +5%.&lt;br /&gt;
* Room cleanliness: cleanliness can range from 0-0.6, giving 0-10% in quality bonuses.&lt;br /&gt;
* Bed health effects: contributes up to 5%, with things like bed quality, a medical bed, and (perhaps vitals monitor or other furniture?) influencing this stat. A bed rating of 5 guarantees a quality bonus of +5%.&lt;br /&gt;
&lt;br /&gt;
Therefore, the most important factors in a safe birth are the mother's age and the doctor's skill level.&lt;br /&gt;
&lt;br /&gt;
Birth quality is likely determined at the moment of the baby's birth; allowing the doctor or loved ones to leave, or having the room grow dirty, has an effect on birth quality.&lt;br /&gt;
&lt;br /&gt;
=== Outcomes ===&lt;br /&gt;
{{Stub|section=1|reason=Exact math on the chance mechanics}}&lt;br /&gt;
Depending on the quality, the baby can be born healthy or sickly, or they may die during birth. At lower qualities, there is also a chance that the mother can die during childbirth.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Expected Quality''' || 76 || 84 || 95&lt;br /&gt;
|-&lt;br /&gt;
| '''Mother dies''' || 0.98% || 0.45% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Still''' || 3.3% || 3% || 2.6%&lt;br /&gt;
|-&lt;br /&gt;
| '''Sick''' || 7.4% || 7.5% || 7.5%&lt;br /&gt;
|-&lt;br /&gt;
| '''Healthy''' || 89% || 90% || 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You will receive a notification when the birth is complete, and the baby will appear on an adjacent tile. If the baby was born alive, a pawn with the Childcare work enabled can be instructed to either move the baby to a safe space, or to deliver it to the mother for breastfeeding. The baby will be born hungry, with a mood penalty of {{Bad|-6}}.&lt;br /&gt;
&lt;br /&gt;
If your baby was healthy, the notification is &amp;quot;Healthy child birth&amp;quot;, and it gives you 24 hours to choose a name for the baby. This is the only time where you can completely customize the baby's first and last names, and you additionally can add an optional nickname. The game will suggest the mother and father's last names on this screen, and provide random suggestions for the other names. Until then, the baby's name is temporary, and called &amp;quot;Baby &amp;lt;Mother's last name&amp;gt;&amp;quot;. The baby will also receive the Childhood title &amp;quot;Newborn&amp;quot;, and belong to the mother's faction. The baby's parents will receive a 15-day mood boost that &amp;quot;&amp;lt;Baby&amp;gt; was born healthy&amp;quot; {{Good|+8}}.&lt;br /&gt;
&lt;br /&gt;
If the baby is born sick, they are affected by a form of [[infant illness]], which can start at a variable intensity. If left untreated before 10 days is up, the baby dies, but if it lives through 10 days after birth, the illness will no longer affect the baby. You will also get the chance to name your baby.&lt;br /&gt;
&lt;br /&gt;
If the mother survived childbirth, she will remain in bed, incapacitated by exhaustion (Postpartum exhaustion) for 16 hours. She'll no longer feel any pain from childbirth, but won't be able to move. However, if another pawn delivers her baby to her, she can begin breastfeeding. &lt;br /&gt;
&lt;br /&gt;
== Lactation ==&lt;br /&gt;
&lt;br /&gt;
Lactation is the mechanic that allows pawns to breastfeed babies. Lactation gives pawns a milk fullness stat, and when milk fullness is above 0%, a pawn can breastfeed any baby, even if it is not their own child. There are other consequences to lactation, however: lactating pawns require more nutrition per day, and they have a reduced chance of pregnancy. Prior to update 1.4, lactating pawns could not become pregnant, regardless of their [[Reproduction#Fertility|fertility]] and reproductive strategy, but after update 1.4, lactation places a 5% multiplier on a pawn's fertility, giving them a very small chance of becoming pregnant. Lactation lasts indefinitely, only stopping after 10 days of not breastfeeding a child. There is no visible timer on this, but after the 10 days are up, you'll receive a pop-up saying &amp;quot;&amp;lt;Colonist&amp;gt; is no longer lactating due to not breastfeeding for ten days&amp;quot;. You can view a pawn's other lactation details in their Health panel. &lt;br /&gt;
&lt;br /&gt;
Upon a successful childbirth, a mother will begin lactating, with milk fullness starting at 100%. Milk fullness regenerates at varying rates depending on the mother's hunger level. Lactating pawns require more nutrition per day in order to produce milk: the mother's Food Consumption stat rises from 1.6 to 2.1 nutrition per day, a gain of +0.5 (a simple meal has 0.9 nutrition). However, the nutrition required for them to make milk depends on their milk regeneration level, which decreases in stages following their hunger level. As a pawn gets more hungry, they won't produce as much milk, and won't require as much extra nutrition. Additionally, a lactating pawn with milk fullness of 100% won't require any extra nutrition since they're not currently regenerating milk. You can view the pawn's current nutritional needs by checking the details of their &amp;quot;Lactating&amp;quot; condition in the pawn's Health tab. Lactating does not affect any other pawn stats or conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger Level''' || Ravenously Hungry || Hungry || Full&lt;br /&gt;
|-&lt;br /&gt;
| '''Milk Regeneration''' || 25% || ? || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Extra Nutrition Per Day''' || 0.13 || ? || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Heredity ==&lt;br /&gt;
{{See also|Genes}}&lt;br /&gt;
When an [[embryo]] is conceived, it will inherit some of the [[genes]] of both parents. During a mother's pregnancy, you can view her child's genes by going to her Health tab and selecting the information button for her pregnancy. The genetics section will list all genes that her child has inherited. &lt;br /&gt;
&lt;br /&gt;
Genes which can be passed down come from the [[germline]] DNA, and are called endogenes. Pawns may modify themselves with [[Xenogene|xenogenes]], but as it's not part of a pawn's germline DNA, it cannot be passed down. If an endogene is only present in one parent, it has a small chance to be passed down.{{Check Tag|What's the chance?|What is the algorithm for calculating gene inheritance?}} However if an endogene is present in both parents, it will always be passed down.&lt;br /&gt;
&lt;br /&gt;
Generally, all pawns will have at least one hair color and skin color endogene. Offspring will always pick one hair color and skin color endogene from their parents. If no hair/skin color endogene can be found in either parent, such as if they were two [[highmates]], a random hair/skin color endogene will be picked from the natural list of hair/skin colors instead.&lt;br /&gt;
&lt;br /&gt;
If a pawn has multiple [[Genes#Cosmetic|cosmetic genes]] within a category, like body type, one random gene will override the others. This will be the gene represented on the pawn. For non-cosmetic genes within a category there is a fixed priority for overrides, usually favored towards the negative variations. For example, an awful [[shooting]] aptitude will override all other shooting aptitudes. Xenogenes will always take priority over endogenes. Thus, even though the Slow runner endogene overrides their Fast runner endogene, the Fast runner xenogene will override the Slow runner endogene. Note that overridden endogenes can still be passed down as normal.&lt;br /&gt;
&lt;br /&gt;
If a child is born from an incestuous relationship, there's a risk of them becoming [[Genes#Miscellaneous|inbred]]; up to 80% for direct relatives. {{Check Tag|Which relations?|What counts as direct? Effect of other relations}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! '''Inbred'''&lt;br /&gt;
[[File:Gene_Inbred.png|64px]]         &lt;br /&gt;
|&lt;br /&gt;
* Complexity: {{Bad|+1}}&lt;br /&gt;
* Metabolic efficiency: {{Bad|-2}}&lt;br /&gt;
* Forced Trait: [[Slow learner]]&lt;br /&gt;
* [[#Fertility|Fertility]]: {{Bad|x50%}}&lt;br /&gt;
* [[Immunity gain speed]]: {{Bad|x85%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fertility ==&lt;br /&gt;
Fertility is the main pawn stat affecting pregnancy chances, acting as a percentage multiplier on the chance of getting pregnant naturally or through an ovum implantation. Natural pregnancy chance is equally dependent on the fertility of both partners. Additionally, fertility must be above 0% to extract a pawn's ovum or to fertilize the [[Ovum|ovum]] into an [[Embryo|embryo]].&lt;br /&gt;
&lt;br /&gt;
This stat is affected by a variety of factors, such as age, [[Genes|genes]], and [[#Contraceptives|contraceptives]]. Age is the baseline for fertility, changing slowly for each colonist over time, and at a different rate by pawn gender. Genes provide an additional multiplier on fertility. Contraceptives instantly bring fertility to 0%, overriding other fertility factors.&lt;br /&gt;
&lt;br /&gt;
For baseline humans without fertility-modifying genes, both men and women start becoming fertile after age 14; but regardless of fertility, pawns can't participate in reproduction until they are 16. Fertility increases differently by gender. Women's fertility increases until age 20, but starts dropping at age 28 until it reaches 0% at age 50. Men's fertility increases until age 18, but starts dropping at age 50 until it's 0% at age 90. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Female Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 20, 28, 35, 40, 45, 50, 120&lt;br /&gt;
|y=0, 0, 100, 100, 50, 10, 2, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Male Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 18, 50, 90, 120&lt;br /&gt;
|y=0, 0, 100, 100, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Genes affect fertility in direct and indirect ways. There are two direct effects: the [[Genes#Fertile|Fertile]] gene doubles fertility and the [[Genes#Sterile|Sterile]] gene completely nullifies it. &lt;br /&gt;
&lt;br /&gt;
Some genes provide an indirect effect on fertility through their effect on age. Aging-related genes like [[Genes#Non-senescent|Non-senescent]] cannot mitigate the effects of age on fertility, but the [[Genes#Ageless|Ageless]] gene can keep a pawn's fertility stable by freezing the pawn's biological age. Additionally, other aging-related technologies can affect a pawn's fertility: [[Biosculpter_pod#Age_reversal|Age Reversal]] in a [[Biosculpter_pod|Biosculpter pod]] {{IdeologyIcon}} has a fully restorative effect on fertility, even allowing a completely infertile pawn to become fertile again once they pass back into the age range of fertility for their gender.&lt;br /&gt;
&lt;br /&gt;
== Contraceptives ==&lt;br /&gt;
There are many ways to manually change the likelihood of natural pregnancy. The simplest way in the game to prevent pregnancy is to not give pawns a [[double bed]] to themselves. However, it deprives them of the [[mood]] bonuses of Lovin' in the first place. You can instead change a couple's Reproductive Approach in the Social tab to the &amp;quot;Avoid pregnancy&amp;quot; option, which reduces their pregnancy rate by -75% but still allows them to make Lovin' at the same rate. Additionally, a guaranteed method of avoiding pregnancy is by continuing a pawn's [[Reproduction#Lactation|lactation]]. If a pawn is lactating (from having given birth before), then it is impossible for them to have a child under any circumstances. &lt;br /&gt;
&lt;br /&gt;
A more stable solution to controlling pregnancy can be pursued through research and medicine, by applying contraceptives to pawns of either gender who are engaging in Lovin'. The [[Research#Fertility Procedures|Fertility Procedures]] research gives access to multiple operations, temporary or permanent, to prevent and stop pregnancies. These surgeries can be applied to any pawn age 16 and up, and can be performed even if the pawn is already infertile.&lt;br /&gt;
&lt;br /&gt;
=== IUD ===&lt;br /&gt;
This is a temporary method of preventing pregnancies. You can stop a female pawn from becoming pregnant with the &amp;quot;Implant IUD&amp;quot; medical operation, which has a 100% success chance and no chance of pawn death upon failure. The operation requires {{Icon Small|medicine}} 1 [[Medicine]] of any type and will anesthetize the pawn. The IUD lasts indefinitely and can be seen in the pawn's Health tab, but you can later remove it through the &amp;quot;Remove IUD&amp;quot; medical operation, also for {{Icon Small|medicine}} 1 [[Medicine]] of any type. Women may embark with IUDs already implanted. If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
Implanted IUDs also stop pregnancies in the first trimester, an alternative to the Terminate Pregnancy operation.&lt;br /&gt;
&lt;br /&gt;
=== Vasectomy ===&lt;br /&gt;
This is another temporary method of preventing pregnancies. You can stop a male pawn from impregnating others with the &amp;quot;Perform vasectomy&amp;quot; medical operation, which also has a 100% success chance with no chance of pawn death upon failure. The vasectomy lasts indefinitely, with the operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. You can later remove it through the &amp;quot;Reverse vasectomy&amp;quot; medical operation, also for and {{Icon Small|medicine}} 1 [[Medicine]] of any type. Men may embark with the operation already performed.{{Check Tag|Verify}} If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
=== Tubal Ligation ===&lt;br /&gt;
This permanently stops a female pawn from being able to reproduce. &amp;quot;Perform tubal ligation&amp;quot; is a medical operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. The surgery success chance is 100% and there is no chance of pawn death upon failure.&lt;br /&gt;
&lt;br /&gt;
=== Termination ===&lt;br /&gt;
If the pawn has already become pregnant past the first trimester, the only option left is to terminate the pregnancy. This can be achieved through the medical operation &amp;quot;Terminate pregnancy&amp;quot; requiring {{Icon Small|medicine}} 1 [[Medicine]], after which the pawn will no longer be pregnant.&lt;br /&gt;
&lt;br /&gt;
This operation will upset the affected pawn. Depending on the trimester of the pregnancy, a moodlet of {{Bad|-5}} for the first, {{Bad|-10}} for the second, and {{Bad|-20}} for the third will occur, lasting for 10 days.&lt;br /&gt;
&lt;br /&gt;
== Babies ==&lt;br /&gt;
The end result of pregnancy is a human '''baby'''. Babies are small, helpless creatures that cannot walk or do anything by themselves. They only have three basic [[needs]]: food, sleep, and play. &lt;br /&gt;
&lt;br /&gt;
Babies can be ages 0-2, with newborn ages tracked in days and quadrums rather than years. Once a baby turns 3, they become a [[Children|child]], and on their [[Children#Age_3|3rd birthday]] you can make special choices for how they will develop further. Under the default [[storyteller|storyteller settings]], pawns under 13 will age 4x faster than normal, so the biological age of the baby is not how many days/quadrums they have actually been alive. [[Growth vat]]s can speed up a baby's growth by 20x that of an adult, or 5x faster than default. Using a growth vat seems to have no ill effects on a baby or its development, at least until it exits the baby stage.{{Check Tag|Not thoroughly tested|No visible effect?}} However, parents gain a {{--|4}} ''My baby is in a growth vat'' [[mood]]let.&lt;br /&gt;
&lt;br /&gt;
If a baby is left on the ground, any colonist (even those incapable of childcare or hauling) can try to bring the baby somewhere safe, like an available crib. Usually a colonist will quickly try to do this automatically. If you draft a colonist while they are carrying a baby, you'll receive a pop-up warning that your colonist is carrying a baby while drafted. If you undraft and redraft the colonist, they will drop the baby.&lt;br /&gt;
&lt;br /&gt;
Babies are born with no traits or skills: these develop during childhood [[Children#Growth_moments|Growth Moments]]. They also have no [[Ideoligion|ideoligion]] {{IdeologyIcon}}. Unless they have temporary health effects from being born sick, they have no health conditions, with every health stat at 100%, except for Moving, which is at 0%.&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
{{See also|Saturation}}&lt;br /&gt;
Babies need less [[nutrition]] to become full, but their hunger rate is adjusted with it to require [[food]] twice a day. Since babies cannot eat anything by themselves, pawns assigned to childcare will help feed them. The feeding process is fairly slow when compared to adult eating.&lt;br /&gt;
&lt;br /&gt;
They can ''only'' be fed in one of following ways:&lt;br /&gt;
* Breastfeeding from any lactating pawn, even those not their mother.&lt;br /&gt;
* Cooking and feeding them [[baby food]], produced at a campfire or stove from vegetable ingredients.&lt;br /&gt;
* Feeding them animal [[milk]] or [[insect jelly]].&lt;br /&gt;
&lt;br /&gt;
Of these, breastfeeding is usually the easiest. Unlike other foods, which feed in bursts only once the food has been consumed, breastfeeding will gradually increase the food bar. This allows the breastfeeding pawn to pause at any point, whilst also not wasting excess food. Usually, a pawn will sit down to breastfeed, continuing until the baby is full or the pawn is out of milk.&lt;br /&gt;
&lt;br /&gt;
You can control what foods the baby can eat and who will try to feed the baby in the baby's &amp;quot;Feeding&amp;quot; tab. By default, the mother will be set to Urgent, with all other pawns set to Childcare. If a pawn is set to childcare, that does not mean they will feed the baby: their childcare labor may be turned off, or they may be incapable of it.&lt;br /&gt;
* &amp;quot;Urgent&amp;quot; means the pawn will feed the baby day or night, even if the pawn is not assigned to childcare or capable of it.&lt;br /&gt;
* &amp;quot;Childcare&amp;quot; means the pawn will feed the baby as childcare work.&lt;br /&gt;
* &amp;quot;Never&amp;quot; means the pawn won't automatically feed the baby.&lt;br /&gt;
You can allow the baby to eat milk, insect jelly, and baby food in this tab, but can't control breastfeeding here. &lt;br /&gt;
&lt;br /&gt;
==== Drugs ====&lt;br /&gt;
Although babies are limited to eating certain foods, you can administer drugs to babies under the Health&amp;gt;&amp;gt;Medical Operations tab. These have an outsized influence because of the pawns' very small body sizes (x0.20 of the size of an adult). This means each administered drug causes a higher severity of reaction, affecting the duration of the high and the likelihood of [[Drugs#Addiction_and_Tolerance|tolerance]] buildup. This indirectly increases the chance of addiction: tolerance built so quickly makes babies much more likely to get addicted to drugs upon further administrations. Babies receive the same mood effects from drugs as adults do: administering a smokeleaf joint to a baby gives them the {{Good|+13}} High on Smokeleaf mood boost. However, the effect of drugs lasts much longer because the drug severity is higher: a one-joint smokeleaf high for a baby lasts a max of 24, rather than 12, hours.&lt;br /&gt;
&lt;br /&gt;
===Sleep===&lt;br /&gt;
{{See also|Rest}}&lt;br /&gt;
Unlike adults, babies don't follow a sleep schedule, instead falling asleep mostly at random. They may be in a sleeping spot, growing steadily more sleepy and upset, while still not falling asleep.&lt;br /&gt;
&lt;br /&gt;
A [[crib]] or [[bed]] should be provided for the baby to sleep in, as it will negate the negative [[mood]] from sleeping on the floor. There are several benefits of cribs over beds: cribs take up only one tile, multiple can be placed in a room without turning it into a barracks, and high-quality cribs can increase the mood of the baby while it rests or sleeps. &lt;br /&gt;
&lt;br /&gt;
Force-feeding, holding, or playing with the baby will wake them up, possibly keeping them unhappy from being tired.&lt;br /&gt;
&lt;br /&gt;
===Play===&lt;br /&gt;
Babies need to be played with, in place of standard Recreation. An adult assigned to child care will play with the baby once the play need is almost empty. There are different activities that will fulfill the baby's play need. A [[toy box]] and [[baby decoration]] increases the quality of play.&lt;br /&gt;
&lt;br /&gt;
===Mood===&lt;br /&gt;
Babies' moods are influenced by their needs for food, sleep, and play. These are affected at the same rates as for adults:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger''' || Ravenously Hungry || Hungry || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Sleep''' || Tired || Drowsy  || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Play''' || Really wants to play || Wants to Play  || Normal || Entertained || Very Entertained&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -10 || -5 || 0 || 5 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Babies share many moodlets with adults but aren't affected by as many influences. Babies can gain the {{Bad|-4}} Slept in the Cold moodlet, but aren't affected by temperature as much while awake. Babies have the same expectations for colony life as most other pawns do, influencing their moods at the same rate. Babies appreciate comfort only while resting or sleeping in a [[Crib|crib]], with various qualities providing higher mood boosts. They can be influenced by psychic drones just as much as other pawns, and have a psychic sensitivity of 100% by default.&lt;br /&gt;
&lt;br /&gt;
Uniquely, babies get a mood bonus when their parents are very happy: &amp;quot;Parent is happy&amp;quot; {{Good|+6}}, or &amp;quot;Parents are happy&amp;quot; {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
Being held or breastfed does not affect the baby or caretaking adult's mood in any direct way. However, babies will temporarily forget any ill mood effects from lack of Sleep while being held, although these needs will still decrease as usual.&lt;br /&gt;
&lt;br /&gt;
A baby's mood affects the moods of all other colonists, much like [[Children#Mood|children's moods]] can. Parents of a baby who is very happy will receive a {{Good|+6}} mood boost for &amp;quot;My child &amp;lt;baby&amp;gt; is happy&amp;quot;. If the baby is about 1/3 of its happiness or less, parents have a {{Bad|-6}} mood penalty, thinking &amp;quot;My child &amp;lt;baby&amp;gt; is unhappy&amp;quot;. Babies also factor into the colonists' thoughts on the overall happiness of the colony's children, which range from a positive {{Good|+2}} &amp;quot;Happy youngsters&amp;quot; mood boost to a {{Bad|-2}} &amp;quot;Sad youngsters&amp;quot;, to worse negative mood penalties, all based on the average of the moods of colonists aged 0-17.&lt;br /&gt;
&lt;br /&gt;
====Giggling and crying====&lt;br /&gt;
Instead of [[mental inspiration|mental inspirations]] or [[mental breaks]], babies will have giggling or crying &amp;quot;fits&amp;quot; which gives a mood boost or penalty to other colonists within a 10 tile{{Check Tag|Verify|Based on dev mode testing. Exact number unverified.}} radius. The ratio between giggling and crying is directly related with the baby's mood.&lt;br /&gt;
&lt;br /&gt;
[[Mood]] boosts from giggling babies go from {{Good|+4}} up to {{Good|+10}}, while crying babies can cause mood maluses from {{Bad|-8}} down to {{Bad|-20}}. Parents are only half as bothered by their baby crying, and twice as happy when their baby is giggling.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.125, 0.25, 1, 2, 4 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crying occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=12, 6, 1, 0.25, 0.125 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling to crying ratio (higher is better)&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.011, 0.042, 1, 8, 32 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Occurance of giggling per time crying&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Babies get the same [[Social|social]] opinion boosts from [[Social#Family_by_Blood|familial relationships]] that other pawns do. They are born aware of their entire family tree, going back to the great-grandparent generation and including dead relatives. In addition, their social relationships are impacted by who feeds them and who hears them crying. They will not know all of your colonists when born, only beginning to remember them after they've interacted a few times (and the colonist will likewise not remember the baby)!&lt;br /&gt;
&lt;br /&gt;
Feeding changes the social opinions between a baby and their caretaker. A baby will gain about {{Good|+16}} social opinion for another pawn each time they are fed, with the &amp;quot;Fed me&amp;quot; opinion, which wears off over time. It is unclear whether breastfeeding provides a similar benefit. An adult who feeds a baby will gain about {{Good|+4}} social opinion for them from this act, and remember the feeding for longer than the baby does. This bonus only stacks up to 5 times, for a maximum of +16 opinion of the baby. Adults who breastfeed a baby gain about {{Good|+7}} opinion for the baby from the interaction. These feeding opinion changes are the same whether the caretaker is the baby's parent or not.&lt;br /&gt;
&lt;br /&gt;
Crying causes a temporary social penalty for the baby, with a colonist's opinion of them dropping {{Bad|-12}} for each time the adult hears the baby crying.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Traits&amp;diff=119037</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Traits&amp;diff=119037"/>
		<updated>2022-11-22T03:57:51Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: /* Drug desire */ fixed wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
[[File:traits_preview.png|right]]'''Traits''' personalize and add flavor to your colonists by granting a wide variety of special bonuses or conditions to their day to day activities, and so encourage more complex player-conceived stories based on those individual characters.  Traits provide physical or psychological abilities or limitations, likes/dislikes, behavior tendencies, personality quirks, and so on.  Some are beneficial, some are harmful to the colonist or your colony as a whole.  Some are constant, some only rarely triggered.  Some can be more or less easily negated or manipulated to your advantage by catering to them (or denying them), others are more problematic or outright dangerous.&lt;br /&gt;
&lt;br /&gt;
== General traits ==&lt;br /&gt;
These traits are generalized into groups, organized roughly by topic but there are no such groupings laid out formally in the game. There are no relations or prohibitions between traits grouped together here unless noted (e.g. a colonist cannot be both &amp;quot;ascetic&amp;quot;, wanting a minimal bedroom, ''and'' &amp;quot;jealous&amp;quot; of those with better bedrooms).&lt;br /&gt;
&lt;br /&gt;
=== Lifestyle ===&lt;br /&gt;
One likes what one likes...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Night owl&amp;quot;&lt;br /&gt;
! Night owl&lt;br /&gt;
| NAME likes to work at night. S/He gets a mood bonus if awake at night and mood loss if awake during the day. S/He doesn't get a mood penalty for being in the dark.&lt;br /&gt;
| {{--|10}} [[mood]] penalty if awake during day (11:00 - 18:00)&amp;lt;br/&amp;gt;{{+|16}} mood bonus if awake during night (23:00 - 06:00)&amp;lt;br/&amp;gt;'''&amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt; :''' No mood penalty from being in the dark&lt;br /&gt;
| -&lt;br /&gt;
| 1.3&lt;br /&gt;
|- id=&amp;quot;Undergrounder&amp;quot;&lt;br /&gt;
! Undergrounder&lt;br /&gt;
| NAME has no need to experience the outdoors or light. S/He will never feel cooped up or get cabin fever, no matter how long s/he stays inside, and is not bothered by darkness.&lt;br /&gt;
| '''&amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt; :''' Mood not affected by Darkness&amp;lt;br/&amp;gt;'''&amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt; :''' No [[Outdoors]] or Space [[need]]&amp;lt;br/&amp;gt;'''&amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;−&amp;lt;/span&amp;gt; :''' Added [[Indoors (need)|Indoors]] need&amp;lt;br/&amp;gt;{{+|3}} mood when indoors / {{+|4}} when underground&amp;lt;br/&amp;gt;{{--|3}} mood when outdoors&amp;lt;br/&amp;gt;'''&amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt; :''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.2&lt;br /&gt;
|- id=&amp;quot;Nudist&amp;quot;&lt;br /&gt;
! Nudist&lt;br /&gt;
| NAME enjoys the feeling of freedom that comes from being nude. They can handle clothing, but will be happier without it.&lt;br /&gt;
| {{+|20}} mood bonus when naked&amp;lt;br/&amp;gt;{{--|3}} mood penalty for wearing any apparel, except headgear and [[utility]] items&lt;br /&gt;
| -&lt;br /&gt;
| 0.7&lt;br /&gt;
|- id=&amp;quot;Masochist&amp;quot;&lt;br /&gt;
! Masochist&lt;br /&gt;
| For NAME, there's something exciting about getting hurt. S/He doesn't know why, S/He's just wired differently.&lt;br /&gt;
| {{+|5}} [[mood]] bonus for being in a little [[pain]]&amp;lt;br/&amp;gt;{{+|10}} mood bonus for being in medium pain&amp;lt;br/&amp;gt;{{+|15}} mood bonus for being in severe pain&amp;lt;br/&amp;gt;{{+|20}} mood bonus for being in shock&amp;lt;br/&amp;gt;'''&amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt; :''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.5&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot; id=&amp;quot;Body modder&amp;quot;&lt;br /&gt;
! Body modder&lt;br /&gt;
| NAME feels limited in POSSESSIVE feeble human body. NAME often dreams of being enhanced by artificial body parts.&lt;br /&gt;
| {{+|4}} to {{+|13}} [[mood]] for having [[artificial body parts]]&amp;lt;br/&amp;gt;{{--|4}} mood penalty for not having an artificial body part&amp;lt;br/&amp;gt;{{+|8}} to {{+|40}} opinion of other colonists for each part installed on them&lt;br /&gt;
| [[#Body purist|Body purist]]&lt;br /&gt;
| 0.9&lt;br /&gt;
|- id=&amp;quot;Body purist&amp;quot;&lt;br /&gt;
! Body purist&lt;br /&gt;
| NAME believes the human body is limited for a reason. To her/him, artificial body parts are unethical and disgusting.&lt;br /&gt;
| {{--|10}} to {{--|35}} [[mood]] for having [[artificial body parts]]&amp;lt;br/&amp;gt;{{--|8}} to {{--|40}} opinion of other colonists for each part installed on them&lt;br /&gt;
| [[#Body modder|Body modder]]&lt;br /&gt;
| 0.7&lt;br /&gt;
|- id=&amp;quot;Gourmand&amp;quot;&lt;br /&gt;
! Gourmand&lt;br /&gt;
| NAME's life revolves around food. S/He gets hungry quickly, and if s/he is in a bad mood, s/he will often satisfy her/his-self by eating.&lt;br /&gt;
| {{++|50%}} hunger rate&amp;lt;br/&amp;gt;{{+|4}} [[Skills#Cooking|Cooking]] skill&amp;lt;br/&amp;gt;'''+/- :''' Only possible minor mental break is food binge as long as there is food in storage; can randomly change to such&lt;br /&gt;
| [[#Ascetic|Ascetic]]&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Living space ===&lt;br /&gt;
How a colonist perceives the walls that they call &amp;quot;home&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Ascetic&amp;quot;&lt;br /&gt;
! Ascetic&lt;br /&gt;
| NAME has forsaken physical comforts and enjoyments in favor of a simple, pure lifestyle. S/He will become unhappy if s/he has a bedroom that's too impressive. S/He also dislikes fancy food and prefers to eat raw. S/He never judges others by their appearance.&lt;br /&gt;
| {{+|5}} mood bonus for having an awful bedroom&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|5}} mood penalty for having a slightly impressive or better bedroom&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''&amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt; :''' Mood not affected by food quality, including [[nutrient paste meal]]s, prefers raw food{{Check Tag|Detail|Prefers means what? Does this mean no mood boosts from Fine meals? Does that make it a +/- etc.}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Pawn beauty of others does not change pawn's social opinion on that pawn&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''&amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt; :''' Gains the [[Psycasts#Minimal|Minimal]] meditation focus type {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''&amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;−&amp;lt;/span&amp;gt; :''' Loses the [[Psycasts#Artistic|Artistic]] meditation focus type, if they had it {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''×50%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Greedy|Greedy]]&amp;lt;br/&amp;gt;[[#Gourmand|Gourmand]]&amp;lt;br/&amp;gt;[[#Jealous|Jealous]]&lt;br /&gt;
| 0.7&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Greedy&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Greedy&lt;br /&gt;
| NAME needs a really impressive bedroom. S/He gets a mood loss if they don't get what they want.&lt;br /&gt;
| {{--|8}}/{{--|8}}/{{--|8}}/{{--|6}}/{{--|4}} [[mood]] penalty for not having a bedroom of [[Room stats#Levels of impressiveness|Slightly Impressive]] or better&lt;br /&gt;
| [[#Ascetic|Ascetic]]&amp;lt;br/&amp;gt;[[#Jealous|Jealous]]&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Jealous&amp;quot;&lt;br /&gt;
! Jealous&lt;br /&gt;
| For NAME, it's degrading to have a [[Room stats#Levels of impressiveness|less impressive]] bedroom than someone else. NAME gets a mood loss if any colonist has a more impressive bedroom.&lt;br /&gt;
| {{--|8}} [[mood]] penalty for not having the best bedroom.&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''&amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt; :''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}&lt;br /&gt;
| [[#Ascetic|Ascetic]]&amp;lt;br/&amp;gt;[[#Greedy|Greedy]]&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyromaniac&amp;quot;&lt;br /&gt;
! Pyromaniac&lt;br /&gt;
| NAME loves fire. They will occasionally start fires and will never extinguish them.&lt;br /&gt;
| {{+|5}} mood bonus for having an incendiary weapon equipped&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''&amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;−&amp;lt;/span&amp;gt; :''' Incapable of firefighting&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Only possible extreme mental break is fire starting spree&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''&amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;−&amp;lt;/span&amp;gt; :''' Will randomly have fire starting sprees with a {{MTB}} of 50 days, regardless of mood&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''-20%''' reduction in market value&amp;lt;br/&amp;gt;'''&amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt; :''' Gains the [[Psycasts#Flame|Flame]] meditation focus type {{RoyaltyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Social views ===&lt;br /&gt;
In a brutal world, what otherwise might be socially unacceptable or even unthinkable can be a positive survival trait for both you and your fellow colonists...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Bloodlust&amp;quot;&lt;br /&gt;
! Bloodlust&lt;br /&gt;
| NAME gets a rush from hurting people, and never minds the sight of blood or death.&lt;br /&gt;
| {{+|3}}/{{+|5}}/{{+|7}}/{{+|8}} mood bonus for wearing clothing made out of human skin&amp;lt;br/&amp;gt;{{+|8}} mood bonus for witnessing a stranger's death&amp;lt;br/&amp;gt;{{+|13}} mood bonus for killing strangers&amp;lt;br/&amp;gt;'''&amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt; :''' No mood penalty for wearing tainted clothes or organ harvesting&amp;lt;br/&amp;gt;'''&amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;−&amp;lt;/span&amp;gt; :''' Four times as likely to start a social fight&amp;lt;br/&amp;gt;'''&amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt; :''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}&lt;br /&gt;
| ''Requires pawn to be capable of [[Violence]]''&lt;br /&gt;
| 0.8&lt;br /&gt;
|- id=&amp;quot;Cannibal&amp;quot;&lt;br /&gt;
! Cannibal&lt;br /&gt;
| NAME was taught that eating human meat is wrong and horrible. But one time, long ago, S/He tried it... and S/He liked it.&lt;br /&gt;
| {{+|3}}/{{+|5}}/{{+|7}}/{{+|8}} mood bonus for wearing clothing made out of human skin&amp;lt;br/&amp;gt;{{+|15}} mood bonus after eating meal made with human flesh&lt;br /&gt;
&amp;lt;br/&amp;gt;{{+|20}} mood bonus after eating raw human flesh&amp;lt;br/&amp;gt;'''&amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt; :''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.6&lt;br /&gt;
|- id=&amp;quot;Psychopath&amp;quot;&lt;br /&gt;
! Psychopath&lt;br /&gt;
| NAME has no empathy. The suffering of others doesn't bother them at all. They don't mind if others are butchered, left unburied, imprisoned, or sold to slavery - unless it affects them. NAME also feels no mood boost from socializing.&lt;br /&gt;
| '''&amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt; :''' Mood not affected by sight of death, unburied colonists, prisoners sold into slavery, organ harvesting, butchering of humans or friendly chats. ''Note: Rotting corpses will still cause a mood debuff.''&amp;lt;br/&amp;gt;'''&amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt; :''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}&amp;lt;br/&amp;gt;'''x50%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
When it's us or them...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Nimble&amp;quot;&lt;br /&gt;
! Nimble&lt;br /&gt;
| NAME has remarkable kinesthetic intelligence. S/He seems to dance around danger with preternatural grace.&lt;br /&gt;
| {{+|15}} [[Melee Dodge Chance]]&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''x10%'''&amp;lt;/span&amp;gt; [[Trap Spring Chance]]&lt;br /&gt;
| -&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Brawler&amp;quot;&lt;br /&gt;
! Brawler&lt;br /&gt;
| NAME likes to fight up close and personal. S/He's accuracy is greatly increased in melee combat, but s/he'll be very unhappy if asked to carry a ranged weapon.&lt;br /&gt;
| {{+|4}} [[Skills#Melee|Melee]] skill&amp;lt;br/&amp;gt;{{--|4}} [[Skills#Shooting|Shooting]] skill&amp;lt;br/&amp;gt;{{+|4}} [[Melee Hit Chance]]&amp;lt;br/&amp;gt;{{--|20}} mood penalty for wielding a ranged weapon&amp;lt;br/&amp;gt;'''&amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;−&amp;lt;/span&amp;gt; :''' Disallows [[Skills#Shooting|shooting]] [[Skills#Passion|passions]]&amp;lt;br/&amp;gt;'''&amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;−&amp;lt;/span&amp;gt; :''' Disallows Shoot Frenzy [[Inspiration]]&lt;br /&gt;
| [[#Trigger-happy|Trigger-happy]]&amp;lt;br/&amp;gt;[[#Careful shooter|Careful Shooter]]&lt;br /&gt;
&amp;lt;br/&amp;gt;[[#Wimp|Wimp]]&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tough&amp;quot;&lt;br /&gt;
! Tough&lt;br /&gt;
| NAME has thick skin, dense flesh, and durable bones. S/He takes much less damage than other people from the same blows. S/He is extremely hard to kill.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;'''x50%'''&amp;lt;/span&amp;gt; damage taken&lt;br /&gt;
| [[#Delicate|Delicate]]&lt;br /&gt;
| 1.1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wimp&amp;quot;&lt;br /&gt;
! Wimp&amp;lt;ref&amp;gt;Hostiles cannot spawn with the Wimp trait.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| NAME is weak and cowardly. Even a little pain will immobilize her/him.&lt;br /&gt;
| {{--|50%}} [[Pain Shock Threshold]].&amp;lt;br/&amp;gt;&lt;br /&gt;
'''-15%''' [[market value]]&amp;lt;br/&amp;gt;'''x200%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Brawler|Brawler]]&amp;lt;br/&amp;gt;[[#Masochist|Masochist]]&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate {{BiotechIcon}}&lt;br /&gt;
| NAME has fragile skin and bones. She/He takes more damage than other people from the same blows.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''x115%'''&amp;lt;/span&amp;gt; damage taken&lt;br /&gt;
| [[#Tough|Tough]]&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
* and see also [[Trigger-happy]] and [[Careful shooter]], below.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
When your colonists are ''not'' fighting for their lives...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Too smart&amp;quot;&lt;br /&gt;
! Too smart&lt;br /&gt;
| NAME is too smart for her/his own good. S/He learns everything much faster than everyone, but can be quite eccentric.&lt;br /&gt;
| {{+|75%}} [[Global Learning Factor]]&amp;lt;br/&amp;gt;{{++|12%}} [[Mental Break Threshold]]&amp;lt;br/&amp;gt;'''x50%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Nerves|Nerves spectrum traits]]&amp;lt;br/&amp;gt;''Requires pawn be capable of [[Skills|Intellectual]]''&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Fast learner&amp;quot;&lt;br /&gt;
! Fast learner&lt;br /&gt;
| NAME has a knack for learning. S/He picks things up much faster than others.&lt;br /&gt;
| {{+|75%}} [[Global Learning Factor]]&lt;br /&gt;
| [[#Slow learner|Slow Learner]]&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Slow learner&amp;quot;&lt;br /&gt;
! Slow learner&lt;br /&gt;
| NAME is slow on the uptake. S/He picks things up much slower than others.&lt;br /&gt;
| {{--|75%}} [[Global Learning Factor]]&amp;lt;br/&amp;gt;'''x50%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Fast learner|Fast Learner]]&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Quick sleeper&amp;quot;&lt;br /&gt;
! Quick sleeper&lt;br /&gt;
| NAME doesn't need as much sleep as the average person. Whether s/he's sleeping on a bed or on the ground, s/he will be fully rested in about two thirds the usual time.&lt;br /&gt;
| {{+|50%}} [[Rest Rate Multiplier]]&lt;br /&gt;
| -&lt;br /&gt;
| 1.1&lt;br /&gt;
|- id=&amp;quot;Great memory&amp;quot;&lt;br /&gt;
! Great memory&lt;br /&gt;
| NAME has a fantastic memory for detail. S/He will lose unused skills at half the rate of other people.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;'''x50%'''&amp;lt;/span&amp;gt; Skill loss rate&lt;br /&gt;
| -&lt;br /&gt;
| 1.1&lt;br /&gt;
|- id=&amp;quot;Tortured artist&amp;quot;&lt;br /&gt;
! Tortured artist&lt;br /&gt;
| NAME feels alienated and misunderstood by other human beings. S/He will get a constant mood debuff, but gain a chance (50%) to get a creativity inspiration after a mental break.&lt;br /&gt;
| {{--|8}} Permanent mood&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;'''50%'''&amp;lt;/span&amp;gt; chance of receiving the [[mental inspiration]] &amp;quot;[[Inspired Creativity]]&amp;quot; after a [[mental break]] ends.&amp;lt;br/&amp;gt;'''&amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt; :''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type.{{RoyaltyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Relationships ===&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Kind&amp;quot;&lt;br /&gt;
! Kind&lt;br /&gt;
| NAME is an exceptionally agreeable and giving person. S/He never insults others and will sometimes offer kind words to brighten the moods of those around her/him. S/He also never judges people by their appearance.&lt;br /&gt;
| '''&amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt; :''' Sometimes tells others Kind Words&amp;lt;br/&amp;gt;{{+|5}} mood bonus for anyone who has been told Kind Words by this colonist&amp;lt;br/&amp;gt;'''&amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt; :''' Will not Slight or Insult others&amp;lt;br/&amp;gt;'''&amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt; :''' Opinion of other pawns not changed by beauty or on disfigured pawn&amp;lt;br/&amp;gt;'''x200%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Abrasive|Abrasive]]&amp;lt;br/&amp;gt;[[#Psychopath|Psychopath]]&lt;br /&gt;
| 2&lt;br /&gt;
|- id=&amp;quot;Abrasive&amp;quot;&lt;br /&gt;
! Abrasive&lt;br /&gt;
| NAME always says exactly what's on their mind, especially if it's bugging him/her. That tends to rub people the wrong way.&lt;br /&gt;
| '''&amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;−&amp;lt;/span&amp;gt; :'''Has a tendency to slight and insult people&amp;lt;br/&amp;gt;{{--|15%}} of the market value&amp;lt;br/&amp;gt;'''x50%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}&amp;lt;br/&amp;gt;&lt;br /&gt;
| ''Requires pawn be capable of [[Skills#Social|Social]].''&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Annoying voice&amp;quot;&lt;br /&gt;
! Annoying voice&lt;br /&gt;
| NAME's voice has a particularly grating, nasal quality to it, and tends to talk in barked, garbled phrases. This predisposes others to dislike them.&lt;br /&gt;
| {{--|25}} [[Social|opinion]] from other colonists&amp;lt;br/&amp;gt;'''-20%''' of the market value&lt;br /&gt;
| -&lt;br /&gt;
| 0.5&lt;br /&gt;
|- id=&amp;quot;Creepy breathing&amp;quot;&lt;br /&gt;
! Creepy breathing&lt;br /&gt;
| NAME breathes heavily all the time, and sweats constantly. People find it creepy.&lt;br /&gt;
| {{--|25}} [[Social|opinion]] from other colonists&amp;lt;br/&amp;gt;'''-10%''' of the market value&lt;br /&gt;
| -&lt;br /&gt;
| 0.5&lt;br /&gt;
|- id=&amp;quot;Misandrist&amp;quot;&lt;br /&gt;
! Misandrist&lt;br /&gt;
| NAME really dislikes and distrusts men.&lt;br /&gt;
| {{--|25}} opinion of men.&lt;br /&gt;
| [[#Psychopath|Psychopath]]&lt;br /&gt;
| 0.3 for men&amp;lt;br/&amp;gt;1.7 for women&lt;br /&gt;
|- id=&amp;quot;Misogynist&amp;quot;&lt;br /&gt;
! Misogynist&lt;br /&gt;
| NAME really dislikes and distrusts women.&lt;br /&gt;
| {{--|25}} opinion of women.&lt;br /&gt;
| [[#Psychopath|Psychopath]]&lt;br /&gt;
| 1.7 for men&amp;lt;br/&amp;gt;0.3 for women&lt;br /&gt;
|- id=&amp;quot;Asexual&amp;quot;&lt;br /&gt;
! Asexual&lt;br /&gt;
| NAME has no sexual attraction to anyone at all.&lt;br /&gt;
| '''+/- :''' May not have romantic relationships with people.&lt;br /&gt;
| [[#Gay|Gay]]&amp;lt;br/&amp;gt;[[#Bisexual|Bisexual]]&lt;br /&gt;
| 0.2&lt;br /&gt;
|- id=&amp;quot;Gay&amp;quot;&lt;br /&gt;
! Gay&lt;br /&gt;
| NAME is romantically attracted to people of their own gender.&lt;br /&gt;
| '''+/- :''' Will only have romantic relationships with people of the same gender.&lt;br /&gt;
| [[#Asexual|Asexual]]&amp;lt;br/&amp;gt;[[#Bisexual|Bisexual]]&lt;br /&gt;
| 0.3&lt;br /&gt;
|- id=&amp;quot;Bisexual&amp;quot;&lt;br /&gt;
! Bisexual&lt;br /&gt;
| NAME is romantically attracted to both men and women.&lt;br /&gt;
| '''+/- :''' Will have romantic relationships with people from either gender.&lt;br /&gt;
| [[#Asexual|Asexual]]&amp;lt;br/&amp;gt;[[#Gay|Gay]]&lt;br /&gt;
| 0.2&lt;br /&gt;
|- id=&amp;quot;Recluse&amp;quot;&lt;br /&gt;
! Recluse {{BiotechIcon}}&lt;br /&gt;
| The fewer people in NAME's faction, the happier she/he is. Being alone is best of all.&lt;br /&gt;
| Mood buff or debuff from the number of human pawns, children, guests, or prisoners in the colony. Mechanoids and pets do not count.&lt;br /&gt;
| -&lt;br /&gt;
| 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Recluse Mood {{BiotechIcon}} ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Count !! Mood  !! Count !! Mood&lt;br /&gt;
|-&lt;br /&gt;
| 1|| &amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+12&amp;lt;/span&amp;gt; || 11 || {{--|2}}&lt;br /&gt;
|-&lt;br /&gt;
| 2|| &amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+8&amp;lt;/span&amp;gt; || 12 || {{--|3}}&lt;br /&gt;
|-&lt;br /&gt;
| 3|| &amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt; || 13 || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| 4|| &amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt; || 15 || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| 5-10|| 0 || 16+ || {{--|8}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Uniquely to them, Gay/Bisexual/Asexual sexuality traits are the only ones that can generate after 3 traits limit, resulting in rare pawns with 4 traits. &lt;br /&gt;
* And see also the [[Traits#Beauty|Beauty]] category of traits, below.&lt;br /&gt;
&lt;br /&gt;
== Spectrum traits ==&lt;br /&gt;
Theses are groups of related traits, that are inter-related and grouped by degree, creating a &amp;quot;spectrum&amp;quot; of good/bad/better/worse in that specific sphere of behaviour. A colonist can only have one trait from any single related spectrum for these traits, defining whether they are notably outside the norm for, for example, movement speed, or drug interest, or their physical (un)attractiveness.&lt;br /&gt;
&lt;br /&gt;
=== Drug desire ===&lt;br /&gt;
These traits affect a colonist's likelihood to consume drugs.&lt;br /&gt;
&lt;br /&gt;
Note that despite the common misconception, chemical fascination and interest pawns no longer randomly go on [[mental break|drug binges]] independent of [[mood]]. &amp;lt;!-- Dated but important to clarify that it was previously true so reliable evidence in the past doesn't show it as wrong, just since outdated. --&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Chemical fascination&amp;quot;&lt;br /&gt;
! Chemical fascination&lt;br /&gt;
| NAME is utterly fascinated with chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possibly drug binges. S/He will ignore directives to not use recreational drugs, and will consume more than a normal person.&lt;br /&gt;
| Has [[Chemical need]], mood buff (up to {{+|6}}) when satisfied and mood debuff (up to {{--|12}}) when not&lt;br /&gt;
Will take drugs for [[Recreation]] regardless of [[Menus#Drug_policies|Drug policy]] and chemical need. NOTE: This only applies when a pawn are allowed recreate (e.g. not while [[Menus#Schedule|scheduled]] to Work) and to recreational drugs (i.e. all drugs except for penoxycyline and luciferium). They will otherwise follow the Drug Policy regarding drugs carried, and scheduled and addiction doses. &lt;br /&gt;
&lt;br /&gt;
NOTE: The colonist will still respect allowed areas and will not use forbidden stacks of any drug regardless of chemical need&lt;br /&gt;
|- id=&amp;quot;Chemical interest&amp;quot;&lt;br /&gt;
! Chemical interest&lt;br /&gt;
| NAME has an unusual interest in chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possible drug binges. S/He will ignore directives to not use recreational drugs, and will consume more than a normal person.&lt;br /&gt;
| Has [[Chemical need]], mood buff (up to {{+|3}}) when satisfied and mood debuff (up to {{--|6}}) when not&lt;br /&gt;
Will take drugs for [[Recreation]] regardless of [[Menus#Drug_policies|Drug policy]] and chemical need. NOTE: This only applies when a pawn are allowed recreate (e.g. not while [[Menus#Schedule|scheduled]] to Work) and to recreational drugs (i.e. all drugs except for penoxycyline and luciferium). They will otherwise follow the Drug Policy regarding drugs carried, and scheduled and addiction doses. &lt;br /&gt;
&lt;br /&gt;
NOTE: The colonist will still respect allowed areas and will not use forbidden stacks of any drug regardless of chemical need&lt;br /&gt;
|- id=&amp;quot;Teetotaler&amp;quot;&lt;br /&gt;
! Teetotaler&lt;br /&gt;
| NAME abhors the idea of gaining pleasure from chemicals. S/He strictly avoids alcohol and recreational drugs.&lt;br /&gt;
| Will not go on binges&lt;br /&gt;
Cannot be directed to take non-medical drugs; force administering the drug will cause a {{--|20}} mood penalty &amp;lt;br/&amp;gt;&lt;br /&gt;
{{--|25}} opinion of any pawns with chemical interest or fascination&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Industriousness ===&lt;br /&gt;
These traits affect the colonist's [[Global Work Speed]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Industrious&amp;quot;&lt;br /&gt;
! Industrious&lt;br /&gt;
| NAME has an easy time staying on-task and focused, and gets things done much faster than the average person.&lt;br /&gt;
| [[Global Work Speed]] {{+|35%}}&lt;br /&gt;
-5 opinion of all colonists without the same trait&lt;br /&gt;
|- id=&amp;quot;Hard worker&amp;quot;&lt;br /&gt;
! Hard worker&lt;br /&gt;
| NAME is a natural hard worker and will finish tasks faster than most.&lt;br /&gt;
| [[Global Work Speed]] {{+|20%}}&lt;br /&gt;
-5 opinion of all colonists without the same or industrious trait&lt;br /&gt;
|- id=&amp;quot;Lazy&amp;quot;&lt;br /&gt;
! Lazy&lt;br /&gt;
| NAME is a little bit lazy.&lt;br /&gt;
| [[Global Work Speed]] {{--|20%}}&lt;br /&gt;
|- id=&amp;quot;Slothful&amp;quot;&lt;br /&gt;
! Slothful&lt;br /&gt;
|NAME loves idleness and hates anything productive. S/He moves slowly and rarely stays focused on a task.&lt;br /&gt;
| [[Global Work Speed]] {{--|35%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Speed traits ===&lt;br /&gt;
These traits affect a colonist's walk speed.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Jogger&amp;quot;&lt;br /&gt;
! Jogger&lt;br /&gt;
| NAME always moves with a sense of urgency - so much so that others often fail to keep up.&lt;br /&gt;
| [[Move speed]] {{+|0.4}} {{CS}}&lt;br /&gt;
|- id=&amp;quot;Fast walker&amp;quot;&lt;br /&gt;
! Fast walker&lt;br /&gt;
| NAME likes to be where s/he's going. S/He walks quicker than most people.&lt;br /&gt;
| [[Move speed]] {{+|0.2}} {{CS}}&lt;br /&gt;
|- id=&amp;quot;Slowpoke&amp;quot;&lt;br /&gt;
! Slowpoke&lt;br /&gt;
| NAME is always falling behind the group whenever s/he goes anywhere.&lt;br /&gt;
| [[Move speed]] {{--|0.2}} {{CS}}&lt;br /&gt;
Disallows [[inspiration#Go frenzy|Go Frenzy inspiration]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base mood ===&lt;br /&gt;
These traits affect the colonist's natural, constant mood.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Sanguine&amp;quot;&lt;br /&gt;
! Sanguine&lt;br /&gt;
| NAME is just naturally upbeat about HER/HIS situation, pretty much all the time, no matter what it is.&lt;br /&gt;
| Permanent {{+|12}} mood bonus&amp;lt;ref name=&amp;quot;NotListed&amp;quot;&amp;gt;Specific value not listed in flavor text.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Optimist&amp;quot;&lt;br /&gt;
! Optimist&lt;br /&gt;
| NAME is naturally optimistic about life. It's hard to get HER/HIM down.&lt;br /&gt;
| Permanent {{+|6}} mood bonus&amp;lt;ref name=&amp;quot;NotListed&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Pessimist&amp;quot;&lt;br /&gt;
! Pessimist&lt;br /&gt;
| NAME tends to look on the bad side of life.&lt;br /&gt;
| Permanent {{--|6}} mood penalty&amp;lt;ref name=&amp;quot;NotListed&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Depressive&amp;quot;&lt;br /&gt;
! Depressive&lt;br /&gt;
| NAME is perennially unhappy. S/He has trouble sustaining a good mood even when everything is fine.&lt;br /&gt;
| Permanent {{--|12}} mood penalty&amp;lt;ref name=&amp;quot;NotListed&amp;quot;/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nerves ===&lt;br /&gt;
These traits affect the colonist's mental break threshold.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Iron-willed&amp;quot;&lt;br /&gt;
! Iron-willed&lt;br /&gt;
| NAME's will is an iron shield. S/He keeps going through thick and thin, when others broke down long before.&lt;br /&gt;
| [[Mental Break Threshold]] {{---|18%}}&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} '''x25%'''&lt;br /&gt;
|- id=&amp;quot;Steadfast&amp;quot;&lt;br /&gt;
! Steadfast&lt;br /&gt;
| NAME is mentally tough and won't break down under stresses that would crack most people.&lt;br /&gt;
| [[Mental Break Threshold]] {{---|9%}}&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} '''x50%'''&lt;br /&gt;
|- id=&amp;quot;Nervous&amp;quot;&lt;br /&gt;
! Nervous&lt;br /&gt;
| NAME tends to crack under pressure.&lt;br /&gt;
| [[Mental Break Threshold]] {{++|8%}}&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} '''x200%'''&lt;br /&gt;
|- id=&amp;quot;Volatile&amp;quot;&lt;br /&gt;
! Volatile&lt;br /&gt;
| NAME is on a hair-trigger all the time. S/He is the first to break in any tough situation.&lt;br /&gt;
| [[Mental Break Threshold]] {{++|15%}}&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} '''x300%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Neurotic ===&lt;br /&gt;
These traits affect the colonist's [[Mental Break Threshold|mental break threshold]] and their [[Global Work Speed|global work speed]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Neurotic&amp;quot;&lt;br /&gt;
! Neurotic&lt;br /&gt;
| NAME likes to have things squared away. S/He will work harder than most to attain this state of affairs, but HER/HIS nerves can get the better of HER/HIM.&lt;br /&gt;
| [[Global Work Speed]] {{+|20%}}&lt;br /&gt;
[[Mental Break Threshold]] {{++|8%}}&lt;br /&gt;
|- id=&amp;quot;Very neurotic&amp;quot;&lt;br /&gt;
! Very neurotic&lt;br /&gt;
| NAME feels constantly nervous about everything that has to get done. S/He will work extremely hard to attain this state of affairs, but HER/HIS nerves can easily get the better of HER/HIM.&lt;br /&gt;
| [[Global Work Speed]] {{+|40%}}&lt;br /&gt;
[[Mental Break Threshold]] {{++|14%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shooting accuracy ===&lt;br /&gt;
These traits affect the colonist's [[Shooting Accuracy|accuracy]] in ranged combat, as well as [[Aiming Time|aiming time]]. Mutually exclusive with brawler.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Careful shooter&amp;quot;&lt;br /&gt;
! Careful shooter&lt;br /&gt;
| NAME takes more time to aim when shooting. S/He shoots less often than others, but with more accuracy.&lt;br /&gt;
| [[Aiming Time]] {{++|25%}}&lt;br /&gt;
[[Shooting Accuracy]] {{+|5}}&lt;br /&gt;
|- id=&amp;quot;Trigger-happy&amp;quot;&lt;br /&gt;
! Trigger-happy&lt;br /&gt;
| Pew! Pew! Pew! NAME just likes pulling the trigger. S/He shoots faster than others, but less accurately.&lt;br /&gt;
| [[Aiming Time]] {{---|50%}}&lt;br /&gt;
[[Shooting Accuracy]] {{--|5}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&lt;br /&gt;
{{Main|Beauty (Pawn)}}&lt;br /&gt;
These traits influence a colonist's appearance and how it affects other colonists' opinions of them - as well as sexual attractiveness.&lt;br /&gt;
&lt;br /&gt;
Each point of beauty corresponds to +20 opinion from other colonists, e.g. a colonist with 2 beauty will have +40 opinion, while another with -1 beauty will have -20.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width:100px&amp;quot; | Effect&lt;br /&gt;
|- id=&amp;quot;Beautiful&amp;quot;&lt;br /&gt;
! Beautiful&lt;br /&gt;
| NAME is exceptionally beautiful, with an exotic-yet-familiar facial structure and an arresting gaze. People are attracted to her/him before s/he even opens her/his mouth.&lt;br /&gt;
| {{+|2}} pawn beauty&lt;br /&gt;
|- id=&amp;quot;Pretty&amp;quot;&lt;br /&gt;
! Pretty&lt;br /&gt;
| NAME has a pretty face, which predisposes people to like her/him.&lt;br /&gt;
| {{+|1}} pawn beauty&lt;br /&gt;
|- id=&amp;quot;Ugly&amp;quot;&lt;br /&gt;
! Ugly&lt;br /&gt;
| NAME is somewhat ugly. This subtly repels others during social interactions.&lt;br /&gt;
| {{--|1}} pawn beauty&lt;br /&gt;
|- id=&amp;quot;Staggeringly ugly&amp;quot;&lt;br /&gt;
! Staggeringly ugly&lt;br /&gt;
| NAME is staggeringly ugly. Her/His face looks like a cross between a drawing by an untalented child, a malformed fetus in a jar of formaldehyde, and a piece of modern art. Others must exert conscious effort to look at her/him while conversing.&lt;br /&gt;
| {{--|2}} pawn beauty&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic sensitivity ===&lt;br /&gt;
These traits influence how much a colonist is affected by psychic phenomena.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Psychically hypersensitive&amp;quot;&lt;br /&gt;
! Psychically hypersensitive&lt;br /&gt;
| NAME's mind is like a psychic tuning fork. S/He is extremely sensitive to psychic phenomena.&lt;br /&gt;
| '''+80%''' [[Psychic Sensitivity]]&lt;br /&gt;
|- id=&amp;quot;Psychically sensitive&amp;quot;&lt;br /&gt;
! Psychically sensitive&lt;br /&gt;
| NAME's mind is unusually sensitive to psychic phenomena.&lt;br /&gt;
| '''+40%''' [[Psychic Sensitivity]]&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&lt;br /&gt;
| NAME's mind is psychically out of tune with others. S/He isn't as affected by psychic phenomena.&lt;br /&gt;
| '''-50%''' [[Psychic Sensitivity]]&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&lt;br /&gt;
| NAME's mind works on a psychic frequency different from everyone else. S/He just isn't affected by psychic phenomena.&lt;br /&gt;
| '''-100%''' [[Psychic Sensitivity]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Immunity ===&lt;br /&gt;
These traits influence how often colonists are infected by a disease.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Super-immune&amp;quot;&lt;br /&gt;
! Super-immune&lt;br /&gt;
| NAME has a naturally powerful immune system. S/He will gain immunity much faster than a normal person would, and can survive illnesses that would kill others.&lt;br /&gt;
| [[Immunity Gain Speed]] {{+|30%}}&lt;br /&gt;
|- id=&amp;quot;Sickly&amp;quot;&lt;br /&gt;
! Sickly&lt;br /&gt;
| NAME has an awful immune system. S/He gets sick more often than usual, frequently with illnesses that nobody in the colony has been afflicted by.&lt;br /&gt;
| [[Skills#Medicine|Medicine skill]] {{+|4}}&amp;lt;br/&amp;gt; Randomly catch diseases independently from rest of the colony, on average once every 30 days&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Obsolete traits ==&lt;br /&gt;
These are no longer found as-is in the current game version, though many of them have been renamed or reworked into one of the traits found above.&lt;br /&gt;
{| {{STDT| sortable c_03 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Fate&lt;br /&gt;
|- id=&amp;quot;Prosthophile&amp;quot;&lt;br /&gt;
! Prosthophile&lt;br /&gt;
| NAME feels limited in their feeble human body. NAME often dreams of going bionic.&lt;br /&gt;
| {{+|14}} mood bouns for having a bionic body part &amp;lt;br/&amp;gt;{{--|4}} mood penalty for not having a bionic body part&lt;br /&gt;
| Body purist&lt;br /&gt;
| Replaced by [[#Transhumanist|Transhumanist]]&lt;br /&gt;
|- id=&amp;quot;Prosthophobe&amp;quot;&lt;br /&gt;
! Prosthophobe&lt;br /&gt;
| NAME believes the human body is limited for a reason. To them, bionic body parts are unethical.&lt;br /&gt;
| {{--|10}} mood penalty for having a bionic body part&lt;br /&gt;
| Transhumanist&lt;br /&gt;
| Replaced by [[#Body purist|Body purist]]&lt;br /&gt;
|- id=&amp;quot;Green thumb&amp;quot;&lt;br /&gt;
! Green thumb&lt;br /&gt;
| NAME has a passion for gardening. They get a mood bonus for every plant they sow.&lt;br /&gt;
| {{+|1}} mood bonus from sowing a plant. Stackable up to 20 times.&lt;br /&gt;
| -&lt;br /&gt;
| Removed in Beta 19&lt;br /&gt;
|- id=&amp;quot;Tunneler&amp;quot;&lt;br /&gt;
! Tunneler&lt;br /&gt;
| NAME has no need for space. S/He will never feel cooped up or get cabin fever, no matter how long s/he stays indoors.&lt;br /&gt;
| '''&amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt; :''' No Outdoors need&lt;br /&gt;
| -&lt;br /&gt;
| Replaced by [[#Undergrounder|Undergrounder]]&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot; &lt;br /&gt;
! Transhumanist&lt;br /&gt;
| NAME feels limited in their feeble human body. NAME often dreams of going bionic.&lt;br /&gt;
| {{+|4}} to {{+|13}} [[mood]] bonus for having [[artificial body parts]]&amp;lt;br/&amp;gt;{{--|4}} mood penalty for not having an artificial body part&amp;lt;br/&amp;gt;{{+|8}} to {{+|40}} opinion of other colonists for each part installed on them&lt;br /&gt;
| [[#Body purist|Body purist]]&lt;br /&gt;
| Replaced by [[#Body modder|Body modder]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Traits hidden as they did nothing.  &lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Brawler, prosthophile, and more added.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Teetotaller and Chemical Fascination traits added&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Greedy, Jealous, Ascetic, Night Owl traits added.&lt;br /&gt;
* [[Version/0.17.1546|0.17.1546]] - Wimp trait added.&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - Undergrounder, Great memory, Tough, Gourmand, Sickly, Quick sleeper traits added&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Asexual trait added&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Transhumanist trait renamed to Body Modder. Kind description changed &amp;quot;''NAME is a nice person. They have a tendency to brighten everyone else's day and never insult others.''&amp;quot; -&amp;gt; ''&amp;quot;NAME is an exceptionally agreeable and giving person. S/He never insults others and will sometimes offer kind words to brighten the moods of those around her/him. {PAWN_pronoun} also never judges people by their appearance.&amp;quot;''&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - [[Ascetic]]s no longer get a negative mood debuff when eating nutrient paste meals.&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=119036</id>
		<title>Reproduction</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=119036"/>
		<updated>2022-11-22T03:54:41Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: /* Lactation */ added timing info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About|human pregnancy and babies|older children|Children}}&lt;br /&gt;
&lt;br /&gt;
'''Reproduction''' is the means by which [[human]] babies are created. &lt;br /&gt;
&lt;br /&gt;
Note: Due to the continuous nature of the subject matter, this page covers from conception to the age of three. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Babies can be obtained via several different methods:&lt;br /&gt;
*  Choosing them as a starting colonist via the [[scenario system]].&lt;br /&gt;
*  Natural reproduction, through [[#Pregnancy|pregnancy]].&lt;br /&gt;
*  Assisted reproduction, through [[#Surrogacy|surrogacy]] or [[#Growth vat|growth vats]].&lt;br /&gt;
*  Purchasing them from [[Trade#Slaver|slavers]].{{Check Tag|Can babies be bought?}}&lt;br /&gt;
*  Receiving them from [[quests]] and [[events]]. Babies of any faction can be adopted instantly to the colony, without angering them.&lt;br /&gt;
&lt;br /&gt;
Note that with the exception of the first point, these methods become unavailable if &amp;quot;Disable children&amp;quot; is toggled on in the [[AI_Storytellers#Biotech|storyteller settings]].&lt;br /&gt;
&lt;br /&gt;
== Natural Reproduction ==&lt;br /&gt;
{{Image wanted|section=1|reason=Images of the &amp;quot;Try for pregnancy&amp;quot; etc. icons.}}&lt;br /&gt;
Pawns in [[Social#Romance|romantic relationships]] have a chance to get pregnant when they initiate [[lovin']]. Note that pawns must share a two-person bed, bedroll, or sleeping spot to initate lovin' but do not require one to avoid the &amp;quot;sleeping alone&amp;quot; mood debuff. &lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
The prospective parents' chance of successfully reproducing is primarily controlled by their [[#Fertility|Fertility]] stat. The player has three options to adjust pregnancy rates from Lovin' in any relationship. By opening the social tab, to the right of a Lover, Fiancee, or Spouse, you can see a button that lets you change the couple's approach for having kids.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:Normal.png|32px]]         &lt;br /&gt;
| '''Normal''' (Default) || x1 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:AvoidPregnancy.png|32px]] &lt;br /&gt;
| '''Avoid pregnancy''' || x0.25 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:TryForBaby.png|32px]]     &lt;br /&gt;
| '''Try for baby'''    || x4 pregnancy chance. &lt;br /&gt;
|}&lt;br /&gt;
Therefore, the total chance of pregnancy in one relationship is likely: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Pregnancy chance per relationship''' = '''Mother's fertility''' x '''Father's fertility''' x '''Reproductive Approach''' x '''Times Lovin''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual chance that a pair of pawns will do Lovin' each night varies, but it requires them to share the same bed and sleep at the same time. Their chance of Lovin' varies by age, as seen in [[Social#Lovin.27|this chart]]. The [[Genes#Low_libido|low libido]] and [[Genes#High_libido|high libido]] genes will also alter this. There have been reports that colonist mood and opinions of each other also influence the chance of doing Lovin'.&lt;br /&gt;
&lt;br /&gt;
=== Pregnancy ===&lt;br /&gt;
&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6 day trimesters. The player will receive a notification when the pregnancy starts and when it progresses from one trimester to the next. The pregnant pawn will gain penalties to movement, manipulation, and hunger rate, increasing each trimester as seen in the chart below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| First trimester ||&lt;br /&gt;
&lt;br /&gt;
* Hunger rate offset: {{++|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| Second trimester ||&lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|10%}}&lt;br /&gt;
* [[Manipulation]]: {{--|5%}}&lt;br /&gt;
* Hunger rate offset: {{++|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| Third trimester || &lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|50%}}&lt;br /&gt;
* [[Manipulation]]: {{--|10%}}&lt;br /&gt;
* Hunger rate offset: {{++|50%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Throughout their pregnancy, they will also occasionally gain mood buffs or debuffs due to hormonal induced mood swings.{{Check Tag|Detail needed}} They may also receive the &amp;quot;morning sickness&amp;quot; condition, which lasts 4 to 8 ingame hours.&lt;br /&gt;
&lt;br /&gt;
'''Morning sickness:'''&lt;br /&gt;
* [[Consciousness]]: {{Bad|x0.8}}&lt;br /&gt;
* [[Moving]]: {{Bad|x0.9}}&lt;br /&gt;
* [[Manipulation]]: {{Bad|x0.9}}&lt;br /&gt;
* Vomiting {{MTB}}: {{Bad|{{#expr:(24*0.075)}} Hours}}&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
It is impossible for a mother that is lactating to have another child under any circumstances, even via surrogacy.&lt;br /&gt;
&lt;br /&gt;
== Assisted reproduction ==&lt;br /&gt;
Science enables new methods for obtaining babies. After Fertility Procedures has been researched, you can extract [[Ovum|ova]] from female pawns and fertilize them to form an [[Embryo|embryo]], for use in surrogate pregnancies or vat-grown babies.&lt;br /&gt;
&lt;br /&gt;
Both methods require extracting an ovum from a [[Reproduction#Fertility|fertile]] female pawn, be they [[colonist]], [[prisoner]], or [[slave]]{{IdeologyIcon}}, through a medical operation in the pawn's Health tab: &amp;quot;Extract ovum for IVF&amp;quot;. The operation requires one of any type of medicine and a doctor, although it is a relatively easy surgery, with a 500% multiplier on success, and 0% chance of death on failure. &lt;br /&gt;
&lt;br /&gt;
The ovum may then fertilized by a fertile male colonist or slave (but not prisoner) to produce an embryo. As long as the male pawn's fertility is above 0% this will be successful{{Check Tag|Verify|Not thoroughly checked}}. The resulting embryo can then be implanted in female pawns (may be prisoner, colonist, or slave) to initiate a pregnancy, placed in a growth vat, or sold.&lt;br /&gt;
&lt;br /&gt;
=== Surrogacy ===&lt;br /&gt;
With the [[Research#Fertillity Procedures|Fertillity Procedures]] research, you can create [[embryo]]s. They can then be implanted into a pawn for a chance for the pawn to become pregnant. The chance of success depends on the surrogate's own Fertility.&lt;br /&gt;
&lt;br /&gt;
Even if they did not supply the ovum, the surrogate will be considered the birth mother. Otherwise, it will act as a regular pregnancy.{{Check Tag|Verify|Not thoroughly checked, quick devmode run to write this section}}. A pawn born this way will consider both their surrogate and genetic mother as the pawn's parents in terms of social opinions.&lt;br /&gt;
&lt;br /&gt;
=== Growth vats ===&lt;br /&gt;
{{See also|Growth vat}}&lt;br /&gt;
[[Growth vat]]s are a complete alternative to pregnancy. They require the [[Research#Growth vats|Growth vat]]s research to make, as well as [[Research#Fertility procedures|Fertility Procedures]], and two pawns with &amp;gt; 0% Fertility to actually create embryos. &lt;br /&gt;
&lt;br /&gt;
Growth vats allow an embryo to be born in 9 days, half the time of a natural pregnancy. Active vats must be given a constant supply of 200 W of [[power]] and 6 [[nutrition]] per day - or around 6.5 [[simple meal]]s per day - to ensure survival of the fetus. If lacking either, then the fetus will undergo biostarvation, increasing by 50% per day. If biostarvation reaches 100%, the fetus will be destroyed.&lt;br /&gt;
&lt;br /&gt;
Growth vat births always have a [[Reproduction#Quality|quality]] of 70%, which affects the chance of the baby being born healthy. However, there are benefits to this method: as it avoids natural birth, the mother won't be weighed down, and there is no risk of them dying.&lt;br /&gt;
&lt;br /&gt;
== Birth ==&lt;br /&gt;
Your first warning for a pawn's upcoming childbirth comes during a pawn's pregnancy: the player will receive one notification when the mother hits the third trimester about &amp;quot;&amp;lt;Colonist&amp;gt;'s baby prep&amp;quot;, which explains all the steps you can take to help the mother give birth successfully. Besides preparing a location and doctor for the birth, this notification reminds you to prepare a food source for the baby and build them a crib. Labor will happen roughly 6 days after, starting with a notification of &amp;quot;&amp;lt;Colonist&amp;gt; in labor!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once labor begins, the birthing procedure can be initiated by clicking on the mother, and selecting the &amp;quot;Begin birth&amp;quot; option. This allows the player to select participants and a Doctor, much like [[Ideology]]'s rituals. The procedure will take place at a bed or sleeping spot, chosen automatically (preferring medical beds) if the mother is not already in bed. All of these choices have an effect on the birth's quality, which affects the chance that the mother and baby will come out of childbirth alive and healthy. You can view the exact factors and their influence in the Quality section below. The expected duration of this operation is variable, but will end once the baby has been born or mother has died.&lt;br /&gt;
&lt;br /&gt;
===Labor===&lt;br /&gt;
The progress of labor can be tracked in the mother's health tab. Labor begins with contractions, different stages of dilation that change randomly over time, with all adding various amounts of pain and restrictions on movement for the mother. Many stages will incapacitate her, so even before the childbirth operation begins, it is important to bring her to a bed. When the childbirth operation has proceeded for a while, you will receive a small notification saying &amp;quot;&amp;lt;mother&amp;gt;'s labor has entered the final stage&amp;quot;, and the labor will progress to the final &amp;quot;pushing&amp;quot; stage. &lt;br /&gt;
&lt;br /&gt;
'''Stages of labor:'''&lt;br /&gt;
* dilation, mild: pain +25%, moving x40%&lt;br /&gt;
* dilation, debilitating: pain +85%&lt;br /&gt;
* pushing: pain +85%&lt;br /&gt;
&lt;br /&gt;
Once the childbirth procedure has begun, any spectating loved ones may socialize with each other, but the doctor and mother will be focused on their tasks. Spectators and the doctors can leave if needed, by selecting a pawn and then pressing the &amp;quot;Leave child birth&amp;quot; option.&lt;br /&gt;
Finally, you can cancel the birth operation by selecting any of the involved pawns and then selecting the &amp;quot;Cancel child birth&amp;quot; option, which allows you to restart childbirth later.&lt;br /&gt;
&lt;br /&gt;
===Quality===&lt;br /&gt;
When starting the child birth procedure, a screen will show you the expected quality of the birth, determined by:&lt;br /&gt;
* Loved one present: the presence of someone that the mother considers a friend or more gives +5% quality, with no stacking for multiple friends or a better friend. By default, the father will be selected to be present. If the doctor performing the operation is a friend, they will count towards this bonus too.&lt;br /&gt;
* Age of the mother: a 22-year-old has a +50% quality, and as the mother grows older, this drops.&lt;br /&gt;
* Doctor's medical skill: can range from 0-20% or more. Skill level 1 gives 1.3%, 3 gives +3.8%, 7 gives +8.8%, and 16 gives +20% quality.&lt;br /&gt;
* Indoors: if inside, the quality gains +5%.&lt;br /&gt;
* Room cleanliness: cleanliness can range from 0-0.6, giving 0-10% in quality bonuses.&lt;br /&gt;
* Bed health effects: contributes up to 5%, with things like bed quality, a medical bed, and (perhaps vitals monitor or other furniture?) influencing this stat. A bed rating of 5 guarantees a quality bonus of +5%.&lt;br /&gt;
&lt;br /&gt;
Therefore, the most important factors in a safe birth are the mother's age and the doctor's skill level.&lt;br /&gt;
&lt;br /&gt;
Birth quality is likely determined at the moment of the baby's birth; allowing the doctor or loved ones to leave, or having the room grow dirty, has an effect on birth quality.&lt;br /&gt;
&lt;br /&gt;
=== Outcomes ===&lt;br /&gt;
{{Stub|section=1|reason=Exact math on the chance mechanics}}&lt;br /&gt;
Depending on the quality, the baby can be born healthy or sickly, or they may die during birth. At lower qualities, there is also a chance that the mother can die during childbirth.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Expected Quality''' || 76 || 84 || 95&lt;br /&gt;
|-&lt;br /&gt;
| '''Mother dies''' || 0.98% || 0.45% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Still''' || 3.3% || 3% || 2.6%&lt;br /&gt;
|-&lt;br /&gt;
| '''Sick''' || 7.4% || 7.5% || 7.5%&lt;br /&gt;
|-&lt;br /&gt;
| '''Healthy''' || 89% || 90% || 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You will receive a notification when the birth is complete, and the baby will appear on an adjacent tile. If the baby was born alive, a pawn with the Childcare work enabled can be instructed to either move the baby to a safe space, or to deliver it to the mother for breastfeeding. The baby will be born hungry, with a mood penalty of {{Bad|-6}}.&lt;br /&gt;
&lt;br /&gt;
If your baby was healthy, the notification is &amp;quot;Healthy child birth&amp;quot;, and it gives you 24 hours to choose a name for the baby. This is the only time where you can completely customize the baby's first and last names, and you additionally can add an optional nickname. The game will suggest the mother and father's last names on this screen, and provide random suggestions for the other names. Until then, the baby's name is temporary, and called &amp;quot;Baby &amp;lt;Mother's last name&amp;gt;&amp;quot;. The baby will also receive the Childhood title &amp;quot;Newborn&amp;quot;, and belong to the mother's faction. The baby's parents will receive a 15-day mood boost that &amp;quot;&amp;lt;Baby&amp;gt; was born healthy&amp;quot; {{Good|+8}}.&lt;br /&gt;
&lt;br /&gt;
If the baby is born sick, they are affected by a form of [[infant illness]], which can start at a variable intensity. If left untreated before 10 days is up, the baby dies, but if it lives through 10 days after birth, the illness will no longer affect the baby. You will also get the chance to name your baby.&lt;br /&gt;
&lt;br /&gt;
If the mother survived childbirth, she will remain in bed, incapacitated by exhaustion (Postpartum exhaustion) for 16 hours. She'll no longer feel any pain from childbirth, but won't be able to move. However, if another pawn delivers her baby to her, she can begin breastfeeding. &lt;br /&gt;
&lt;br /&gt;
== Lactation ==&lt;br /&gt;
&lt;br /&gt;
Lactation is the mechanic that allows pawns to breastfeed babies. Lactation gives pawns a milk fullness stat, and when milk fullness is above 0%, a pawn can breastfeed any baby, even if it is not their own child. There are other consequences to lactation, however: lactating pawns require more nutrition per day, and they have a reduced chance of pregnancy. Prior to update 1.4, lactating pawns could not become pregnant, regardless of their [[Reproduction#Fertility|fertility]] and reproductive strategy, but after update 1.4, lactation places a 5% multiplier on a pawn's fertility, giving them a very small chance of becoming pregnant. Lactation lasts indefinitely, only stopping after 10 days of not breastfeeding a child. There is no visible timer on this, but after the 10 days are up, you'll receive a pop-up saying &amp;quot;&amp;lt;Colonist&amp;gt; is no longer lactating due to not breastfeeding for ten days&amp;quot;. You can view a pawn's other lactation details in their Health panel. &lt;br /&gt;
&lt;br /&gt;
Upon a successful childbirth, a mother will begin lactating, with milk fullness starting at 100%. Milk fullness regenerates at varying rates depending on the mother's hunger level. Lactating pawns require more nutrition per day in order to produce milk: the mother's Food Consumption stat rises from 1.6 to 2.1 nutrition per day, a gain of +0.5 (a simple meal has 0.9 nutrition). However, the nutrition required for them to make milk depends on their milk regeneration level, which decreases in stages following their hunger level. As a pawn gets more hungry, they won't produce as much milk, and won't require as much extra nutrition. Additionally, a lactating pawn with milk fullness of 100% won't require any extra nutrition since they're not currently regenerating milk. You can view the pawn's current nutritional needs by checking the details of their &amp;quot;Lactating&amp;quot; condition in the pawn's Health tab. Lactating does not affect any other pawn stats or conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger Level''' || Ravenously Hungry || Hungry || Full&lt;br /&gt;
|-&lt;br /&gt;
| '''Milk Regeneration''' || 25% || ? || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Extra Nutrition Per Day''' || 0.13 || ? || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Heredity ==&lt;br /&gt;
{{See also|Genes}}&lt;br /&gt;
When an [[embryo]] is conceived, it will inherit some of the [[genes]] of both parents. During a mother's pregnancy, you can view her child's genes by going to her Health tab and selecting the information button for her pregnancy. The genetics section will list all genes that her child has inherited. &lt;br /&gt;
&lt;br /&gt;
Genes which can be passed down come from the [[germline]] DNA, and are called endogenes. Pawns may modify themselves with [[Xenogene|xenogenes]], but as it's not part of a pawn's germline DNA, it cannot be passed down. If an endogene is only present in one parent, it has a small chance to be passed down.{{Check Tag|What's the chance?|What is the algorithm for calculating gene inheritance?}} However if an endogene is present in both parents, it will always be passed down.&lt;br /&gt;
&lt;br /&gt;
Generally, all pawns will have at least one hair color and skin color endogene. Offspring will always pick one hair color and skin color endogene from their parents. If no hair/skin color endogene can be found in either parent, such as if they were two [[highmates]], a random hair/skin color endogene will be picked from the natural list of hair/skin colors instead.&lt;br /&gt;
&lt;br /&gt;
If a pawn has multiple [[Genes#Cosmetic|cosmetic genes]] within a category, like body type, one random gene will override the others. This will be the gene represented on the pawn. For non-cosmetic genes within a category there is a fixed priority for overrides, usually favored towards the negative variations. For example, an awful [[shooting]] aptitude will override all other shooting aptitudes. Xenogenes will always take priority over endogenes. Thus, even though the Slow runner endogene overrides their Fast runner endogene, the Fast runner xenogene will override the Slow runner endogene. Note that overridden endogenes can still be passed down as normal.&lt;br /&gt;
&lt;br /&gt;
If a child is born from an incestuous relationship, there's a risk of them becoming [[Genes#Miscellaneous|inbred]]; up to 80% for direct relatives. {{Check Tag|Which relations?|What counts as direct? Effect of other relations}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! '''Inbred'''&lt;br /&gt;
[[File:Gene_Inbred.png|64px]]         &lt;br /&gt;
|&lt;br /&gt;
* Complexity: {{Bad|+1}}&lt;br /&gt;
* Metabolic efficiency: {{Bad|-2}}&lt;br /&gt;
* Forced Trait: [[Slow learner]]&lt;br /&gt;
* [[#Fertility|Fertility]]: {{Bad|x50%}}&lt;br /&gt;
* [[Immunity gain speed]]: {{Bad|x85%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fertility ==&lt;br /&gt;
Fertility is the main pawn stat affecting pregnancy chances, acting as a percentage multiplier on the chance of getting pregnant naturally or through an ovum implantation. Natural pregnancy chance is equally dependent on the fertility of both partners. Additionally, fertility must be above 0% to extract a pawn's ovum or to fertilize the [[Ovum|ovum]] into an [[Embryo|embryo]].&lt;br /&gt;
&lt;br /&gt;
This stat is affected by a variety of factors, such as age, [[Genes|genes]], and [[#Contraceptives|contraceptives]]. Age is the baseline for fertility, changing slowly for each colonist over time, and at a different rate by pawn gender. Genes provide an additional multiplier on fertility. Contraceptives instantly bring fertility to 0%, overriding other fertility factors.&lt;br /&gt;
&lt;br /&gt;
For baseline humans without fertility-modifying genes, both men and women start becoming fertile after age 14; but regardless of fertility, pawns can't participate in reproduction until they are 16. Fertility increases differently by gender. Women's fertility increases until age 20, but starts dropping at age 28 until it reaches 0% at age 50. Men's fertility increases until age 18, but starts dropping at age 50 until it's 0% at age 90. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Female Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 20, 28, 35, 40, 45, 50, 120&lt;br /&gt;
|y=0, 0, 100, 100, 50, 10, 2, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Male Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 18, 50, 90, 120&lt;br /&gt;
|y=0, 0, 100, 100, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Genes affect fertility in direct and indirect ways. There are two direct effects: the [[Genes#Fertile|Fertile]] gene doubles fertility and the [[Genes#Sterile|Sterile]] gene completely nullifies it. &lt;br /&gt;
&lt;br /&gt;
Some genes provide an indirect effect on fertility through their effect on age. Aging-related genes like [[Genes#Non-senescent|Non-senescent]] cannot mitigate the effects of age on fertility, but the [[Genes#Ageless|Ageless]] gene can keep a pawn's fertility stable by freezing the pawn's biological age. Additionally, other aging-related technologies can affect a pawn's fertility: [[Biosculpter_pod#Age_reversal|Age Reversal]] in a [[Biosculpter_pod|Biosculpter pod]] {{IdeologyIcon}} has a fully restorative effect on fertility, even allowing a completely infertile pawn to become fertile again once they pass back into the age range of fertility for their gender.&lt;br /&gt;
&lt;br /&gt;
== Contraceptives ==&lt;br /&gt;
There are many ways to manually change the likelihood of natural pregnancy. The simplest way in the game to prevent pregnancy is to not give pawns a [[double bed]] to themselves. However, it deprives them of the [[mood]] bonuses of Lovin' in the first place. You can instead change a couple's Reproductive Approach in the Social tab to the &amp;quot;Avoid pregnancy&amp;quot; option, which reduces their pregnancy rate by -75% but still allows them to make Lovin' at the same rate. Additionally, a guaranteed method of avoiding pregnancy is by continuing a pawn's [[Reproduction#Lactation|lactation]]. If a pawn is lactating (from having given birth before), then it is impossible for them to have a child under any circumstances. &lt;br /&gt;
&lt;br /&gt;
A more stable solution to controlling pregnancy can be pursued through research and medicine, by applying contraceptives to pawns of either gender who are engaging in Lovin'. The [[Research#Fertility Procedures|Fertility Procedures]] research gives access to multiple operations, temporary or permanent, to prevent and stop pregnancies. These surgeries can be applied to any pawn age 16 and up, and can be performed even if the pawn is already infertile.&lt;br /&gt;
&lt;br /&gt;
=== IUD ===&lt;br /&gt;
This is a temporary method of preventing pregnancies. You can stop a female pawn from becoming pregnant with the &amp;quot;Implant IUD&amp;quot; medical operation, which has a 100% success chance and no chance of pawn death upon failure. The operation requires {{Icon Small|medicine}} 1 [[Medicine]] of any type and will anesthetize the pawn. The IUD lasts indefinitely and can be seen in the pawn's Health tab, but you can later remove it through the &amp;quot;Remove IUD&amp;quot; medical operation, also for {{Icon Small|medicine}} 1 [[Medicine]] of any type. Women may embark with IUDs already implanted. If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
Implanted IUDs also stop pregnancies in the first trimester, an alternative to the Terminate Pregnancy operation.&lt;br /&gt;
&lt;br /&gt;
=== Vasectomy ===&lt;br /&gt;
This is another temporary method of preventing pregnancies. You can stop a male pawn from impregnating others with the &amp;quot;Perform vasectomy&amp;quot; medical operation, which also has a 100% success chance with no chance of pawn death upon failure. The vasectomy lasts indefinitely, with the operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. You can later remove it through the &amp;quot;Reverse vasectomy&amp;quot; medical operation, also for and {{Icon Small|medicine}} 1 [[Medicine]] of any type. Men may embark with the operation already performed.{{Check Tag|Verify}} If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
=== Tubal Ligation ===&lt;br /&gt;
This permanently stops a female pawn from being able to reproduce. &amp;quot;Perform tubal ligation&amp;quot; is a medical operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. The surgery success chance is 100% and there is no chance of pawn death upon failure.&lt;br /&gt;
&lt;br /&gt;
=== Termination ===&lt;br /&gt;
If the pawn has already become pregnant past the first trimester, the only option left is to terminate the pregnancy. This can be achieved through the medical operation &amp;quot;Terminate pregnancy&amp;quot; requiring {{Icon Small|medicine}} 1 [[Medicine]], after which the pawn will no longer be pregnant.&lt;br /&gt;
&lt;br /&gt;
This operation will upset the affected pawn. Depending on the trimester of the pregnancy, a moodlet of {{Bad|-5}} for the first, {{Bad|-10}} for the second, and {{Bad|-20}} for the third will occur, lasting for 10 days.&lt;br /&gt;
&lt;br /&gt;
== Babies ==&lt;br /&gt;
The end result of pregnancy is a human '''baby'''. Babies are small, helpless creatures that cannot walk or do anything by themselves. They only have three basic [[needs]]: food, sleep, and play. &lt;br /&gt;
&lt;br /&gt;
Babies can be ages 0-2, with newborn ages tracked in days and quadrums rather than years. Once a baby turns 3, they become a [[Children|child]], and on their [[Children#Age_3|3rd birthday]] you can make special choices for how they will develop further. Under the default [[storyteller|storyteller settings]], pawns under 13 will age 4x faster than normal, so the biological age of the baby is not how many days/quadrums they have actually been alive. [[Growth vat]]s can speed up a baby's growth by 20x that of an adult, or 5x faster than default. Using a growth vat seems to have no ill effects on a baby or its development, at least until it exits the baby stage.{{Check Tag|Not thoroughly tested|No visible effect?}} However, parents gain a {{--|4}} ''My baby is in a growth vat'' [[mood]]let.&lt;br /&gt;
&lt;br /&gt;
If a baby is left on the ground, any colonist (even those incapable of childcare or hauling) can try to bring the baby somewhere safe, like an available crib. Usually a colonist will quickly try to do this automatically. If you draft a colonist while they are carrying a baby, you'll receive a pop-up warning that your colonist is carrying a baby while drafted. If you undraft and redraft the colonist, they will drop the baby.&lt;br /&gt;
&lt;br /&gt;
Babies are born with no traits or skills: these develop during childhood [[Children#Growth_moments|Growth Moments]]. They also have no [[Ideoligion|ideoligion]] {{IdeologyIcon}}. Unless they have temporary health effects from being born sick, they have no health conditions, with every health stat at 100%, except for Moving, which is at 0%.&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
{{See also|Saturation}}&lt;br /&gt;
Babies need less [[nutrition]] to become full, but their hunger rate is adjusted with it to require [[food]] twice a day. Since babies cannot eat anything by themselves, pawns assigned to childcare will help feed them. The feeding process is fairly slow when compared to adult eating.&lt;br /&gt;
&lt;br /&gt;
They can ''only'' be fed in one of following ways:&lt;br /&gt;
* Breastfeeding from any lactating pawn, even those not their mother.&lt;br /&gt;
* Cooking and feeding them [[baby food]], produced at a campfire or stove from vegetable ingredients.&lt;br /&gt;
* Feeding them animal [[milk]] or [[insect jelly]].&lt;br /&gt;
&lt;br /&gt;
Of these, breastfeeding is usually the easiest. Unlike other foods, which feed in bursts only once the food has been consumed, breastfeeding will gradually increase the food bar. This allows the breastfeeding pawn to pause at any point, whilst also not wasting excess food. Usually, a pawn will sit down to breastfeed, continuing until the baby is full or the pawn is out of milk.&lt;br /&gt;
&lt;br /&gt;
You can control what foods the baby can eat and who will try to feed the baby in the baby's &amp;quot;Feeding&amp;quot; tab. By default, the mother will be set to Urgent, with all other pawns set to Childcare. If a pawn is set to childcare, that does not mean they will feed the baby: their childcare labor may be turned off, or they may be incapable of it.&lt;br /&gt;
* &amp;quot;Urgent&amp;quot; means the pawn will feed the baby day or night, even if the pawn is not assigned to childcare or capable of it.&lt;br /&gt;
* &amp;quot;Childcare&amp;quot; means the pawn will feed the baby as childcare work.&lt;br /&gt;
* &amp;quot;Never&amp;quot; means the pawn won't automatically feed the baby.&lt;br /&gt;
You can allow the baby to eat milk, insect jelly, and baby food in this tab, but can't control breastfeeding here. &lt;br /&gt;
&lt;br /&gt;
==== Drugs ====&lt;br /&gt;
Although babies are limited to eating certain foods, you can administer drugs to babies under the Health&amp;gt;&amp;gt;Medical Operations tab. These have an outsized influence because of the pawns' very small body sizes (x0.20 of the size of an adult). This means each administered drug causes a higher severity of reaction, affecting the duration of the high and the likelihood of [[Drugs#Addiction_and_Tolerance|tolerance]] buildup. This indirectly increases the chance of addiction: tolerance built so quickly makes babies much more likely to get addicted to drugs upon further administrations. Babies receive the same mood effects from drugs as adults do: administering a smokeleaf joint to a baby gives them the {{Good|+13}} High on Smokeleaf mood boost. However, the effect of drugs lasts much longer because the drug severity is higher: a one-joint smokeleaf high for a baby lasts a max of 24, rather than 12, hours.&lt;br /&gt;
&lt;br /&gt;
===Sleep===&lt;br /&gt;
{{See also|Rest}}&lt;br /&gt;
Unlike adults, babies don't follow a sleep schedule, instead falling asleep mostly at random. They may be in a sleeping spot, growing steadily more sleepy and upset, while still not falling asleep.&lt;br /&gt;
&lt;br /&gt;
A [[crib]] or [[bed]] should be provided for the baby to sleep in, as it will negate the negative [[mood]] from sleeping on the floor. There are several benefits of cribs over beds: cribs take up only one tile, multiple can be placed in a room without turning it into a barracks, and high-quality cribs can increase the mood of the baby while it rests or sleeps. &lt;br /&gt;
&lt;br /&gt;
Force-feeding, holding, or playing with the baby will wake them up, possibly keeping them unhappy from being tired.&lt;br /&gt;
&lt;br /&gt;
===Play===&lt;br /&gt;
Babies need to be played with, in place of standard Recreation. An adult assigned to child care will play with the baby once the play need is almost empty. There are different activities that will fulfill the baby's play need. A [[toy box]] and [[baby decoration]] increases the quality of play.&lt;br /&gt;
&lt;br /&gt;
===Mood===&lt;br /&gt;
Babies' moods are influenced by their needs for food, sleep, and play. These are affected at the same rates as for adults:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger''' || Ravenously Hungry || Hungry || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Sleep''' || Tired || Drowsy  || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Play''' || Really wants to play || Wants to Play  || Normal || Entertained || Very Entertained&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -10 || -5 || 0 || 5 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Babies share many moodlets with adults but aren't affected by as many influences. Babies can gain the {{Bad|-4}} Slept in the Cold moodlet, but aren't affected by temperature as much while awake. Babies have the same expectations for colony life as most other pawns do, influencing their moods at the same rate. Babies appreciate comfort only while resting or sleeping in a [[Crib|crib]], with various qualities providing higher mood boosts. They can be influenced by psychic drones just as much as other pawns, and have a psychic sensitivity of 100% by default.&lt;br /&gt;
&lt;br /&gt;
Uniquely, babies get a mood bonus when their parents are very happy: &amp;quot;Parent is happy&amp;quot; {{Good|+6}}, or &amp;quot;Parents are happy&amp;quot; {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
Being held or breastfed does not affect the baby or caretaking adult's mood in any direct way. However, babies will temporarily forget any ill mood effects from lack of Sleep while being held, although these needs will still decrease as usual.&lt;br /&gt;
&lt;br /&gt;
A baby's mood affects the moods of all other colonists, much like [[Children#Mood|children's moods]] can. Parents of a baby who is very happy will receive a {{Good|+6}} mood boost for &amp;quot;My child &amp;lt;baby&amp;gt; is happy&amp;quot;. If the baby is about 1/3 of its happiness or less, parents have a {{Bad|-6}} mood penalty, thinking &amp;quot;My child &amp;lt;baby&amp;gt; is unhappy&amp;quot;. Babies also factor into the colonists' thoughts on the overall happiness of the colony's children, which range from a positive {{Good|+2}} &amp;quot;Happy youngsters&amp;quot; mood boost to a {{Bad|-2}} &amp;quot;Sad youngsters&amp;quot;, to worse negative mood penalties, all based on the average of the moods of colonists aged 0-17.&lt;br /&gt;
&lt;br /&gt;
====Giggling and crying====&lt;br /&gt;
Instead of [[mental inspiration|mental inspirations]] or [[mental breaks]], babies will have giggling or crying &amp;quot;fits&amp;quot; which gives a mood boost or penalty to other colonists within a 10 tile{{Check Tag|Verify|Based on dev mode testing. Exact number unverified.}} radius. The ratio between giggling and crying is directly related with the baby's mood.&lt;br /&gt;
&lt;br /&gt;
[[Mood]] boosts from giggling babies go from {{Good|+4}} up to {{Good|+10}}, while crying babies can cause mood maluses from {{Bad|-8}} down to {{Bad|-20}}. Parents are only half as bothered by their baby crying, and twice as happy when their baby is giggling.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.125, 0.25, 1, 2, 4 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crying occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=12, 6, 1, 0.25, 0.125 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling to crying ratio (higher is better)&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.011, 0.042, 1, 8, 32 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Occurance of giggling per time crying&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Babies get the same [[Social|social]] opinion boosts from [[Social#Family_by_Blood|familial relationships]] that other pawns do. They are born aware of their entire family tree, going back to the great-grandparent generation and including dead relatives. In addition, their social relationships are impacted by who feeds them and who hears them crying. They will not know all of your colonists when born, only beginning to remember them after they've interacted a few times (and the colonist will likewise not remember the baby)!&lt;br /&gt;
&lt;br /&gt;
Feeding changes the social opinions between a baby and their caretaker. A baby will gain about {{Good|+16}} social opinion for another pawn each time they are fed, with the &amp;quot;Fed me&amp;quot; opinion, which wears off over time. It is unclear whether breastfeeding provides a similar benefit. An adult who feeds a baby will gain about {{Good|+4}} social opinion for them from this act, and remember the feeding for longer than the baby does. This bonus only stacks up to 5 times, for a maximum of +16 opinion of the baby. Adults who breastfeed a baby gain about {{Good|+7}} opinion for the baby from the interaction. These feeding opinion changes are the same whether the caretaker is the baby's parent or not.&lt;br /&gt;
&lt;br /&gt;
Crying causes a temporary social penalty for the baby, with a colonist's opinion of them dropping {{Bad|-12}} for each time the adult hears the baby crying.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=119034</id>
		<title>Reproduction</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=119034"/>
		<updated>2022-11-22T03:38:44Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: /* Lactation */ updated for 1.4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About|human pregnancy and babies|older children|Children}}&lt;br /&gt;
&lt;br /&gt;
'''Reproduction''' is the means by which [[human]] babies are created. &lt;br /&gt;
&lt;br /&gt;
Note: Due to the continuous nature of the subject matter, this page covers from conception to the age of three. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Babies can be obtained via several different methods:&lt;br /&gt;
*  Choosing them as a starting colonist via the [[scenario system]].&lt;br /&gt;
*  Natural reproduction, through [[#Pregnancy|pregnancy]].&lt;br /&gt;
*  Assisted reproduction, through [[#Surrogacy|surrogacy]] or [[#Growth vat|growth vats]].&lt;br /&gt;
*  Purchasing them from [[Trade#Slaver|slavers]].{{Check Tag|Can babies be bought?}}&lt;br /&gt;
*  Receiving them from [[quests]] and [[events]]. Babies of any faction can be adopted instantly to the colony, without angering them.&lt;br /&gt;
&lt;br /&gt;
Note that with the exception of the first point, these methods become unavailable if &amp;quot;Disable children&amp;quot; is toggled on in the [[AI_Storytellers#Biotech|storyteller settings]].&lt;br /&gt;
&lt;br /&gt;
== Natural Reproduction ==&lt;br /&gt;
{{Image wanted|section=1|reason=Images of the &amp;quot;Try for pregnancy&amp;quot; etc. icons.}}&lt;br /&gt;
Pawns in [[Social#Romance|romantic relationships]] have a chance to get pregnant when they initiate [[lovin']]. Note that pawns must share a two-person bed, bedroll, or sleeping spot to initate lovin' but do not require one to avoid the &amp;quot;sleeping alone&amp;quot; mood debuff. &lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
The prospective parents' chance of successfully reproducing is primarily controlled by their [[#Fertility|Fertility]] stat. The player has three options to adjust pregnancy rates from Lovin' in any relationship. By opening the social tab, to the right of a Lover, Fiancee, or Spouse, you can see a button that lets you change the couple's approach for having kids.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:Normal.png|32px]]         &lt;br /&gt;
| '''Normal''' (Default) || x1 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:AvoidPregnancy.png|32px]] &lt;br /&gt;
| '''Avoid pregnancy''' || x0.25 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:TryForBaby.png|32px]]     &lt;br /&gt;
| '''Try for baby'''    || x4 pregnancy chance. &lt;br /&gt;
|}&lt;br /&gt;
Therefore, the total chance of pregnancy in one relationship is likely: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Pregnancy chance per relationship''' = '''Mother's fertility''' x '''Father's fertility''' x '''Reproductive Approach''' x '''Times Lovin''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual chance that a pair of pawns will do Lovin' each night varies, but it requires them to share the same bed and sleep at the same time. Their chance of Lovin' varies by age, as seen in [[Social#Lovin.27|this chart]]. The [[Genes#Low_libido|low libido]] and [[Genes#High_libido|high libido]] genes will also alter this. There have been reports that colonist mood and opinions of each other also influence the chance of doing Lovin'.&lt;br /&gt;
&lt;br /&gt;
=== Pregnancy ===&lt;br /&gt;
&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6 day trimesters. The player will receive a notification when the pregnancy starts and when it progresses from one trimester to the next. The pregnant pawn will gain penalties to movement, manipulation, and hunger rate, increasing each trimester as seen in the chart below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| First trimester ||&lt;br /&gt;
&lt;br /&gt;
* Hunger rate offset: {{++|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| Second trimester ||&lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|10%}}&lt;br /&gt;
* [[Manipulation]]: {{--|5%}}&lt;br /&gt;
* Hunger rate offset: {{++|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| Third trimester || &lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|50%}}&lt;br /&gt;
* [[Manipulation]]: {{--|10%}}&lt;br /&gt;
* Hunger rate offset: {{++|50%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Throughout their pregnancy, they will also occasionally gain mood buffs or debuffs due to hormonal induced mood swings.{{Check Tag|Detail needed}} They may also receive the &amp;quot;morning sickness&amp;quot; condition, which lasts 4 to 8 ingame hours.&lt;br /&gt;
&lt;br /&gt;
'''Morning sickness:'''&lt;br /&gt;
* [[Consciousness]]: {{Bad|x0.8}}&lt;br /&gt;
* [[Moving]]: {{Bad|x0.9}}&lt;br /&gt;
* [[Manipulation]]: {{Bad|x0.9}}&lt;br /&gt;
* Vomiting {{MTB}}: {{Bad|{{#expr:(24*0.075)}} Hours}}&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
It is impossible for a mother that is lactating to have another child under any circumstances, even via surrogacy.&lt;br /&gt;
&lt;br /&gt;
== Assisted reproduction ==&lt;br /&gt;
Science enables new methods for obtaining babies. After Fertility Procedures has been researched, you can extract [[Ovum|ova]] from female pawns and fertilize them to form an [[Embryo|embryo]], for use in surrogate pregnancies or vat-grown babies.&lt;br /&gt;
&lt;br /&gt;
Both methods require extracting an ovum from a [[Reproduction#Fertility|fertile]] female pawn, be they [[colonist]], [[prisoner]], or [[slave]]{{IdeologyIcon}}, through a medical operation in the pawn's Health tab: &amp;quot;Extract ovum for IVF&amp;quot;. The operation requires one of any type of medicine and a doctor, although it is a relatively easy surgery, with a 500% multiplier on success, and 0% chance of death on failure. &lt;br /&gt;
&lt;br /&gt;
The ovum may then fertilized by a fertile male colonist or slave (but not prisoner) to produce an embryo. As long as the male pawn's fertility is above 0% this will be successful{{Check Tag|Verify|Not thoroughly checked}}. The resulting embryo can then be implanted in female pawns (may be prisoner, colonist, or slave) to initiate a pregnancy, placed in a growth vat, or sold.&lt;br /&gt;
&lt;br /&gt;
=== Surrogacy ===&lt;br /&gt;
With the [[Research#Fertillity Procedures|Fertillity Procedures]] research, you can create [[embryo]]s. They can then be implanted into a pawn for a chance for the pawn to become pregnant. The chance of success depends on the surrogate's own Fertility.&lt;br /&gt;
&lt;br /&gt;
Even if they did not supply the ovum, the surrogate will be considered the birth mother. Otherwise, it will act as a regular pregnancy.{{Check Tag|Verify|Not thoroughly checked, quick devmode run to write this section}}. A pawn born this way will consider both their surrogate and genetic mother as the pawn's parents in terms of social opinions.&lt;br /&gt;
&lt;br /&gt;
=== Growth vats ===&lt;br /&gt;
{{See also|Growth vat}}&lt;br /&gt;
[[Growth vat]]s are a complete alternative to pregnancy. They require the [[Research#Growth vats|Growth vat]]s research to make, as well as [[Research#Fertility procedures|Fertility Procedures]], and two pawns with &amp;gt; 0% Fertility to actually create embryos. &lt;br /&gt;
&lt;br /&gt;
Growth vats allow an embryo to be born in 9 days, half the time of a natural pregnancy. Active vats must be given a constant supply of 200 W of [[power]] and 6 [[nutrition]] per day - or around 6.5 [[simple meal]]s per day - to ensure survival of the fetus. If lacking either, then the fetus will undergo biostarvation, increasing by 50% per day. If biostarvation reaches 100%, the fetus will be destroyed.&lt;br /&gt;
&lt;br /&gt;
Growth vat births always have a [[Reproduction#Quality|quality]] of 70%, which affects the chance of the baby being born healthy. However, there are benefits to this method: as it avoids natural birth, the mother won't be weighed down, and there is no risk of them dying.&lt;br /&gt;
&lt;br /&gt;
== Birth ==&lt;br /&gt;
Your first warning for a pawn's upcoming childbirth comes during a pawn's pregnancy: the player will receive one notification when the mother hits the third trimester about &amp;quot;&amp;lt;Colonist&amp;gt;'s baby prep&amp;quot;, which explains all the steps you can take to help the mother give birth successfully. Besides preparing a location and doctor for the birth, this notification reminds you to prepare a food source for the baby and build them a crib. Labor will happen roughly 6 days after, starting with a notification of &amp;quot;&amp;lt;Colonist&amp;gt; in labor!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once labor begins, the birthing procedure can be initiated by clicking on the mother, and selecting the &amp;quot;Begin birth&amp;quot; option. This allows the player to select participants and a Doctor, much like [[Ideology]]'s rituals. The procedure will take place at a bed or sleeping spot, chosen automatically (preferring medical beds) if the mother is not already in bed. All of these choices have an effect on the birth's quality, which affects the chance that the mother and baby will come out of childbirth alive and healthy. You can view the exact factors and their influence in the Quality section below. The expected duration of this operation is variable, but will end once the baby has been born or mother has died.&lt;br /&gt;
&lt;br /&gt;
===Labor===&lt;br /&gt;
The progress of labor can be tracked in the mother's health tab. Labor begins with contractions, different stages of dilation that change randomly over time, with all adding various amounts of pain and restrictions on movement for the mother. Many stages will incapacitate her, so even before the childbirth operation begins, it is important to bring her to a bed. When the childbirth operation has proceeded for a while, you will receive a small notification saying &amp;quot;&amp;lt;mother&amp;gt;'s labor has entered the final stage&amp;quot;, and the labor will progress to the final &amp;quot;pushing&amp;quot; stage. &lt;br /&gt;
&lt;br /&gt;
'''Stages of labor:'''&lt;br /&gt;
* dilation, mild: pain +25%, moving x40%&lt;br /&gt;
* dilation, debilitating: pain +85%&lt;br /&gt;
* pushing: pain +85%&lt;br /&gt;
&lt;br /&gt;
Once the childbirth procedure has begun, any spectating loved ones may socialize with each other, but the doctor and mother will be focused on their tasks. Spectators and the doctors can leave if needed, by selecting a pawn and then pressing the &amp;quot;Leave child birth&amp;quot; option.&lt;br /&gt;
Finally, you can cancel the birth operation by selecting any of the involved pawns and then selecting the &amp;quot;Cancel child birth&amp;quot; option, which allows you to restart childbirth later.&lt;br /&gt;
&lt;br /&gt;
===Quality===&lt;br /&gt;
When starting the child birth procedure, a screen will show you the expected quality of the birth, determined by:&lt;br /&gt;
* Loved one present: the presence of someone that the mother considers a friend or more gives +5% quality, with no stacking for multiple friends or a better friend. By default, the father will be selected to be present. If the doctor performing the operation is a friend, they will count towards this bonus too.&lt;br /&gt;
* Age of the mother: a 22-year-old has a +50% quality, and as the mother grows older, this drops.&lt;br /&gt;
* Doctor's medical skill: can range from 0-20% or more. Skill level 1 gives 1.3%, 3 gives +3.8%, 7 gives +8.8%, and 16 gives +20% quality.&lt;br /&gt;
* Indoors: if inside, the quality gains +5%.&lt;br /&gt;
* Room cleanliness: cleanliness can range from 0-0.6, giving 0-10% in quality bonuses.&lt;br /&gt;
* Bed health effects: contributes up to 5%, with things like bed quality, a medical bed, and (perhaps vitals monitor or other furniture?) influencing this stat. A bed rating of 5 guarantees a quality bonus of +5%.&lt;br /&gt;
&lt;br /&gt;
Therefore, the most important factors in a safe birth are the mother's age and the doctor's skill level.&lt;br /&gt;
&lt;br /&gt;
Birth quality is likely determined at the moment of the baby's birth; allowing the doctor or loved ones to leave, or having the room grow dirty, has an effect on birth quality.&lt;br /&gt;
&lt;br /&gt;
=== Outcomes ===&lt;br /&gt;
{{Stub|section=1|reason=Exact math on the chance mechanics}}&lt;br /&gt;
Depending on the quality, the baby can be born healthy or sickly, or they may die during birth. At lower qualities, there is also a chance that the mother can die during childbirth.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Expected Quality''' || 76 || 84 || 95&lt;br /&gt;
|-&lt;br /&gt;
| '''Mother dies''' || 0.98% || 0.45% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Still''' || 3.3% || 3% || 2.6%&lt;br /&gt;
|-&lt;br /&gt;
| '''Sick''' || 7.4% || 7.5% || 7.5%&lt;br /&gt;
|-&lt;br /&gt;
| '''Healthy''' || 89% || 90% || 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You will receive a notification when the birth is complete, and the baby will appear on an adjacent tile. If the baby was born alive, a pawn with the Childcare work enabled can be instructed to either move the baby to a safe space, or to deliver it to the mother for breastfeeding. The baby will be born hungry, with a mood penalty of {{Bad|-6}}.&lt;br /&gt;
&lt;br /&gt;
If your baby was healthy, the notification is &amp;quot;Healthy child birth&amp;quot;, and it gives you 24 hours to choose a name for the baby. This is the only time where you can completely customize the baby's first and last names, and you additionally can add an optional nickname. The game will suggest the mother and father's last names on this screen, and provide random suggestions for the other names. Until then, the baby's name is temporary, and called &amp;quot;Baby &amp;lt;Mother's last name&amp;gt;&amp;quot;. The baby will also receive the Childhood title &amp;quot;Newborn&amp;quot;, and belong to the mother's faction. The baby's parents will receive a 15-day mood boost that &amp;quot;&amp;lt;Baby&amp;gt; was born healthy&amp;quot; {{Good|+8}}.&lt;br /&gt;
&lt;br /&gt;
If the baby is born sick, they are affected by a form of [[infant illness]], which can start at a variable intensity. If left untreated before 10 days is up, the baby dies, but if it lives through 10 days after birth, the illness will no longer affect the baby. You will also get the chance to name your baby.&lt;br /&gt;
&lt;br /&gt;
If the mother survived childbirth, she will remain in bed, incapacitated by exhaustion (Postpartum exhaustion) for 16 hours. She'll no longer feel any pain from childbirth, but won't be able to move. However, if another pawn delivers her baby to her, she can begin breastfeeding. &lt;br /&gt;
&lt;br /&gt;
== Lactation ==&lt;br /&gt;
&lt;br /&gt;
Lactation is the mechanic that allows pawns to breastfeed babies. Lactation gives pawns a milk fullness stat, and when milk fullness is above 0%, a pawn can breastfeed any baby, even if it is not their own child. There are other consequences to lactation, however: lactating pawns require more nutrition per day, and they have a reduced chance of pregnancy. Prior to update 1.4, lactating pawns could not become pregnant, regardless of their [[Reproduction#Fertility|fertility]] and reproductive strategy, but after update 1.4, lactation places a 5% multiplier on a pawn's fertility, giving them a very small chance of becoming pregnant. Lactation lasts indefinitely, only stopping after 10 days of not breastfeeding a child. You can view a pawn's lactation details in their Health panel. &lt;br /&gt;
&lt;br /&gt;
Upon a successful childbirth, a mother will begin lactating, with milk fullness starting at 100%. Milk fullness regenerates at varying rates depending on the mother's hunger level. Lactating pawns require more nutrition per day in order to produce milk: the mother's Food Consumption stat rises from 1.6 to 2.1 nutrition per day, a gain of +0.5 (a simple meal has 0.9 nutrition). However, the nutrition required for them to make milk depends on their milk regeneration level, which decreases in stages following their hunger level. As a pawn gets more hungry, they won't produce as much milk, and won't require as much extra nutrition. Additionally, a lactating pawn with milk fullness of 100% won't require any extra nutrition since they're not currently regenerating milk. You can view the pawn's current nutritional needs by checking the details of their &amp;quot;Lactating&amp;quot; condition in the pawn's Health tab. Lactating does not affect any other pawn stats or conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger Level''' || Ravenously Hungry || Hungry || Full&lt;br /&gt;
|-&lt;br /&gt;
| '''Milk Regeneration''' || 25% || ? || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Extra Nutrition Per Day''' || 0.13 || ? || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Heredity ==&lt;br /&gt;
{{See also|Genes}}&lt;br /&gt;
When an [[embryo]] is conceived, it will inherit some of the [[genes]] of both parents. During a mother's pregnancy, you can view her child's genes by going to her Health tab and selecting the information button for her pregnancy. The genetics section will list all genes that her child has inherited. &lt;br /&gt;
&lt;br /&gt;
Genes which can be passed down come from the [[germline]] DNA, and are called endogenes. Pawns may modify themselves with [[Xenogene|xenogenes]], but as it's not part of a pawn's germline DNA, it cannot be passed down. If an endogene is only present in one parent, it has a small chance to be passed down.{{Check Tag|What's the chance?|What is the algorithm for calculating gene inheritance?}} However if an endogene is present in both parents, it will always be passed down.&lt;br /&gt;
&lt;br /&gt;
Generally, all pawns will have at least one hair color and skin color endogene. Offspring will always pick one hair color and skin color endogene from their parents. If no hair/skin color endogene can be found in either parent, such as if they were two [[highmates]], a random hair/skin color endogene will be picked from the natural list of hair/skin colors instead.&lt;br /&gt;
&lt;br /&gt;
If a pawn has multiple [[Genes#Cosmetic|cosmetic genes]] within a category, like body type, one random gene will override the others. This will be the gene represented on the pawn. For non-cosmetic genes within a category there is a fixed priority for overrides, usually favored towards the negative variations. For example, an awful [[shooting]] aptitude will override all other shooting aptitudes. Xenogenes will always take priority over endogenes. Thus, even though the Slow runner endogene overrides their Fast runner endogene, the Fast runner xenogene will override the Slow runner endogene. Note that overridden endogenes can still be passed down as normal.&lt;br /&gt;
&lt;br /&gt;
If a child is born from an incestuous relationship, there's a risk of them becoming [[Genes#Miscellaneous|inbred]]; up to 80% for direct relatives. {{Check Tag|Which relations?|What counts as direct? Effect of other relations}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! '''Inbred'''&lt;br /&gt;
[[File:Gene_Inbred.png|64px]]         &lt;br /&gt;
|&lt;br /&gt;
* Complexity: {{Bad|+1}}&lt;br /&gt;
* Metabolic efficiency: {{Bad|-2}}&lt;br /&gt;
* Forced Trait: [[Slow learner]]&lt;br /&gt;
* [[#Fertility|Fertility]]: {{Bad|x50%}}&lt;br /&gt;
* [[Immunity gain speed]]: {{Bad|x85%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fertility ==&lt;br /&gt;
Fertility is the main pawn stat affecting pregnancy chances, acting as a percentage multiplier on the chance of getting pregnant naturally or through an ovum implantation. Natural pregnancy chance is equally dependent on the fertility of both partners. Additionally, fertility must be above 0% to extract a pawn's ovum or to fertilize the [[Ovum|ovum]] into an [[Embryo|embryo]].&lt;br /&gt;
&lt;br /&gt;
This stat is affected by a variety of factors, such as age, [[Genes|genes]], and [[#Contraceptives|contraceptives]]. Age is the baseline for fertility, changing slowly for each colonist over time, and at a different rate by pawn gender. Genes provide an additional multiplier on fertility. Contraceptives instantly bring fertility to 0%, overriding other fertility factors.&lt;br /&gt;
&lt;br /&gt;
For baseline humans without fertility-modifying genes, both men and women start becoming fertile after age 14; but regardless of fertility, pawns can't participate in reproduction until they are 16. Fertility increases differently by gender. Women's fertility increases until age 20, but starts dropping at age 28 until it reaches 0% at age 50. Men's fertility increases until age 18, but starts dropping at age 50 until it's 0% at age 90. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Female Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 20, 28, 35, 40, 45, 50, 120&lt;br /&gt;
|y=0, 0, 100, 100, 50, 10, 2, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Male Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 18, 50, 90, 120&lt;br /&gt;
|y=0, 0, 100, 100, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Genes affect fertility in direct and indirect ways. There are two direct effects: the [[Genes#Fertile|Fertile]] gene doubles fertility and the [[Genes#Sterile|Sterile]] gene completely nullifies it. &lt;br /&gt;
&lt;br /&gt;
Some genes provide an indirect effect on fertility through their effect on age. Aging-related genes like [[Genes#Non-senescent|Non-senescent]] cannot mitigate the effects of age on fertility, but the [[Genes#Ageless|Ageless]] gene can keep a pawn's fertility stable by freezing the pawn's biological age. Additionally, other aging-related technologies can affect a pawn's fertility: [[Biosculpter_pod#Age_reversal|Age Reversal]] in a [[Biosculpter_pod|Biosculpter pod]] {{IdeologyIcon}} has a fully restorative effect on fertility, even allowing a completely infertile pawn to become fertile again once they pass back into the age range of fertility for their gender.&lt;br /&gt;
&lt;br /&gt;
== Contraceptives ==&lt;br /&gt;
There are many ways to manually change the likelihood of natural pregnancy. The simplest way in the game to prevent pregnancy is to not give pawns a [[double bed]] to themselves. However, it deprives them of the [[mood]] bonuses of Lovin' in the first place. You can instead change a couple's Reproductive Approach in the Social tab to the &amp;quot;Avoid pregnancy&amp;quot; option, which reduces their pregnancy rate by -75% but still allows them to make Lovin' at the same rate. Additionally, a guaranteed method of avoiding pregnancy is by continuing a pawn's [[Reproduction#Lactation|lactation]]. If a pawn is lactating (from having given birth before), then it is impossible for them to have a child under any circumstances. &lt;br /&gt;
&lt;br /&gt;
A more stable solution to controlling pregnancy can be pursued through research and medicine, by applying contraceptives to pawns of either gender who are engaging in Lovin'. The [[Research#Fertility Procedures|Fertility Procedures]] research gives access to multiple operations, temporary or permanent, to prevent and stop pregnancies. These surgeries can be applied to any pawn age 16 and up, and can be performed even if the pawn is already infertile.&lt;br /&gt;
&lt;br /&gt;
=== IUD ===&lt;br /&gt;
This is a temporary method of preventing pregnancies. You can stop a female pawn from becoming pregnant with the &amp;quot;Implant IUD&amp;quot; medical operation, which has a 100% success chance and no chance of pawn death upon failure. The operation requires {{Icon Small|medicine}} 1 [[Medicine]] of any type and will anesthetize the pawn. The IUD lasts indefinitely and can be seen in the pawn's Health tab, but you can later remove it through the &amp;quot;Remove IUD&amp;quot; medical operation, also for {{Icon Small|medicine}} 1 [[Medicine]] of any type. Women may embark with IUDs already implanted. If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
Implanted IUDs also stop pregnancies in the first trimester, an alternative to the Terminate Pregnancy operation.&lt;br /&gt;
&lt;br /&gt;
=== Vasectomy ===&lt;br /&gt;
This is another temporary method of preventing pregnancies. You can stop a male pawn from impregnating others with the &amp;quot;Perform vasectomy&amp;quot; medical operation, which also has a 100% success chance with no chance of pawn death upon failure. The vasectomy lasts indefinitely, with the operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. You can later remove it through the &amp;quot;Reverse vasectomy&amp;quot; medical operation, also for and {{Icon Small|medicine}} 1 [[Medicine]] of any type. Men may embark with the operation already performed.{{Check Tag|Verify}} If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
=== Tubal Ligation ===&lt;br /&gt;
This permanently stops a female pawn from being able to reproduce. &amp;quot;Perform tubal ligation&amp;quot; is a medical operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. The surgery success chance is 100% and there is no chance of pawn death upon failure.&lt;br /&gt;
&lt;br /&gt;
=== Termination ===&lt;br /&gt;
If the pawn has already become pregnant past the first trimester, the only option left is to terminate the pregnancy. This can be achieved through the medical operation &amp;quot;Terminate pregnancy&amp;quot; requiring {{Icon Small|medicine}} 1 [[Medicine]], after which the pawn will no longer be pregnant.&lt;br /&gt;
&lt;br /&gt;
This operation will upset the affected pawn. Depending on the trimester of the pregnancy, a moodlet of {{Bad|-5}} for the first, {{Bad|-10}} for the second, and {{Bad|-20}} for the third will occur, lasting for 10 days.&lt;br /&gt;
&lt;br /&gt;
== Babies ==&lt;br /&gt;
The end result of pregnancy is a human '''baby'''. Babies are small, helpless creatures that cannot walk or do anything by themselves. They only have three basic [[needs]]: food, sleep, and play. &lt;br /&gt;
&lt;br /&gt;
Babies can be ages 0-2, with newborn ages tracked in days and quadrums rather than years. Once a baby turns 3, they become a [[Children|child]], and on their [[Children#Age_3|3rd birthday]] you can make special choices for how they will develop further. Under the default [[storyteller|storyteller settings]], pawns under 13 will age 4x faster than normal, so the biological age of the baby is not how many days/quadrums they have actually been alive. [[Growth vat]]s can speed up a baby's growth by 20x that of an adult, or 5x faster than default. Using a growth vat seems to have no ill effects on a baby or its development, at least until it exits the baby stage.{{Check Tag|Not thoroughly tested|No visible effect?}} However, parents gain a {{--|4}} ''My baby is in a growth vat'' [[mood]]let.&lt;br /&gt;
&lt;br /&gt;
If a baby is left on the ground, any colonist (even those incapable of childcare or hauling) can try to bring the baby somewhere safe, like an available crib. Usually a colonist will quickly try to do this automatically. If you draft a colonist while they are carrying a baby, you'll receive a pop-up warning that your colonist is carrying a baby while drafted. If you undraft and redraft the colonist, they will drop the baby.&lt;br /&gt;
&lt;br /&gt;
Babies are born with no traits or skills: these develop during childhood [[Children#Growth_moments|Growth Moments]]. They also have no [[Ideoligion|ideoligion]] {{IdeologyIcon}}. Unless they have temporary health effects from being born sick, they have no health conditions, with every health stat at 100%, except for Moving, which is at 0%.&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
{{See also|Saturation}}&lt;br /&gt;
Babies need less [[nutrition]] to become full, but their hunger rate is adjusted with it to require [[food]] twice a day. Since babies cannot eat anything by themselves, pawns assigned to childcare will help feed them. The feeding process is fairly slow when compared to adult eating.&lt;br /&gt;
&lt;br /&gt;
They can ''only'' be fed in one of following ways:&lt;br /&gt;
* Breastfeeding from any lactating pawn, even those not their mother.&lt;br /&gt;
* Cooking and feeding them [[baby food]], produced at a campfire or stove from vegetable ingredients.&lt;br /&gt;
* Feeding them animal [[milk]] or [[insect jelly]].&lt;br /&gt;
&lt;br /&gt;
Of these, breastfeeding is usually the easiest. Unlike other foods, which feed in bursts only once the food has been consumed, breastfeeding will gradually increase the food bar. This allows the breastfeeding pawn to pause at any point, whilst also not wasting excess food. Usually, a pawn will sit down to breastfeed, continuing until the baby is full or the pawn is out of milk.&lt;br /&gt;
&lt;br /&gt;
You can control what foods the baby can eat and who will try to feed the baby in the baby's &amp;quot;Feeding&amp;quot; tab. By default, the mother will be set to Urgent, with all other pawns set to Childcare. If a pawn is set to childcare, that does not mean they will feed the baby: their childcare labor may be turned off, or they may be incapable of it.&lt;br /&gt;
* &amp;quot;Urgent&amp;quot; means the pawn will feed the baby day or night, even if the pawn is not assigned to childcare or capable of it.&lt;br /&gt;
* &amp;quot;Childcare&amp;quot; means the pawn will feed the baby as childcare work.&lt;br /&gt;
* &amp;quot;Never&amp;quot; means the pawn won't automatically feed the baby.&lt;br /&gt;
You can allow the baby to eat milk, insect jelly, and baby food in this tab, but can't control breastfeeding here. &lt;br /&gt;
&lt;br /&gt;
==== Drugs ====&lt;br /&gt;
Although babies are limited to eating certain foods, you can administer drugs to babies under the Health&amp;gt;&amp;gt;Medical Operations tab. These have an outsized influence because of the pawns' very small body sizes (x0.20 of the size of an adult). This means each administered drug causes a higher severity of reaction, affecting the duration of the high and the likelihood of [[Drugs#Addiction_and_Tolerance|tolerance]] buildup. This indirectly increases the chance of addiction: tolerance built so quickly makes babies much more likely to get addicted to drugs upon further administrations. Babies receive the same mood effects from drugs as adults do: administering a smokeleaf joint to a baby gives them the {{Good|+13}} High on Smokeleaf mood boost. However, the effect of drugs lasts much longer because the drug severity is higher: a one-joint smokeleaf high for a baby lasts a max of 24, rather than 12, hours.&lt;br /&gt;
&lt;br /&gt;
===Sleep===&lt;br /&gt;
{{See also|Rest}}&lt;br /&gt;
Unlike adults, babies don't follow a sleep schedule, instead falling asleep mostly at random. They may be in a sleeping spot, growing steadily more sleepy and upset, while still not falling asleep.&lt;br /&gt;
&lt;br /&gt;
A [[crib]] or [[bed]] should be provided for the baby to sleep in, as it will negate the negative [[mood]] from sleeping on the floor. There are several benefits of cribs over beds: cribs take up only one tile, multiple can be placed in a room without turning it into a barracks, and high-quality cribs can increase the mood of the baby while it rests or sleeps. &lt;br /&gt;
&lt;br /&gt;
Force-feeding, holding, or playing with the baby will wake them up, possibly keeping them unhappy from being tired.&lt;br /&gt;
&lt;br /&gt;
===Play===&lt;br /&gt;
Babies need to be played with, in place of standard Recreation. An adult assigned to child care will play with the baby once the play need is almost empty. There are different activities that will fulfill the baby's play need. A [[toy box]] and [[baby decoration]] increases the quality of play.&lt;br /&gt;
&lt;br /&gt;
===Mood===&lt;br /&gt;
Babies' moods are influenced by their needs for food, sleep, and play. These are affected at the same rates as for adults:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger''' || Ravenously Hungry || Hungry || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Sleep''' || Tired || Drowsy  || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Play''' || Really wants to play || Wants to Play  || Normal || Entertained || Very Entertained&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -10 || -5 || 0 || 5 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Babies share many moodlets with adults but aren't affected by as many influences. Babies can gain the {{Bad|-4}} Slept in the Cold moodlet, but aren't affected by temperature as much while awake. Babies have the same expectations for colony life as most other pawns do, influencing their moods at the same rate. Babies appreciate comfort only while resting or sleeping in a [[Crib|crib]], with various qualities providing higher mood boosts. They can be influenced by psychic drones just as much as other pawns, and have a psychic sensitivity of 100% by default.&lt;br /&gt;
&lt;br /&gt;
Uniquely, babies get a mood bonus when their parents are very happy: &amp;quot;Parent is happy&amp;quot; {{Good|+6}}, or &amp;quot;Parents are happy&amp;quot; {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
Being held or breastfed does not affect the baby or caretaking adult's mood in any direct way. However, babies will temporarily forget any ill mood effects from lack of Sleep while being held, although these needs will still decrease as usual.&lt;br /&gt;
&lt;br /&gt;
A baby's mood affects the moods of all other colonists, much like [[Children#Mood|children's moods]] can. Parents of a baby who is very happy will receive a {{Good|+6}} mood boost for &amp;quot;My child &amp;lt;baby&amp;gt; is happy&amp;quot;. If the baby is about 1/3 of its happiness or less, parents have a {{Bad|-6}} mood penalty, thinking &amp;quot;My child &amp;lt;baby&amp;gt; is unhappy&amp;quot;. Babies also factor into the colonists' thoughts on the overall happiness of the colony's children, which range from a positive {{Good|+2}} &amp;quot;Happy youngsters&amp;quot; mood boost to a {{Bad|-2}} &amp;quot;Sad youngsters&amp;quot;, to worse negative mood penalties, all based on the average of the moods of colonists aged 0-17.&lt;br /&gt;
&lt;br /&gt;
====Giggling and crying====&lt;br /&gt;
Instead of [[mental inspiration|mental inspirations]] or [[mental breaks]], babies will have giggling or crying &amp;quot;fits&amp;quot; which gives a mood boost or penalty to other colonists within a 10 tile{{Check Tag|Verify|Based on dev mode testing. Exact number unverified.}} radius. The ratio between giggling and crying is directly related with the baby's mood.&lt;br /&gt;
&lt;br /&gt;
[[Mood]] boosts from giggling babies go from {{Good|+4}} up to {{Good|+10}}, while crying babies can cause mood maluses from {{Bad|-8}} down to {{Bad|-20}}. Parents are only half as bothered by their baby crying, and twice as happy when their baby is giggling.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.125, 0.25, 1, 2, 4 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crying occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=12, 6, 1, 0.25, 0.125 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling to crying ratio (higher is better)&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.011, 0.042, 1, 8, 32 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Occurance of giggling per time crying&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Babies get the same [[Social|social]] opinion boosts from [[Social#Family_by_Blood|familial relationships]] that other pawns do. They are born aware of their entire family tree, going back to the great-grandparent generation and including dead relatives. In addition, their social relationships are impacted by who feeds them and who hears them crying. They will not know all of your colonists when born, only beginning to remember them after they've interacted a few times (and the colonist will likewise not remember the baby)!&lt;br /&gt;
&lt;br /&gt;
Feeding changes the social opinions between a baby and their caretaker. A baby will gain about {{Good|+16}} social opinion for another pawn each time they are fed, with the &amp;quot;Fed me&amp;quot; opinion, which wears off over time. It is unclear whether breastfeeding provides a similar benefit. An adult who feeds a baby will gain about {{Good|+4}} social opinion for them from this act, and remember the feeding for longer than the baby does. This bonus only stacks up to 5 times, for a maximum of +16 opinion of the baby. Adults who breastfeed a baby gain about {{Good|+7}} opinion for the baby from the interaction. These feeding opinion changes are the same whether the caretaker is the baby's parent or not.&lt;br /&gt;
&lt;br /&gt;
Crying causes a temporary social penalty for the baby, with a colonist's opinion of them dropping {{Bad|-12}} for each time the adult hears the baby crying.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Children&amp;diff=119033</id>
		<title>Children</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Children&amp;diff=119033"/>
		<updated>2022-11-22T03:11:04Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: /* Summary */ reorganized and added details on combat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About|children of age 3 and up|pregnancy and babies|Reproduction}} &lt;br /&gt;
'''Children''' are added by the [[Biotech (DLC)| Biotech DLC]]. They are smaller, slower, and less capable of work when compared to adult pawns, but gain skills as they age.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{See also|Reproduction}}&lt;br /&gt;
* Having a [[baby]] age up to 3 or beyond.&lt;br /&gt;
* Purchasing them from [[Trade#Slaver|slavers]].&lt;br /&gt;
* Most [[quest]]s and [[event]]s where an adult colonist would join.&lt;br /&gt;
&lt;br /&gt;
Note that [[raid]]s will not have children, unless you enable it in the [[AI_Storytellers#Child raiders|storyteller settings]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
A child is a human whose biological age is between 3 and 13 years old. Humans younger than 3 are [[babies]], while humans between 13 and 18 are teenagers, and humans above 18 are full adults. Teenagers are similar to adults for most purposes but cannot reproduce until they are 16, and they have steadily decreasing penalties to certain traits. &lt;br /&gt;
&lt;br /&gt;
Children undergo many changes as they develop into adults. Children up to 13 years old will age 400% as fast as older humans, though this can be altered by using a [[growth vat]] or in the [[AI_Storytellers#Child aging rate|storyteller settings]]. This means their biological age will grow steadily older than their chronological age, unless their aging is frozen or reversed. Children develop some stats over time, but have important growth moments at ages 7, 10, and 13. These give the pawn access to new work types, as well as the choice of [[trait]]s and passions. Giving a child access to Learning increases the possible choices. See [[#Development]] for more details.&lt;br /&gt;
&lt;br /&gt;
Children as young as 3 can wield [[weapon]]s, but are limited to child-sized clothing like the [[kid pants]] and [[kid parka]], and can only do certain types of work. Younger pawns receive penalties to [[Global Work Speed]], [[Move Speed]], and more scaling with age. Due to their body size, they can store less [[nutrition]] and receive stronger effects from [[drug]]s. Finally, children (below 13) are vulnerable to the ''Fleeing Fire'' [[mental break]] when seeing [[fire]]. See [[#Stats|Stats]] for a full breakdown of stat penalties. &lt;br /&gt;
&lt;br /&gt;
Luckily, children do not have to participate in combat until the last moment. Children who are unarmed and uninvolved in fighting will be very low priority targets for enemies, only targeted for attacks at the same level as colony livestock are. If they aren't in the line of sight of enemy fighters, they won't be hunted down during an attack. This provides some extra safety during raids, but you may still want to keep children in safe areas until then: hungry predators and opponentless attackers will still target your children when nearby.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mood===&lt;br /&gt;
Children up to 13 receive a [[mood]]let for simply being young: at age 3, {{+|16}} '''Childlike joy''', at age 6, {{+|12}} '''Childlike wonder''', age 8, {{+|8}} '''Childlike enthusiasm''', and at age 10, {{+|4}} '''Childlike confidence'''. Children are happy when their parents are happy, and parents are happy when their children are. Other than that, most regular moodlets apply to them. &lt;br /&gt;
&lt;br /&gt;
Adult colonists receive a {{+|2}}{{Check Tag|??|Possibly scales with mood itself}} ''Happy youngsters'' for having children with high mood in the colony. Most receive a {{--|6}} moodlet for killing an innocent child.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
=== Learning ===&lt;br /&gt;
Children have a '''Learning''' need, which replaces Recreation. Children scheduled to do [[Schedule#Anything|Anything]] or [[Schedule#Recreation|Recreation]] will satisfy their Learning need. Not only does a fulfilled Learning give mood buffs, analogous to Recreation at the same level, but it can also increase their growth score.&lt;br /&gt;
&lt;br /&gt;
===Learning Tasks===&lt;br /&gt;
At any one point, Learning will consist of 1 or 2 of the following tasks, which may not always be possible:&lt;br /&gt;
&lt;br /&gt;
*'''Floor drawing''': Children draw pictures on the floor in various places. This does not require any additional supplies and can occur on anywhere within or near home area. The drawings can be cleaned up the same way as any other dirt.&lt;br /&gt;
*'''Lessons''': The child(ren) sit together at a [[school desk]]. If an adult is present, they will instruct the children in a random, currently usable skill (e.g., when age 4 this can be Shooting, Melee, or Social), increasing the child's respective skill level. The speed at which the child learns can be increased by up to 60% by adding up to 3 [[Blackboard|blackboards]] near the school desks at which the lesson takes place. It also trains the adult's Social skill.&lt;br /&gt;
*'''Nature running''': Children run around outside, similar to the adult &amp;quot;Going for a walk&amp;quot; activity. Care must be taken as nearby predator hunt or potential raid can occur near them, as they tend to run outside the safe zone near the edge.&lt;br /&gt;
*'''Radio talking''': Chat with people over the radio, which requires a powered [[comms console]]. This can interfere with the usage if required to contact another faction or a nearby Trader Ship orbiting above the colony.&lt;br /&gt;
*'''Sky dreaming''': Children lay on the ground and watch the sky, much like adults that are cloud watching.&lt;br /&gt;
*'''Work watching''': Children that are work watching will follow an adult, who does standard work. If the children is at a suitable age for the skill the adult is doing work on (i.e: Treating injury with medicine or attempting to recruit/convert prisoners), said skill will slowly be gained.&lt;br /&gt;
&lt;br /&gt;
===Growth score===&lt;br /&gt;
Each day, children will raise their growth score (shown at the bottom of the screen when a child is selected) proportionate to their Learning need. The growth score can pass through 8 tiers of learning, and each will grant more rewards during a child's growth moment. Tiers give you more flexibility in choosing a child's next trait and gives more passions. Once a growth moment has passed, the child's growth tiers will reset to 0, and you'll need to keep them learning to gain more rewards.&lt;br /&gt;
&lt;br /&gt;
A child with constantly fully-satisfied Learning need would achieve a hypothetical maximum of 180 growth points, but 162 is the highest value displayed. Changing the child aging rate in storyteller settings adjusts the growth point gain proportionately. Therefore, average Learning need can roughly predict the final growth tier of a child, assuming the child completes the entire growth stage within the colony.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Growth Tiers and Rewards&lt;br /&gt;
|-&lt;br /&gt;
| Tier || Points || Traits || Passion || Min Av Learning&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1 from 1 options || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 30 || 1 from 2 options || - || 17%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 55 || 1 from 3 options || - || 31%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 80 || 1 from 4 options || - || 44%&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 100 || 1 from 4 options || 1 from 1 options || 56%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 120 || 1 from 4 options || 1 from 2 options || 67%&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 135 || 1 from 4 options || 1 from 3 options || 75%&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 150 || 1 from 4 options || 2 from 4 options || 83%&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 162 || 1 from 6 options || 3 from 6 options || 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Growth moments ==&lt;br /&gt;
[[Babies]] become children at 3, and children experience growth moments at 7, 10, and 13, allowing them to gain traits and passions. When a child hits the biological age for a growth moment, a notification will pop up that lets you pick new traits and passions. The selection is randomized, and increased by the growth tier. You can choose their traits/passions within 48 hours of the birthday, and view their bio/health from the selection screen.&lt;br /&gt;
&lt;br /&gt;
==== Age 3 ====&lt;br /&gt;
 '' Baby '''&amp;lt;BABY NAME&amp;gt;''' has grown up and become a child! (S)He is now old enough to do the following work: &amp;lt;LIMITED WORK&amp;gt; Children do various type of work. As they get older, they become able to do more work types. They also do various child-specific recreational activities. Children need to wear specific child-size apparel. ''&lt;br /&gt;
&lt;br /&gt;
At this age, now your baby is a child! They can now walk and talk, and do activities for skills like melee, shooting, or social. Their Play need is also replaced with a new Learning need.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Capable work types&lt;br /&gt;
|-&lt;br /&gt;
| Firefight || Patient || Doctor || Bed Rest || Childcare || Basic || Warden || Handle || Cook || Hunt || Construct || Grow || Mine || Plant Cut || Smith || Tailor || Art || Craft || Haul || Clean || Research&lt;br /&gt;
|-&lt;br /&gt;
| - || '''✓''' || - || '''✓''' || '''✓''' || - || - || - || - || - || - || - || - || - || - || - || - || - || '''✓''' || '''✓''' || -&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Learnable skills&lt;br /&gt;
|-&lt;br /&gt;
| Shooting || Melee || Construction || Mining || Cooking || Plants || Animals || Crafting || Artistic || Medical || Social || Intellectual&lt;br /&gt;
|-&lt;br /&gt;
| '''✓''' || '''✓''' || - || - || - || - || - || - || - || - || '''✓''' || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Ideology'''&lt;br /&gt;
&lt;br /&gt;
 '' '''&amp;lt;BABY NAME&amp;gt;''' has decided to become a follower of the ideoligion '''&amp;lt;MAJOR COLONY IDEOLIGION&amp;gt;'''. By tradition '''&amp;lt;BABY NAME&amp;gt;''', born to '''&amp;lt;MOTHER NAME&amp;gt;''' of '''&amp;lt;COLONY&amp;gt;''' (and) '''&amp;lt;FATHER NAME&amp;gt;''' of '''&amp;lt;COLONY&amp;gt;''' / unknown parents, is a colonist/tribesman, but exceptions can be made... Should '''&amp;lt;BABY NAME&amp;gt;''' remain a colonist/tribesman? ''&lt;br /&gt;
&lt;br /&gt;
With [[Ideology]]{{IdeologyIcon}}, the child will now follow the major [[ideoligion]] your colony currently believes in (assuming your colony has one). By default, they will remain as a colony child, but you can make an exception and enslave them instead. This can be postponed for up to 12 hours.&lt;br /&gt;
&lt;br /&gt;
==== Age 7 ====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Capable work types&lt;br /&gt;
|-&lt;br /&gt;
| Firefight || Patient || Doctor || Bed Rest || Childcare || Basic || Warden || Handle || Cook || Hunt || Construct || Grow || Mine || Plant Cut || Smith || Tailor || Art || Craft || Haul || Clean || Research&lt;br /&gt;
|-&lt;br /&gt;
| '''✓''' || ✓ || - || ✓ || ✓ || '''✓''' || - || '''✓''' || '''✓''' || '''✓''' || - || '''✓''' || '''✓''' || '''✓''' || - || '''✓''' || - || '''✓''' || ✓ || ✓ || -&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Learnable skills&lt;br /&gt;
|-&lt;br /&gt;
| Shooting || Melee || Construction || Mining || Cooking || Plants || Animals || Crafting || Artistic || Medical || Social || Intellectual&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || - || '''✓''' || '''✓''' || '''✓''' || '''✓''' || '''✓''' || - || - || ✓ || -&lt;br /&gt;
|}&lt;br /&gt;
==== Age 10 ====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Capable work types&lt;br /&gt;
|-&lt;br /&gt;
| Firefight || Patient || Doctor || Bed Rest || Childcare || Basic || Warden || Handle || Cook || Hunt || Construct || Grow || Mine || Plant Cut || Smith || Tailor || Art || Craft || Haul || Clean || Research&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || '''✓''' || ✓ || ✓ || ✓ || '''✓''' || ✓ || ✓ || ✓ || '''✓''' || ✓ || ✓ || ✓ || - || ✓ || '''✓''' || ✓ || ✓ || ✓ || -&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Learnable skills&lt;br /&gt;
|-&lt;br /&gt;
| Shooting || Melee || Construction || Mining || Cooking || Plants || Animals || Crafting || Artistic || Medical || Social || Intellectual&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || '''✓''' || ✓ || ✓ || ✓ || ✓ || ✓ || '''✓''' || '''✓''' || ✓ || -&lt;br /&gt;
|}&lt;br /&gt;
==== Age 13 ====&lt;br /&gt;
When a child turns 13, you will receive the notification: &amp;quot;Child&amp;quot; became an adult. They are not full adults yet, but are now considered adults (or teenagers) throughout the game, and have access to all work types. &lt;br /&gt;
&lt;br /&gt;
They wear adult clothing, dropping their too-small child's clothes if wearing any. Their Learning need is immediately replaced by Recreation, removing any mood effects from learning, and teens no longer have the {{+|4}} ''childlike confidence''' [[mood]]let. [[Genes#Drugs|Drug dependency genes]] take effect at this age, as if they last took the drug on their birthday.&lt;br /&gt;
&lt;br /&gt;
Some kids get special changes upon turning 13. Your child may randomly receive a new nickname, such as John Doe gaining the nickname '''Johnny''' (becoming John 'Johnny' Doe). Like other colonists, you can always change their nickname from their bio. They'll also recieve the [[background]] of Tribal Child / Colony Child, dependent on [[scenario]], or Vatgrown Child if they spent enough time in a [[growth vat]]. Note that even if they are a Tribal Child, any children raised by your colony will not get the Natural [[psycast|meditation focus]]{{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Capable work types&lt;br /&gt;
|-&lt;br /&gt;
| Firefight || Patient || Doctor || Bed Rest || Childcare || Basic || Warden || Handle || Cook || Hunt || Construct || Grow || Mine || Plant Cut || Smith || Tailor || Art || Craft || Haul || Clean || Research&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || '''✓''' || ✓ || ✓ || ✓ || ✓ || ✓ || '''✓'''&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Learnable skills&lt;br /&gt;
|-&lt;br /&gt;
| Shooting || Melee || Construction || Mining || Cooking || Plants || Animals || Crafting || Artistic || Medical || Social || Intellectual&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || '''✓'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
Children and teens have various penalties to speed and effectiveness. Specifically, they have a multiplier to the following stats: [[Move Speed]], [[Aiming Time]] &amp;amp; [[Melee Hit Chance]] (thus, {{DPS}}), [[Arrest Success Chance]], [[Global Work Speed]], [[Market Value]], and [[Property:Body Size|Body Size]]. Each trait is affected differently by age: Move Speed changes in jolts by life stage, whereas Global Work Speed rises steadily until adulthood.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Aiming Time Multiplier by Age&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=3, 4, 12, 13, 18&lt;br /&gt;
|y=180, 180, 110, 100, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Aim Time Multiplier (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Melee Hit Chance Multiplier by Age&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=3, 4, 12, 13, 18&lt;br /&gt;
|y=5, 5, 80, 100, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Hit Chance Multiplier (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Arrest Success Chance Multiplier by Age&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=3, 3, 13, 18&lt;br /&gt;
|y=5, 5, 80, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Arrest Chance Multiplier (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Global Work Speed Multiplier by Age&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=3, 4, 12, 18&lt;br /&gt;
|y=20, 20, 80, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Work Speed Multiplier (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Move Speed====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
| '''Age''' || 0-2 || 3-9 || 9-13 || 13-18 || &amp;gt;18&lt;br /&gt;
|-&lt;br /&gt;
| '''Speed Factor''' || x0.2&amp;lt;ref&amp;gt;As defined in the game defs, however in practice not applicable due to babies being unable to move.&amp;lt;/ref&amp;gt; || x0.75 || x0.85 || x0.95 || x1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Market Value====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
| '''Age''' || 0-2 || 3-9 || 9-13 || &amp;gt;13&lt;br /&gt;
|-&lt;br /&gt;
| '''Value Factor''' || x0.5 || x0.9 || x0.95 || x1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Body Size====&lt;br /&gt;
Certain traits are indirectly affected due to a child's smaller body size. These include [[drug]] effectiveness, [[Carrying Capacity]], [[Meat Amount]] / [[Leather Amount]], and [[nutrition]] capacity. Stats that ''don't'' differ for teenagers include food consumption, Maximum/Minimum comfortable temperatures, and Filth rate.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
| '''Age''' || 0-2 || 3-9 || 9-13 || 13-18 || &amp;gt;18&lt;br /&gt;
|-&lt;br /&gt;
| '''Size Factor''' || x0.2 || x0.35 || x0.58 || x0.8 || x1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=118964</id>
		<title>Reproduction</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=118964"/>
		<updated>2022-11-21T04:47:04Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: /* Social */ added links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About|human pregnancy and babies|older children|Children}}&lt;br /&gt;
&lt;br /&gt;
'''Reproduction''' is the means by which [[human]] babies are created. &lt;br /&gt;
&lt;br /&gt;
Note: Due to the continuous nature of the subject matter, this page covers from conception to the age of three. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Babies can be obtained via several different methods:&lt;br /&gt;
*  Choosing them as a starting colonist via the [[scenario system]].&lt;br /&gt;
*  Natural reproduction, through [[#Pregnancy|pregnancy]].&lt;br /&gt;
*  Assisted reproduction, through [[#Surrogacy|surrogacy]] or [[#Growth vat|growth vats]].&lt;br /&gt;
*  Purchasing them from [[Trade#Slaver|slavers]].{{Check Tag|Can babies be bought?}}&lt;br /&gt;
*  Receiving them from [[quests]] and [[events]]. Babies of any faction can be adopted instantly to the colony, without angering them.&lt;br /&gt;
&lt;br /&gt;
Note that with the exception of the first point, these methods become unavailable if &amp;quot;Disable children&amp;quot; is toggled on in the [[AI_Storytellers#Biotech|storyteller settings]].&lt;br /&gt;
&lt;br /&gt;
== Natural Reproduction ==&lt;br /&gt;
{{Image wanted|section=1|reason=Images of the &amp;quot;Try for pregnancy&amp;quot; etc. icons.}}&lt;br /&gt;
Pawns in [[Social#Romance|romantic relationships]] have a chance to get pregnant when they initiate [[lovin']]. Note that pawns must share a two-person bed, bedroll, or sleeping spot to initate lovin' but do not require one to avoid the &amp;quot;sleeping alone&amp;quot; mood debuff. &lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
The prospective parents' chance of successfully reproducing is primarily controlled by their [[#Fertility|Fertility]] stat. The player has three options to adjust pregnancy rates from Lovin' in any relationship. By opening the social tab, to the right of a Lover, Fiancee, or Spouse, you can see a button that lets you change the couple's approach for having kids.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:Normal.png|32px]]         &lt;br /&gt;
| '''Normal''' (Default) || x1 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:AvoidPregnancy.png|32px]] &lt;br /&gt;
| '''Avoid pregnancy''' || x0.25 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:TryForBaby.png|32px]]     &lt;br /&gt;
| '''Try for baby'''    || x4 pregnancy chance. &lt;br /&gt;
|}&lt;br /&gt;
Therefore, the total chance of pregnancy in one relationship is likely: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Pregnancy chance per relationship''' = '''Mother's fertility''' x '''Father's fertility''' x '''Reproductive Approach''' x '''Times Lovin''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual chance that a pair of pawns will do Lovin' each night varies, but it requires them to share the same bed and sleep at the same time. Their chance of Lovin' varies by age, as seen in [[Social#Lovin.27|this chart]]. The [[Genes#Low_libido|low libido]] and [[Genes#High_libido|high libido]] genes will also alter this. There have been reports that colonist mood and opinions of each other also influence the chance of doing Lovin'.&lt;br /&gt;
&lt;br /&gt;
=== Pregnancy ===&lt;br /&gt;
&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6 day trimesters. The player will receive a notification when the pregnancy starts and when it progresses from one trimester to the next. The pregnant pawn will gain penalties to movement, manipulation, and hunger rate, increasing each trimester as seen in the chart below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| First trimester ||&lt;br /&gt;
&lt;br /&gt;
* Hunger rate offset: {{++|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| Second trimester ||&lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|10%}}&lt;br /&gt;
* [[Manipulation]]: {{--|5%}}&lt;br /&gt;
* Hunger rate offset: {{++|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| Third trimester || &lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|50%}}&lt;br /&gt;
* [[Manipulation]]: {{--|10%}}&lt;br /&gt;
* Hunger rate offset: {{++|50%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Throughout their pregnancy, they will also occasionally gain mood buffs or debuffs due to hormonal induced mood swings.{{Check Tag|Detail needed}} They may also receive the &amp;quot;morning sickness&amp;quot; condition, which lasts 4 to 8 ingame hours.&lt;br /&gt;
&lt;br /&gt;
'''Morning sickness:'''&lt;br /&gt;
* [[Consciousness]]: {{Bad|x0.8}}&lt;br /&gt;
* [[Moving]]: {{Bad|x0.9}}&lt;br /&gt;
* [[Manipulation]]: {{Bad|x0.9}}&lt;br /&gt;
* Vomiting {{MTB}}: {{Bad|{{#expr:(24*0.075)}} Hours}}&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
It is impossible for a mother that is lactating to have another child under any circumstances, even via surrogacy.&lt;br /&gt;
&lt;br /&gt;
== Assisted reproduction ==&lt;br /&gt;
Science enables new methods for obtaining babies. After Fertility Procedures has been researched, you can extract [[Ovum|ova]] from female pawns and fertilize them to form an [[Embryo|embryo]], for use in surrogate pregnancies or vat-grown babies.&lt;br /&gt;
&lt;br /&gt;
Both methods require extracting an ovum from a [[Reproduction#Fertility|fertile]] female pawn, be they [[colonist]], [[prisoner]], or [[slave]]{{IdeologyIcon}}, through a medical operation in the pawn's Health tab: &amp;quot;Extract ovum for IVF&amp;quot;. The operation requires one of any type of medicine and a doctor, although it is a relatively easy surgery, with a 500% multiplier on success, and 0% chance of death on failure. &lt;br /&gt;
&lt;br /&gt;
The ovum may then fertilized by a fertile male colonist or slave (but not prisoner) to produce an embryo. As long as the male pawn's fertility is above 0% this will be successful{{Check Tag|Verify|Not thoroughly checked}}. The resulting embryo can then be implanted in female pawns (may be prisoner, colonist, or slave) to initiate a pregnancy, placed in a growth vat, or sold.&lt;br /&gt;
&lt;br /&gt;
=== Surrogacy ===&lt;br /&gt;
With the [[Research#Fertillity Procedures|Fertillity Procedures]] research, you can create [[embryo]]s. They can then be implanted into a pawn for a chance for the pawn to become pregnant. The chance of success depends on the surrogate's own Fertility.&lt;br /&gt;
&lt;br /&gt;
Even if they did not supply the ovum, the surrogate will be considered the birth mother. Otherwise, it will act as a regular pregnancy.{{Check Tag|Verify|Not thoroughly checked, quick devmode run to write this section}}. A pawn born this way will consider both their surrogate and genetic mother as the pawn's parents in terms of social opinions.&lt;br /&gt;
&lt;br /&gt;
=== Growth vats ===&lt;br /&gt;
{{See also|Growth vat}}&lt;br /&gt;
[[Growth vat]]s are a complete alternative to pregnancy. They require the [[Research#Growth vats|Growth vat]]s research to make, as well as [[Research#Fertility procedures|Fertility Procedures]], and two pawns with &amp;gt; 0% Fertility to actually create embryos. &lt;br /&gt;
&lt;br /&gt;
Growth vats allow an embryo to be born in 9 days, half the time of a natural pregnancy. Active vats must be given a constant supply of 200 W of [[power]] and 6 [[nutrition]] per day - or around 6.5 [[simple meal]]s per day - to ensure survival of the fetus. If lacking either, then the fetus will undergo biostarvation, increasing by 50% per day. If biostarvation reaches 100%, the fetus will be destroyed.&lt;br /&gt;
&lt;br /&gt;
Growth vat births always have a [[Reproduction#Quality|quality]] of 70%, which affects the chance of the baby being born healthy. However, there are benefits to this method: as it avoids natural birth, the mother won't be weighed down, and there is no risk of them dying.&lt;br /&gt;
&lt;br /&gt;
== Birth ==&lt;br /&gt;
Your first warning for a pawn's upcoming childbirth comes during a pawn's pregnancy: the player will receive one notification when the mother hits the third trimester about &amp;quot;&amp;lt;Colonist&amp;gt;'s baby prep&amp;quot;, which explains all the steps you can take to help the mother give birth successfully. Besides preparing a location and doctor for the birth, this notification reminds you to prepare a food source for the baby and build them a crib. Labor will happen roughly 6 days after, starting with a notification of &amp;quot;&amp;lt;Colonist&amp;gt; in labor!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once labor begins, the birthing procedure can be initiated by clicking on the mother, and selecting the &amp;quot;Begin birth&amp;quot; option. This allows the player to select participants and a Doctor, much like [[Ideology]]'s rituals. The procedure will take place at a bed or sleeping spot, chosen automatically (preferring medical beds) if the mother is not already in bed. All of these choices have an effect on the birth's quality, which affects the chance that the mother and baby will come out of childbirth alive and healthy. You can view the exact factors and their influence in the Quality section below. The expected duration of this operation is variable, but will end once the baby has been born or mother has died.&lt;br /&gt;
&lt;br /&gt;
===Labor===&lt;br /&gt;
The progress of labor can be tracked in the mother's health tab. Labor begins with contractions, different stages of dilation that change randomly over time, with all adding various amounts of pain and restrictions on movement for the mother. Many stages will incapacitate her, so even before the childbirth operation begins, it is important to bring her to a bed. When the childbirth operation has proceeded for a while, you will receive a small notification saying &amp;quot;&amp;lt;mother&amp;gt;'s labor has entered the final stage&amp;quot;, and the labor will progress to the final &amp;quot;pushing&amp;quot; stage. &lt;br /&gt;
&lt;br /&gt;
'''Stages of labor:'''&lt;br /&gt;
* dilation, mild: pain +25%, moving x40%&lt;br /&gt;
* dilation, debilitating: pain +85%&lt;br /&gt;
* pushing: pain +85%&lt;br /&gt;
&lt;br /&gt;
Once the childbirth procedure has begun, any spectating loved ones may socialize with each other, but the doctor and mother will be focused on their tasks. Spectators and the doctors can leave if needed, by selecting a pawn and then pressing the &amp;quot;Leave child birth&amp;quot; option.&lt;br /&gt;
Finally, you can cancel the birth operation by selecting any of the involved pawns and then selecting the &amp;quot;Cancel child birth&amp;quot; option, which allows you to restart childbirth later.&lt;br /&gt;
&lt;br /&gt;
===Quality===&lt;br /&gt;
When starting the child birth procedure, a screen will show you the expected quality of the birth, determined by:&lt;br /&gt;
* Loved one present: the presence of someone that the mother considers a friend or more gives +5% quality, with no stacking for multiple friends or a better friend. By default, the father will be selected to be present. If the doctor performing the operation is a friend, they will count towards this bonus too.&lt;br /&gt;
* Age of the mother: a 22-year-old has a +50% quality, and as the mother grows older, this drops.&lt;br /&gt;
* Doctor's medical skill: can range from 0-20% or more. Skill level 1 gives 1.3%, 3 gives +3.8%, 7 gives +8.8%, and 16 gives +20% quality.&lt;br /&gt;
* Indoors: if inside, the quality gains +5%.&lt;br /&gt;
* Room cleanliness: cleanliness can range from 0-0.6, giving 0-10% in quality bonuses.&lt;br /&gt;
* Bed health effects: contributes up to 5%, with things like bed quality, a medical bed, and (perhaps vitals monitor or other furniture?) influencing this stat. A bed rating of 5 guarantees a quality bonus of +5%.&lt;br /&gt;
&lt;br /&gt;
Therefore, the most important factors in a safe birth are the mother's age and the doctor's skill level.&lt;br /&gt;
&lt;br /&gt;
Birth quality is likely determined at the moment of the baby's birth; allowing the doctor or loved ones to leave, or having the room grow dirty, has an effect on birth quality.&lt;br /&gt;
&lt;br /&gt;
=== Outcomes ===&lt;br /&gt;
{{Stub|section=1|reason=Exact math on the chance mechanics}}&lt;br /&gt;
Depending on the quality, the baby can be born healthy or sickly, or they may die during birth. At lower qualities, there is also a chance that the mother can die during childbirth.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Expected Quality''' || 76 || 84 || 95&lt;br /&gt;
|-&lt;br /&gt;
| '''Mother dies''' || 0.98% || 0.45% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Still''' || 3.3% || 3% || 2.6%&lt;br /&gt;
|-&lt;br /&gt;
| '''Sick''' || 7.4% || 7.5% || 7.5%&lt;br /&gt;
|-&lt;br /&gt;
| '''Healthy''' || 89% || 90% || 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You will receive a notification when the birth is complete, and the baby will appear on an adjacent tile. If the baby was born alive, a pawn with the Childcare work enabled can be instructed to either move the baby to a safe space, or to deliver it to the mother for breastfeeding. The baby will be born hungry, with a mood penalty of {{Bad|-6}}.&lt;br /&gt;
&lt;br /&gt;
If your baby was healthy, the notification is &amp;quot;Healthy child birth&amp;quot;, and it gives you 24 hours to choose a name for the baby. This is the only time where you can completely customize the baby's first and last names, and you additionally can add an optional nickname. The game will suggest the mother and father's last names on this screen, and provide random suggestions for the other names. Until then, the baby's name is temporary, and called &amp;quot;Baby &amp;lt;Mother's last name&amp;gt;&amp;quot;. The baby will also receive the Childhood title &amp;quot;Newborn&amp;quot;, and belong to the mother's faction. The baby's parents will receive a 15-day mood boost that &amp;quot;&amp;lt;Baby&amp;gt; was born healthy&amp;quot; {{Good|+8}}.&lt;br /&gt;
&lt;br /&gt;
If the baby is born sick, they are affected by a form of [[infant illness]], which can start at a variable intensity. If left untreated before 10 days is up, the baby dies, but if it lives through 10 days after birth, the illness will no longer affect the baby. You will also get the chance to name your baby.&lt;br /&gt;
&lt;br /&gt;
If the mother survived childbirth, she will remain in bed, incapacitated by exhaustion (Postpartum exhaustion) for 16 hours. She'll no longer feel any pain from childbirth, but won't be able to move. However, if another pawn delivers her baby to her, she can begin breastfeeding. &lt;br /&gt;
&lt;br /&gt;
== Lactation ==&lt;br /&gt;
&lt;br /&gt;
Lactation is the mechanic that allows pawns to breastfeed babies. Lactation gives pawns a milk fullness stat, and when milk fullness is above 0%, a pawn can breastfeed any baby, even if it is not their own child. There are other consequences to lactation, however: lactating pawns require more nutrition per day, and they cannot become pregnant, regardless of their fertility and reproductive strategy. Lactation lasts indefinitely, only stopping after 10 days of not breastfeeding a child. You can view a pawn's lactation details in their Health panel. &lt;br /&gt;
&lt;br /&gt;
Upon a successful childbirth, a mother will begin lactating, with milk fullness starting at 100%. Milk fullness regenerates at varying rates depending on the mother's hunger level. Lactating pawns require more nutrition per day in order to produce milk: the mother's Food Consumption stat rises from 1.6 to 2.1 nutrition per day, a gain of +0.5 (a simple meal has 0.9 nutrition). However, the nutrition required for them to make milk depends on their milk regeneration level, which decreases in stages following their hunger level. As a pawn gets more hungry, they won't produce as much milk, and won't require as much extra nutrition. Additionally, a lactating pawn with milk fullness of 100% won't require any extra nutrition since they're not currently regenerating milk. You can view the pawn's current nutritional needs by checking the details of their &amp;quot;Lactating&amp;quot; condition in the pawn's Health tab. Lactating does not affect any other pawn stats or conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger Level''' || Ravenously Hungry || Hungry || Full&lt;br /&gt;
|-&lt;br /&gt;
| '''Milk Regeneration''' || 25% || ? || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Extra Nutrition Per Day''' || 0.13 || ? || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Heredity ==&lt;br /&gt;
{{See also|Genes}}&lt;br /&gt;
When an [[embryo]] is conceived, it will inherit some of the [[genes]] of both parents. During a mother's pregnancy, you can view her child's genes by going to her Health tab and selecting the information button for her pregnancy. The genetics section will list all genes that her child has inherited. &lt;br /&gt;
&lt;br /&gt;
Genes which can be passed down come from the [[germline]] DNA, and are called endogenes. Pawns may modify themselves with [[Xenogene|xenogenes]], but as it's not part of a pawn's germline DNA, it cannot be passed down. If an endogene is only present in one parent, it has a small chance to be passed down.{{Check Tag|What's the chance?|What is the algorithm for calculating gene inheritance?}} However if an endogene is present in both parents, it will always be passed down.&lt;br /&gt;
&lt;br /&gt;
Generally, all pawns will have at least one hair color and skin color endogene. Offspring will always pick one hair color and skin color endogene from their parents. If no hair/skin color endogene can be found in either parent, such as if they were two [[highmates]], a random hair/skin color endogene will be picked from the natural list of hair/skin colors instead.&lt;br /&gt;
&lt;br /&gt;
If a pawn has multiple [[Genes#Cosmetic|cosmetic genes]] within a category, like body type, one random gene will override the others. This will be the gene represented on the pawn. For non-cosmetic genes within a category there is a fixed priority for overrides, usually favored towards the negative variations. For example, an awful [[shooting]] aptitude will override all other shooting aptitudes. Xenogenes will always take priority over endogenes. Thus, even though the Slow runner endogene overrides their Fast runner endogene, the Fast runner xenogene will override the Slow runner endogene. Note that overridden endogenes can still be passed down as normal.&lt;br /&gt;
&lt;br /&gt;
If a child is born from an incestuous relationship, there's a risk of them becoming [[Genes#Miscellaneous|inbred]]; up to 80% for direct relatives. {{Check Tag|Which relations?|What counts as direct? Effect of other relations}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! '''Inbred'''&lt;br /&gt;
[[File:Gene_Inbred.png|64px]]         &lt;br /&gt;
|&lt;br /&gt;
* Complexity: {{Bad|+1}}&lt;br /&gt;
* Metabolic efficiency: {{Bad|-2}}&lt;br /&gt;
* Forced Trait: [[Slow learner]]&lt;br /&gt;
* [[#Fertility|Fertility]]: {{Bad|x50%}}&lt;br /&gt;
* [[Immunity gain speed]]: {{Bad|x85%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fertility ==&lt;br /&gt;
Fertility is the main pawn stat affecting pregnancy chances, acting as a percentage multiplier on the chance of getting pregnant naturally or through an ovum implantation. Natural pregnancy chance is equally dependent on the fertility of both partners. Additionally, fertility must be above 0% to extract a pawn's ovum or to fertilize the [[Ovum|ovum]] into an [[Embryo|embryo]].&lt;br /&gt;
&lt;br /&gt;
This stat is affected by a variety of factors, such as age, [[Genes|genes]], and [[#Contraceptives|contraceptives]]. Age is the baseline for fertility, changing slowly for each colonist over time, and at a different rate by pawn gender. Genes provide an additional multiplier on fertility. Contraceptives instantly bring fertility to 0%, overriding other fertility factors.&lt;br /&gt;
&lt;br /&gt;
For baseline humans without fertility-modifying genes, both men and women start becoming fertile after age 14; but regardless of fertility, pawns can't participate in reproduction until they are 16. Fertility increases differently by gender. Women's fertility increases until age 20, but starts dropping at age 28 until it reaches 0% at age 50. Men's fertility increases until age 18, but starts dropping at age 50 until it's 0% at age 90. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Female Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 20, 28, 35, 40, 45, 50, 120&lt;br /&gt;
|y=0, 0, 100, 100, 50, 10, 2, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Male Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 18, 50, 90, 120&lt;br /&gt;
|y=0, 0, 100, 100, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Genes affect fertility in direct and indirect ways. There are two direct effects: the [[Genes#Fertile|Fertile]] gene doubles fertility and the [[Genes#Sterile|Sterile]] gene completely nullifies it. &lt;br /&gt;
&lt;br /&gt;
Some genes provide an indirect effect on fertility through their effect on age. Aging-related genes like [[Genes#Non-senescent|Non-senescent]] cannot mitigate the effects of age on fertility, but the [[Genes#Ageless|Ageless]] gene can keep a pawn's fertility stable by freezing the pawn's biological age. Additionally, other aging-related technologies can affect a pawn's fertility: [[Biosculpter_pod#Age_reversal|Age Reversal]] in a [[Biosculpter_pod|Biosculpter pod]] {{IdeologyIcon}} has a fully restorative effect on fertility, even allowing a completely infertile pawn to become fertile again once they pass back into the age range of fertility for their gender.&lt;br /&gt;
&lt;br /&gt;
== Contraceptives ==&lt;br /&gt;
There are many ways to manually change the likelihood of natural pregnancy. The simplest way in the game to prevent pregnancy is to not give pawns a [[double bed]] to themselves. However, it deprives them of the [[mood]] bonuses of Lovin' in the first place. You can instead change a couple's Reproductive Approach in the Social tab to the &amp;quot;Avoid pregnancy&amp;quot; option, which reduces their pregnancy rate by -75% but still allows them to make Lovin' at the same rate. Additionally, a guaranteed method of avoiding pregnancy is by continuing a pawn's [[Reproduction#Lactation|lactation]]. If a pawn is lactating (from having given birth before), then it is impossible for them to have a child under any circumstances. &lt;br /&gt;
&lt;br /&gt;
A more stable solution to controlling pregnancy can be pursued through research and medicine, by applying contraceptives to pawns of either gender who are engaging in Lovin'. The [[Research#Fertility Procedures|Fertility Procedures]] research gives access to multiple operations, temporary or permanent, to prevent and stop pregnancies. These surgeries can be applied to any pawn age 16 and up, and can be performed even if the pawn is already infertile.&lt;br /&gt;
&lt;br /&gt;
=== IUD ===&lt;br /&gt;
This is a temporary method of preventing pregnancies. You can stop a female pawn from becoming pregnant with the &amp;quot;Implant IUD&amp;quot; medical operation, which has a 100% success chance and no chance of pawn death upon failure. The operation requires {{Icon Small|medicine}} 1 [[Medicine]] of any type and will anesthetize the pawn. The IUD lasts indefinitely and can be seen in the pawn's Health tab, but you can later remove it through the &amp;quot;Remove IUD&amp;quot; medical operation, also for {{Icon Small|medicine}} 1 [[Medicine]] of any type. Women may embark with IUDs already implanted. If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
Implanted IUDs also stop pregnancies in the first trimester, an alternative to the Terminate Pregnancy operation.&lt;br /&gt;
&lt;br /&gt;
=== Vasectomy ===&lt;br /&gt;
This is another temporary method of preventing pregnancies. You can stop a male pawn from impregnating others with the &amp;quot;Perform vasectomy&amp;quot; medical operation, which also has a 100% success chance with no chance of pawn death upon failure. The vasectomy lasts indefinitely, with the operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. You can later remove it through the &amp;quot;Reverse vasectomy&amp;quot; medical operation, also for and {{Icon Small|medicine}} 1 [[Medicine]] of any type. Men may embark with the operation already performed.{{Check Tag|Verify}} If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
=== Tubal Ligation ===&lt;br /&gt;
This permanently stops a female pawn from being able to reproduce. &amp;quot;Perform tubal ligation&amp;quot; is a medical operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. The surgery success chance is 100% and there is no chance of pawn death upon failure.&lt;br /&gt;
&lt;br /&gt;
=== Termination ===&lt;br /&gt;
If the pawn has already become pregnant past the first trimester, the only option left is to terminate the pregnancy. This can be achieved through the medical operation &amp;quot;Terminate pregnancy&amp;quot; requiring {{Icon Small|medicine}} 1 [[Medicine]], after which the pawn will no longer be pregnant.&lt;br /&gt;
&lt;br /&gt;
This operation will upset the affected pawn. Depending on the trimester of the pregnancy, a moodlet of {{Bad|-5}} for the first, {{Bad|-10}} for the second, and {{Bad|-20}} for the third will occur, lasting for 10 days.&lt;br /&gt;
&lt;br /&gt;
== Babies ==&lt;br /&gt;
The end result of pregnancy is a human '''baby'''. Babies are small, helpless creatures that cannot walk or do anything by themselves. They only have three basic [[needs]]: food, sleep, and play. &lt;br /&gt;
&lt;br /&gt;
Babies can be ages 0-2, with newborn ages tracked in days and quadrums rather than years. Once a baby turns 3, they become a [[Children|child]], and on their [[Children#Age_3|3rd birthday]] you can make special choices for how they will develop further. Under the default [[storyteller|storyteller settings]], pawns under 13 will age 4x faster than normal, so the biological age of the baby is not how many days/quadrums they have actually been alive. [[Growth vat]]s can speed up a baby's growth by 20x that of an adult, or 5x faster than default. Using a growth vat seems to have no ill effects on a baby or its development, at least until it exits the baby stage.{{Check Tag|Not thoroughly tested|No visible effect?}} However, parents gain a {{--|4}} ''My baby is in a growth vat'' [[mood]]let.&lt;br /&gt;
&lt;br /&gt;
If a baby is left on the ground, any colonist (even those incapable of childcare or hauling) can try to bring the baby somewhere safe, like an available crib. Usually a colonist will quickly try to do this automatically. If you draft a colonist while they are carrying a baby, you'll receive a pop-up warning that your colonist is carrying a baby while drafted. If you undraft and redraft the colonist, they will drop the baby.&lt;br /&gt;
&lt;br /&gt;
Babies are born with no traits or skills: these develop during childhood [[Children#Growth_moments|Growth Moments]]. They also have no [[Ideoligion|ideoligion]] {{IdeologyIcon}}. Unless they have temporary health effects from being born sick, they have no health conditions, with every health stat at 100%, except for Moving, which is at 0%.&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
{{See also|Saturation}}&lt;br /&gt;
Babies need less [[nutrition]] to become full, but their hunger rate is adjusted with it to require [[food]] twice a day. Since babies cannot eat anything by themselves, pawns assigned to childcare will help feed them. The feeding process is fairly slow when compared to adult eating.&lt;br /&gt;
&lt;br /&gt;
They can ''only'' be fed in one of following ways:&lt;br /&gt;
* Breastfeeding from any lactating pawn, even those not their mother.&lt;br /&gt;
* Cooking and feeding them [[baby food]], produced at a campfire or stove from vegetable ingredients.&lt;br /&gt;
* Feeding them animal [[milk]] or [[insect jelly]].&lt;br /&gt;
&lt;br /&gt;
Of these, breastfeeding is usually the easiest. Unlike other foods, which feed in bursts only once the food has been consumed, breastfeeding will gradually increase the food bar. This allows the breastfeeding pawn to pause at any point, whilst also not wasting excess food. Usually, a pawn will sit down to breastfeed, continuing until the baby is full or the pawn is out of milk.&lt;br /&gt;
&lt;br /&gt;
You can control what foods the baby can eat and who will try to feed the baby in the baby's &amp;quot;Feeding&amp;quot; tab. By default, the mother will be set to Urgent, with all other pawns set to Childcare. If a pawn is set to childcare, that does not mean they will feed the baby: their childcare labor may be turned off, or they may be incapable of it.&lt;br /&gt;
* &amp;quot;Urgent&amp;quot; means the pawn will feed the baby day or night, even if the pawn is not assigned to childcare or capable of it.&lt;br /&gt;
* &amp;quot;Childcare&amp;quot; means the pawn will feed the baby as childcare work.&lt;br /&gt;
* &amp;quot;Never&amp;quot; means the pawn won't automatically feed the baby.&lt;br /&gt;
You can allow the baby to eat milk, insect jelly, and baby food in this tab, but can't control breastfeeding here. &lt;br /&gt;
&lt;br /&gt;
==== Drugs ====&lt;br /&gt;
Although babies are limited to eating certain foods, you can administer drugs to babies under the Health&amp;gt;&amp;gt;Medical Operations tab. These have an outsized influence because of the pawns' very small body sizes (x0.20 of the size of an adult). This means each administered drug causes a higher severity of reaction, affecting the duration of the high and the likelihood of [[Drugs#Addiction_and_Tolerance|tolerance]] buildup. This indirectly increases the chance of addiction: tolerance built so quickly makes babies much more likely to get addicted to drugs upon further administrations. Babies receive the same mood effects from drugs as adults do: administering a smokeleaf joint to a baby gives them the {{Good|+13}} High on Smokeleaf mood boost. However, the effect of drugs lasts much longer because the drug severity is higher: a one-joint smokeleaf high for a baby lasts a max of 24, rather than 12, hours.&lt;br /&gt;
&lt;br /&gt;
===Sleep===&lt;br /&gt;
{{See also|Rest}}&lt;br /&gt;
Unlike adults, babies don't follow a sleep schedule, instead falling asleep mostly at random. They may be in a sleeping spot, growing steadily more sleepy and upset, while still not falling asleep.&lt;br /&gt;
&lt;br /&gt;
A [[crib]] or [[bed]] should be provided for the baby to sleep in, as it will negate the negative [[mood]] from sleeping on the floor. There are several benefits of cribs over beds: cribs take up only one tile, multiple can be placed in a room without turning it into a barracks, and high-quality cribs can increase the mood of the baby while it rests or sleeps. &lt;br /&gt;
&lt;br /&gt;
Force-feeding, holding, or playing with the baby will wake them up, possibly keeping them unhappy from being tired.&lt;br /&gt;
&lt;br /&gt;
===Play===&lt;br /&gt;
Babies need to be played with, in place of standard Recreation. An adult assigned to child care will play with the baby once the play need is almost empty. There are different activities that will fulfill the baby's play need. A [[toy box]] and [[baby decoration]] increases the quality of play.&lt;br /&gt;
&lt;br /&gt;
===Mood===&lt;br /&gt;
Babies' moods are influenced by their needs for food, sleep, and play. These are affected at the same rates as for adults:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger''' || Ravenously Hungry || Hungry || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Sleep''' || Tired || Drowsy  || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Play''' || Really wants to play || Wants to Play  || Normal || Entertained || Very Entertained&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -10 || -5 || 0 || 5 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Babies share many moodlets with adults but aren't affected by as many influences. Babies can gain the {{Bad|-4}} Slept in the Cold moodlet, but aren't affected by temperature as much while awake. Babies have the same expectations for colony life as most other pawns do, influencing their moods at the same rate. Babies appreciate comfort only while resting or sleeping in a [[Crib|crib]], with various qualities providing higher mood boosts. They can be influenced by psychic drones just as much as other pawns, and have a psychic sensitivity of 100% by default.&lt;br /&gt;
&lt;br /&gt;
Uniquely, babies get a mood bonus when their parents are very happy: &amp;quot;Parent is happy&amp;quot; {{Good|+6}}, or &amp;quot;Parents are happy&amp;quot; {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
Being held or breastfed does not affect the baby or caretaking adult's mood in any direct way. However, babies will temporarily forget any ill mood effects from lack of Sleep while being held, although these needs will still decrease as usual.&lt;br /&gt;
&lt;br /&gt;
A baby's mood affects the moods of all other colonists, much like [[Children#Mood|children's moods]] can. Parents of a baby who is very happy will receive a {{Good|+6}} mood boost for &amp;quot;My child &amp;lt;baby&amp;gt; is happy&amp;quot;. If the baby is about 1/3 of its happiness or less, parents have a {{Bad|-6}} mood penalty, thinking &amp;quot;My child &amp;lt;baby&amp;gt; is unhappy&amp;quot;. Babies also factor into the colonists' thoughts on the overall happiness of the colony's children, which range from a positive {{Good|+2}} &amp;quot;Happy youngsters&amp;quot; mood boost to a {{Bad|-2}} &amp;quot;Sad youngsters&amp;quot;, to worse negative mood penalties, all based on the average of the moods of colonists aged 0-17.&lt;br /&gt;
&lt;br /&gt;
====Giggling and crying====&lt;br /&gt;
Instead of [[mental inspiration|mental inspirations]] or [[mental breaks]], babies will have giggling or crying &amp;quot;fits&amp;quot; which gives a mood boost or penalty to other colonists within a 10 tile{{Check Tag|Verify|Based on dev mode testing. Exact number unverified.}} radius. The ratio between giggling and crying is directly related with the baby's mood.&lt;br /&gt;
&lt;br /&gt;
[[Mood]] boosts from giggling babies go from {{Good|+4}} up to {{Good|+10}}, while crying babies can cause mood maluses from {{Bad|-8}} down to {{Bad|-20}}. Parents are only half as bothered by their baby crying, and twice as happy when their baby is giggling.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.125, 0.25, 1, 2, 4 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crying occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=12, 6, 1, 0.25, 0.125 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling to crying ratio (higher is better)&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.011, 0.042, 1, 8, 32 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Occurance of giggling per time crying&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Babies get the same [[Social|social]] opinion boosts from [[Social#Family_by_Blood|familial relationships]] that other pawns do. They are born aware of their entire family tree, going back to the great-grandparent generation and including dead relatives. In addition, their social relationships are impacted by who feeds them and who hears them crying. They will not know all of your colonists when born, only beginning to remember them after they've interacted a few times (and the colonist will likewise not remember the baby)!&lt;br /&gt;
&lt;br /&gt;
Feeding changes the social opinions between a baby and their caretaker. A baby will gain about {{Good|+16}} social opinion for another pawn each time they are fed, with the &amp;quot;Fed me&amp;quot; opinion, which wears off over time. It is unclear whether breastfeeding provides a similar benefit. An adult who feeds a baby will gain about {{Good|+4}} social opinion for them from this act, and remember the feeding for longer than the baby does. This bonus only stacks up to 5 times, for a maximum of +16 opinion of the baby. Adults who breastfeed a baby gain about {{Good|+7}} opinion for the baby from the interaction. These feeding opinion changes are the same whether the caretaker is the baby's parent or not.&lt;br /&gt;
&lt;br /&gt;
Crying causes a temporary social penalty for the baby, with a colonist's opinion of them dropping {{Bad|-12}} for each time the adult hears the baby crying.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=118961</id>
		<title>Reproduction</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=118961"/>
		<updated>2022-11-21T04:38:35Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: /* Social */ more opinion/memory details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About|human pregnancy and babies|older children|Children}}&lt;br /&gt;
&lt;br /&gt;
'''Reproduction''' is the means by which [[human]] babies are created. &lt;br /&gt;
&lt;br /&gt;
Note: Due to the continuous nature of the subject matter, this page covers from conception to the age of three. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Babies can be obtained via several different methods:&lt;br /&gt;
*  Choosing them as a starting colonist via the [[scenario system]].&lt;br /&gt;
*  Natural reproduction, through [[#Pregnancy|pregnancy]].&lt;br /&gt;
*  Assisted reproduction, through [[#Surrogacy|surrogacy]] or [[#Growth vat|growth vats]].&lt;br /&gt;
*  Purchasing them from [[Trade#Slaver|slavers]].{{Check Tag|Can babies be bought?}}&lt;br /&gt;
*  Receiving them from [[quests]] and [[events]]. Babies of any faction can be adopted instantly to the colony, without angering them.&lt;br /&gt;
&lt;br /&gt;
Note that with the exception of the first point, these methods become unavailable if &amp;quot;Disable children&amp;quot; is toggled on in the [[AI_Storytellers#Biotech|storyteller settings]].&lt;br /&gt;
&lt;br /&gt;
== Natural Reproduction ==&lt;br /&gt;
{{Image wanted|section=1|reason=Images of the &amp;quot;Try for pregnancy&amp;quot; etc. icons.}}&lt;br /&gt;
Pawns in [[Social#Romance|romantic relationships]] have a chance to get pregnant when they initiate [[lovin']]. Note that pawns must share a two-person bed, bedroll, or sleeping spot to initate lovin' but do not require one to avoid the &amp;quot;sleeping alone&amp;quot; mood debuff. &lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
The prospective parents' chance of successfully reproducing is primarily controlled by their [[#Fertility|Fertility]] stat. The player has three options to adjust pregnancy rates from Lovin' in any relationship. By opening the social tab, to the right of a Lover, Fiancee, or Spouse, you can see a button that lets you change the couple's approach for having kids.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:Normal.png|32px]]         &lt;br /&gt;
| '''Normal''' (Default) || x1 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:AvoidPregnancy.png|32px]] &lt;br /&gt;
| '''Avoid pregnancy''' || x0.25 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:TryForBaby.png|32px]]     &lt;br /&gt;
| '''Try for baby'''    || x4 pregnancy chance. &lt;br /&gt;
|}&lt;br /&gt;
Therefore, the total chance of pregnancy in one relationship is likely: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Pregnancy chance per relationship''' = '''Mother's fertility''' x '''Father's fertility''' x '''Reproductive Approach''' x '''Times Lovin''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual chance that a pair of pawns will do Lovin' each night varies, but it requires them to share the same bed and sleep at the same time. Their chance of Lovin' varies by age, as seen in [[Social#Lovin.27|this chart]]. The [[Genes#Low_libido|low libido]] and [[Genes#High_libido|high libido]] genes will also alter this. There have been reports that colonist mood and opinions of each other also influence the chance of doing Lovin'.&lt;br /&gt;
&lt;br /&gt;
=== Pregnancy ===&lt;br /&gt;
&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6 day trimesters. The player will receive a notification when the pregnancy starts and when it progresses from one trimester to the next. The pregnant pawn will gain penalties to movement, manipulation, and hunger rate, increasing each trimester as seen in the chart below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| First trimester ||&lt;br /&gt;
&lt;br /&gt;
* Hunger rate offset: {{++|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| Second trimester ||&lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|10%}}&lt;br /&gt;
* [[Manipulation]]: {{--|5%}}&lt;br /&gt;
* Hunger rate offset: {{++|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| Third trimester || &lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|50%}}&lt;br /&gt;
* [[Manipulation]]: {{--|10%}}&lt;br /&gt;
* Hunger rate offset: {{++|50%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Throughout their pregnancy, they will also occasionally gain mood buffs or debuffs due to hormonal induced mood swings.{{Check Tag|Detail needed}} They may also receive the &amp;quot;morning sickness&amp;quot; condition, which lasts 4 to 8 ingame hours.&lt;br /&gt;
&lt;br /&gt;
'''Morning sickness:'''&lt;br /&gt;
* [[Consciousness]]: {{Bad|x0.8}}&lt;br /&gt;
* [[Moving]]: {{Bad|x0.9}}&lt;br /&gt;
* [[Manipulation]]: {{Bad|x0.9}}&lt;br /&gt;
* Vomiting {{MTB}}: {{Bad|{{#expr:(24*0.075)}} Hours}}&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
It is impossible for a mother that is lactating to have another child under any circumstances, even via surrogacy.&lt;br /&gt;
&lt;br /&gt;
== Assisted reproduction ==&lt;br /&gt;
Science enables new methods for obtaining babies. After Fertility Procedures has been researched, you can extract [[Ovum|ova]] from female pawns and fertilize them to form an [[Embryo|embryo]], for use in surrogate pregnancies or vat-grown babies.&lt;br /&gt;
&lt;br /&gt;
Both methods require extracting an ovum from a [[Reproduction#Fertility|fertile]] female pawn, be they [[colonist]], [[prisoner]], or [[slave]]{{IdeologyIcon}}, through a medical operation in the pawn's Health tab: &amp;quot;Extract ovum for IVF&amp;quot;. The operation requires one of any type of medicine and a doctor, although it is a relatively easy surgery, with a 500% multiplier on success, and 0% chance of death on failure. &lt;br /&gt;
&lt;br /&gt;
The ovum may then fertilized by a fertile male colonist or slave (but not prisoner) to produce an embryo. As long as the male pawn's fertility is above 0% this will be successful{{Check Tag|Verify|Not thoroughly checked}}. The resulting embryo can then be implanted in female pawns (may be prisoner, colonist, or slave) to initiate a pregnancy, placed in a growth vat, or sold.&lt;br /&gt;
&lt;br /&gt;
=== Surrogacy ===&lt;br /&gt;
With the [[Research#Fertillity Procedures|Fertillity Procedures]] research, you can create [[embryo]]s. They can then be implanted into a pawn for a chance for the pawn to become pregnant. The chance of success depends on the surrogate's own Fertility.&lt;br /&gt;
&lt;br /&gt;
Even if they did not supply the ovum, the surrogate will be considered the birth mother. Otherwise, it will act as a regular pregnancy.{{Check Tag|Verify|Not thoroughly checked, quick devmode run to write this section}}. A pawn born this way will consider both their surrogate and genetic mother as the pawn's parents in terms of social opinions.&lt;br /&gt;
&lt;br /&gt;
=== Growth vats ===&lt;br /&gt;
{{See also|Growth vat}}&lt;br /&gt;
[[Growth vat]]s are a complete alternative to pregnancy. They require the [[Research#Growth vats|Growth vat]]s research to make, as well as [[Research#Fertility procedures|Fertility Procedures]], and two pawns with &amp;gt; 0% Fertility to actually create embryos. &lt;br /&gt;
&lt;br /&gt;
Growth vats allow an embryo to be born in 9 days, half the time of a natural pregnancy. Active vats must be given a constant supply of 200 W of [[power]] and 6 [[nutrition]] per day - or around 6.5 [[simple meal]]s per day - to ensure survival of the fetus. If lacking either, then the fetus will undergo biostarvation, increasing by 50% per day. If biostarvation reaches 100%, the fetus will be destroyed.&lt;br /&gt;
&lt;br /&gt;
Growth vat births always have a [[Reproduction#Quality|quality]] of 70%, which affects the chance of the baby being born healthy. However, there are benefits to this method: as it avoids natural birth, the mother won't be weighed down, and there is no risk of them dying.&lt;br /&gt;
&lt;br /&gt;
== Birth ==&lt;br /&gt;
Your first warning for a pawn's upcoming childbirth comes during a pawn's pregnancy: the player will receive one notification when the mother hits the third trimester about &amp;quot;&amp;lt;Colonist&amp;gt;'s baby prep&amp;quot;, which explains all the steps you can take to help the mother give birth successfully. Besides preparing a location and doctor for the birth, this notification reminds you to prepare a food source for the baby and build them a crib. Labor will happen roughly 6 days after, starting with a notification of &amp;quot;&amp;lt;Colonist&amp;gt; in labor!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once labor begins, the birthing procedure can be initiated by clicking on the mother, and selecting the &amp;quot;Begin birth&amp;quot; option. This allows the player to select participants and a Doctor, much like [[Ideology]]'s rituals. The procedure will take place at a bed or sleeping spot, chosen automatically (preferring medical beds) if the mother is not already in bed. All of these choices have an effect on the birth's quality, which affects the chance that the mother and baby will come out of childbirth alive and healthy. You can view the exact factors and their influence in the Quality section below. The expected duration of this operation is variable, but will end once the baby has been born or mother has died.&lt;br /&gt;
&lt;br /&gt;
===Labor===&lt;br /&gt;
The progress of labor can be tracked in the mother's health tab. Labor begins with contractions, different stages of dilation that change randomly over time, with all adding various amounts of pain and restrictions on movement for the mother. Many stages will incapacitate her, so even before the childbirth operation begins, it is important to bring her to a bed. When the childbirth operation has proceeded for a while, you will receive a small notification saying &amp;quot;&amp;lt;mother&amp;gt;'s labor has entered the final stage&amp;quot;, and the labor will progress to the final &amp;quot;pushing&amp;quot; stage. &lt;br /&gt;
&lt;br /&gt;
'''Stages of labor:'''&lt;br /&gt;
* dilation, mild: pain +25%, moving x40%&lt;br /&gt;
* dilation, debilitating: pain +85%&lt;br /&gt;
* pushing: pain +85%&lt;br /&gt;
&lt;br /&gt;
Once the childbirth procedure has begun, any spectating loved ones may socialize with each other, but the doctor and mother will be focused on their tasks. Spectators and the doctors can leave if needed, by selecting a pawn and then pressing the &amp;quot;Leave child birth&amp;quot; option.&lt;br /&gt;
Finally, you can cancel the birth operation by selecting any of the involved pawns and then selecting the &amp;quot;Cancel child birth&amp;quot; option, which allows you to restart childbirth later.&lt;br /&gt;
&lt;br /&gt;
===Quality===&lt;br /&gt;
When starting the child birth procedure, a screen will show you the expected quality of the birth, determined by:&lt;br /&gt;
* Loved one present: the presence of someone that the mother considers a friend or more gives +5% quality, with no stacking for multiple friends or a better friend. By default, the father will be selected to be present. If the doctor performing the operation is a friend, they will count towards this bonus too.&lt;br /&gt;
* Age of the mother: a 22-year-old has a +50% quality, and as the mother grows older, this drops.&lt;br /&gt;
* Doctor's medical skill: can range from 0-20% or more. Skill level 1 gives 1.3%, 3 gives +3.8%, 7 gives +8.8%, and 16 gives +20% quality.&lt;br /&gt;
* Indoors: if inside, the quality gains +5%.&lt;br /&gt;
* Room cleanliness: cleanliness can range from 0-0.6, giving 0-10% in quality bonuses.&lt;br /&gt;
* Bed health effects: contributes up to 5%, with things like bed quality, a medical bed, and (perhaps vitals monitor or other furniture?) influencing this stat. A bed rating of 5 guarantees a quality bonus of +5%.&lt;br /&gt;
&lt;br /&gt;
Therefore, the most important factors in a safe birth are the mother's age and the doctor's skill level.&lt;br /&gt;
&lt;br /&gt;
Birth quality is likely determined at the moment of the baby's birth; allowing the doctor or loved ones to leave, or having the room grow dirty, has an effect on birth quality.&lt;br /&gt;
&lt;br /&gt;
=== Outcomes ===&lt;br /&gt;
{{Stub|section=1|reason=Exact math on the chance mechanics}}&lt;br /&gt;
Depending on the quality, the baby can be born healthy or sickly, or they may die during birth. At lower qualities, there is also a chance that the mother can die during childbirth.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Expected Quality''' || 76 || 84 || 95&lt;br /&gt;
|-&lt;br /&gt;
| '''Mother dies''' || 0.98% || 0.45% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Still''' || 3.3% || 3% || 2.6%&lt;br /&gt;
|-&lt;br /&gt;
| '''Sick''' || 7.4% || 7.5% || 7.5%&lt;br /&gt;
|-&lt;br /&gt;
| '''Healthy''' || 89% || 90% || 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You will receive a notification when the birth is complete, and the baby will appear on an adjacent tile. If the baby was born alive, a pawn with the Childcare work enabled can be instructed to either move the baby to a safe space, or to deliver it to the mother for breastfeeding. The baby will be born hungry, with a mood penalty of {{Bad|-6}}.&lt;br /&gt;
&lt;br /&gt;
If your baby was healthy, the notification is &amp;quot;Healthy child birth&amp;quot;, and it gives you 24 hours to choose a name for the baby. This is the only time where you can completely customize the baby's first and last names, and you additionally can add an optional nickname. The game will suggest the mother and father's last names on this screen, and provide random suggestions for the other names. Until then, the baby's name is temporary, and called &amp;quot;Baby &amp;lt;Mother's last name&amp;gt;&amp;quot;. The baby will also receive the Childhood title &amp;quot;Newborn&amp;quot;, and belong to the mother's faction. The baby's parents will receive a 15-day mood boost that &amp;quot;&amp;lt;Baby&amp;gt; was born healthy&amp;quot; {{Good|+8}}.&lt;br /&gt;
&lt;br /&gt;
If the baby is born sick, they are affected by a form of [[infant illness]], which can start at a variable intensity. If left untreated before 10 days is up, the baby dies, but if it lives through 10 days after birth, the illness will no longer affect the baby. You will also get the chance to name your baby.&lt;br /&gt;
&lt;br /&gt;
If the mother survived childbirth, she will remain in bed, incapacitated by exhaustion (Postpartum exhaustion) for 16 hours. She'll no longer feel any pain from childbirth, but won't be able to move. However, if another pawn delivers her baby to her, she can begin breastfeeding. &lt;br /&gt;
&lt;br /&gt;
== Lactation ==&lt;br /&gt;
&lt;br /&gt;
Lactation is the mechanic that allows pawns to breastfeed babies. Lactation gives pawns a milk fullness stat, and when milk fullness is above 0%, a pawn can breastfeed any baby, even if it is not their own child. There are other consequences to lactation, however: lactating pawns require more nutrition per day, and they cannot become pregnant, regardless of their fertility and reproductive strategy. Lactation lasts indefinitely, only stopping after 10 days of not breastfeeding a child. You can view a pawn's lactation details in their Health panel. &lt;br /&gt;
&lt;br /&gt;
Upon a successful childbirth, a mother will begin lactating, with milk fullness starting at 100%. Milk fullness regenerates at varying rates depending on the mother's hunger level. Lactating pawns require more nutrition per day in order to produce milk: the mother's Food Consumption stat rises from 1.6 to 2.1 nutrition per day, a gain of +0.5 (a simple meal has 0.9 nutrition). However, the nutrition required for them to make milk depends on their milk regeneration level, which decreases in stages following their hunger level. As a pawn gets more hungry, they won't produce as much milk, and won't require as much extra nutrition. Additionally, a lactating pawn with milk fullness of 100% won't require any extra nutrition since they're not currently regenerating milk. You can view the pawn's current nutritional needs by checking the details of their &amp;quot;Lactating&amp;quot; condition in the pawn's Health tab. Lactating does not affect any other pawn stats or conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger Level''' || Ravenously Hungry || Hungry || Full&lt;br /&gt;
|-&lt;br /&gt;
| '''Milk Regeneration''' || 25% || ? || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Extra Nutrition Per Day''' || 0.13 || ? || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Heredity ==&lt;br /&gt;
{{See also|Genes}}&lt;br /&gt;
When an [[embryo]] is conceived, it will inherit some of the [[genes]] of both parents. During a mother's pregnancy, you can view her child's genes by going to her Health tab and selecting the information button for her pregnancy. The genetics section will list all genes that her child has inherited. &lt;br /&gt;
&lt;br /&gt;
Genes which can be passed down come from the [[germline]] DNA, and are called endogenes. Pawns may modify themselves with [[Xenogene|xenogenes]], but as it's not part of a pawn's germline DNA, it cannot be passed down. If an endogene is only present in one parent, it has a small chance to be passed down.{{Check Tag|What's the chance?|What is the algorithm for calculating gene inheritance?}} However if an endogene is present in both parents, it will always be passed down.&lt;br /&gt;
&lt;br /&gt;
Generally, all pawns will have at least one hair color and skin color endogene. Offspring will always pick one hair color and skin color endogene from their parents. If no hair/skin color endogene can be found in either parent, such as if they were two [[highmates]], a random hair/skin color endogene will be picked from the natural list of hair/skin colors instead.&lt;br /&gt;
&lt;br /&gt;
If a pawn has multiple [[Genes#Cosmetic|cosmetic genes]] within a category, like body type, one random gene will override the others. This will be the gene represented on the pawn. For non-cosmetic genes within a category there is a fixed priority for overrides, usually favored towards the negative variations. For example, an awful [[shooting]] aptitude will override all other shooting aptitudes. Xenogenes will always take priority over endogenes. Thus, even though the Slow runner endogene overrides their Fast runner endogene, the Fast runner xenogene will override the Slow runner endogene. Note that overridden endogenes can still be passed down as normal.&lt;br /&gt;
&lt;br /&gt;
If a child is born from an incestuous relationship, there's a risk of them becoming [[Genes#Miscellaneous|inbred]]; up to 80% for direct relatives. {{Check Tag|Which relations?|What counts as direct? Effect of other relations}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! '''Inbred'''&lt;br /&gt;
[[File:Gene_Inbred.png|64px]]         &lt;br /&gt;
|&lt;br /&gt;
* Complexity: {{Bad|+1}}&lt;br /&gt;
* Metabolic efficiency: {{Bad|-2}}&lt;br /&gt;
* Forced Trait: [[Slow learner]]&lt;br /&gt;
* [[#Fertility|Fertility]]: {{Bad|x50%}}&lt;br /&gt;
* [[Immunity gain speed]]: {{Bad|x85%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fertility ==&lt;br /&gt;
Fertility is the main pawn stat affecting pregnancy chances, acting as a percentage multiplier on the chance of getting pregnant naturally or through an ovum implantation. Natural pregnancy chance is equally dependent on the fertility of both partners. Additionally, fertility must be above 0% to extract a pawn's ovum or to fertilize the [[Ovum|ovum]] into an [[Embryo|embryo]].&lt;br /&gt;
&lt;br /&gt;
This stat is affected by a variety of factors, such as age, [[Genes|genes]], and [[#Contraceptives|contraceptives]]. Age is the baseline for fertility, changing slowly for each colonist over time, and at a different rate by pawn gender. Genes provide an additional multiplier on fertility. Contraceptives instantly bring fertility to 0%, overriding other fertility factors.&lt;br /&gt;
&lt;br /&gt;
For baseline humans without fertility-modifying genes, both men and women start becoming fertile after age 14; but regardless of fertility, pawns can't participate in reproduction until they are 16. Fertility increases differently by gender. Women's fertility increases until age 20, but starts dropping at age 28 until it reaches 0% at age 50. Men's fertility increases until age 18, but starts dropping at age 50 until it's 0% at age 90. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Female Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 20, 28, 35, 40, 45, 50, 120&lt;br /&gt;
|y=0, 0, 100, 100, 50, 10, 2, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Male Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 18, 50, 90, 120&lt;br /&gt;
|y=0, 0, 100, 100, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Genes affect fertility in direct and indirect ways. There are two direct effects: the [[Genes#Fertile|Fertile]] gene doubles fertility and the [[Genes#Sterile|Sterile]] gene completely nullifies it. &lt;br /&gt;
&lt;br /&gt;
Some genes provide an indirect effect on fertility through their effect on age. Aging-related genes like [[Genes#Non-senescent|Non-senescent]] cannot mitigate the effects of age on fertility, but the [[Genes#Ageless|Ageless]] gene can keep a pawn's fertility stable by freezing the pawn's biological age. Additionally, other aging-related technologies can affect a pawn's fertility: [[Biosculpter_pod#Age_reversal|Age Reversal]] in a [[Biosculpter_pod|Biosculpter pod]] {{IdeologyIcon}} has a fully restorative effect on fertility, even allowing a completely infertile pawn to become fertile again once they pass back into the age range of fertility for their gender.&lt;br /&gt;
&lt;br /&gt;
== Contraceptives ==&lt;br /&gt;
There are many ways to manually change the likelihood of natural pregnancy. The simplest way in the game to prevent pregnancy is to not give pawns a [[double bed]] to themselves. However, it deprives them of the [[mood]] bonuses of Lovin' in the first place. You can instead change a couple's Reproductive Approach in the Social tab to the &amp;quot;Avoid pregnancy&amp;quot; option, which reduces their pregnancy rate by -75% but still allows them to make Lovin' at the same rate. Additionally, a guaranteed method of avoiding pregnancy is by continuing a pawn's [[Reproduction#Lactation|lactation]]. If a pawn is lactating (from having given birth before), then it is impossible for them to have a child under any circumstances. &lt;br /&gt;
&lt;br /&gt;
A more stable solution to controlling pregnancy can be pursued through research and medicine, by applying contraceptives to pawns of either gender who are engaging in Lovin'. The [[Research#Fertility Procedures|Fertility Procedures]] research gives access to multiple operations, temporary or permanent, to prevent and stop pregnancies. These surgeries can be applied to any pawn age 16 and up, and can be performed even if the pawn is already infertile.&lt;br /&gt;
&lt;br /&gt;
=== IUD ===&lt;br /&gt;
This is a temporary method of preventing pregnancies. You can stop a female pawn from becoming pregnant with the &amp;quot;Implant IUD&amp;quot; medical operation, which has a 100% success chance and no chance of pawn death upon failure. The operation requires {{Icon Small|medicine}} 1 [[Medicine]] of any type and will anesthetize the pawn. The IUD lasts indefinitely and can be seen in the pawn's Health tab, but you can later remove it through the &amp;quot;Remove IUD&amp;quot; medical operation, also for {{Icon Small|medicine}} 1 [[Medicine]] of any type. Women may embark with IUDs already implanted. If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
Implanted IUDs also stop pregnancies in the first trimester, an alternative to the Terminate Pregnancy operation.&lt;br /&gt;
&lt;br /&gt;
=== Vasectomy ===&lt;br /&gt;
This is another temporary method of preventing pregnancies. You can stop a male pawn from impregnating others with the &amp;quot;Perform vasectomy&amp;quot; medical operation, which also has a 100% success chance with no chance of pawn death upon failure. The vasectomy lasts indefinitely, with the operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. You can later remove it through the &amp;quot;Reverse vasectomy&amp;quot; medical operation, also for and {{Icon Small|medicine}} 1 [[Medicine]] of any type. Men may embark with the operation already performed.{{Check Tag|Verify}} If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
=== Tubal Ligation ===&lt;br /&gt;
This permanently stops a female pawn from being able to reproduce. &amp;quot;Perform tubal ligation&amp;quot; is a medical operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. The surgery success chance is 100% and there is no chance of pawn death upon failure.&lt;br /&gt;
&lt;br /&gt;
=== Termination ===&lt;br /&gt;
If the pawn has already become pregnant past the first trimester, the only option left is to terminate the pregnancy. This can be achieved through the medical operation &amp;quot;Terminate pregnancy&amp;quot; requiring {{Icon Small|medicine}} 1 [[Medicine]], after which the pawn will no longer be pregnant.&lt;br /&gt;
&lt;br /&gt;
This operation will upset the affected pawn. Depending on the trimester of the pregnancy, a moodlet of {{Bad|-5}} for the first, {{Bad|-10}} for the second, and {{Bad|-20}} for the third will occur, lasting for 10 days.&lt;br /&gt;
&lt;br /&gt;
== Babies ==&lt;br /&gt;
The end result of pregnancy is a human '''baby'''. Babies are small, helpless creatures that cannot walk or do anything by themselves. They only have three basic [[needs]]: food, sleep, and play. &lt;br /&gt;
&lt;br /&gt;
Babies can be ages 0-2, with newborn ages tracked in days and quadrums rather than years. Once a baby turns 3, they become a [[Children|child]], and on their [[Children#Age_3|3rd birthday]] you can make special choices for how they will develop further. Under the default [[storyteller|storyteller settings]], pawns under 13 will age 4x faster than normal, so the biological age of the baby is not how many days/quadrums they have actually been alive. [[Growth vat]]s can speed up a baby's growth by 20x that of an adult, or 5x faster than default. Using a growth vat seems to have no ill effects on a baby or its development, at least until it exits the baby stage.{{Check Tag|Not thoroughly tested|No visible effect?}} However, parents gain a {{--|4}} ''My baby is in a growth vat'' [[mood]]let.&lt;br /&gt;
&lt;br /&gt;
If a baby is left on the ground, any colonist (even those incapable of childcare or hauling) can try to bring the baby somewhere safe, like an available crib. Usually a colonist will quickly try to do this automatically. If you draft a colonist while they are carrying a baby, you'll receive a pop-up warning that your colonist is carrying a baby while drafted. If you undraft and redraft the colonist, they will drop the baby.&lt;br /&gt;
&lt;br /&gt;
Babies are born with no traits or skills: these develop during childhood [[Children#Growth_moments|Growth Moments]]. They also have no [[Ideoligion|ideoligion]] {{IdeologyIcon}}. Unless they have temporary health effects from being born sick, they have no health conditions, with every health stat at 100%, except for Moving, which is at 0%.&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
{{See also|Saturation}}&lt;br /&gt;
Babies need less [[nutrition]] to become full, but their hunger rate is adjusted with it to require [[food]] twice a day. Since babies cannot eat anything by themselves, pawns assigned to childcare will help feed them. The feeding process is fairly slow when compared to adult eating.&lt;br /&gt;
&lt;br /&gt;
They can ''only'' be fed in one of following ways:&lt;br /&gt;
* Breastfeeding from any lactating pawn, even those not their mother.&lt;br /&gt;
* Cooking and feeding them [[baby food]], produced at a campfire or stove from vegetable ingredients.&lt;br /&gt;
* Feeding them animal [[milk]] or [[insect jelly]].&lt;br /&gt;
&lt;br /&gt;
Of these, breastfeeding is usually the easiest. Unlike other foods, which feed in bursts only once the food has been consumed, breastfeeding will gradually increase the food bar. This allows the breastfeeding pawn to pause at any point, whilst also not wasting excess food. Usually, a pawn will sit down to breastfeed, continuing until the baby is full or the pawn is out of milk.&lt;br /&gt;
&lt;br /&gt;
You can control what foods the baby can eat and who will try to feed the baby in the baby's &amp;quot;Feeding&amp;quot; tab. By default, the mother will be set to Urgent, with all other pawns set to Childcare. If a pawn is set to childcare, that does not mean they will feed the baby: their childcare labor may be turned off, or they may be incapable of it.&lt;br /&gt;
* &amp;quot;Urgent&amp;quot; means the pawn will feed the baby day or night, even if the pawn is not assigned to childcare or capable of it.&lt;br /&gt;
* &amp;quot;Childcare&amp;quot; means the pawn will feed the baby as childcare work.&lt;br /&gt;
* &amp;quot;Never&amp;quot; means the pawn won't automatically feed the baby.&lt;br /&gt;
You can allow the baby to eat milk, insect jelly, and baby food in this tab, but can't control breastfeeding here. &lt;br /&gt;
&lt;br /&gt;
==== Drugs ====&lt;br /&gt;
Although babies are limited to eating certain foods, you can administer drugs to babies under the Health&amp;gt;&amp;gt;Medical Operations tab. These have an outsized influence because of the pawns' very small body sizes (x0.20 of the size of an adult). This means each administered drug causes a higher severity of reaction, affecting the duration of the high and the likelihood of [[Drugs#Addiction_and_Tolerance|tolerance]] buildup. This indirectly increases the chance of addiction: tolerance built so quickly makes babies much more likely to get addicted to drugs upon further administrations. Babies receive the same mood effects from drugs as adults do: administering a smokeleaf joint to a baby gives them the {{Good|+13}} High on Smokeleaf mood boost. However, the effect of drugs lasts much longer because the drug severity is higher: a one-joint smokeleaf high for a baby lasts a max of 24, rather than 12, hours.&lt;br /&gt;
&lt;br /&gt;
===Sleep===&lt;br /&gt;
{{See also|Rest}}&lt;br /&gt;
Unlike adults, babies don't follow a sleep schedule, instead falling asleep mostly at random. They may be in a sleeping spot, growing steadily more sleepy and upset, while still not falling asleep.&lt;br /&gt;
&lt;br /&gt;
A [[crib]] or [[bed]] should be provided for the baby to sleep in, as it will negate the negative [[mood]] from sleeping on the floor. There are several benefits of cribs over beds: cribs take up only one tile, multiple can be placed in a room without turning it into a barracks, and high-quality cribs can increase the mood of the baby while it rests or sleeps. &lt;br /&gt;
&lt;br /&gt;
Force-feeding, holding, or playing with the baby will wake them up, possibly keeping them unhappy from being tired.&lt;br /&gt;
&lt;br /&gt;
===Play===&lt;br /&gt;
Babies need to be played with, in place of standard Recreation. An adult assigned to child care will play with the baby once the play need is almost empty. There are different activities that will fulfill the baby's play need. A [[toy box]] and [[baby decoration]] increases the quality of play.&lt;br /&gt;
&lt;br /&gt;
===Mood===&lt;br /&gt;
Babies' moods are influenced by their needs for food, sleep, and play. These are affected at the same rates as for adults:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger''' || Ravenously Hungry || Hungry || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Sleep''' || Tired || Drowsy  || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Play''' || Really wants to play || Wants to Play  || Normal || Entertained || Very Entertained&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -10 || -5 || 0 || 5 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Babies share many moodlets with adults but aren't affected by as many influences. Babies can gain the {{Bad|-4}} Slept in the Cold moodlet, but aren't affected by temperature as much while awake. Babies have the same expectations for colony life as most other pawns do, influencing their moods at the same rate. Babies appreciate comfort only while resting or sleeping in a [[Crib|crib]], with various qualities providing higher mood boosts. They can be influenced by psychic drones just as much as other pawns, and have a psychic sensitivity of 100% by default.&lt;br /&gt;
&lt;br /&gt;
Uniquely, babies get a mood bonus when their parents are very happy: &amp;quot;Parent is happy&amp;quot; {{Good|+6}}, or &amp;quot;Parents are happy&amp;quot; {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
Being held or breastfed does not affect the baby or caretaking adult's mood in any direct way. However, babies will temporarily forget any ill mood effects from lack of Sleep while being held, although these needs will still decrease as usual.&lt;br /&gt;
&lt;br /&gt;
A baby's mood affects the moods of all other colonists, much like [[Children#Mood|children's moods]] can. Parents of a baby who is very happy will receive a {{Good|+6}} mood boost for &amp;quot;My child &amp;lt;baby&amp;gt; is happy&amp;quot;. If the baby is about 1/3 of its happiness or less, parents have a {{Bad|-6}} mood penalty, thinking &amp;quot;My child &amp;lt;baby&amp;gt; is unhappy&amp;quot;. Babies also factor into the colonists' thoughts on the overall happiness of the colony's children, which range from a positive {{Good|+2}} &amp;quot;Happy youngsters&amp;quot; mood boost to a {{Bad|-2}} &amp;quot;Sad youngsters&amp;quot;, to worse negative mood penalties, all based on the average of the moods of colonists aged 0-17.&lt;br /&gt;
&lt;br /&gt;
====Giggling and crying====&lt;br /&gt;
Instead of [[mental inspiration|mental inspirations]] or [[mental breaks]], babies will have giggling or crying &amp;quot;fits&amp;quot; which gives a mood boost or penalty to other colonists within a 10 tile{{Check Tag|Verify|Based on dev mode testing. Exact number unverified.}} radius. The ratio between giggling and crying is directly related with the baby's mood.&lt;br /&gt;
&lt;br /&gt;
[[Mood]] boosts from giggling babies go from {{Good|+4}} up to {{Good|+10}}, while crying babies can cause mood maluses from {{Bad|-8}} down to {{Bad|-20}}. Parents are only half as bothered by their baby crying, and twice as happy when their baby is giggling.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.125, 0.25, 1, 2, 4 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crying occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=12, 6, 1, 0.25, 0.125 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling to crying ratio (higher is better)&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.011, 0.042, 1, 8, 32 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Occurance of giggling per time crying&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Babies get the same social opinion boosts from familial relationships that other pawns do. They are born aware of their entire family tree, going back to the great-grandparent generation and including dead relatives. In addition, their social relationships are impacted by who feeds them and who hears them crying. They will not know all of your colonists when born, only beginning to remember them after they've interacted a few times (and the colonist will likewise not remember the baby)!&lt;br /&gt;
&lt;br /&gt;
Feeding changes the social opinions between a baby and their caretaker. A baby will gain about {{Good|+16}} social opinion for another pawn each time they are fed, with the &amp;quot;Fed me&amp;quot; opinion, which wears off over time. It is unclear whether breastfeeding provides a similar benefit. An adult who feeds a baby will gain about {{Good|+4}} social opinion for them from this act, and remember the feeding for longer than the baby does. This bonus only stacks up to 5 times, for a maximum of +16 opinion of the baby. Adults who breastfeed a baby gain about {{Good|+7}} opinion for the baby from the interaction. These feeding opinion changes are the same whether the caretaker is the baby's parent or not.&lt;br /&gt;
&lt;br /&gt;
Crying causes a temporary social penalty for the baby, with a colonist's opinion of them dropping {{Bad|-12}} for each time the adult hears the baby crying.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=118960</id>
		<title>Reproduction</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=118960"/>
		<updated>2022-11-21T04:27:00Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: /* Babies */ added social opinion info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About|human pregnancy and babies|older children|Children}}&lt;br /&gt;
&lt;br /&gt;
'''Reproduction''' is the means by which [[human]] babies are created. &lt;br /&gt;
&lt;br /&gt;
Note: Due to the continuous nature of the subject matter, this page covers from conception to the age of three. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Babies can be obtained via several different methods:&lt;br /&gt;
*  Choosing them as a starting colonist via the [[scenario system]].&lt;br /&gt;
*  Natural reproduction, through [[#Pregnancy|pregnancy]].&lt;br /&gt;
*  Assisted reproduction, through [[#Surrogacy|surrogacy]] or [[#Growth vat|growth vats]].&lt;br /&gt;
*  Purchasing them from [[Trade#Slaver|slavers]].{{Check Tag|Can babies be bought?}}&lt;br /&gt;
*  Receiving them from [[quests]] and [[events]]. Babies of any faction can be adopted instantly to the colony, without angering them.&lt;br /&gt;
&lt;br /&gt;
Note that with the exception of the first point, these methods become unavailable if &amp;quot;Disable children&amp;quot; is toggled on in the [[AI_Storytellers#Biotech|storyteller settings]].&lt;br /&gt;
&lt;br /&gt;
== Natural Reproduction ==&lt;br /&gt;
{{Image wanted|section=1|reason=Images of the &amp;quot;Try for pregnancy&amp;quot; etc. icons.}}&lt;br /&gt;
Pawns in [[Social#Romance|romantic relationships]] have a chance to get pregnant when they initiate [[lovin']]. Note that pawns must share a two-person bed, bedroll, or sleeping spot to initate lovin' but do not require one to avoid the &amp;quot;sleeping alone&amp;quot; mood debuff. &lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
The prospective parents' chance of successfully reproducing is primarily controlled by their [[#Fertility|Fertility]] stat. The player has three options to adjust pregnancy rates from Lovin' in any relationship. By opening the social tab, to the right of a Lover, Fiancee, or Spouse, you can see a button that lets you change the couple's approach for having kids.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:Normal.png|32px]]         &lt;br /&gt;
| '''Normal''' (Default) || x1 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:AvoidPregnancy.png|32px]] &lt;br /&gt;
| '''Avoid pregnancy''' || x0.25 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:TryForBaby.png|32px]]     &lt;br /&gt;
| '''Try for baby'''    || x4 pregnancy chance. &lt;br /&gt;
|}&lt;br /&gt;
Therefore, the total chance of pregnancy in one relationship is likely: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Pregnancy chance per relationship''' = '''Mother's fertility''' x '''Father's fertility''' x '''Reproductive Approach''' x '''Times Lovin''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual chance that a pair of pawns will do Lovin' each night varies, but it requires them to share the same bed and sleep at the same time. Their chance of Lovin' varies by age, as seen in [[Social#Lovin.27|this chart]]. The [[Genes#Low_libido|low libido]] and [[Genes#High_libido|high libido]] genes will also alter this. There have been reports that colonist mood and opinions of each other also influence the chance of doing Lovin'.&lt;br /&gt;
&lt;br /&gt;
=== Pregnancy ===&lt;br /&gt;
&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6 day trimesters. The player will receive a notification when the pregnancy starts and when it progresses from one trimester to the next. The pregnant pawn will gain penalties to movement, manipulation, and hunger rate, increasing each trimester as seen in the chart below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| First trimester ||&lt;br /&gt;
&lt;br /&gt;
* Hunger rate offset: {{++|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| Second trimester ||&lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|10%}}&lt;br /&gt;
* [[Manipulation]]: {{--|5%}}&lt;br /&gt;
* Hunger rate offset: {{++|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| Third trimester || &lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|50%}}&lt;br /&gt;
* [[Manipulation]]: {{--|10%}}&lt;br /&gt;
* Hunger rate offset: {{++|50%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Throughout their pregnancy, they will also occasionally gain mood buffs or debuffs due to hormonal induced mood swings.{{Check Tag|Detail needed}} They may also receive the &amp;quot;morning sickness&amp;quot; condition, which lasts 4 to 8 ingame hours.&lt;br /&gt;
&lt;br /&gt;
'''Morning sickness:'''&lt;br /&gt;
* [[Consciousness]]: {{Bad|x0.8}}&lt;br /&gt;
* [[Moving]]: {{Bad|x0.9}}&lt;br /&gt;
* [[Manipulation]]: {{Bad|x0.9}}&lt;br /&gt;
* Vomiting {{MTB}}: {{Bad|{{#expr:(24*0.075)}} Hours}}&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
It is impossible for a mother that is lactating to have another child under any circumstances, even via surrogacy.&lt;br /&gt;
&lt;br /&gt;
== Assisted reproduction ==&lt;br /&gt;
Science enables new methods for obtaining babies. After Fertility Procedures has been researched, you can extract [[Ovum|ova]] from female pawns and fertilize them to form an [[Embryo|embryo]], for use in surrogate pregnancies or vat-grown babies.&lt;br /&gt;
&lt;br /&gt;
Both methods require extracting an ovum from a [[Reproduction#Fertility|fertile]] female pawn, be they [[colonist]], [[prisoner]], or [[slave]]{{IdeologyIcon}}, through a medical operation in the pawn's Health tab: &amp;quot;Extract ovum for IVF&amp;quot;. The operation requires one of any type of medicine and a doctor, although it is a relatively easy surgery, with a 500% multiplier on success, and 0% chance of death on failure. &lt;br /&gt;
&lt;br /&gt;
The ovum may then fertilized by a fertile male colonist or slave (but not prisoner) to produce an embryo. As long as the male pawn's fertility is above 0% this will be successful{{Check Tag|Verify|Not thoroughly checked}}. The resulting embryo can then be implanted in female pawns (may be prisoner, colonist, or slave) to initiate a pregnancy, placed in a growth vat, or sold.&lt;br /&gt;
&lt;br /&gt;
=== Surrogacy ===&lt;br /&gt;
With the [[Research#Fertillity Procedures|Fertillity Procedures]] research, you can create [[embryo]]s. They can then be implanted into a pawn for a chance for the pawn to become pregnant. The chance of success depends on the surrogate's own Fertility.&lt;br /&gt;
&lt;br /&gt;
Even if they did not supply the ovum, the surrogate will be considered the birth mother. Otherwise, it will act as a regular pregnancy.{{Check Tag|Verify|Not thoroughly checked, quick devmode run to write this section}}. A pawn born this way will consider both their surrogate and genetic mother as the pawn's parents in terms of social opinions.&lt;br /&gt;
&lt;br /&gt;
=== Growth vats ===&lt;br /&gt;
{{See also|Growth vat}}&lt;br /&gt;
[[Growth vat]]s are a complete alternative to pregnancy. They require the [[Research#Growth vats|Growth vat]]s research to make, as well as [[Research#Fertility procedures|Fertility Procedures]], and two pawns with &amp;gt; 0% Fertility to actually create embryos. &lt;br /&gt;
&lt;br /&gt;
Growth vats allow an embryo to be born in 9 days, half the time of a natural pregnancy. Active vats must be given a constant supply of 200 W of [[power]] and 6 [[nutrition]] per day - or around 6.5 [[simple meal]]s per day - to ensure survival of the fetus. If lacking either, then the fetus will undergo biostarvation, increasing by 50% per day. If biostarvation reaches 100%, the fetus will be destroyed.&lt;br /&gt;
&lt;br /&gt;
Growth vat births always have a [[Reproduction#Quality|quality]] of 70%, which affects the chance of the baby being born healthy. However, there are benefits to this method: as it avoids natural birth, the mother won't be weighed down, and there is no risk of them dying.&lt;br /&gt;
&lt;br /&gt;
== Birth ==&lt;br /&gt;
Your first warning for a pawn's upcoming childbirth comes during a pawn's pregnancy: the player will receive one notification when the mother hits the third trimester about &amp;quot;&amp;lt;Colonist&amp;gt;'s baby prep&amp;quot;, which explains all the steps you can take to help the mother give birth successfully. Besides preparing a location and doctor for the birth, this notification reminds you to prepare a food source for the baby and build them a crib. Labor will happen roughly 6 days after, starting with a notification of &amp;quot;&amp;lt;Colonist&amp;gt; in labor!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once labor begins, the birthing procedure can be initiated by clicking on the mother, and selecting the &amp;quot;Begin birth&amp;quot; option. This allows the player to select participants and a Doctor, much like [[Ideology]]'s rituals. The procedure will take place at a bed or sleeping spot, chosen automatically (preferring medical beds) if the mother is not already in bed. All of these choices have an effect on the birth's quality, which affects the chance that the mother and baby will come out of childbirth alive and healthy. You can view the exact factors and their influence in the Quality section below. The expected duration of this operation is variable, but will end once the baby has been born or mother has died.&lt;br /&gt;
&lt;br /&gt;
===Labor===&lt;br /&gt;
The progress of labor can be tracked in the mother's health tab. Labor begins with contractions, different stages of dilation that change randomly over time, with all adding various amounts of pain and restrictions on movement for the mother. Many stages will incapacitate her, so even before the childbirth operation begins, it is important to bring her to a bed. When the childbirth operation has proceeded for a while, you will receive a small notification saying &amp;quot;&amp;lt;mother&amp;gt;'s labor has entered the final stage&amp;quot;, and the labor will progress to the final &amp;quot;pushing&amp;quot; stage. &lt;br /&gt;
&lt;br /&gt;
'''Stages of labor:'''&lt;br /&gt;
* dilation, mild: pain +25%, moving x40%&lt;br /&gt;
* dilation, debilitating: pain +85%&lt;br /&gt;
* pushing: pain +85%&lt;br /&gt;
&lt;br /&gt;
Once the childbirth procedure has begun, any spectating loved ones may socialize with each other, but the doctor and mother will be focused on their tasks. Spectators and the doctors can leave if needed, by selecting a pawn and then pressing the &amp;quot;Leave child birth&amp;quot; option.&lt;br /&gt;
Finally, you can cancel the birth operation by selecting any of the involved pawns and then selecting the &amp;quot;Cancel child birth&amp;quot; option, which allows you to restart childbirth later.&lt;br /&gt;
&lt;br /&gt;
===Quality===&lt;br /&gt;
When starting the child birth procedure, a screen will show you the expected quality of the birth, determined by:&lt;br /&gt;
* Loved one present: the presence of someone that the mother considers a friend or more gives +5% quality, with no stacking for multiple friends or a better friend. By default, the father will be selected to be present. If the doctor performing the operation is a friend, they will count towards this bonus too.&lt;br /&gt;
* Age of the mother: a 22-year-old has a +50% quality, and as the mother grows older, this drops.&lt;br /&gt;
* Doctor's medical skill: can range from 0-20% or more. Skill level 1 gives 1.3%, 3 gives +3.8%, 7 gives +8.8%, and 16 gives +20% quality.&lt;br /&gt;
* Indoors: if inside, the quality gains +5%.&lt;br /&gt;
* Room cleanliness: cleanliness can range from 0-0.6, giving 0-10% in quality bonuses.&lt;br /&gt;
* Bed health effects: contributes up to 5%, with things like bed quality, a medical bed, and (perhaps vitals monitor or other furniture?) influencing this stat. A bed rating of 5 guarantees a quality bonus of +5%.&lt;br /&gt;
&lt;br /&gt;
Therefore, the most important factors in a safe birth are the mother's age and the doctor's skill level.&lt;br /&gt;
&lt;br /&gt;
Birth quality is likely determined at the moment of the baby's birth; allowing the doctor or loved ones to leave, or having the room grow dirty, has an effect on birth quality.&lt;br /&gt;
&lt;br /&gt;
=== Outcomes ===&lt;br /&gt;
{{Stub|section=1|reason=Exact math on the chance mechanics}}&lt;br /&gt;
Depending on the quality, the baby can be born healthy or sickly, or they may die during birth. At lower qualities, there is also a chance that the mother can die during childbirth.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Expected Quality''' || 76 || 84 || 95&lt;br /&gt;
|-&lt;br /&gt;
| '''Mother dies''' || 0.98% || 0.45% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Still''' || 3.3% || 3% || 2.6%&lt;br /&gt;
|-&lt;br /&gt;
| '''Sick''' || 7.4% || 7.5% || 7.5%&lt;br /&gt;
|-&lt;br /&gt;
| '''Healthy''' || 89% || 90% || 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You will receive a notification when the birth is complete, and the baby will appear on an adjacent tile. If the baby was born alive, a pawn with the Childcare work enabled can be instructed to either move the baby to a safe space, or to deliver it to the mother for breastfeeding. The baby will be born hungry, with a mood penalty of {{Bad|-6}}.&lt;br /&gt;
&lt;br /&gt;
If your baby was healthy, the notification is &amp;quot;Healthy child birth&amp;quot;, and it gives you 24 hours to choose a name for the baby. This is the only time where you can completely customize the baby's first and last names, and you additionally can add an optional nickname. The game will suggest the mother and father's last names on this screen, and provide random suggestions for the other names. Until then, the baby's name is temporary, and called &amp;quot;Baby &amp;lt;Mother's last name&amp;gt;&amp;quot;. The baby will also receive the Childhood title &amp;quot;Newborn&amp;quot;, and belong to the mother's faction. The baby's parents will receive a 15-day mood boost that &amp;quot;&amp;lt;Baby&amp;gt; was born healthy&amp;quot; {{Good|+8}}.&lt;br /&gt;
&lt;br /&gt;
If the baby is born sick, they are affected by a form of [[infant illness]], which can start at a variable intensity. If left untreated before 10 days is up, the baby dies, but if it lives through 10 days after birth, the illness will no longer affect the baby. You will also get the chance to name your baby.&lt;br /&gt;
&lt;br /&gt;
If the mother survived childbirth, she will remain in bed, incapacitated by exhaustion (Postpartum exhaustion) for 16 hours. She'll no longer feel any pain from childbirth, but won't be able to move. However, if another pawn delivers her baby to her, she can begin breastfeeding. &lt;br /&gt;
&lt;br /&gt;
== Lactation ==&lt;br /&gt;
&lt;br /&gt;
Lactation is the mechanic that allows pawns to breastfeed babies. Lactation gives pawns a milk fullness stat, and when milk fullness is above 0%, a pawn can breastfeed any baby, even if it is not their own child. There are other consequences to lactation, however: lactating pawns require more nutrition per day, and they cannot become pregnant, regardless of their fertility and reproductive strategy. Lactation lasts indefinitely, only stopping after 10 days of not breastfeeding a child. You can view a pawn's lactation details in their Health panel. &lt;br /&gt;
&lt;br /&gt;
Upon a successful childbirth, a mother will begin lactating, with milk fullness starting at 100%. Milk fullness regenerates at varying rates depending on the mother's hunger level. Lactating pawns require more nutrition per day in order to produce milk: the mother's Food Consumption stat rises from 1.6 to 2.1 nutrition per day, a gain of +0.5 (a simple meal has 0.9 nutrition). However, the nutrition required for them to make milk depends on their milk regeneration level, which decreases in stages following their hunger level. As a pawn gets more hungry, they won't produce as much milk, and won't require as much extra nutrition. Additionally, a lactating pawn with milk fullness of 100% won't require any extra nutrition since they're not currently regenerating milk. You can view the pawn's current nutritional needs by checking the details of their &amp;quot;Lactating&amp;quot; condition in the pawn's Health tab. Lactating does not affect any other pawn stats or conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger Level''' || Ravenously Hungry || Hungry || Full&lt;br /&gt;
|-&lt;br /&gt;
| '''Milk Regeneration''' || 25% || ? || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Extra Nutrition Per Day''' || 0.13 || ? || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Heredity ==&lt;br /&gt;
{{See also|Genes}}&lt;br /&gt;
When an [[embryo]] is conceived, it will inherit some of the [[genes]] of both parents. During a mother's pregnancy, you can view her child's genes by going to her Health tab and selecting the information button for her pregnancy. The genetics section will list all genes that her child has inherited. &lt;br /&gt;
&lt;br /&gt;
Genes which can be passed down come from the [[germline]] DNA, and are called endogenes. Pawns may modify themselves with [[Xenogene|xenogenes]], but as it's not part of a pawn's germline DNA, it cannot be passed down. If an endogene is only present in one parent, it has a small chance to be passed down.{{Check Tag|What's the chance?|What is the algorithm for calculating gene inheritance?}} However if an endogene is present in both parents, it will always be passed down.&lt;br /&gt;
&lt;br /&gt;
Generally, all pawns will have at least one hair color and skin color endogene. Offspring will always pick one hair color and skin color endogene from their parents. If no hair/skin color endogene can be found in either parent, such as if they were two [[highmates]], a random hair/skin color endogene will be picked from the natural list of hair/skin colors instead.&lt;br /&gt;
&lt;br /&gt;
If a pawn has multiple [[Genes#Cosmetic|cosmetic genes]] within a category, like body type, one random gene will override the others. This will be the gene represented on the pawn. For non-cosmetic genes within a category there is a fixed priority for overrides, usually favored towards the negative variations. For example, an awful [[shooting]] aptitude will override all other shooting aptitudes. Xenogenes will always take priority over endogenes. Thus, even though the Slow runner endogene overrides their Fast runner endogene, the Fast runner xenogene will override the Slow runner endogene. Note that overridden endogenes can still be passed down as normal.&lt;br /&gt;
&lt;br /&gt;
If a child is born from an incestuous relationship, there's a risk of them becoming [[Genes#Miscellaneous|inbred]]; up to 80% for direct relatives. {{Check Tag|Which relations?|What counts as direct? Effect of other relations}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! '''Inbred'''&lt;br /&gt;
[[File:Gene_Inbred.png|64px]]         &lt;br /&gt;
|&lt;br /&gt;
* Complexity: {{Bad|+1}}&lt;br /&gt;
* Metabolic efficiency: {{Bad|-2}}&lt;br /&gt;
* Forced Trait: [[Slow learner]]&lt;br /&gt;
* [[#Fertility|Fertility]]: {{Bad|x50%}}&lt;br /&gt;
* [[Immunity gain speed]]: {{Bad|x85%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fertility ==&lt;br /&gt;
Fertility is the main pawn stat affecting pregnancy chances, acting as a percentage multiplier on the chance of getting pregnant naturally or through an ovum implantation. Natural pregnancy chance is equally dependent on the fertility of both partners. Additionally, fertility must be above 0% to extract a pawn's ovum or to fertilize the [[Ovum|ovum]] into an [[Embryo|embryo]].&lt;br /&gt;
&lt;br /&gt;
This stat is affected by a variety of factors, such as age, [[Genes|genes]], and [[#Contraceptives|contraceptives]]. Age is the baseline for fertility, changing slowly for each colonist over time, and at a different rate by pawn gender. Genes provide an additional multiplier on fertility. Contraceptives instantly bring fertility to 0%, overriding other fertility factors.&lt;br /&gt;
&lt;br /&gt;
For baseline humans without fertility-modifying genes, both men and women start becoming fertile after age 14; but regardless of fertility, pawns can't participate in reproduction until they are 16. Fertility increases differently by gender. Women's fertility increases until age 20, but starts dropping at age 28 until it reaches 0% at age 50. Men's fertility increases until age 18, but starts dropping at age 50 until it's 0% at age 90. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Female Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 20, 28, 35, 40, 45, 50, 120&lt;br /&gt;
|y=0, 0, 100, 100, 50, 10, 2, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Male Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 18, 50, 90, 120&lt;br /&gt;
|y=0, 0, 100, 100, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Genes affect fertility in direct and indirect ways. There are two direct effects: the [[Genes#Fertile|Fertile]] gene doubles fertility and the [[Genes#Sterile|Sterile]] gene completely nullifies it. &lt;br /&gt;
&lt;br /&gt;
Some genes provide an indirect effect on fertility through their effect on age. Aging-related genes like [[Genes#Non-senescent|Non-senescent]] cannot mitigate the effects of age on fertility, but the [[Genes#Ageless|Ageless]] gene can keep a pawn's fertility stable by freezing the pawn's biological age. Additionally, other aging-related technologies can affect a pawn's fertility: [[Biosculpter_pod#Age_reversal|Age Reversal]] in a [[Biosculpter_pod|Biosculpter pod]] {{IdeologyIcon}} has a fully restorative effect on fertility, even allowing a completely infertile pawn to become fertile again once they pass back into the age range of fertility for their gender.&lt;br /&gt;
&lt;br /&gt;
== Contraceptives ==&lt;br /&gt;
There are many ways to manually change the likelihood of natural pregnancy. The simplest way in the game to prevent pregnancy is to not give pawns a [[double bed]] to themselves. However, it deprives them of the [[mood]] bonuses of Lovin' in the first place. You can instead change a couple's Reproductive Approach in the Social tab to the &amp;quot;Avoid pregnancy&amp;quot; option, which reduces their pregnancy rate by -75% but still allows them to make Lovin' at the same rate. Additionally, a guaranteed method of avoiding pregnancy is by continuing a pawn's [[Reproduction#Lactation|lactation]]. If a pawn is lactating (from having given birth before), then it is impossible for them to have a child under any circumstances. &lt;br /&gt;
&lt;br /&gt;
A more stable solution to controlling pregnancy can be pursued through research and medicine, by applying contraceptives to pawns of either gender who are engaging in Lovin'. The [[Research#Fertility Procedures|Fertility Procedures]] research gives access to multiple operations, temporary or permanent, to prevent and stop pregnancies. These surgeries can be applied to any pawn age 16 and up, and can be performed even if the pawn is already infertile.&lt;br /&gt;
&lt;br /&gt;
=== IUD ===&lt;br /&gt;
This is a temporary method of preventing pregnancies. You can stop a female pawn from becoming pregnant with the &amp;quot;Implant IUD&amp;quot; medical operation, which has a 100% success chance and no chance of pawn death upon failure. The operation requires {{Icon Small|medicine}} 1 [[Medicine]] of any type and will anesthetize the pawn. The IUD lasts indefinitely and can be seen in the pawn's Health tab, but you can later remove it through the &amp;quot;Remove IUD&amp;quot; medical operation, also for {{Icon Small|medicine}} 1 [[Medicine]] of any type. Women may embark with IUDs already implanted. If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
Implanted IUDs also stop pregnancies in the first trimester, an alternative to the Terminate Pregnancy operation.&lt;br /&gt;
&lt;br /&gt;
=== Vasectomy ===&lt;br /&gt;
This is another temporary method of preventing pregnancies. You can stop a male pawn from impregnating others with the &amp;quot;Perform vasectomy&amp;quot; medical operation, which also has a 100% success chance with no chance of pawn death upon failure. The vasectomy lasts indefinitely, with the operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. You can later remove it through the &amp;quot;Reverse vasectomy&amp;quot; medical operation, also for and {{Icon Small|medicine}} 1 [[Medicine]] of any type. Men may embark with the operation already performed.{{Check Tag|Verify}} If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
=== Tubal Ligation ===&lt;br /&gt;
This permanently stops a female pawn from being able to reproduce. &amp;quot;Perform tubal ligation&amp;quot; is a medical operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. The surgery success chance is 100% and there is no chance of pawn death upon failure.&lt;br /&gt;
&lt;br /&gt;
=== Termination ===&lt;br /&gt;
If the pawn has already become pregnant past the first trimester, the only option left is to terminate the pregnancy. This can be achieved through the medical operation &amp;quot;Terminate pregnancy&amp;quot; requiring {{Icon Small|medicine}} 1 [[Medicine]], after which the pawn will no longer be pregnant.&lt;br /&gt;
&lt;br /&gt;
This operation will upset the affected pawn. Depending on the trimester of the pregnancy, a moodlet of {{Bad|-5}} for the first, {{Bad|-10}} for the second, and {{Bad|-20}} for the third will occur, lasting for 10 days.&lt;br /&gt;
&lt;br /&gt;
== Babies ==&lt;br /&gt;
The end result of pregnancy is a human '''baby'''. Babies are small, helpless creatures that cannot walk or do anything by themselves. They only have three basic [[needs]]: food, sleep, and play. &lt;br /&gt;
&lt;br /&gt;
Babies can be ages 0-2, with newborn ages tracked in days and quadrums rather than years. Once a baby turns 3, they become a [[Children|child]], and on their [[Children#Age_3|3rd birthday]] you can make special choices for how they will develop further. Under the default [[storyteller|storyteller settings]], pawns under 13 will age 4x faster than normal, so the biological age of the baby is not how many days/quadrums they have actually been alive. [[Growth vat]]s can speed up a baby's growth by 20x that of an adult, or 5x faster than default. Using a growth vat seems to have no ill effects on a baby or its development, at least until it exits the baby stage.{{Check Tag|Not thoroughly tested|No visible effect?}} However, parents gain a {{--|4}} ''My baby is in a growth vat'' [[mood]]let.&lt;br /&gt;
&lt;br /&gt;
If a baby is left on the ground, any colonist (even those incapable of childcare or hauling) can try to bring the baby somewhere safe, like an available crib. Usually a colonist will quickly try to do this automatically. If you draft a colonist while they are carrying a baby, you'll receive a pop-up warning that your colonist is carrying a baby while drafted. If you undraft and redraft the colonist, they will drop the baby.&lt;br /&gt;
&lt;br /&gt;
Babies are born with no traits or skills: these develop during childhood [[Children#Growth_moments|Growth Moments]]. They also have no [[Ideoligion|ideoligion]] {{IdeologyIcon}}. Unless they have temporary health effects from being born sick, they have no health conditions, with every health stat at 100%, except for Moving, which is at 0%.&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
{{See also|Saturation}}&lt;br /&gt;
Babies need less [[nutrition]] to become full, but their hunger rate is adjusted with it to require [[food]] twice a day. Since babies cannot eat anything by themselves, pawns assigned to childcare will help feed them. The feeding process is fairly slow when compared to adult eating.&lt;br /&gt;
&lt;br /&gt;
They can ''only'' be fed in one of following ways:&lt;br /&gt;
* Breastfeeding from any lactating pawn, even those not their mother.&lt;br /&gt;
* Cooking and feeding them [[baby food]], produced at a campfire or stove from vegetable ingredients.&lt;br /&gt;
* Feeding them animal [[milk]] or [[insect jelly]].&lt;br /&gt;
&lt;br /&gt;
Of these, breastfeeding is usually the easiest. Unlike other foods, which feed in bursts only once the food has been consumed, breastfeeding will gradually increase the food bar. This allows the breastfeeding pawn to pause at any point, whilst also not wasting excess food. Usually, a pawn will sit down to breastfeed, continuing until the baby is full or the pawn is out of milk.&lt;br /&gt;
&lt;br /&gt;
You can control what foods the baby can eat and who will try to feed the baby in the baby's &amp;quot;Feeding&amp;quot; tab. By default, the mother will be set to Urgent, with all other pawns set to Childcare. If a pawn is set to childcare, that does not mean they will feed the baby: their childcare labor may be turned off, or they may be incapable of it.&lt;br /&gt;
* &amp;quot;Urgent&amp;quot; means the pawn will feed the baby day or night, even if the pawn is not assigned to childcare or capable of it.&lt;br /&gt;
* &amp;quot;Childcare&amp;quot; means the pawn will feed the baby as childcare work.&lt;br /&gt;
* &amp;quot;Never&amp;quot; means the pawn won't automatically feed the baby.&lt;br /&gt;
You can allow the baby to eat milk, insect jelly, and baby food in this tab, but can't control breastfeeding here. &lt;br /&gt;
&lt;br /&gt;
==== Drugs ====&lt;br /&gt;
Although babies are limited to eating certain foods, you can administer drugs to babies under the Health&amp;gt;&amp;gt;Medical Operations tab. These have an outsized influence because of the pawns' very small body sizes (x0.20 of the size of an adult). This means each administered drug causes a higher severity of reaction, affecting the duration of the high and the likelihood of [[Drugs#Addiction_and_Tolerance|tolerance]] buildup. This indirectly increases the chance of addiction: tolerance built so quickly makes babies much more likely to get addicted to drugs upon further administrations. Babies receive the same mood effects from drugs as adults do: administering a smokeleaf joint to a baby gives them the {{Good|+13}} High on Smokeleaf mood boost. However, the effect of drugs lasts much longer because the drug severity is higher: a one-joint smokeleaf high for a baby lasts a max of 24, rather than 12, hours.&lt;br /&gt;
&lt;br /&gt;
===Sleep===&lt;br /&gt;
{{See also|Rest}}&lt;br /&gt;
Unlike adults, babies don't follow a sleep schedule, instead falling asleep mostly at random. They may be in a sleeping spot, growing steadily more sleepy and upset, while still not falling asleep.&lt;br /&gt;
&lt;br /&gt;
A [[crib]] or [[bed]] should be provided for the baby to sleep in, as it will negate the negative [[mood]] from sleeping on the floor. There are several benefits of cribs over beds: cribs take up only one tile, multiple can be placed in a room without turning it into a barracks, and high-quality cribs can increase the mood of the baby while it rests or sleeps. &lt;br /&gt;
&lt;br /&gt;
Force-feeding, holding, or playing with the baby will wake them up, possibly keeping them unhappy from being tired.&lt;br /&gt;
&lt;br /&gt;
===Play===&lt;br /&gt;
Babies need to be played with, in place of standard Recreation. An adult assigned to child care will play with the baby once the play need is almost empty. There are different activities that will fulfill the baby's play need. A [[toy box]] and [[baby decoration]] increases the quality of play.&lt;br /&gt;
&lt;br /&gt;
===Mood===&lt;br /&gt;
Babies' moods are influenced by their needs for food, sleep, and play. These are affected at the same rates as for adults:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger''' || Ravenously Hungry || Hungry || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Sleep''' || Tired || Drowsy  || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Play''' || Really wants to play || Wants to Play  || Normal || Entertained || Very Entertained&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -10 || -5 || 0 || 5 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Babies share many moodlets with adults but aren't affected by as many influences. Babies can gain the {{Bad|-4}} Slept in the Cold moodlet, but aren't affected by temperature as much while awake. Babies have the same expectations for colony life as most other pawns do, influencing their moods at the same rate. Babies appreciate comfort only while resting or sleeping in a [[Crib|crib]], with various qualities providing higher mood boosts. They can be influenced by psychic drones just as much as other pawns, and have a psychic sensitivity of 100% by default.&lt;br /&gt;
&lt;br /&gt;
Uniquely, babies get a mood bonus when their parents are very happy: &amp;quot;Parent is happy&amp;quot; {{Good|+6}}, or &amp;quot;Parents are happy&amp;quot; {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
Being held or breastfed does not affect the baby or caretaking adult's mood in any direct way. However, babies will temporarily forget any ill mood effects from lack of Sleep while being held, although these needs will still decrease as usual.&lt;br /&gt;
&lt;br /&gt;
A baby's mood affects the moods of all other colonists, much like [[Children#Mood|children's moods]] can. Parents of a baby who is very happy will receive a {{Good|+6}} mood boost for &amp;quot;My child &amp;lt;baby&amp;gt; is happy&amp;quot;. If the baby is about 1/3 of its happiness or less, parents have a {{Bad|-6}} mood penalty, thinking &amp;quot;My child &amp;lt;baby&amp;gt; is unhappy&amp;quot;. Babies also factor into the colonists' thoughts on the overall happiness of the colony's children, which range from a positive {{Good|+2}} &amp;quot;Happy youngsters&amp;quot; mood boost to a {{Bad|-2}} &amp;quot;Sad youngsters&amp;quot;, to worse negative mood penalties, all based on the average of the moods of colonists aged 0-17.&lt;br /&gt;
&lt;br /&gt;
====Giggling and crying====&lt;br /&gt;
Instead of [[mental inspiration|mental inspirations]] or [[mental breaks]], babies will have giggling or crying &amp;quot;fits&amp;quot; which gives a mood boost or penalty to other colonists within a 10 tile{{Check Tag|Verify|Based on dev mode testing. Exact number unverified.}} radius. The ratio between giggling and crying is directly related with the baby's mood.&lt;br /&gt;
&lt;br /&gt;
[[Mood]] boosts from giggling babies go from {{Good|+4}} up to {{Good|+10}}, while crying babies can cause mood maluses from {{Bad|-8}} down to {{Bad|-20}}. Parents are only half as bothered by their baby crying, and twice as happy when their baby is giggling.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.125, 0.25, 1, 2, 4 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crying occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=12, 6, 1, 0.25, 0.125 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling to crying ratio (higher is better)&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.011, 0.042, 1, 8, 32 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Occurance of giggling per time crying&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Babies get the same social opinion boosts from familial relationships that other pawns do. They are born aware of their entire family tree, going back to the great-grandparent generation and including dead relatives. In addition, their social relationships are impacted by who feeds them and who hears them crying.&lt;br /&gt;
&lt;br /&gt;
Feeding changes the social opinions between a baby and their caretaker. A baby will gain about {{Good|+16}} social opinion for another pawn each time they are fed, with the &amp;quot;Fed me&amp;quot; opinion, which wears off over time. It is unclear whether breastfeeding provides a similar benefit. An adult who feeds a baby will gain about {{Good|+4}} social opinion for them from this act, and remember the feeding for longer than the baby does. Adults who breastfeed a baby gain about {{Good|+7}} opinion for the baby from the interaction. These feeding opinion changes are the same whether the caretaker is the baby's parent or not.&lt;br /&gt;
&lt;br /&gt;
Crying causes a temporary social penalty for the baby, with a colonist's opinion of them dropping {{Bad|-12}} for each time the adult hears the baby crying.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=118959</id>
		<title>Reproduction</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=118959"/>
		<updated>2022-11-21T03:47:58Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: /* Mood */ added really wants to play moodlet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About|human pregnancy and babies|older children|Children}}&lt;br /&gt;
&lt;br /&gt;
'''Reproduction''' is the means by which [[human]] babies are created. &lt;br /&gt;
&lt;br /&gt;
Note: Due to the continuous nature of the subject matter, this page covers from conception to the age of three. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Babies can be obtained via several different methods:&lt;br /&gt;
*  Choosing them as a starting colonist via the [[scenario system]].&lt;br /&gt;
*  Natural reproduction, through [[#Pregnancy|pregnancy]].&lt;br /&gt;
*  Assisted reproduction, through [[#Surrogacy|surrogacy]] or [[#Growth vat|growth vats]].&lt;br /&gt;
*  Purchasing them from [[Trade#Slaver|slavers]].{{Check Tag|Can babies be bought?}}&lt;br /&gt;
*  Receiving them from [[quests]] and [[events]]. Babies of any faction can be adopted instantly to the colony, without angering them.&lt;br /&gt;
&lt;br /&gt;
Note that with the exception of the first point, these methods become unavailable if &amp;quot;Disable children&amp;quot; is toggled on in the [[AI_Storytellers#Biotech|storyteller settings]].&lt;br /&gt;
&lt;br /&gt;
== Natural Reproduction ==&lt;br /&gt;
{{Image wanted|section=1|reason=Images of the &amp;quot;Try for pregnancy&amp;quot; etc. icons.}}&lt;br /&gt;
Pawns in [[Social#Romance|romantic relationships]] have a chance to get pregnant when they initiate [[lovin']]. Note that pawns must share a two-person bed, bedroll, or sleeping spot to initate lovin' but do not require one to avoid the &amp;quot;sleeping alone&amp;quot; mood debuff. &lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
The prospective parents' chance of successfully reproducing is primarily controlled by their [[#Fertility|Fertility]] stat. The player has three options to adjust pregnancy rates from Lovin' in any relationship. By opening the social tab, to the right of a Lover, Fiancee, or Spouse, you can see a button that lets you change the couple's approach for having kids.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:Normal.png|32px]]         &lt;br /&gt;
| '''Normal''' (Default) || x1 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:AvoidPregnancy.png|32px]] &lt;br /&gt;
| '''Avoid pregnancy''' || x0.25 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:TryForBaby.png|32px]]     &lt;br /&gt;
| '''Try for baby'''    || x4 pregnancy chance. &lt;br /&gt;
|}&lt;br /&gt;
Therefore, the total chance of pregnancy in one relationship is likely: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Pregnancy chance per relationship''' = '''Mother's fertility''' x '''Father's fertility''' x '''Reproductive Approach''' x '''Times Lovin''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual chance that a pair of pawns will do Lovin' each night varies, but it requires them to share the same bed and sleep at the same time. Their chance of Lovin' varies by age, as seen in [[Social#Lovin.27|this chart]]. The [[Genes#Low_libido|low libido]] and [[Genes#High_libido|high libido]] genes will also alter this. There have been reports that colonist mood and opinions of each other also influence the chance of doing Lovin'.&lt;br /&gt;
&lt;br /&gt;
=== Pregnancy ===&lt;br /&gt;
&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6 day trimesters. The player will receive a notification when the pregnancy starts and when it progresses from one trimester to the next. The pregnant pawn will gain penalties to movement, manipulation, and hunger rate, increasing each trimester as seen in the chart below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| First trimester ||&lt;br /&gt;
&lt;br /&gt;
* Hunger rate offset: {{++|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| Second trimester ||&lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|10%}}&lt;br /&gt;
* [[Manipulation]]: {{--|5%}}&lt;br /&gt;
* Hunger rate offset: {{++|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| Third trimester || &lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|50%}}&lt;br /&gt;
* [[Manipulation]]: {{--|10%}}&lt;br /&gt;
* Hunger rate offset: {{++|50%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Throughout their pregnancy, they will also occasionally gain mood buffs or debuffs due to hormonal induced mood swings.{{Check Tag|Detail needed}} They may also receive the &amp;quot;morning sickness&amp;quot; condition, which lasts 4 to 8 ingame hours.&lt;br /&gt;
&lt;br /&gt;
'''Morning sickness:'''&lt;br /&gt;
* [[Consciousness]]: {{Bad|x0.8}}&lt;br /&gt;
* [[Moving]]: {{Bad|x0.9}}&lt;br /&gt;
* [[Manipulation]]: {{Bad|x0.9}}&lt;br /&gt;
* Vomiting {{MTB}}: {{Bad|{{#expr:(24*0.075)}} Hours}}&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
It is impossible for a mother that is lactating to have another child under any circumstances, even via surrogacy.&lt;br /&gt;
&lt;br /&gt;
== Assisted reproduction ==&lt;br /&gt;
Science enables new methods for obtaining babies. After Fertility Procedures has been researched, you can extract [[Ovum|ova]] from female pawns and fertilize them to form an [[Embryo|embryo]], for use in surrogate pregnancies or vat-grown babies.&lt;br /&gt;
&lt;br /&gt;
Both methods require extracting an ovum from a [[Reproduction#Fertility|fertile]] female pawn, be they [[colonist]], [[prisoner]], or [[slave]]{{IdeologyIcon}}, through a medical operation in the pawn's Health tab: &amp;quot;Extract ovum for IVF&amp;quot;. The operation requires one of any type of medicine and a doctor, although it is a relatively easy surgery, with a 500% multiplier on success, and 0% chance of death on failure. &lt;br /&gt;
&lt;br /&gt;
The ovum may then fertilized by a fertile male colonist or slave (but not prisoner) to produce an embryo. As long as the male pawn's fertility is above 0% this will be successful{{Check Tag|Verify|Not thoroughly checked}}. The resulting embryo can then be implanted in female pawns (may be prisoner, colonist, or slave) to initiate a pregnancy, placed in a growth vat, or sold.&lt;br /&gt;
&lt;br /&gt;
=== Surrogacy ===&lt;br /&gt;
With the [[Research#Fertillity Procedures|Fertillity Procedures]] research, you can create [[embryo]]s. They can then be implanted into a pawn for a chance for the pawn to become pregnant. The chance of success depends on the surrogate's own Fertility.&lt;br /&gt;
&lt;br /&gt;
Even if they did not supply the ovum, the surrogate will be considered the birth mother. Otherwise, it will act as a regular pregnancy.{{Check Tag|Verify|Not thoroughly checked, quick devmode run to write this section}}. A pawn born this way will consider both their surrogate and genetic mother as the pawn's parents in terms of social opinions.&lt;br /&gt;
&lt;br /&gt;
=== Growth vats ===&lt;br /&gt;
{{See also|Growth vat}}&lt;br /&gt;
[[Growth vat]]s are a complete alternative to pregnancy. They require the [[Research#Growth vats|Growth vat]]s research to make, as well as [[Research#Fertility procedures|Fertility Procedures]], and two pawns with &amp;gt; 0% Fertility to actually create embryos. &lt;br /&gt;
&lt;br /&gt;
Growth vats allow an embryo to be born in 9 days, half the time of a natural pregnancy. Active vats must be given a constant supply of 200 W of [[power]] and 6 [[nutrition]] per day - or around 6.5 [[simple meal]]s per day - to ensure survival of the fetus. If lacking either, then the fetus will undergo biostarvation, increasing by 50% per day. If biostarvation reaches 100%, the fetus will be destroyed.&lt;br /&gt;
&lt;br /&gt;
Growth vat births always have a [[Reproduction#Quality|quality]] of 70%, which affects the chance of the baby being born healthy. However, there are benefits to this method: as it avoids natural birth, the mother won't be weighed down, and there is no risk of them dying.&lt;br /&gt;
&lt;br /&gt;
== Birth ==&lt;br /&gt;
Your first warning for a pawn's upcoming childbirth comes during a pawn's pregnancy: the player will receive one notification when the mother hits the third trimester about &amp;quot;&amp;lt;Colonist&amp;gt;'s baby prep&amp;quot;, which explains all the steps you can take to help the mother give birth successfully. Besides preparing a location and doctor for the birth, this notification reminds you to prepare a food source for the baby and build them a crib. Labor will happen roughly 6 days after, starting with a notification of &amp;quot;&amp;lt;Colonist&amp;gt; in labor!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once labor begins, the birthing procedure can be initiated by clicking on the mother, and selecting the &amp;quot;Begin birth&amp;quot; option. This allows the player to select participants and a Doctor, much like [[Ideology]]'s rituals. The procedure will take place at a bed or sleeping spot, chosen automatically (preferring medical beds) if the mother is not already in bed. All of these choices have an effect on the birth's quality, which affects the chance that the mother and baby will come out of childbirth alive and healthy. You can view the exact factors and their influence in the Quality section below. The expected duration of this operation is variable, but will end once the baby has been born or mother has died.&lt;br /&gt;
&lt;br /&gt;
===Labor===&lt;br /&gt;
The progress of labor can be tracked in the mother's health tab. Labor begins with contractions, different stages of dilation that change randomly over time, with all adding various amounts of pain and restrictions on movement for the mother. Many stages will incapacitate her, so even before the childbirth operation begins, it is important to bring her to a bed. When the childbirth operation has proceeded for a while, you will receive a small notification saying &amp;quot;&amp;lt;mother&amp;gt;'s labor has entered the final stage&amp;quot;, and the labor will progress to the final &amp;quot;pushing&amp;quot; stage. &lt;br /&gt;
&lt;br /&gt;
'''Stages of labor:'''&lt;br /&gt;
* dilation, mild: pain +25%, moving x40%&lt;br /&gt;
* dilation, debilitating: pain +85%&lt;br /&gt;
* pushing: pain +85%&lt;br /&gt;
&lt;br /&gt;
Once the childbirth procedure has begun, any spectating loved ones may socialize with each other, but the doctor and mother will be focused on their tasks. Spectators and the doctors can leave if needed, by selecting a pawn and then pressing the &amp;quot;Leave child birth&amp;quot; option.&lt;br /&gt;
Finally, you can cancel the birth operation by selecting any of the involved pawns and then selecting the &amp;quot;Cancel child birth&amp;quot; option, which allows you to restart childbirth later.&lt;br /&gt;
&lt;br /&gt;
===Quality===&lt;br /&gt;
When starting the child birth procedure, a screen will show you the expected quality of the birth, determined by:&lt;br /&gt;
* Loved one present: the presence of someone that the mother considers a friend or more gives +5% quality, with no stacking for multiple friends or a better friend. By default, the father will be selected to be present. If the doctor performing the operation is a friend, they will count towards this bonus too.&lt;br /&gt;
* Age of the mother: a 22-year-old has a +50% quality, and as the mother grows older, this drops.&lt;br /&gt;
* Doctor's medical skill: can range from 0-20% or more. Skill level 1 gives 1.3%, 3 gives +3.8%, 7 gives +8.8%, and 16 gives +20% quality.&lt;br /&gt;
* Indoors: if inside, the quality gains +5%.&lt;br /&gt;
* Room cleanliness: cleanliness can range from 0-0.6, giving 0-10% in quality bonuses.&lt;br /&gt;
* Bed health effects: contributes up to 5%, with things like bed quality, a medical bed, and (perhaps vitals monitor or other furniture?) influencing this stat. A bed rating of 5 guarantees a quality bonus of +5%.&lt;br /&gt;
&lt;br /&gt;
Therefore, the most important factors in a safe birth are the mother's age and the doctor's skill level.&lt;br /&gt;
&lt;br /&gt;
Birth quality is likely determined at the moment of the baby's birth; allowing the doctor or loved ones to leave, or having the room grow dirty, has an effect on birth quality.&lt;br /&gt;
&lt;br /&gt;
=== Outcomes ===&lt;br /&gt;
{{Stub|section=1|reason=Exact math on the chance mechanics}}&lt;br /&gt;
Depending on the quality, the baby can be born healthy or sickly, or they may die during birth. At lower qualities, there is also a chance that the mother can die during childbirth.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Expected Quality''' || 76 || 84 || 95&lt;br /&gt;
|-&lt;br /&gt;
| '''Mother dies''' || 0.98% || 0.45% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Still''' || 3.3% || 3% || 2.6%&lt;br /&gt;
|-&lt;br /&gt;
| '''Sick''' || 7.4% || 7.5% || 7.5%&lt;br /&gt;
|-&lt;br /&gt;
| '''Healthy''' || 89% || 90% || 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You will receive a notification when the birth is complete, and the baby will appear on an adjacent tile. If the baby was born alive, a pawn with the Childcare work enabled can be instructed to either move the baby to a safe space, or to deliver it to the mother for breastfeeding. The baby will be born hungry, with a mood penalty of {{Bad|-6}}.&lt;br /&gt;
&lt;br /&gt;
If your baby was healthy, the notification is &amp;quot;Healthy child birth&amp;quot;, and it gives you 24 hours to choose a name for the baby. This is the only time where you can completely customize the baby's first and last names, and you additionally can add an optional nickname. The game will suggest the mother and father's last names on this screen, and provide random suggestions for the other names. Until then, the baby's name is temporary, and called &amp;quot;Baby &amp;lt;Mother's last name&amp;gt;&amp;quot;. The baby will also receive the Childhood title &amp;quot;Newborn&amp;quot;, and belong to the mother's faction. The baby's parents will receive a 15-day mood boost that &amp;quot;&amp;lt;Baby&amp;gt; was born healthy&amp;quot; {{Good|+8}}.&lt;br /&gt;
&lt;br /&gt;
If the baby is born sick, they are affected by a form of [[infant illness]], which can start at a variable intensity. If left untreated before 10 days is up, the baby dies, but if it lives through 10 days after birth, the illness will no longer affect the baby. You will also get the chance to name your baby.&lt;br /&gt;
&lt;br /&gt;
If the mother survived childbirth, she will remain in bed, incapacitated by exhaustion (Postpartum exhaustion) for 16 hours. She'll no longer feel any pain from childbirth, but won't be able to move. However, if another pawn delivers her baby to her, she can begin breastfeeding. &lt;br /&gt;
&lt;br /&gt;
== Lactation ==&lt;br /&gt;
&lt;br /&gt;
Lactation is the mechanic that allows pawns to breastfeed babies. Lactation gives pawns a milk fullness stat, and when milk fullness is above 0%, a pawn can breastfeed any baby, even if it is not their own child. There are other consequences to lactation, however: lactating pawns require more nutrition per day, and they cannot become pregnant, regardless of their fertility and reproductive strategy. Lactation lasts indefinitely, only stopping after 10 days of not breastfeeding a child. You can view a pawn's lactation details in their Health panel. &lt;br /&gt;
&lt;br /&gt;
Upon a successful childbirth, a mother will begin lactating, with milk fullness starting at 100%. Milk fullness regenerates at varying rates depending on the mother's hunger level. Lactating pawns require more nutrition per day in order to produce milk: the mother's Food Consumption stat rises from 1.6 to 2.1 nutrition per day, a gain of +0.5 (a simple meal has 0.9 nutrition). However, the nutrition required for them to make milk depends on their milk regeneration level, which decreases in stages following their hunger level. As a pawn gets more hungry, they won't produce as much milk, and won't require as much extra nutrition. Additionally, a lactating pawn with milk fullness of 100% won't require any extra nutrition since they're not currently regenerating milk. You can view the pawn's current nutritional needs by checking the details of their &amp;quot;Lactating&amp;quot; condition in the pawn's Health tab. Lactating does not affect any other pawn stats or conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger Level''' || Ravenously Hungry || Hungry || Full&lt;br /&gt;
|-&lt;br /&gt;
| '''Milk Regeneration''' || 25% || ? || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Extra Nutrition Per Day''' || 0.13 || ? || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Heredity ==&lt;br /&gt;
{{See also|Genes}}&lt;br /&gt;
When an [[embryo]] is conceived, it will inherit some of the [[genes]] of both parents. During a mother's pregnancy, you can view her child's genes by going to her Health tab and selecting the information button for her pregnancy. The genetics section will list all genes that her child has inherited. &lt;br /&gt;
&lt;br /&gt;
Genes which can be passed down come from the [[germline]] DNA, and are called endogenes. Pawns may modify themselves with [[Xenogene|xenogenes]], but as it's not part of a pawn's germline DNA, it cannot be passed down. If an endogene is only present in one parent, it has a small chance to be passed down.{{Check Tag|What's the chance?|What is the algorithm for calculating gene inheritance?}} However if an endogene is present in both parents, it will always be passed down.&lt;br /&gt;
&lt;br /&gt;
Generally, all pawns will have at least one hair color and skin color endogene. Offspring will always pick one hair color and skin color endogene from their parents. If no hair/skin color endogene can be found in either parent, such as if they were two [[highmates]], a random hair/skin color endogene will be picked from the natural list of hair/skin colors instead.&lt;br /&gt;
&lt;br /&gt;
If a pawn has multiple [[Genes#Cosmetic|cosmetic genes]] within a category, like body type, one random gene will override the others. This will be the gene represented on the pawn. For non-cosmetic genes within a category there is a fixed priority for overrides, usually favored towards the negative variations. For example, an awful [[shooting]] aptitude will override all other shooting aptitudes. Xenogenes will always take priority over endogenes. Thus, even though the Slow runner endogene overrides their Fast runner endogene, the Fast runner xenogene will override the Slow runner endogene. Note that overridden endogenes can still be passed down as normal.&lt;br /&gt;
&lt;br /&gt;
If a child is born from an incestuous relationship, there's a risk of them becoming [[Genes#Miscellaneous|inbred]]; up to 80% for direct relatives. {{Check Tag|Which relations?|What counts as direct? Effect of other relations}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! '''Inbred'''&lt;br /&gt;
[[File:Gene_Inbred.png|64px]]         &lt;br /&gt;
|&lt;br /&gt;
* Complexity: {{Bad|+1}}&lt;br /&gt;
* Metabolic efficiency: {{Bad|-2}}&lt;br /&gt;
* Forced Trait: [[Slow learner]]&lt;br /&gt;
* [[#Fertility|Fertility]]: {{Bad|x50%}}&lt;br /&gt;
* [[Immunity gain speed]]: {{Bad|x85%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fertility ==&lt;br /&gt;
Fertility is the main pawn stat affecting pregnancy chances, acting as a percentage multiplier on the chance of getting pregnant naturally or through an ovum implantation. Natural pregnancy chance is equally dependent on the fertility of both partners. Additionally, fertility must be above 0% to extract a pawn's ovum or to fertilize the [[Ovum|ovum]] into an [[Embryo|embryo]].&lt;br /&gt;
&lt;br /&gt;
This stat is affected by a variety of factors, such as age, [[Genes|genes]], and [[#Contraceptives|contraceptives]]. Age is the baseline for fertility, changing slowly for each colonist over time, and at a different rate by pawn gender. Genes provide an additional multiplier on fertility. Contraceptives instantly bring fertility to 0%, overriding other fertility factors.&lt;br /&gt;
&lt;br /&gt;
For baseline humans without fertility-modifying genes, both men and women start becoming fertile after age 14; but regardless of fertility, pawns can't participate in reproduction until they are 16. Fertility increases differently by gender. Women's fertility increases until age 20, but starts dropping at age 28 until it reaches 0% at age 50. Men's fertility increases until age 18, but starts dropping at age 50 until it's 0% at age 90. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Female Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 20, 28, 35, 40, 45, 50, 120&lt;br /&gt;
|y=0, 0, 100, 100, 50, 10, 2, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Male Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 18, 50, 90, 120&lt;br /&gt;
|y=0, 0, 100, 100, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Genes affect fertility in direct and indirect ways. There are two direct effects: the [[Genes#Fertile|Fertile]] gene doubles fertility and the [[Genes#Sterile|Sterile]] gene completely nullifies it. &lt;br /&gt;
&lt;br /&gt;
Some genes provide an indirect effect on fertility through their effect on age. Aging-related genes like [[Genes#Non-senescent|Non-senescent]] cannot mitigate the effects of age on fertility, but the [[Genes#Ageless|Ageless]] gene can keep a pawn's fertility stable by freezing the pawn's biological age. Additionally, other aging-related technologies can affect a pawn's fertility: [[Biosculpter_pod#Age_reversal|Age Reversal]] in a [[Biosculpter_pod|Biosculpter pod]] {{IdeologyIcon}} has a fully restorative effect on fertility, even allowing a completely infertile pawn to become fertile again once they pass back into the age range of fertility for their gender.&lt;br /&gt;
&lt;br /&gt;
== Contraceptives ==&lt;br /&gt;
There are many ways to manually change the likelihood of natural pregnancy. The simplest way in the game to prevent pregnancy is to not give pawns a [[double bed]] to themselves. However, it deprives them of the [[mood]] bonuses of Lovin' in the first place. You can instead change a couple's Reproductive Approach in the Social tab to the &amp;quot;Avoid pregnancy&amp;quot; option, which reduces their pregnancy rate by -75% but still allows them to make Lovin' at the same rate. Additionally, a guaranteed method of avoiding pregnancy is by continuing a pawn's [[Reproduction#Lactation|lactation]]. If a pawn is lactating (from having given birth before), then it is impossible for them to have a child under any circumstances. &lt;br /&gt;
&lt;br /&gt;
A more stable solution to controlling pregnancy can be pursued through research and medicine, by applying contraceptives to pawns of either gender who are engaging in Lovin'. The [[Research#Fertility Procedures|Fertility Procedures]] research gives access to multiple operations, temporary or permanent, to prevent and stop pregnancies. These surgeries can be applied to any pawn age 16 and up, and can be performed even if the pawn is already infertile.&lt;br /&gt;
&lt;br /&gt;
=== IUD ===&lt;br /&gt;
This is a temporary method of preventing pregnancies. You can stop a female pawn from becoming pregnant with the &amp;quot;Implant IUD&amp;quot; medical operation, which has a 100% success chance and no chance of pawn death upon failure. The operation requires {{Icon Small|medicine}} 1 [[Medicine]] of any type and will anesthetize the pawn. The IUD lasts indefinitely and can be seen in the pawn's Health tab, but you can later remove it through the &amp;quot;Remove IUD&amp;quot; medical operation, also for {{Icon Small|medicine}} 1 [[Medicine]] of any type. Women may embark with IUDs already implanted. If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
Implanted IUDs also stop pregnancies in the first trimester, an alternative to the Terminate Pregnancy operation.&lt;br /&gt;
&lt;br /&gt;
=== Vasectomy ===&lt;br /&gt;
This is another temporary method of preventing pregnancies. You can stop a male pawn from impregnating others with the &amp;quot;Perform vasectomy&amp;quot; medical operation, which also has a 100% success chance with no chance of pawn death upon failure. The vasectomy lasts indefinitely, with the operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. You can later remove it through the &amp;quot;Reverse vasectomy&amp;quot; medical operation, also for and {{Icon Small|medicine}} 1 [[Medicine]] of any type. Men may embark with the operation already performed.{{Check Tag|Verify}} If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
=== Tubal Ligation ===&lt;br /&gt;
This permanently stops a female pawn from being able to reproduce. &amp;quot;Perform tubal ligation&amp;quot; is a medical operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. The surgery success chance is 100% and there is no chance of pawn death upon failure.&lt;br /&gt;
&lt;br /&gt;
=== Termination ===&lt;br /&gt;
If the pawn has already become pregnant past the first trimester, the only option left is to terminate the pregnancy. This can be achieved through the medical operation &amp;quot;Terminate pregnancy&amp;quot; requiring {{Icon Small|medicine}} 1 [[Medicine]], after which the pawn will no longer be pregnant.&lt;br /&gt;
&lt;br /&gt;
This operation will upset the affected pawn. Depending on the trimester of the pregnancy, a moodlet of {{Bad|-5}} for the first, {{Bad|-10}} for the second, and {{Bad|-20}} for the third will occur, lasting for 10 days.&lt;br /&gt;
&lt;br /&gt;
== Babies ==&lt;br /&gt;
The end result of pregnancy is a human '''baby'''. Babies are small, helpless creatures that cannot walk or do anything by themselves. They only have three basic [[needs]]: food, sleep, and play. &lt;br /&gt;
&lt;br /&gt;
Babies can be ages 0-2, with newborn ages tracked in days and quadrums rather than years. Once a baby turns 3, they become a [[Children|child]], and on their [[Children#Age_3|3rd birthday]] you can make special choices for how they will develop further. Under the default [[storyteller|storyteller settings]], pawns under 13 will age 4x faster than normal, so the biological age of the baby is not how many days/quadrums they have actually been alive. [[Growth vat]]s can speed up a baby's growth by 20x that of an adult, or 5x faster than default. Using a growth vat seems to have no ill effects on a baby or its development, at least until it exits the baby stage.{{Check Tag|Not thoroughly tested|No visible effect?}} However, parents gain a {{--|4}} ''My baby is in a growth vat'' [[mood]]let.&lt;br /&gt;
&lt;br /&gt;
If a baby is left on the ground, any colonist (even those incapable of childcare or hauling) can try to bring the baby somewhere safe, like an available crib. Usually a colonist will quickly try to do this automatically. If you draft a colonist while they are carrying a baby, you'll receive a pop-up warning that your colonist is carrying a baby while drafted. If you undraft and redraft the colonist, they will drop the baby.&lt;br /&gt;
&lt;br /&gt;
Babies are born with no traits or skills: these develop during childhood [[Children#Growth_moments|Growth Moments]]. They also have no [[Ideoligion|ideoligion]] {{IdeologyIcon}}. Unless they have temporary health effects from being born sick, they have no health conditions, with every health stat at 100%, except for Moving, which is at 0%.&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
{{See also|Saturation}}&lt;br /&gt;
Babies need less [[nutrition]] to become full, but their hunger rate is adjusted with it to require [[food]] twice a day. Since babies cannot eat anything by themselves, pawns assigned to childcare will help feed them. The feeding process is fairly slow when compared to adult eating.&lt;br /&gt;
&lt;br /&gt;
They can ''only'' be fed in one of following ways:&lt;br /&gt;
* Breastfeeding from any lactating pawn, even those not their mother.&lt;br /&gt;
* Cooking and feeding them [[baby food]], produced at a campfire or stove from vegetable ingredients.&lt;br /&gt;
* Feeding them animal [[milk]] or [[insect jelly]].&lt;br /&gt;
&lt;br /&gt;
Of these, breastfeeding is usually the easiest. Unlike other foods, which feed in bursts only once the food has been consumed, breastfeeding will gradually increase the food bar. This allows the breastfeeding pawn to pause at any point, whilst also not wasting excess food. Usually, a pawn will sit down to breastfeed, continuing until the baby is full or the pawn is out of milk.&lt;br /&gt;
&lt;br /&gt;
You can control what foods the baby can eat and who will try to feed the baby in the baby's &amp;quot;Feeding&amp;quot; tab. By default, the mother will be set to Urgent, with all other pawns set to Childcare. If a pawn is set to childcare, that does not mean they will feed the baby: their childcare labor may be turned off, or they may be incapable of it.&lt;br /&gt;
* &amp;quot;Urgent&amp;quot; means the pawn will feed the baby day or night, even if the pawn is not assigned to childcare or capable of it.&lt;br /&gt;
* &amp;quot;Childcare&amp;quot; means the pawn will feed the baby as childcare work.&lt;br /&gt;
* &amp;quot;Never&amp;quot; means the pawn won't automatically feed the baby.&lt;br /&gt;
You can allow the baby to eat milk, insect jelly, and baby food in this tab, but can't control breastfeeding here. &lt;br /&gt;
&lt;br /&gt;
==== Drugs ====&lt;br /&gt;
Although babies are limited to eating certain foods, you can administer drugs to babies under the Health&amp;gt;&amp;gt;Medical Operations tab. These have an outsized influence because of the pawns' very small body sizes (x0.20 of the size of an adult). This means each administered drug causes a higher severity of reaction, affecting the duration of the high and the likelihood of [[Drugs#Addiction_and_Tolerance|tolerance]] buildup. This indirectly increases the chance of addiction: tolerance built so quickly makes babies much more likely to get addicted to drugs upon further administrations. Babies receive the same mood effects from drugs as adults do: administering a smokeleaf joint to a baby gives them the {{Good|+13}} High on Smokeleaf mood boost. However, the effect of drugs lasts much longer because the drug severity is higher: a one-joint smokeleaf high for a baby lasts a max of 24, rather than 12, hours.&lt;br /&gt;
&lt;br /&gt;
===Sleep===&lt;br /&gt;
{{See also|Rest}}&lt;br /&gt;
Unlike adults, babies don't follow a sleep schedule, instead falling asleep mostly at random. They may be in a sleeping spot, growing steadily more sleepy and upset, while still not falling asleep.&lt;br /&gt;
&lt;br /&gt;
A [[crib]] or [[bed]] should be provided for the baby to sleep in, as it will negate the negative [[mood]] from sleeping on the floor. There are several benefits of cribs over beds: cribs take up only one tile, multiple can be placed in a room without turning it into a barracks, and high-quality cribs can increase the mood of the baby while it rests or sleeps. &lt;br /&gt;
&lt;br /&gt;
Force-feeding, holding, or playing with the baby will wake them up, possibly keeping them unhappy from being tired.&lt;br /&gt;
&lt;br /&gt;
===Play===&lt;br /&gt;
Babies need to be played with, in place of standard Recreation. An adult assigned to child care will play with the baby once the play need is almost empty. There are different activities that will fulfill the baby's play need. A [[toy box]] and [[baby decoration]] increases the quality of play.&lt;br /&gt;
&lt;br /&gt;
===Mood===&lt;br /&gt;
Babies' moods are influenced by their needs for food, sleep, and play. These are affected at the same rates as for adults:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger''' || Ravenously Hungry || Hungry || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Sleep''' || Tired || Drowsy  || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Play''' || Really wants to play || Wants to Play  || Normal || Entertained || Very Entertained&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -10 || -5 || 0 || 5 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Babies share many moodlets with adults but aren't affected by as many influences. Babies can gain the {{Bad|-4}} Slept in the Cold moodlet, but aren't affected by temperature as much while awake. Babies have the same expectations for colony life as most other pawns do, influencing their moods at the same rate. Babies appreciate comfort only while resting or sleeping in a [[Crib|crib]], with various qualities providing higher mood boosts. They can be influenced by psychic drones just as much as other pawns, and have a psychic sensitivity of 100% by default.&lt;br /&gt;
&lt;br /&gt;
Uniquely, babies get a mood bonus when their parents are very happy: &amp;quot;Parent is happy&amp;quot; {{Good|+6}}, or &amp;quot;Parents are happy&amp;quot; {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
Being held or breastfed does not affect the baby or caretaking adult's mood in any direct way. However, babies will temporarily forget any ill mood effects from lack of Sleep while being held, although these needs will still decrease as usual.&lt;br /&gt;
&lt;br /&gt;
A baby's mood affects the moods of all other colonists, much like [[Children#Mood|children's moods]] can. Parents of a baby who is very happy will receive a {{Good|+6}} mood boost for &amp;quot;My child &amp;lt;baby&amp;gt; is happy&amp;quot;. If the baby is about 1/3 of its happiness or less, parents have a {{Bad|-6}} mood penalty, thinking &amp;quot;My child &amp;lt;baby&amp;gt; is unhappy&amp;quot;. Babies also factor into the colonists' thoughts on the overall happiness of the colony's children, which range from a positive {{Good|+2}} &amp;quot;Happy youngsters&amp;quot; mood boost to a {{Bad|-2}} &amp;quot;Sad youngsters&amp;quot;, to worse negative mood penalties, all based on the average of the moods of colonists aged 0-17.&lt;br /&gt;
&lt;br /&gt;
====Giggling and crying====&lt;br /&gt;
Instead of [[mental inspiration|mental inspirations]] or [[mental breaks]], babies will have giggling or crying &amp;quot;fits&amp;quot; which gives a mood boost or penalty to other colonists within a 10 tile{{Check Tag|Verify|Based on dev mode testing. Exact number unverified.}} radius. The ratio between giggling and crying is directly related with the baby's mood.&lt;br /&gt;
&lt;br /&gt;
[[Mood]] boosts from giggling babies go from {{Good|+4}} up to {{Good|+10}}, while crying babies can cause mood maluses from {{Bad|-8}} down to {{Bad|-20}}. Parents are only half as bothered by their baby crying, and twice as happy when their baby is giggling.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.125, 0.25, 1, 2, 4 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crying occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=12, 6, 1, 0.25, 0.125 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling to crying ratio (higher is better)&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.011, 0.042, 1, 8, 32 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Occurance of giggling per time crying&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=118955</id>
		<title>Reproduction</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=118955"/>
		<updated>2022-11-21T02:53:53Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: /* Natural Reproduction */ added link to romance section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About|human pregnancy and babies|older children|Children}}&lt;br /&gt;
&lt;br /&gt;
'''Reproduction''' is the means by which [[human]] babies are created. &lt;br /&gt;
&lt;br /&gt;
Note: Due to the continuous nature of the subject matter, this page covers from conception to the age of three. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Babies can be obtained via several different methods:&lt;br /&gt;
*  Choosing them as a starting colonist via the [[scenario system]].&lt;br /&gt;
*  Natural reproduction, through [[#Pregnancy|pregnancy]].&lt;br /&gt;
*  Assisted reproduction, through [[#Surrogacy|surrogacy]] or [[#Growth vat|growth vats]].&lt;br /&gt;
*  Purchasing them from [[Trade#Slaver|slavers]].{{Check Tag|Can babies be bought?}}&lt;br /&gt;
*  Receiving them from [[quests]] and [[events]]. Babies of any faction can be adopted instantly to the colony, without angering them.&lt;br /&gt;
&lt;br /&gt;
Note that with the exception of the first point, these methods become unavailable if &amp;quot;Disable children&amp;quot; is toggled on in the [[AI_Storytellers#Biotech|storyteller settings]].&lt;br /&gt;
&lt;br /&gt;
== Natural Reproduction ==&lt;br /&gt;
{{Image wanted|section=1|reason=Images of the &amp;quot;Try for pregnancy&amp;quot; etc. icons.}}&lt;br /&gt;
Pawns in [[Social#Romance|romantic relationships]] have a chance to get pregnant when they initiate [[lovin']]. Note that pawns must share a two-person bed, bedroll, or sleeping spot to initate lovin' but do not require one to avoid the &amp;quot;sleeping alone&amp;quot; mood debuff. &lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
The prospective parents' chance of successfully reproducing is primarily controlled by their [[#Fertility|Fertility]] stat. The player has three options to adjust pregnancy rates from Lovin' in any relationship. By opening the social tab, to the right of a Lover, Fiancee, or Spouse, you can see a button that lets you change the couple's approach for having kids.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:Normal.png|32px]]         &lt;br /&gt;
| '''Normal''' (Default) || x1 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:AvoidPregnancy.png|32px]] &lt;br /&gt;
| '''Avoid pregnancy''' || x0.25 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:TryForBaby.png|32px]]     &lt;br /&gt;
| '''Try for baby'''    || x4 pregnancy chance. &lt;br /&gt;
|}&lt;br /&gt;
Therefore, the total chance of pregnancy in one relationship is likely: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Pregnancy chance per relationship''' = '''Mother's fertility''' x '''Father's fertility''' x '''Reproductive Approach''' x '''Times Lovin''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual chance that a pair of pawns will do Lovin' each night varies, but it requires them to share the same bed and sleep at the same time. Their chance of Lovin' varies by age, as seen in [[Social#Lovin.27|this chart]]. The [[Genes#Low_libido|low libido]] and [[Genes#High_libido|high libido]] genes will also alter this. There have been reports that colonist mood and opinions of each other also influence the chance of doing Lovin'.&lt;br /&gt;
&lt;br /&gt;
=== Pregnancy ===&lt;br /&gt;
&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6 day trimesters. The player will receive a notification when the pregnancy starts and when it progresses from one trimester to the next. The pregnant pawn will gain penalties to movement, manipulation, and hunger rate, increasing each trimester as seen in the chart below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| First trimester ||&lt;br /&gt;
&lt;br /&gt;
* Hunger rate offset: {{++|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| Second trimester ||&lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|10%}}&lt;br /&gt;
* [[Manipulation]]: {{--|5%}}&lt;br /&gt;
* Hunger rate offset: {{++|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| Third trimester || &lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|50%}}&lt;br /&gt;
* [[Manipulation]]: {{--|10%}}&lt;br /&gt;
* Hunger rate offset: {{++|50%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Throughout their pregnancy, they will also occasionally gain mood buffs or debuffs due to hormonal induced mood swings.{{Check Tag|Detail needed}} They may also receive the &amp;quot;morning sickness&amp;quot; condition, which lasts 4 to 8 ingame hours.&lt;br /&gt;
&lt;br /&gt;
'''Morning sickness:'''&lt;br /&gt;
* [[Consciousness]]: {{Bad|x0.8}}&lt;br /&gt;
* [[Moving]]: {{Bad|x0.9}}&lt;br /&gt;
* [[Manipulation]]: {{Bad|x0.9}}&lt;br /&gt;
* Vomiting {{MTB}}: {{Bad|{{#expr:(24*0.075)}} Hours}}&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
It is impossible for a mother that is lactating to have another child under any circumstances, even via surrogacy.&lt;br /&gt;
&lt;br /&gt;
== Assisted reproduction ==&lt;br /&gt;
Science enables new methods for obtaining babies. After Fertility Procedures has been researched, you can extract [[Ovum|ova]] from female pawns and fertilize them to form an [[Embryo|embryo]], for use in surrogate pregnancies or vat-grown babies.&lt;br /&gt;
&lt;br /&gt;
Both methods require extracting an ovum from a [[Reproduction#Fertility|fertile]] female pawn, be they [[colonist]], [[prisoner]], or [[slave]]{{IdeologyIcon}}, through a medical operation in the pawn's Health tab: &amp;quot;Extract ovum for IVF&amp;quot;. The operation requires one of any type of medicine and a doctor, although it is a relatively easy surgery, with a 500% multiplier on success, and 0% chance of death on failure. &lt;br /&gt;
&lt;br /&gt;
The ovum may then fertilized by a fertile male colonist or slave (but not prisoner) to produce an embryo. As long as the male pawn's fertility is above 0% this will be successful{{Check Tag|Verify|Not thoroughly checked}}. The resulting embryo can then be implanted in female pawns (may be prisoner, colonist, or slave) to initiate a pregnancy, placed in a growth vat, or sold.&lt;br /&gt;
&lt;br /&gt;
=== Surrogacy ===&lt;br /&gt;
With the [[Research#Fertillity Procedures|Fertillity Procedures]] research, you can create [[embryo]]s. They can then be implanted into a pawn for a chance for the pawn to become pregnant. The chance of success depends on the surrogate's own Fertility.&lt;br /&gt;
&lt;br /&gt;
Even if they did not supply the ovum, the surrogate will be considered the birth mother. Otherwise, it will act as a regular pregnancy.{{Check Tag|Verify|Not thoroughly checked, quick devmode run to write this section}}. A pawn born this way will consider both their surrogate and genetic mother as the pawn's parents in terms of social opinions.&lt;br /&gt;
&lt;br /&gt;
=== Growth vats ===&lt;br /&gt;
{{See also|Growth vat}}&lt;br /&gt;
[[Growth vat]]s are a complete alternative to pregnancy. They require the [[Research#Growth vats|Growth vat]]s research to make, as well as [[Research#Fertility procedures|Fertility Procedures]], and two pawns with &amp;gt; 0% Fertility to actually create embryos. &lt;br /&gt;
&lt;br /&gt;
Growth vats allow an embryo to be born in 9 days, half the time of a natural pregnancy. Active vats must be given a constant supply of 200 W of [[power]] and 6 [[nutrition]] per day - or around 6.5 [[simple meal]]s per day - to ensure survival of the fetus. If lacking either, then the fetus will undergo biostarvation, increasing by 50% per day. If biostarvation reaches 100%, the fetus will be destroyed.&lt;br /&gt;
&lt;br /&gt;
Growth vat births always have a [[Reproduction#Quality|quality]] of 70%, which affects the chance of the baby being born healthy. However, there are benefits to this method: as it avoids natural birth, the mother won't be weighed down, and there is no risk of them dying.&lt;br /&gt;
&lt;br /&gt;
== Birth ==&lt;br /&gt;
Your first warning for a pawn's upcoming childbirth comes during a pawn's pregnancy: the player will receive one notification when the mother hits the third trimester about &amp;quot;&amp;lt;Colonist&amp;gt;'s baby prep&amp;quot;, which explains all the steps you can take to help the mother give birth successfully. Besides preparing a location and doctor for the birth, this notification reminds you to prepare a food source for the baby and build them a crib. Labor will happen roughly 6 days after, starting with a notification of &amp;quot;&amp;lt;Colonist&amp;gt; in labor!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once labor begins, the birthing procedure can be initiated by clicking on the mother, and selecting the &amp;quot;Begin birth&amp;quot; option. This allows the player to select participants and a Doctor, much like [[Ideology]]'s rituals. The procedure will take place at a bed or sleeping spot, chosen automatically (preferring medical beds) if the mother is not already in bed. All of these choices have an effect on the birth's quality, which affects the chance that the mother and baby will come out of childbirth alive and healthy. You can view the exact factors and their influence in the Quality section below. The expected duration of this operation is variable, but will end once the baby has been born or mother has died.&lt;br /&gt;
&lt;br /&gt;
===Labor===&lt;br /&gt;
The progress of labor can be tracked in the mother's health tab. Labor begins with contractions, different stages of dilation that change randomly over time, with all adding various amounts of pain and restrictions on movement for the mother. Many stages will incapacitate her, so even before the childbirth operation begins, it is important to bring her to a bed. When the childbirth operation has proceeded for a while, you will receive a small notification saying &amp;quot;&amp;lt;mother&amp;gt;'s labor has entered the final stage&amp;quot;, and the labor will progress to the final &amp;quot;pushing&amp;quot; stage. &lt;br /&gt;
&lt;br /&gt;
'''Stages of labor:'''&lt;br /&gt;
* dilation, mild: pain +25%, moving x40%&lt;br /&gt;
* dilation, debilitating: pain +85%&lt;br /&gt;
* pushing: pain +85%&lt;br /&gt;
&lt;br /&gt;
Once the childbirth procedure has begun, any spectating loved ones may socialize with each other, but the doctor and mother will be focused on their tasks. Spectators and the doctors can leave if needed, by selecting a pawn and then pressing the &amp;quot;Leave child birth&amp;quot; option.&lt;br /&gt;
Finally, you can cancel the birth operation by selecting any of the involved pawns and then selecting the &amp;quot;Cancel child birth&amp;quot; option, which allows you to restart childbirth later.&lt;br /&gt;
&lt;br /&gt;
===Quality===&lt;br /&gt;
When starting the child birth procedure, a screen will show you the expected quality of the birth, determined by:&lt;br /&gt;
* Loved one present: the presence of someone that the mother considers a friend or more gives +5% quality, with no stacking for multiple friends or a better friend. By default, the father will be selected to be present. If the doctor performing the operation is a friend, they will count towards this bonus too.&lt;br /&gt;
* Age of the mother: a 22-year-old has a +50% quality, and as the mother grows older, this drops.&lt;br /&gt;
* Doctor's medical skill: can range from 0-20% or more. Skill level 1 gives 1.3%, 3 gives +3.8%, 7 gives +8.8%, and 16 gives +20% quality.&lt;br /&gt;
* Indoors: if inside, the quality gains +5%.&lt;br /&gt;
* Room cleanliness: cleanliness can range from 0-0.6, giving 0-10% in quality bonuses.&lt;br /&gt;
* Bed health effects: contributes up to 5%, with things like bed quality, a medical bed, and (perhaps vitals monitor or other furniture?) influencing this stat. A bed rating of 5 guarantees a quality bonus of +5%.&lt;br /&gt;
&lt;br /&gt;
Therefore, the most important factors in a safe birth are the mother's age and the doctor's skill level.&lt;br /&gt;
&lt;br /&gt;
Birth quality is likely determined at the moment of the baby's birth; allowing the doctor or loved ones to leave, or having the room grow dirty, has an effect on birth quality.&lt;br /&gt;
&lt;br /&gt;
=== Outcomes ===&lt;br /&gt;
{{Stub|section=1|reason=Exact math on the chance mechanics}}&lt;br /&gt;
Depending on the quality, the baby can be born healthy or sickly, or they may die during birth. At lower qualities, there is also a chance that the mother can die during childbirth.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Expected Quality''' || 76 || 84 || 95&lt;br /&gt;
|-&lt;br /&gt;
| '''Mother dies''' || 0.98% || 0.45% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Still''' || 3.3% || 3% || 2.6%&lt;br /&gt;
|-&lt;br /&gt;
| '''Sick''' || 7.4% || 7.5% || 7.5%&lt;br /&gt;
|-&lt;br /&gt;
| '''Healthy''' || 89% || 90% || 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You will receive a notification when the birth is complete, and the baby will appear on an adjacent tile. If the baby was born alive, a pawn with the Childcare work enabled can be instructed to either move the baby to a safe space, or to deliver it to the mother for breastfeeding. The baby will be born hungry, with a mood penalty of {{Bad|-6}}.&lt;br /&gt;
&lt;br /&gt;
If your baby was healthy, the notification is &amp;quot;Healthy child birth&amp;quot;, and it gives you 24 hours to choose a name for the baby. This is the only time where you can completely customize the baby's first and last names, and you additionally can add an optional nickname. The game will suggest the mother and father's last names on this screen, and provide random suggestions for the other names. Until then, the baby's name is temporary, and called &amp;quot;Baby &amp;lt;Mother's last name&amp;gt;&amp;quot;. The baby will also receive the Childhood title &amp;quot;Newborn&amp;quot;, and belong to the mother's faction. The baby's parents will receive a 15-day mood boost that &amp;quot;&amp;lt;Baby&amp;gt; was born healthy&amp;quot; {{Good|+8}}.&lt;br /&gt;
&lt;br /&gt;
If the baby is born sick, they are affected by a form of [[infant illness]], which can start at a variable intensity. If left untreated before 10 days is up, the baby dies, but if it lives through 10 days after birth, the illness will no longer affect the baby. You will also get the chance to name your baby.&lt;br /&gt;
&lt;br /&gt;
If the mother survived childbirth, she will remain in bed, incapacitated by exhaustion (Postpartum exhaustion) for 16 hours. She'll no longer feel any pain from childbirth, but won't be able to move. However, if another pawn delivers her baby to her, she can begin breastfeeding. &lt;br /&gt;
&lt;br /&gt;
== Lactation ==&lt;br /&gt;
&lt;br /&gt;
Lactation is the mechanic that allows pawns to breastfeed babies. Lactation gives pawns a milk fullness stat, and when milk fullness is above 0%, a pawn can breastfeed any baby, even if it is not their own child. There are other consequences to lactation, however: lactating pawns require more nutrition per day, and they cannot become pregnant, regardless of their fertility and reproductive strategy. Lactation lasts indefinitely, only stopping after 10 days of not breastfeeding a child. You can view a pawn's lactation details in their Health panel. &lt;br /&gt;
&lt;br /&gt;
Upon a successful childbirth, a mother will begin lactating, with milk fullness starting at 100%. Milk fullness regenerates at varying rates depending on the mother's hunger level. Lactating pawns require more nutrition per day in order to produce milk: the mother's Food Consumption stat rises from 1.6 to 2.1 nutrition per day, a gain of +0.5 (a simple meal has 0.9 nutrition). However, the nutrition required for them to make milk depends on their milk regeneration level, which decreases in stages following their hunger level. As a pawn gets more hungry, they won't produce as much milk, and won't require as much extra nutrition. Additionally, a lactating pawn with milk fullness of 100% won't require any extra nutrition since they're not currently regenerating milk. You can view the pawn's current nutritional needs by checking the details of their &amp;quot;Lactating&amp;quot; condition in the pawn's Health tab. Lactating does not affect any other pawn stats or conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger Level''' || Ravenously Hungry || Hungry || Full&lt;br /&gt;
|-&lt;br /&gt;
| '''Milk Regeneration''' || 25% || ? || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Extra Nutrition Per Day''' || 0.13 || ? || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Heredity ==&lt;br /&gt;
{{See also|Genes}}&lt;br /&gt;
When an [[embryo]] is conceived, it will inherit some of the [[genes]] of both parents. During a mother's pregnancy, you can view her child's genes by going to her Health tab and selecting the information button for her pregnancy. The genetics section will list all genes that her child has inherited. &lt;br /&gt;
&lt;br /&gt;
Genes which can be passed down come from the [[germline]] DNA, and are called endogenes. Pawns may modify themselves with [[Xenogene|xenogenes]], but as it's not part of a pawn's germline DNA, it cannot be passed down. If an endogene is only present in one parent, it has a small chance to be passed down.{{Check Tag|What's the chance?|What is the algorithm for calculating gene inheritance?}} However if an endogene is present in both parents, it will always be passed down.&lt;br /&gt;
&lt;br /&gt;
Generally, all pawns will have at least one hair color and skin color endogene. Offspring will always pick one hair color and skin color endogene from their parents. If no hair/skin color endogene can be found in either parent, such as if they were two [[highmates]], a random hair/skin color endogene will be picked from the natural list of hair/skin colors instead.&lt;br /&gt;
&lt;br /&gt;
If a pawn has multiple [[Genes#Cosmetic|cosmetic genes]] within a category, like body type, one random gene will override the others. This will be the gene represented on the pawn. For non-cosmetic genes within a category there is a fixed priority for overrides, usually favored towards the negative variations. For example, an awful [[shooting]] aptitude will override all other shooting aptitudes. Xenogenes will always take priority over endogenes. Thus, even though the Slow runner endogene overrides their Fast runner endogene, the Fast runner xenogene will override the Slow runner endogene. Note that overridden endogenes can still be passed down as normal.&lt;br /&gt;
&lt;br /&gt;
If a child is born from an incestuous relationship, there's a risk of them becoming [[Genes#Miscellaneous|inbred]]; up to 80% for direct relatives. {{Check Tag|Which relations?|What counts as direct? Effect of other relations}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! '''Inbred'''&lt;br /&gt;
[[File:Gene_Inbred.png|64px]]         &lt;br /&gt;
|&lt;br /&gt;
* Complexity: {{Bad|+1}}&lt;br /&gt;
* Metabolic efficiency: {{Bad|-2}}&lt;br /&gt;
* Forced Trait: [[Slow learner]]&lt;br /&gt;
* [[#Fertility|Fertility]]: {{Bad|x50%}}&lt;br /&gt;
* [[Immunity gain speed]]: {{Bad|x85%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fertility ==&lt;br /&gt;
Fertility is the main pawn stat affecting pregnancy chances, acting as a percentage multiplier on the chance of getting pregnant naturally or through an ovum implantation. Natural pregnancy chance is equally dependent on the fertility of both partners. Additionally, fertility must be above 0% to extract a pawn's ovum or to fertilize the [[Ovum|ovum]] into an [[Embryo|embryo]].&lt;br /&gt;
&lt;br /&gt;
This stat is affected by a variety of factors, such as age, [[Genes|genes]], and [[#Contraceptives|contraceptives]]. Age is the baseline for fertility, changing slowly for each colonist over time, and at a different rate by pawn gender. Genes provide an additional multiplier on fertility. Contraceptives instantly bring fertility to 0%, overriding other fertility factors.&lt;br /&gt;
&lt;br /&gt;
For baseline humans without fertility-modifying genes, both men and women start becoming fertile after age 14; but regardless of fertility, pawns can't participate in reproduction until they are 16. Fertility increases differently by gender. Women's fertility increases until age 20, but starts dropping at age 28 until it reaches 0% at age 50. Men's fertility increases until age 18, but starts dropping at age 50 until it's 0% at age 90. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Female Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 20, 28, 35, 40, 45, 50, 120&lt;br /&gt;
|y=0, 0, 100, 100, 50, 10, 2, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Male Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 18, 50, 90, 120&lt;br /&gt;
|y=0, 0, 100, 100, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Genes affect fertility in direct and indirect ways. There are two direct effects: the [[Genes#Fertile|Fertile]] gene doubles fertility and the [[Genes#Sterile|Sterile]] gene completely nullifies it. &lt;br /&gt;
&lt;br /&gt;
Some genes provide an indirect effect on fertility through their effect on age. Aging-related genes like [[Genes#Non-senescent|Non-senescent]] cannot mitigate the effects of age on fertility, but the [[Genes#Ageless|Ageless]] gene can keep a pawn's fertility stable by freezing the pawn's biological age. Additionally, other aging-related technologies can affect a pawn's fertility: [[Biosculpter_pod#Age_reversal|Age Reversal]] in a [[Biosculpter_pod|Biosculpter pod]] {{IdeologyIcon}} has a fully restorative effect on fertility, even allowing a completely infertile pawn to become fertile again once they pass back into the age range of fertility for their gender.&lt;br /&gt;
&lt;br /&gt;
== Contraceptives ==&lt;br /&gt;
There are many ways to manually change the likelihood of natural pregnancy. The simplest way in the game to prevent pregnancy is to not give pawns a [[double bed]] to themselves. However, it deprives them of the [[mood]] bonuses of Lovin' in the first place. You can instead change a couple's Reproductive Approach in the Social tab to the &amp;quot;Avoid pregnancy&amp;quot; option, which reduces their pregnancy rate by -75% but still allows them to make Lovin' at the same rate. Additionally, a guaranteed method of avoiding pregnancy is by continuing a pawn's [[Reproduction#Lactation|lactation]]. If a pawn is lactating (from having given birth before), then it is impossible for them to have a child under any circumstances. &lt;br /&gt;
&lt;br /&gt;
A more stable solution to controlling pregnancy can be pursued through research and medicine, by applying contraceptives to pawns of either gender who are engaging in Lovin'. The [[Research#Fertility Procedures|Fertility Procedures]] research gives access to multiple operations, temporary or permanent, to prevent and stop pregnancies. These surgeries can be applied to any pawn age 16 and up, and can be performed even if the pawn is already infertile.&lt;br /&gt;
&lt;br /&gt;
=== IUD ===&lt;br /&gt;
This is a temporary method of preventing pregnancies. You can stop a female pawn from becoming pregnant with the &amp;quot;Implant IUD&amp;quot; medical operation, which has a 100% success chance and no chance of pawn death upon failure. The operation requires {{Icon Small|medicine}} 1 [[Medicine]] of any type and will anesthetize the pawn. The IUD lasts indefinitely and can be seen in the pawn's Health tab, but you can later remove it through the &amp;quot;Remove IUD&amp;quot; medical operation, also for {{Icon Small|medicine}} 1 [[Medicine]] of any type. Women may embark with IUDs already implanted. If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
Implanted IUDs also stop pregnancies in the first trimester, an alternative to the Terminate Pregnancy operation.&lt;br /&gt;
&lt;br /&gt;
=== Vasectomy ===&lt;br /&gt;
This is another temporary method of preventing pregnancies. You can stop a male pawn from impregnating others with the &amp;quot;Perform vasectomy&amp;quot; medical operation, which also has a 100% success chance with no chance of pawn death upon failure. The vasectomy lasts indefinitely, with the operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. You can later remove it through the &amp;quot;Reverse vasectomy&amp;quot; medical operation, also for and {{Icon Small|medicine}} 1 [[Medicine]] of any type. Men may embark with the operation already performed.{{Check Tag|Verify}} If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
=== Tubal Ligation ===&lt;br /&gt;
This permanently stops a female pawn from being able to reproduce. &amp;quot;Perform tubal ligation&amp;quot; is a medical operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. The surgery success chance is 100% and there is no chance of pawn death upon failure.&lt;br /&gt;
&lt;br /&gt;
=== Termination ===&lt;br /&gt;
If the pawn has already become pregnant past the first trimester, the only option left is to terminate the pregnancy. This can be achieved through the medical operation &amp;quot;Terminate pregnancy&amp;quot; requiring {{Icon Small|medicine}} 1 [[Medicine]], after which the pawn will no longer be pregnant.&lt;br /&gt;
&lt;br /&gt;
This operation will upset the affected pawn. Depending on the trimester of the pregnancy, a moodlet of {{Bad|-5}} for the first, {{Bad|-10}} for the second, and {{Bad|-20}} for the third will occur, lasting for 10 days.&lt;br /&gt;
&lt;br /&gt;
== Babies ==&lt;br /&gt;
The end result of pregnancy is a human '''baby'''. Babies are small, helpless creatures that cannot walk or do anything by themselves. They only have three basic [[needs]]: food, sleep, and play. &lt;br /&gt;
&lt;br /&gt;
Babies can be ages 0-2, with newborn ages tracked in days and quadrums rather than years. Once a baby turns 3, they become a [[Children|child]], and on their [[Children#Age_3|3rd birthday]] you can make special choices for how they will develop further. Under the default [[storyteller|storyteller settings]], pawns under 13 will age 4x faster than normal, so the biological age of the baby is not how many days/quadrums they have actually been alive. [[Growth vat]]s can speed up a baby's growth by 20x that of an adult, or 5x faster than default. Using a growth vat seems to have no ill effects on a baby or its development, at least until it exits the baby stage.{{Check Tag|Not thoroughly tested|No visible effect?}} However, parents gain a {{--|4}} ''My baby is in a growth vat'' [[mood]]let.&lt;br /&gt;
&lt;br /&gt;
If a baby is left on the ground, any colonist (even those incapable of childcare or hauling) can try to bring the baby somewhere safe, like an available crib. Usually a colonist will quickly try to do this automatically. If you draft a colonist while they are carrying a baby, you'll receive a pop-up warning that your colonist is carrying a baby while drafted. If you undraft and redraft the colonist, they will drop the baby.&lt;br /&gt;
&lt;br /&gt;
Babies are born with no traits or skills: these develop during childhood [[Children#Growth_moments|Growth Moments]]. They also have no [[Ideoligion|ideoligion]] {{IdeologyIcon}}. Unless they have temporary health effects from being born sick, they have no health conditions, with every health stat at 100%, except for Moving, which is at 0%.&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
{{See also|Saturation}}&lt;br /&gt;
Babies need less [[nutrition]] to become full, but their hunger rate is adjusted with it to require [[food]] twice a day. Since babies cannot eat anything by themselves, pawns assigned to childcare will help feed them. The feeding process is fairly slow when compared to adult eating.&lt;br /&gt;
&lt;br /&gt;
They can ''only'' be fed in one of following ways:&lt;br /&gt;
* Breastfeeding from any lactating pawn, even those not their mother.&lt;br /&gt;
* Cooking and feeding them [[baby food]], produced at a campfire or stove from vegetable ingredients.&lt;br /&gt;
* Feeding them animal [[milk]] or [[insect jelly]].&lt;br /&gt;
&lt;br /&gt;
Of these, breastfeeding is usually the easiest. Unlike other foods, which feed in bursts only once the food has been consumed, breastfeeding will gradually increase the food bar. This allows the breastfeeding pawn to pause at any point, whilst also not wasting excess food. Usually, a pawn will sit down to breastfeed, continuing until the baby is full or the pawn is out of milk.&lt;br /&gt;
&lt;br /&gt;
You can control what foods the baby can eat and who will try to feed the baby in the baby's &amp;quot;Feeding&amp;quot; tab. By default, the mother will be set to Urgent, with all other pawns set to Childcare. If a pawn is set to childcare, that does not mean they will feed the baby: their childcare labor may be turned off, or they may be incapable of it.&lt;br /&gt;
* &amp;quot;Urgent&amp;quot; means the pawn will feed the baby day or night, even if the pawn is not assigned to childcare or capable of it.&lt;br /&gt;
* &amp;quot;Childcare&amp;quot; means the pawn will feed the baby as childcare work.&lt;br /&gt;
* &amp;quot;Never&amp;quot; means the pawn won't automatically feed the baby.&lt;br /&gt;
You can allow the baby to eat milk, insect jelly, and baby food in this tab, but can't control breastfeeding here. &lt;br /&gt;
&lt;br /&gt;
==== Drugs ====&lt;br /&gt;
Although babies are limited to eating certain foods, you can administer drugs to babies under the Health&amp;gt;&amp;gt;Medical Operations tab. These have an outsized influence because of the pawns' very small body sizes (x0.20 of the size of an adult). This means each administered drug causes a higher severity of reaction, affecting the duration of the high and the likelihood of [[Drugs#Addiction_and_Tolerance|tolerance]] buildup. This indirectly increases the chance of addiction: tolerance built so quickly makes babies much more likely to get addicted to drugs upon further administrations. Babies receive the same mood effects from drugs as adults do: administering a smokeleaf joint to a baby gives them the {{Good|+13}} High on Smokeleaf mood boost. However, the effect of drugs lasts much longer because the drug severity is higher: a one-joint smokeleaf high for a baby lasts a max of 24, rather than 12, hours.&lt;br /&gt;
&lt;br /&gt;
===Sleep===&lt;br /&gt;
{{See also|Rest}}&lt;br /&gt;
Unlike adults, babies don't follow a sleep schedule, instead falling asleep mostly at random. They may be in a sleeping spot, growing steadily more sleepy and upset, while still not falling asleep.&lt;br /&gt;
&lt;br /&gt;
A [[crib]] or [[bed]] should be provided for the baby to sleep in, as it will negate the negative [[mood]] from sleeping on the floor. There are several benefits of cribs over beds: cribs take up only one tile, multiple can be placed in a room without turning it into a barracks, and high-quality cribs can increase the mood of the baby while it rests or sleeps. &lt;br /&gt;
&lt;br /&gt;
Force-feeding, holding, or playing with the baby will wake them up, possibly keeping them unhappy from being tired.&lt;br /&gt;
&lt;br /&gt;
===Play===&lt;br /&gt;
Babies need to be played with, in place of standard Recreation. An adult assigned to child care will play with the baby once the play need is almost empty. There are different activities that will fulfill the baby's play need. A [[toy box]] and [[baby decoration]] increases the quality of play.&lt;br /&gt;
&lt;br /&gt;
===Mood===&lt;br /&gt;
Babies' moods are influenced by their needs for food, sleep, and play. These are affected at the same rates as for adults:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger''' || Ravenously Hungry || Hungry || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Sleep''' || Tired || Drowsy  || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Play''' || ? || Wants to Play  || Normal || Entertained || Very Entertained&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || ? || -5 || 0 || 5 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Babies share many moodlets with adults but aren't affected by as many influences. Babies can gain the {{Bad|-4}} Slept in the Cold moodlet, but aren't affected by temperature as much while awake. Babies have the same expectations for colony life as most other pawns do, influencing their moods at the same rate. Babies appreciate comfort only while resting or sleeping in a [[Crib|crib]], with various qualities providing higher mood boosts. They can be influenced by psychic drones just as much as other pawns, and have a psychic sensitivity of 100% by default.&lt;br /&gt;
&lt;br /&gt;
Uniquely, babies get a mood bonus when their parents are very happy: &amp;quot;Parent is happy&amp;quot; {{Good|+6}}, or &amp;quot;Parents are happy&amp;quot; {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
Being held or breastfed does not affect the baby or caretaking adult's mood in any direct way. However, babies will temporarily forget any ill mood effects from lack of Sleep while being held, although these needs will still decrease as usual.&lt;br /&gt;
&lt;br /&gt;
A baby's mood affects the moods of all other colonists, much like [[Children#Mood|children's moods]] can. Parents of a baby who is very happy will receive a {{Good|+6}} mood boost for &amp;quot;My child &amp;lt;baby&amp;gt; is happy&amp;quot;. If the baby is about 1/3 of its happiness or less, parents have a {{Bad|-6}} mood penalty, thinking &amp;quot;My child &amp;lt;baby&amp;gt; is unhappy&amp;quot;. Babies also factor into the colonists' thoughts on the overall happiness of the colony's children, which range from a positive {{Good|+2}} &amp;quot;Happy youngsters&amp;quot; mood boost to a {{Bad|-2}} &amp;quot;Sad youngsters&amp;quot;, to worse negative mood penalties, all based on the average of the moods of colonists aged 0-17.&lt;br /&gt;
&lt;br /&gt;
====Giggling and crying====&lt;br /&gt;
Instead of [[mental inspiration|mental inspirations]] or [[mental breaks]], babies will have giggling or crying &amp;quot;fits&amp;quot; which gives a mood boost or penalty to other colonists within a 10 tile{{Check Tag|Verify|Based on dev mode testing. Exact number unverified.}} radius. The ratio between giggling and crying is directly related with the baby's mood.&lt;br /&gt;
&lt;br /&gt;
[[Mood]] boosts from giggling babies go from {{Good|+4}} up to {{Good|+10}}, while crying babies can cause mood maluses from {{Bad|-8}} down to {{Bad|-20}}. Parents are only half as bothered by their baby crying, and twice as happy when their baby is giggling.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.125, 0.25, 1, 2, 4 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crying occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=12, 6, 1, 0.25, 0.125 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling to crying ratio (higher is better)&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.011, 0.042, 1, 8, 32 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Occurance of giggling per time crying&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Social&amp;diff=118953</id>
		<title>Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Social&amp;diff=118953"/>
		<updated>2022-11-21T02:52:53Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: /* Likelihood of success */ added detail on success chance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{for|the skill of the same name|Skills#Social{{!}}Skills}}&lt;br /&gt;
[[File:SocialTab.png|frame|Example of a social tab]]&lt;br /&gt;
Each colonist has a '''social''' tab where you can see their opinions of each other and their relatives (if any). Only humans may have opinions of each other. Social relationships are mostly for roleplaying purposes but they do have effects on gameplay as well. For example, if a colonist's opinion of another colonist is too low, they may start a social fight, which will (if the colonists are well armed) do damage to both. There is also a possibility that while on berserk a colonist's father is killed by another colonist, so the father's family will dislike the killer (for the values check under Opinions). &lt;br /&gt;
&lt;br /&gt;
The social needs of a pawn also came with marriages and lovers (as seen below in the Opinions section) and as of Alpha 14 humans now do incest. This means that a colonist's father and lover can be the same person.&lt;br /&gt;
&lt;br /&gt;
= Opinion =&lt;br /&gt;
There are multiple different types of relations possible between pawns. They are based on both the opinions between these pawns and their familial ties. Opinions are affected by social interaction and the actions of the player.&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
{{Stub|section=1|reason=Exact Values need to be confirmed, list likely missing affecting thoughts. Stacking mechanics summary needed. Clarification that net beauty is important. Consider transclusion of [[Beauty (Pawn)]]}}&lt;br /&gt;
{{Main|Beauty (Pawn)}}&lt;br /&gt;
All beauty modifiers are cumulative. Each new level of beauty above or below 0 increments the opinion of the pawn held by others by {{+|}}/{{--|}} 20 and is capped at {{+|}}/{{--|}} 40 meaning anything more than 2 beauty (either positive or negative) have no effect on gameplay.&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_07 text-center}}&lt;br /&gt;
! Effect&lt;br /&gt;
! Type&lt;br /&gt;
! Beauty Change&lt;br /&gt;
! Opinion Change&lt;br /&gt;
|-&lt;br /&gt;
! Beautiful&lt;br /&gt;
| Trait&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| +40&lt;br /&gt;
|- &lt;br /&gt;
! Pretty&lt;br /&gt;
| Trait&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| +20&lt;br /&gt;
|- &lt;br /&gt;
! Ugly&lt;br /&gt;
| Trait&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| -20&lt;br /&gt;
|- &lt;br /&gt;
! Staggeringly ugly&lt;br /&gt;
| Trait&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| -40&lt;br /&gt;
|-&lt;br /&gt;
! [[Stoneskin gland]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| -40&lt;br /&gt;
|-&lt;br /&gt;
! [[Armorskin gland]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| -20&lt;br /&gt;
|-&lt;br /&gt;
! [[Aesthetic nose]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| +20&lt;br /&gt;
|-&lt;br /&gt;
! [[Aesthetic shaper]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| +20&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Random Social Interactions ==&lt;br /&gt;
Random social interactions happen between pawns when they are in near vicinity of each other. The ratio between good and bad interactions (partially) depends on a hidden value called pawn compatibility. This value is random and can be found when toggling the dev tools. &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_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Max cumulated opinion or stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Chitchat&lt;br /&gt;
| 0.66&lt;br /&gt;
| 10&lt;br /&gt;
| [[Psychopath]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Had deep talk&lt;br /&gt;
| 15&lt;br /&gt;
| 10*&lt;br /&gt;
| [[Psychopath]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Slighted&lt;br /&gt;
| -5&lt;br /&gt;
| 10*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Insulted**&lt;br /&gt;
| -15&lt;br /&gt;
| 10*&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;#42;&amp;amp;#42; = Creates a thought that affects the mood&lt;br /&gt;
&lt;br /&gt;
=== Chitchat ===&lt;br /&gt;
The most common type of social interaction. This increases relation between the two pawns by 2/3 opinion each, capping out at 10. It is nullified by the psychopath trait.&lt;br /&gt;
=== Deep Talk ===&lt;br /&gt;
A type of social interaction that gives a large +15 opinion of each other. It caps out at 10 and is nullified by the psychopath trait.&lt;br /&gt;
=== Insulted ===&lt;br /&gt;
This social interaction provides a -15 opinion of the person who insulted the target and caps out at 10 insults. An insult has a chance of starting a social fight. An insulted person will also suffer a -5 moodlet.&lt;br /&gt;
=== Slighted ===&lt;br /&gt;
This social interaction is similar to being insulted, except only giving a -5 opinion. It also caps out at 10 interactions. Being slighted also has a small chance of starting a social fight. It does not give a negative moodlet.&lt;br /&gt;
=== Social Fights ===&lt;br /&gt;
Social fights have a small chance of starting when a pawn is insulted or slighted. The chance of a pawn starting a social fight is can be affected by traits such as bloodlust and a pawn's current level of inebriation. The pawns in social fights cannot be drafted or controlled, similar to mental breaks. Fighting pawns' character portraits will display a red lightning bolt. The two fighting pawns will continue fighting until after {{Ticks|420}}, or until the other pawn is downed or killed. Both pawns will suffer minor cut and bruise injuries, but there is a small chance that a pawn may lose their eye or even die. Pawns will not use melee weapons in fights.&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_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Max cumulated opinion or stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Had angering fight&lt;br /&gt;
| -22&lt;br /&gt;
| 5*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Had cathartic fight&lt;br /&gt;
| 38&lt;br /&gt;
| 5*&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&lt;br /&gt;
&lt;br /&gt;
== Family by Blood ==&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_07 text-center}}&lt;br /&gt;
! Relation&lt;br /&gt;
! Opinion&lt;br /&gt;
! Opinion of killer if killed&lt;br /&gt;
! Incest Opinion&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Father/Mother/Son/Daughter/Birthmother&lt;br /&gt;
| 30&lt;br /&gt;
| -80&lt;br /&gt;
| -30&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sibling&lt;br /&gt;
| 20&lt;br /&gt;
| -80&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Halfsibling&lt;br /&gt;
| 15&lt;br /&gt;
| -15&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Grandparent&lt;br /&gt;
| 15&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Grandchild&lt;br /&gt;
| 15&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Nephew/Niece&lt;br /&gt;
| 10&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Uncle/Aunt&lt;br /&gt;
| 10&lt;br /&gt;
| -15&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Cousin&lt;br /&gt;
| 10&lt;br /&gt;
| -15&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Greatgrandparent&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Greatgrandchild&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Granduncle/Grandaunt&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Grandnephew/Grandniece&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Secondcousin/Kin&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Non-Intimate Relations ==&lt;br /&gt;
There are currently three types of relations between non-intimate pawns: Rival, Acquaintance, and Friend. Strangely enough, a pawn may be friends with someone who considers them to be a rival.&lt;br /&gt;
=== Rival ===&lt;br /&gt;
A rival of another pawn has an opinion of that pawn between -100 and -20.&lt;br /&gt;
=== Acquaintance ===&lt;br /&gt;
An acquaintance has a relation between -20 and 20.&lt;br /&gt;
=== Friend ===&lt;br /&gt;
A friend has a relation with another pawn between 20 and 100.&lt;br /&gt;
&lt;br /&gt;
== Romance ==&lt;br /&gt;
{{Rewrite|section=1|reason=Quick and dirty move from [[Reproduction]] - needs cleanup and page integration}}&lt;br /&gt;
Human pawns can come together and become lovers, affecting their opinion of each other, their mood, their wishes for accomodation and allow the chance for [[lovin']].&lt;br /&gt;
&lt;br /&gt;
=== Romance Controls ===&lt;br /&gt;
For any pawns over 16, the Social tab will have a &amp;quot;Romance...&amp;quot; button that allows the player to try instigating a romantic relationship between that pawn and  another of the gender they're attracted to. This can be tried every 12 days, and can be done even when the pawns are already in relationships. You can only attempt to romance a target pawn that has a high-enough opinion of the current pawn and isn't closely related to them. Beyond this, their relationship and relative ages affect the Romance abilities chance of success.&lt;br /&gt;
&lt;br /&gt;
====Limitations ====&lt;br /&gt;
When you've selected the current pawn and attempt to Romance a target pawn, it won't be allowed if: &lt;br /&gt;
* the target pawn has a negative opinion of the current pawn (stating &amp;quot;low opinion&amp;quot;)&lt;br /&gt;
* the likelihood of success is too low (stating &amp;quot;zero chance&amp;quot;)&lt;br /&gt;
* they are already in a relationship (stating something like &amp;quot;already Pawn's lover&amp;quot;)&lt;br /&gt;
* they are closely related (incestuous) &lt;br /&gt;
&lt;br /&gt;
Pawns that are under 16 or have an incompatible sexual attraction will not even be shown on the dropdown list of potential Romance... targets.&lt;br /&gt;
&lt;br /&gt;
====Likelihood of success====&lt;br /&gt;
With the current pawn selected, and the social tab open, you can see the chance of a Romance action's success by mousing over the target pawn's row in the social tab. It will tell you the probability of success and how it is calculated. The factors are: &lt;br /&gt;
* the target's opinion of the current pawn&lt;br /&gt;
* the pawns' relative ages (which additionally factors in each pawn's youth)&lt;br /&gt;
* certain genes and traits for the pawns&lt;br /&gt;
* the target pawn's opinions of the people they already are in relationships with (the chance of success is already 0% even if the pawn's opinion of their partner is only +20)&lt;br /&gt;
&lt;br /&gt;
The current pawn's beauty traits are major factors in the chance of success, beyond their influence on social opinions. An Ugly pawn (Beauty -1.0) has a x30% multiplier on success. A Pretty pawn (Beauty +1.0) has a x230% multiplier on success. Beauty here can be influenced by normal Beauty traits or Beauty-affecting genes. The beauty of the target pawn does not provide a multiplier or affect these chances: there is no boost from a pretty pawn romancing a pretty pawn and no extra penalty for an ugly pawn romancing a pretty pawn.&lt;br /&gt;
&lt;br /&gt;
Other genes can come into play as well. Someone with the Furskin gene has a x20% multiplier on romancing someone without it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
'''Note on relative ages'''&lt;br /&gt;
The relative age factor doesn't just take into account the difference in age between colonists. It also factors in how old each colonist is. This effect is very large for young colonists. A 16 year-old's relative age factor with any colonist, of any age, will steadily increase from 0% to a maximum of about 25% as they age from 16 to 17 biological years. This factor is still affected by the other colonist's age as well: a late 16-year-old has a x4.4% multiplier on a relationship with a 46-year-old but a x4.1% multiplier with a 51-year-old. However, this is drastically outweighed by the youth effect, because that same 16-year-old only has a ~1% multiplier on their romance chance with a younger 16-year-old. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Relative Age maximum by pawn age&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=16, 17, 22&lt;br /&gt;
|y=0, 50, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Relative Age (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once a colonist has reached the point where relative age isn't affected by their own youth, relative age is more affected by the difference in colonist ages.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Relative Age multiplier by age of male partner for a 22-year-old female&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=16, 17, 28, 46, 55, 73&lt;br /&gt;
|y=0, 30, 100, 45, 20, 20&lt;br /&gt;
|xAxisTitle = Age difference (years)&lt;br /&gt;
|yAxisTitle = Relative Age (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base opinions ===&lt;br /&gt;
Pawns can have romantic relationships. Pawns in intimate relationships have higher base opinions of each other.&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_07 text-center}}&lt;br /&gt;
! Relation&lt;br /&gt;
! Opinion&lt;br /&gt;
! Opinion of killer if killed&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Spouse&lt;br /&gt;
| 30&lt;br /&gt;
| -65&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Fiancé&lt;br /&gt;
| 30&lt;br /&gt;
| -65&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Lover&lt;br /&gt;
| 35&lt;br /&gt;
| -50&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Stepparent&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Stepchild&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Parent-in-law&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Child-in-law&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Exspouse&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Exlover&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt; &lt;br /&gt;
==== Lovers ====&lt;br /&gt;
Lovers have a +35 opinion of each other. Lovers are created by the romance social interaction. The romance social interaction can also be rebuffed, carrying a -10 opinion of the romance target for the romancer and a -15 opinion of the romancer for the romance target. Lovers will want to sleep together in [[Double bed]]s, [[Double bedroll]]s, or [[Double sleeping spot]]s, and will have a permanent positive moodlet based on the opinion of each other. These pawns can break up randomly or if their opinions of each other are too low. If their opinions of each other is high enough, one of the lovers may propose to get married. &lt;br /&gt;
==== Fiancés/Fiancées ====&lt;br /&gt;
After two lovers propose, they become Fiancés/Fiancées. They have a +30 opinion of each other. In the coming quadrums, they will have a marriage ceremony at the [[Marriage spot]] and become spouses.&lt;br /&gt;
==== Spouses ====&lt;br /&gt;
Spouses are married couples. Spouses have a +30 opinion of each other. Like all of the previous relationships, the couple will want to sleep together.&lt;br /&gt;
==== Ex-Lovers ====&lt;br /&gt;
Ex-Lovers are former lovers that have broken up through the breakup event. They have a -15 opinion of each other, but can get back together when their opinion rises back up. This is made hard by the fact that the target of the breakup will have an additional -50 opinion of the other person.&lt;br /&gt;
==== Ex-Spouses ====&lt;br /&gt;
Ex-Spouses are former spouses that have broken up through the breakup event. They have a -15 opinion of each other, but can get back together when their opinion rises back up. This is made hard by the fact that the target of the breakup will have an additional -70 opinion of the other person.&lt;br /&gt;
&lt;br /&gt;
==== Romantic Social Interactions ====&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_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Max cumulated opinion or stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rebuffed me**&lt;br /&gt;
| -10&lt;br /&gt;
| 5&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Failed to romance me&lt;br /&gt;
| -15&lt;br /&gt;
| 5*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Broke up with me**&lt;br /&gt;
| -50&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Affair**&lt;br /&gt;
| -70&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Divorced me**&lt;br /&gt;
| -70&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rejected my proposal**&lt;br /&gt;
| -30&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! I rejected their proposal&lt;br /&gt;
| -15&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Honeymoon phase**&lt;br /&gt;
| 40&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Got some lovin'**&lt;br /&gt;
| 10&lt;br /&gt;
| 3*&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;#42;&amp;amp;#42; = Creates a thought that affects the mood&lt;br /&gt;
=== Lovin' ===&lt;br /&gt;
{{Stub|section=1|reason=General stub also investigate  JobDriver_Lovin }}&lt;br /&gt;
Lovers, Fiancé/Fiancées, and spouses may do lovin' if in a double sleeping place with each other. This will provide a positive mood boost for the two. For lovin' to happen the game checks every hour if the pawns are eligible (e.g., the pawns are not starving or bleeding, the pawns are in bed, et cetera). Both partners evaluate their mean-time-between seperately and is adjusted by the following:&lt;br /&gt;
&lt;br /&gt;
* [[Pain]]: mean-time-between is multiplied by 1/(1-pain).&lt;br /&gt;
* [[Consciousness]]: increases mean-time-between when lower than 50%.&lt;br /&gt;
* Age: up to age 14, 0%, age 16 to 25, 100%, age 80, 20%.&lt;br /&gt;
* [[Genes#Low libido|Low libido]] {{BiotechIcon}}: {{MTB}} ×2&lt;br /&gt;
* [[Genes#High libido|High libido]] {{BiotechIcon}}: {{MTB}} ×0.5&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Chance of Lovin' by Age&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart|width=200|height=200|xAxisTitle=Age|yAxisTitle=Chance of Lovin'|type=line|x=0, 14, 16, 25, 80, 100|y=0, 0, 1, 1, 0.2, 0.2|yType=number|yAxisMax=1|xAxisMax=100|linewidth=1|colors=black}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Affairs ===&lt;br /&gt;
If the opinion of another person is high enough and the opinion of the pawn's lover/fiancé/fiancée/spouse is low enough, a pawn may start an affair with another pawn. Their lover/fiancé/fiancée/spouse will suffer a massive -70 opinion of the adulterer.&lt;br /&gt;
&lt;br /&gt;
This is disabled for [[Ideology]] if specific setting for the ideoligions is set to have free range of spouse.&lt;br /&gt;
&lt;br /&gt;
==Misc actions==&lt;br /&gt;
Any opinion thoughts regarding selling of loved ones or bonded animals are against the warden of the colony.&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_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Max cumulated opinion or stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Harmed me&lt;br /&gt;
| -15&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Botched my surgery&lt;br /&gt;
| -20*&lt;br /&gt;
| 5&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rescued me&lt;br /&gt;
| 15&lt;br /&gt;
| 3*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Recruited me&lt;br /&gt;
| 20&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Crashed together&lt;br /&gt;
| 25&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sold my loved one**&lt;br /&gt;
| -10&lt;br /&gt;
| 2*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sold my bonded animal**&lt;br /&gt;
| -10&lt;br /&gt;
| 2*&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;#42;&amp;amp;#42; = Creates a thought that affects the mood&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Social/Opinion system added. Family members out to cousins and beyond are now tracked, as are lovers, fiancees, marriages and exes of the same. Lovin' is added and Colonists in relationships can now share beds. People may get in social fights with those they dislike (even neutrals and enemies do this). Marriage ceremonies and parties added. People who leave the map while traveling, fleeing, being kidnapped, etc. can come back later as raiders, visitors, joiners, etc.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pawns now sometimes take the family name of their partner upon marriage. Pawns now really like the pawn who rescued them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X7aza1755qpbr24t&amp;topic_postId=x7azpc4ssnr3u4r1&amp;topic_revId=x7azpc4ssnr3u4r1&amp;action=single-view</id>
		<title>Topic:X7aza1755qpbr24t</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X7aza1755qpbr24t&amp;topic_postId=x7azpc4ssnr3u4r1&amp;topic_revId=x7azpc4ssnr3u4r1&amp;action=single-view"/>
		<updated>2022-11-21T00:40:04Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Boomaloper&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Boomaloper (page does not exist)&quot;&gt;&lt;bdi&gt;Boomaloper&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Boomaloper&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Boomaloper (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Boomaloper&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Boomaloper&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:X7aza1755qpbr24t&amp;amp;topic_showPostId=x7azpc4ssnr3u4r1#flow-post-x7azpc4ssnr3u4r1&quot;&gt;commented&lt;/a&gt; on &quot;Splitting Babies from Reproduction&quot; (&lt;em&gt;Plus the acquisition section at the top would be a perfect section in a page about Babies but sounds pretty clunky on a page about Reprod...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X7aza1755qpbr24t&amp;topic_postId=x7aza1755undz631&amp;topic_revId=x7aza1755undz631&amp;action=single-view</id>
		<title>Topic:X7aza1755qpbr24t</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X7aza1755qpbr24t&amp;topic_postId=x7aza1755undz631&amp;topic_revId=x7aza1755undz631&amp;action=single-view"/>
		<updated>2022-11-21T00:32:26Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Boomaloper&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Boomaloper (page does not exist)&quot;&gt;&lt;bdi&gt;Boomaloper&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Boomaloper&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Boomaloper (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Boomaloper&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Boomaloper&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:X7aza1755qpbr24t&amp;amp;topic_showPostId=x7aza1755undz631#flow-post-x7aza1755undz631&quot;&gt;commented&lt;/a&gt; on &quot;Splitting Babies from Reproduction&quot; (&lt;em&gt;What do people think about splitting the Babies section into its own page? Reproduction feels just as different from Babies as Babies are...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=118941</id>
		<title>Reproduction</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=118941"/>
		<updated>2022-11-21T00:27:02Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: /* Mood */ added sleeping&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About|human pregnancy and babies|older children|Children}}&lt;br /&gt;
&lt;br /&gt;
'''Reproduction''' is the means by which [[human]] babies are created. &lt;br /&gt;
&lt;br /&gt;
Note: Due to the continuous nature of the subject matter, this page covers from conception to the age of three. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Babies can be obtained via several different methods:&lt;br /&gt;
*  Choosing them as a starting colonist via the [[scenario system]].&lt;br /&gt;
*  Natural reproduction, through [[#Pregnancy|pregnancy]].&lt;br /&gt;
*  Assisted reproduction, through [[#Surrogacy|surrogacy]] or [[#Growth vat|growth vats]].&lt;br /&gt;
*  Purchasing them from [[Trade#Slaver|slavers]].{{Check Tag|Can babies be bought?}}&lt;br /&gt;
*  Receiving them from [[quests]] and [[events]]. Babies of any faction can be adopted instantly to the colony, without angering them.&lt;br /&gt;
&lt;br /&gt;
Note that with the exception of the first point, these methods become unavailable if &amp;quot;Disable children&amp;quot; is toggled on in the [[AI_Storytellers#Biotech|storyteller settings]].&lt;br /&gt;
&lt;br /&gt;
== Natural Reproduction ==&lt;br /&gt;
{{Image wanted|section=1|reason=Images of the &amp;quot;Try for pregnancy&amp;quot; etc. icons.}}&lt;br /&gt;
Pawns have a chance to get pregnant when they initiate [[lovin']]. Note that pawns must share a two-person bed, bedroll, or sleeping spot to initate lovin' but do not require one to avoid the &amp;quot;sleeping alone&amp;quot; mood debuff. &lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
The prospective parents' chance of successfully reproducing is primarily controlled by their [[#Fertility|Fertility]] stat. The player has three options to adjust pregnancy rates from Lovin' in any relationship. By opening the social tab, to the right of a Lover, Fiancee, or Spouse, you can see a button that lets you change the couple's approach for having kids.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:Normal.png|32px]]         &lt;br /&gt;
| '''Normal''' (Default) || x1 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:AvoidPregnancy.png|32px]] &lt;br /&gt;
| '''Avoid pregnancy''' || x0.25 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:TryForBaby.png|32px]]     &lt;br /&gt;
| '''Try for baby'''    || x4 pregnancy chance. &lt;br /&gt;
|}&lt;br /&gt;
Therefore, the total chance of pregnancy in one relationship is likely: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Pregnancy chance per relationship''' = '''Mother's fertility''' x '''Father's fertility''' x '''Reproductive Approach''' x '''Times Lovin''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual chance that a pair of pawns will do Lovin' each night varies, but it requires them to share the same bed and sleep at the same time. Their chance of Lovin' varies by age, as seen in [[Social#Lovin.27|this chart]]. The [[Genes#Low_libido|low libido]] and [[Genes#High_libido|high libido]] genes will also alter this. There have been reports that colonist mood and opinions of each other also influence the chance of doing Lovin'.&lt;br /&gt;
&lt;br /&gt;
=== Pregnancy ===&lt;br /&gt;
&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6 day trimesters. The player will receive a notification when the pregnancy starts and when it progresses from one trimester to the next. The pregnant pawn will gain penalties to movement, manipulation, and hunger rate, increasing each trimester as seen in the chart below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| First trimester ||&lt;br /&gt;
&lt;br /&gt;
* Hunger rate offset: {{++|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| Second trimester ||&lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|10%}}&lt;br /&gt;
* [[Manipulation]]: {{--|5%}}&lt;br /&gt;
* Hunger rate offset: {{++|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| Third trimester || &lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|50%}}&lt;br /&gt;
* [[Manipulation]]: {{--|10%}}&lt;br /&gt;
* Hunger rate offset: {{++|50%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Throughout their pregnancy, they will also occasionally gain mood buffs or debuffs due to hormonal induced mood swings.{{Check Tag|Detail needed}} They may also receive the &amp;quot;morning sickness&amp;quot; condition, which lasts 4 to 8 ingame hours.&lt;br /&gt;
&lt;br /&gt;
'''Morning sickness:'''&lt;br /&gt;
* [[Consciousness]]: {{Bad|x0.8}}&lt;br /&gt;
* [[Moving]]: {{Bad|x0.9}}&lt;br /&gt;
* [[Manipulation]]: {{Bad|x0.9}}&lt;br /&gt;
* Vomiting {{MTB}}: {{Bad|{{#expr:(24*0.075)}} Hours}}&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
It is impossible for a mother that is lactating to have another child under any circumstances, even via surrogacy.&lt;br /&gt;
&lt;br /&gt;
== Assisted reproduction ==&lt;br /&gt;
Science enables new methods for obtaining babies. After Fertility Procedures has been researched, you can extract [[Ovum|ova]] from female pawns and fertilize them to form an [[Embryo|embryo]], for use in surrogate pregnancies or vat-grown babies.&lt;br /&gt;
&lt;br /&gt;
Both methods require extracting an ovum from a [[Reproduction#Fertility|fertile]] female pawn, be they [[colonist]], [[prisoner]], or [[slave]]{{IdeologyIcon}}, through a medical operation in the pawn's Health tab: &amp;quot;Extract ovum for IVF&amp;quot;. The operation requires one of any type of medicine and a doctor, although it is a relatively easy surgery, with a 500% multiplier on success, and 0% chance of death on failure. &lt;br /&gt;
&lt;br /&gt;
The ovum may then fertilized by a fertile male colonist or slave (but not prisoner) to produce an embryo. As long as the male pawn's fertility is above 0% this will be successful{{Check Tag|Verify|Not thoroughly checked}}. The resulting embryo can then be implanted in female pawns (may be prisoner, colonist, or slave) to initiate a pregnancy, placed in a growth vat, or sold.&lt;br /&gt;
&lt;br /&gt;
=== Surrogacy ===&lt;br /&gt;
With the [[Research#Fertillity Procedures|Fertillity Procedures]] research, you can create [[embryo]]s. They can then be implanted into a pawn for a chance for the pawn to become pregnant. The chance of success depends on the surrogate's own Fertility.&lt;br /&gt;
&lt;br /&gt;
Even if they did not supply the ovum, the surrogate will be considered the birth mother. Otherwise, it will act as a regular pregnancy.{{Check Tag|Verify|Not thoroughly checked, quick devmode run to write this section}}. A pawn born this way will consider both their surrogate and genetic mother as the pawn's parents in terms of social opinions.&lt;br /&gt;
&lt;br /&gt;
=== Growth vats ===&lt;br /&gt;
{{See also|Growth vat}}&lt;br /&gt;
[[Growth vat]]s are a complete alternative to pregnancy. They require the [[Research#Growth vats|Growth vat]]s research to make, as well as [[Research#Fertility procedures|Fertility Procedures]], and two pawns with &amp;gt; 0% Fertility to actually create embryos. &lt;br /&gt;
&lt;br /&gt;
Growth vats allow an embryo to be born in 9 days, half the time of a natural pregnancy. Active vats must be given a constant supply of 200 W of [[power]] and 6 [[nutrition]] per day - or around 6.5 [[simple meal]]s per day - to ensure survival of the fetus. If lacking either, then the fetus will undergo biostarvation, increasing by 50% per day. If biostarvation reaches 100%, the fetus will be destroyed.&lt;br /&gt;
&lt;br /&gt;
Growth vat births always have a [[Reproduction#Quality|quality]] of 70%, which affects the chance of the baby being born healthy. However, there are benefits to this method: as it avoids natural birth, the mother won't be weighed down, and there is no risk of them dying.&lt;br /&gt;
&lt;br /&gt;
== Birth ==&lt;br /&gt;
Your first warning for a pawn's upcoming childbirth comes during a pawn's pregnancy: the player will receive one notification when the mother hits the third trimester about &amp;quot;&amp;lt;Colonist&amp;gt;'s baby prep&amp;quot;, which explains all the steps you can take to help the mother give birth successfully. Besides preparing a location and doctor for the birth, this notification reminds you to prepare a food source for the baby and build them a crib. Labor will happen roughly 6 days after, starting with a notification of &amp;quot;&amp;lt;Colonist&amp;gt; in labor!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once labor begins, the birthing procedure can be initiated by clicking on the mother, and selecting the &amp;quot;Begin birth&amp;quot; option. This allows the player to select participants and a Doctor, much like [[Ideology]]'s rituals. The procedure will take place at a bed or sleeping spot, chosen automatically (preferring medical beds) if the mother is not already in bed. All of these choices have an effect on the birth's quality, which affects the chance that the mother and baby will come out of childbirth alive and healthy. You can view the exact factors and their influence in the Quality section below. The expected duration of this operation is variable, but will end once the baby has been born or mother has died.&lt;br /&gt;
&lt;br /&gt;
===Labor===&lt;br /&gt;
The progress of labor can be tracked in the mother's health tab. Labor begins with contractions, different stages of dilation that change randomly over time, with all adding various amounts of pain and restrictions on movement for the mother. Many stages will incapacitate her, so even before the childbirth operation begins, it is important to bring her to a bed. When the childbirth operation has proceeded for a while, you will receive a small notification saying &amp;quot;&amp;lt;mother&amp;gt;'s labor has entered the final stage&amp;quot;, and the labor will progress to the final &amp;quot;pushing&amp;quot; stage. &lt;br /&gt;
&lt;br /&gt;
'''Stages of labor:'''&lt;br /&gt;
* dilation, mild: pain +25%, moving x40%&lt;br /&gt;
* dilation, debilitating: pain +85%&lt;br /&gt;
* pushing: pain +85%&lt;br /&gt;
&lt;br /&gt;
Once the childbirth procedure has begun, any spectating loved ones may socialize with each other, but the doctor and mother will be focused on their tasks. Spectators and the doctors can leave if needed, by selecting a pawn and then pressing the &amp;quot;Leave child birth&amp;quot; option.&lt;br /&gt;
Finally, you can cancel the birth operation by selecting any of the involved pawns and then selecting the &amp;quot;Cancel child birth&amp;quot; option, which allows you to restart childbirth later.&lt;br /&gt;
&lt;br /&gt;
===Quality===&lt;br /&gt;
When starting the child birth procedure, a screen will show you the expected quality of the birth, determined by:&lt;br /&gt;
* Loved one present: the presence of someone that the mother considers a friend or more gives +5% quality, with no stacking for multiple friends or a better friend. By default, the father will be selected to be present. If the doctor performing the operation is a friend, they will count towards this bonus too.&lt;br /&gt;
* Age of the mother: a 22-year-old has a +50% quality, and as the mother grows older, this drops.&lt;br /&gt;
* Doctor's medical skill: can range from 0-20% or more. Skill level 1 gives 1.3%, 3 gives +3.8%, 7 gives +8.8%, and 16 gives +20% quality.&lt;br /&gt;
* Indoors: if inside, the quality gains +5%.&lt;br /&gt;
* Room cleanliness: cleanliness can range from 0-0.6, giving 0-10% in quality bonuses.&lt;br /&gt;
* Bed health effects: contributes up to 5%, with things like bed quality, a medical bed, and (perhaps vitals monitor or other furniture?) influencing this stat. A bed rating of 5 guarantees a quality bonus of +5%.&lt;br /&gt;
&lt;br /&gt;
Therefore, the most important factors in a safe birth are the mother's age and the doctor's skill level.&lt;br /&gt;
&lt;br /&gt;
Birth quality is likely determined at the moment of the baby's birth; allowing the doctor or loved ones to leave, or having the room grow dirty, has an effect on birth quality.&lt;br /&gt;
&lt;br /&gt;
=== Outcomes ===&lt;br /&gt;
{{Stub|section=1|reason=Exact math on the chance mechanics}}&lt;br /&gt;
Depending on the quality, the baby can be born healthy or sickly, or they may die during birth. At lower qualities, there is also a chance that the mother can die during childbirth.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Expected Quality''' || 76 || 84 || 95&lt;br /&gt;
|-&lt;br /&gt;
| '''Mother dies''' || 0.98% || 0.45% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Still''' || 3.3% || 3% || 2.6%&lt;br /&gt;
|-&lt;br /&gt;
| '''Sick''' || 7.4% || 7.5% || 7.5%&lt;br /&gt;
|-&lt;br /&gt;
| '''Healthy''' || 89% || 90% || 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You will receive a notification when the birth is complete, and the baby will appear on an adjacent tile. If the baby was born alive, a pawn with the Childcare work enabled can be instructed to either move the baby to a safe space, or to deliver it to the mother for breastfeeding. The baby will be born hungry, with a mood penalty of {{Bad|-6}}.&lt;br /&gt;
&lt;br /&gt;
If your baby was healthy, the notification is &amp;quot;Healthy child birth&amp;quot;, and it gives you 24 hours to choose a name for the baby. This is the only time where you can completely customize the baby's first and last names, and you additionally can add an optional nickname. The game will suggest the mother and father's last names on this screen, and provide random suggestions for the other names. Until then, the baby's name is temporary, and called &amp;quot;Baby &amp;lt;Mother's last name&amp;gt;&amp;quot;. The baby will also receive the Childhood title &amp;quot;Newborn&amp;quot;, and belong to the mother's faction. The baby's parents will receive a 15-day mood boost that &amp;quot;&amp;lt;Baby&amp;gt; was born healthy&amp;quot; {{Good|+8}}.&lt;br /&gt;
&lt;br /&gt;
If the baby is born sick, they are affected by a form of [[infant illness]], which can start at a variable intensity. If left untreated before 10 days is up, the baby dies, but if it lives through 10 days after birth, the illness will no longer affect the baby. You will also get the chance to name your baby.&lt;br /&gt;
&lt;br /&gt;
If the mother survived childbirth, she will remain in bed, incapacitated by exhaustion (Postpartum exhaustion) for 16 hours. She'll no longer feel any pain from childbirth, but won't be able to move. However, if another pawn delivers her baby to her, she can begin breastfeeding. &lt;br /&gt;
&lt;br /&gt;
== Lactation ==&lt;br /&gt;
&lt;br /&gt;
Lactation is the mechanic that allows pawns to breastfeed babies. Lactation gives pawns a milk fullness stat, and when milk fullness is above 0%, a pawn can breastfeed any baby, even if it is not their own child. There are other consequences to lactation, however: lactating pawns require more nutrition per day, and they cannot become pregnant, regardless of their fertility and reproductive strategy. Lactation lasts indefinitely, only stopping after 10 days of not breastfeeding a child. You can view a pawn's lactation details in their Health panel. &lt;br /&gt;
&lt;br /&gt;
Upon a successful childbirth, a mother will begin lactating, with milk fullness starting at 100%. Milk fullness regenerates at varying rates depending on the mother's hunger level. Lactating pawns require more nutrition per day in order to produce milk: the mother's Food Consumption stat rises from 1.6 to 2.1 nutrition per day, a gain of +0.5 (a simple meal has 0.9 nutrition). However, the nutrition required for them to make milk depends on their milk regeneration level, which decreases in stages following their hunger level. As a pawn gets more hungry, they won't produce as much milk, and won't require as much extra nutrition. Additionally, a lactating pawn with milk fullness of 100% won't require any extra nutrition since they're not currently regenerating milk. You can view the pawn's current nutritional needs by checking the details of their &amp;quot;Lactating&amp;quot; condition in the pawn's Health tab. Lactating does not affect any other pawn stats or conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger Level''' || Ravenously Hungry || Hungry || Full&lt;br /&gt;
|-&lt;br /&gt;
| '''Milk Regeneration''' || 25% || ? || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Extra Nutrition Per Day''' || 0.13 || ? || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Heredity ==&lt;br /&gt;
{{See also|Genes}}&lt;br /&gt;
When an [[embryo]] is conceived, it will inherit some of the [[genes]] of both parents. During a mother's pregnancy, you can view her child's genes by going to her Health tab and selecting the information button for her pregnancy. The genetics section will list all genes that her child has inherited. &lt;br /&gt;
&lt;br /&gt;
Genes which can be passed down come from the [[germline]] DNA, and are called endogenes. Pawns may modify themselves with [[Xenogene|xenogenes]], but as it's not part of a pawn's germline DNA, it cannot be passed down. If an endogene is only present in one parent, it has a small chance to be passed down.{{Check Tag|What's the chance?|What is the algorithm for calculating gene inheritance?}} However if an endogene is present in both parents, it will always be passed down.&lt;br /&gt;
&lt;br /&gt;
Generally, all pawns will have at least one hair color and skin color endogene. Offspring will always pick one hair color and skin color endogene from their parents. If no hair/skin color endogene can be found in either parent, such as if they were two [[highmates]], a random hair/skin color endogene will be picked from the natural list of hair/skin colors instead.&lt;br /&gt;
&lt;br /&gt;
If a pawn has multiple [[Genes#Cosmetic|cosmetic genes]] within a category, like body type, one random gene will override the others. This will be the gene represented on the pawn. For non-cosmetic genes within a category there is a fixed priority for overrides, usually favored towards the negative variations. For example, an awful [[shooting]] aptitude will override all other shooting aptitudes. Xenogenes will always take priority over endogenes. Thus, even though the Slow runner endogene overrides their Fast runner endogene, the Fast runner xenogene will override the Slow runner endogene. Note that overridden endogenes can still be passed down as normal.&lt;br /&gt;
&lt;br /&gt;
If a child is born from an incestuous relationship, there's a risk of them becoming [[Genes#Miscellaneous|inbred]]; up to 80% for direct relatives. {{Check Tag|Which relations?|What counts as direct? Effect of other relations}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! '''Inbred'''&lt;br /&gt;
[[File:Gene_Inbred.png|64px]]         &lt;br /&gt;
|&lt;br /&gt;
* Complexity: {{Bad|+1}}&lt;br /&gt;
* Metabolic efficiency: {{Bad|-2}}&lt;br /&gt;
* Forced Trait: [[Slow learner]]&lt;br /&gt;
* [[#Fertility|Fertility]]: {{Bad|x50%}}&lt;br /&gt;
* [[Immunity gain speed]]: {{Bad|x85%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fertility ==&lt;br /&gt;
Fertility is the main pawn stat affecting pregnancy chances, acting as a percentage multiplier on the chance of getting pregnant naturally or through an ovum implantation. Natural pregnancy chance is equally dependent on the fertility of both partners. Additionally, fertility must be above 0% to extract a pawn's ovum or to fertilize the [[Ovum|ovum]] into an [[Embryo|embryo]].&lt;br /&gt;
&lt;br /&gt;
This stat is affected by a variety of factors, such as age, [[Genes|genes]], and [[#Contraceptives|contraceptives]]. Age is the baseline for fertility, changing slowly for each colonist over time, and at a different rate by pawn gender. Genes provide an additional multiplier on fertility. Contraceptives instantly bring fertility to 0%, overriding other fertility factors.&lt;br /&gt;
&lt;br /&gt;
For baseline humans without fertility-modifying genes, both men and women start becoming fertile after age 14; but regardless of fertility, pawns can't participate in reproduction until they are 16. Fertility increases differently by gender. Women's fertility increases until age 20, but starts dropping at age 28 until it reaches 0% at age 50. Men's fertility increases until age 18, but starts dropping at age 50 until it's 0% at age 90. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Female Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 20, 28, 35, 40, 45, 50, 120&lt;br /&gt;
|y=0, 0, 100, 100, 50, 10, 2, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Male Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 18, 50, 90, 120&lt;br /&gt;
|y=0, 0, 100, 100, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Genes affect fertility in direct and indirect ways. There are two direct effects: the [[Genes#Fertile|Fertile]] gene doubles fertility and the [[Genes#Sterile|Sterile]] gene completely nullifies it. &lt;br /&gt;
&lt;br /&gt;
Some genes provide an indirect effect on fertility through their effect on age. Aging-related genes like [[Genes#Non-senescent|Non-senescent]] cannot mitigate the effects of age on fertility, but the [[Genes#Ageless|Ageless]] gene can keep a pawn's fertility stable by freezing the pawn's biological age. Additionally, other aging-related technologies can affect a pawn's fertility: [[Biosculpter_pod#Age_reversal|Age Reversal]] in a [[Biosculpter_pod|Biosculpter pod]] {{IdeologyIcon}} has a fully restorative effect on fertility, even allowing a completely infertile pawn to become fertile again once they pass back into the age range of fertility for their gender.&lt;br /&gt;
&lt;br /&gt;
== Contraceptives ==&lt;br /&gt;
There are many ways to manually change the likelihood of natural pregnancy. The simplest way in the game to prevent pregnancy is to not give pawns a [[double bed]] to themselves. However, it deprives them of the [[mood]] bonuses of Lovin' in the first place. You can instead change a couple's Reproductive Approach in the Social tab to the &amp;quot;Avoid pregnancy&amp;quot; option, which reduces their pregnancy rate by -75% but still allows them to make Lovin' at the same rate. Additionally, a guaranteed method of avoiding pregnancy is by continuing a pawn's [[Reproduction#Lactation|lactation]]. If a pawn is lactating (from having given birth before), then it is impossible for them to have a child under any circumstances. &lt;br /&gt;
&lt;br /&gt;
A more stable solution to controlling pregnancy can be pursued through research and medicine, by applying contraceptives to pawns of either gender who are engaging in Lovin'. The [[Research#Fertility Procedures|Fertility Procedures]] research gives access to multiple operations, temporary or permanent, to prevent and stop pregnancies. These surgeries can be applied to any pawn age 16 and up, and can be performed even if the pawn is already infertile.&lt;br /&gt;
&lt;br /&gt;
=== IUD ===&lt;br /&gt;
This is a temporary method of preventing pregnancies. You can stop a female pawn from becoming pregnant with the &amp;quot;Implant IUD&amp;quot; medical operation, which has a 100% success chance and no chance of pawn death upon failure. The operation requires {{Icon Small|medicine}} 1 [[Medicine]] of any type and will anesthetize the pawn. The IUD lasts indefinitely and can be seen in the pawn's Health tab, but you can later remove it through the &amp;quot;Remove IUD&amp;quot; medical operation, also for {{Icon Small|medicine}} 1 [[Medicine]] of any type. Women may embark with IUDs already implanted. If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
Implanted IUDs also stop pregnancies in the first trimester, an alternative to the Terminate Pregnancy operation.&lt;br /&gt;
&lt;br /&gt;
=== Vasectomy ===&lt;br /&gt;
This is another temporary method of preventing pregnancies. You can stop a male pawn from impregnating others with the &amp;quot;Perform vasectomy&amp;quot; medical operation, which also has a 100% success chance with no chance of pawn death upon failure. The vasectomy lasts indefinitely, with the operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. You can later remove it through the &amp;quot;Reverse vasectomy&amp;quot; medical operation, also for and {{Icon Small|medicine}} 1 [[Medicine]] of any type. Men may embark with the operation already performed.{{Check Tag|Verify}} If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
=== Tubal Ligation ===&lt;br /&gt;
This permanently stops a female pawn from being able to reproduce. &amp;quot;Perform tubal ligation&amp;quot; is a medical operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. The surgery success chance is 100% and there is no chance of pawn death upon failure.&lt;br /&gt;
&lt;br /&gt;
=== Termination ===&lt;br /&gt;
If the pawn has already become pregnant past the first trimester, the only option left is to terminate the pregnancy. This can be achieved through the medical operation &amp;quot;Terminate pregnancy&amp;quot; requiring {{Icon Small|medicine}} 1 [[Medicine]], after which the pawn will no longer be pregnant.&lt;br /&gt;
&lt;br /&gt;
This operation will upset the affected pawn. Depending on the trimester of the pregnancy, a moodlet of {{Bad|-5}} for the first, {{Bad|-10}} for the second, and {{Bad|-20}} for the third will occur, lasting for 10 days.&lt;br /&gt;
&lt;br /&gt;
== Babies ==&lt;br /&gt;
The end result of pregnancy is a human '''baby'''. Babies are small, helpless creatures that cannot walk or do anything by themselves. They only have three basic [[needs]]: food, sleep, and play. &lt;br /&gt;
&lt;br /&gt;
Babies can be ages 0-2, with newborn ages tracked in days and quadrums rather than years. Once a baby turns 3, they become a [[Children|child]], and on their [[Children#Age_3|3rd birthday]] you can make special choices for how they will develop further. Under the default [[storyteller|storyteller settings]], pawns under 13 will age 4x faster than normal, so the biological age of the baby is not how many days/quadrums they have actually been alive. [[Growth vat]]s can speed up a baby's growth by 20x that of an adult, or 5x faster than default. Using a growth vat seems to have no ill effects on a baby or its development, at least until it exits the baby stage.{{Check Tag|Not thoroughly tested|No visible effect?}} However, parents gain a {{--|4}} ''My baby is in a growth vat'' [[mood]]let.&lt;br /&gt;
&lt;br /&gt;
If a baby is left on the ground, any colonist (even those incapable of childcare or hauling) can try to bring the baby somewhere safe, like an available crib. Usually a colonist will quickly try to do this automatically. If you draft a colonist while they are carrying a baby, you'll receive a pop-up warning that your colonist is carrying a baby while drafted. If you undraft and redraft the colonist, they will drop the baby.&lt;br /&gt;
&lt;br /&gt;
Babies are born with no traits or skills: these develop during childhood [[Children#Growth_moments|Growth Moments]]. They also have no [[Ideoligion|ideoligion]] {{IdeologyIcon}}. Unless they have temporary health effects from being born sick, they have no health conditions, with every health stat at 100%, except for Moving, which is at 0%.&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
{{See also|Saturation}}&lt;br /&gt;
Babies need less [[nutrition]] to become full, but their hunger rate is adjusted with it to require [[food]] twice a day. Since babies cannot eat anything by themselves, pawns assigned to childcare will help feed them. The feeding process is fairly slow when compared to adult eating.&lt;br /&gt;
&lt;br /&gt;
They can ''only'' be fed in one of following ways:&lt;br /&gt;
* Breastfeeding from any lactating pawn, even those not their mother.&lt;br /&gt;
* Cooking and feeding them [[baby food]], produced at a campfire or stove from vegetable ingredients.&lt;br /&gt;
* Feeding them animal [[milk]] or [[insect jelly]].&lt;br /&gt;
&lt;br /&gt;
Of these, breastfeeding is usually the easiest. Unlike other foods, which feed in bursts only once the food has been consumed, breastfeeding will gradually increase the food bar. This allows the breastfeeding pawn to pause at any point, whilst also not wasting excess food. Usually, a pawn will sit down to breastfeed, continuing until the baby is full or the pawn is out of milk.&lt;br /&gt;
&lt;br /&gt;
You can control what foods the baby can eat and who will try to feed the baby in the baby's &amp;quot;Feeding&amp;quot; tab. By default, the mother will be set to Urgent, with all other pawns set to Childcare. If a pawn is set to childcare, that does not mean they will feed the baby: their childcare labor may be turned off, or they may be incapable of it.&lt;br /&gt;
* &amp;quot;Urgent&amp;quot; means the pawn will feed the baby day or night, even if the pawn is not assigned to childcare or capable of it.&lt;br /&gt;
* &amp;quot;Childcare&amp;quot; means the pawn will feed the baby as childcare work.&lt;br /&gt;
* &amp;quot;Never&amp;quot; means the pawn won't automatically feed the baby.&lt;br /&gt;
You can allow the baby to eat milk, insect jelly, and baby food in this tab, but can't control breastfeeding here. &lt;br /&gt;
&lt;br /&gt;
==== Drugs ====&lt;br /&gt;
Although babies are limited to eating certain foods, you can administer drugs to babies under the Health&amp;gt;&amp;gt;Medical Operations tab. These have an outsized influence because of the pawns' very small body sizes (x0.20 of the size of an adult). This means each administered drug causes a higher severity of reaction, affecting the duration of the high and the likelihood of [[Drugs#Addiction_and_Tolerance|tolerance]] buildup. This indirectly increases the chance of addiction: tolerance built so quickly makes babies much more likely to get addicted to drugs upon further administrations. Babies receive the same mood effects from drugs as adults do: administering a smokeleaf joint to a baby gives them the {{Good|+13}} High on Smokeleaf mood boost. However, the effect of drugs lasts much longer because the drug severity is higher: a one-joint smokeleaf high for a baby lasts a max of 24, rather than 12, hours.&lt;br /&gt;
&lt;br /&gt;
===Sleep===&lt;br /&gt;
{{See also|Rest}}&lt;br /&gt;
Unlike adults, babies don't follow a sleep schedule, instead falling asleep mostly at random. They may be in a sleeping spot, growing steadily more sleepy and upset, while still not falling asleep.&lt;br /&gt;
&lt;br /&gt;
A [[crib]] or [[bed]] should be provided for the baby to sleep in, as it will negate the negative [[mood]] from sleeping on the floor. There are several benefits of cribs over beds: cribs take up only one tile, multiple can be placed in a room without turning it into a barracks, and high-quality cribs can increase the mood of the baby while it rests or sleeps. &lt;br /&gt;
&lt;br /&gt;
Force-feeding, holding, or playing with the baby will wake them up, possibly keeping them unhappy from being tired.&lt;br /&gt;
&lt;br /&gt;
===Play===&lt;br /&gt;
Babies need to be played with, in place of standard Recreation. An adult assigned to child care will play with the baby once the play need is almost empty. There are different activities that will fulfill the baby's play need. A [[toy box]] and [[baby decoration]] increases the quality of play.&lt;br /&gt;
&lt;br /&gt;
===Mood===&lt;br /&gt;
Babies' moods are influenced by their needs for food, sleep, and play. These are affected at the same rates as for adults:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger''' || Ravenously Hungry || Hungry || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Sleep''' || Tired || Drowsy  || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Play''' || ? || Wants to Play  || Normal || Entertained || Very Entertained&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || ? || -5 || 0 || 5 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Babies share many moodlets with adults but aren't affected by as many influences. Babies can gain the {{Bad|-4}} Slept in the Cold moodlet, but aren't affected by temperature as much while awake. Babies have the same expectations for colony life as most other pawns do, influencing their moods at the same rate. Babies appreciate comfort only while resting or sleeping in a [[Crib|crib]], with various qualities providing higher mood boosts. They can be influenced by psychic drones just as much as other pawns, and have a psychic sensitivity of 100% by default.&lt;br /&gt;
&lt;br /&gt;
Uniquely, babies get a mood bonus when their parents are very happy: &amp;quot;Parent is happy&amp;quot; {{Good|+6}}, or &amp;quot;Parents are happy&amp;quot; {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
Being held or breastfed does not affect the baby or caretaking adult's mood in any direct way. However, babies will temporarily forget any ill mood effects from lack of Sleep while being held, although these needs will still decrease as usual.&lt;br /&gt;
&lt;br /&gt;
A baby's mood affects the moods of all other colonists, much like [[Children#Mood|children's moods]] can. Parents of a baby who is very happy will receive a {{Good|+6}} mood boost for &amp;quot;My child &amp;lt;baby&amp;gt; is happy&amp;quot;. If the baby is about 1/3 of its happiness or less, parents have a {{Bad|-6}} mood penalty, thinking &amp;quot;My child &amp;lt;baby&amp;gt; is unhappy&amp;quot;. Babies also factor into the colonists' thoughts on the overall happiness of the colony's children, which range from a positive {{Good|+2}} &amp;quot;Happy youngsters&amp;quot; mood boost to a {{Bad|-2}} &amp;quot;Sad youngsters&amp;quot;, to worse negative mood penalties, all based on the average of the moods of colonists aged 0-17.&lt;br /&gt;
&lt;br /&gt;
====Giggling and crying====&lt;br /&gt;
Instead of [[mental inspiration|mental inspirations]] or [[mental breaks]], babies will have giggling or crying &amp;quot;fits&amp;quot; which gives a mood boost or penalty to other colonists within a 10 tile{{Check Tag|Verify|Based on dev mode testing. Exact number unverified.}} radius. The ratio between giggling and crying is directly related with the baby's mood.&lt;br /&gt;
&lt;br /&gt;
[[Mood]] boosts from giggling babies go from {{Good|+4}} up to {{Good|+10}}, while crying babies can cause mood maluses from {{Bad|-8}} down to {{Bad|-20}}. Parents are only half as bothered by their baby crying, and twice as happy when their baby is giggling.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.125, 0.25, 1, 2, 4 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crying occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=12, 6, 1, 0.25, 0.125 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling to crying ratio (higher is better)&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.011, 0.042, 1, 8, 32 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Occurance of giggling per time crying&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Toy_box&amp;diff=118940</id>
		<title>Toy box</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Toy_box&amp;diff=118940"/>
		<updated>2022-11-21T00:20:34Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: /* Summary */ added stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{infobox main|furniture|&lt;br /&gt;
| name = Toy box&lt;br /&gt;
| image = Toy Box.png&lt;br /&gt;
| description = A toy box containing many small toys. Toy boxes can be used to play with babies, satisfying their need for play.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Furniture&lt;br /&gt;
| placeable = True&lt;br /&gt;
| path cost = 30&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.3&lt;br /&gt;
| minifiable =&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 15&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 50&lt;br /&gt;
| BabyPlayGainFactor = #1.25&lt;br /&gt;
| recreation power = 1.25&lt;br /&gt;
| recreation type = &lt;br /&gt;
| sell price multiplier = &lt;br /&gt;
| beauty = &lt;br /&gt;
| comfort = &lt;br /&gt;
| terrain affordance = &lt;br /&gt;
| research = Complex furniture&lt;br /&gt;
| skill 1 = &lt;br /&gt;
| skill 1 level = &lt;br /&gt;
| work to make = 1200&lt;br /&gt;
| stuff tags = Woody, Stony, Metallic&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 80 &lt;br /&gt;
| paintable = true&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
The '''toy box''' is a [[furniture]] item added by the [[Biotech DLC]]&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Toy boxes can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{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;
== Summary ==&lt;br /&gt;
Toy boxes provide a boost to the Play with [[Reproduction#Babies|baby]] interaction, helping fulfill the baby's [[Reproduction#Play|Play]] need faster. They have a 125% Baby Play Power and 125% Recreation power stat, providing a 125% multiplier on the fulfillment of those needs.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
{{Building Material Table}}&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Baby_decoration&amp;diff=118939</id>
		<title>Baby decoration</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Baby_decoration&amp;diff=118939"/>
		<updated>2022-11-21T00:18:25Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{infobox main|furniture|&lt;br /&gt;
| name = Baby decoration&lt;br /&gt;
| image = Baby decoration a.png&lt;br /&gt;
| description = A decoration for babies. Baby decorations increase the rate at which babies fill their play need when an adult plays with them. Place these around your child play areas.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Furniture&lt;br /&gt;
| placeable = &lt;br /&gt;
| path cost = 30&lt;br /&gt;
| cover =&lt;br /&gt;
| minifiable =&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 10&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 30&lt;br /&gt;
| sell price multiplier = &lt;br /&gt;
| beauty = &lt;br /&gt;
| comfort = &lt;br /&gt;
| terrain affordance = &lt;br /&gt;
| research = Complex Furniture&lt;br /&gt;
| skill 1 = &lt;br /&gt;
| skill 1 level = &lt;br /&gt;
| work to make = 800&lt;br /&gt;
| stuff tags = Woody, Stony, Metallic&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 60&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
The '''baby decoration''' is a [[furniture]] item added by the [[Biotech DLC]]&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Baby decorations can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{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;
== Summary ==&lt;br /&gt;
The Baby decoration provides a boost to the play with [[Reproduction#Babies|baby]] interaction, fulfilling the baby's [[Reproduction#Play|Play]] need faster. Decorations have a 110% Baby Play Power stat, providing a 110% multiplier on the fulfillment of the baby's Play need.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
{{Building Material Table}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The different sprites of the baby decoration displays typical play things that a toddler would use.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Baby decoration a.png|Variant A&lt;br /&gt;
Baby decoration b.png|Variant B&lt;br /&gt;
Baby decoration c.png|Variant C&lt;br /&gt;
Baby decoration d.png|Variant D&lt;br /&gt;
Baby decoration e.png|Variant E&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Baby_decoration&amp;diff=118938</id>
		<title>Baby decoration</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Baby_decoration&amp;diff=118938"/>
		<updated>2022-11-21T00:17:52Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: /* Summary */ added play influence&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{infobox main|furniture|&lt;br /&gt;
| name = Baby decoration&lt;br /&gt;
| image = Baby decoration a.png&lt;br /&gt;
| description = A decoration for babies. Baby decorations increase the rate at which babies fill their play need when an adult plays with them. Place these around your child play areas.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Furniture&lt;br /&gt;
| placeable = &lt;br /&gt;
| path cost = 30&lt;br /&gt;
| cover =&lt;br /&gt;
| minifiable =&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 10&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 30&lt;br /&gt;
| sell price multiplier = &lt;br /&gt;
| beauty = &lt;br /&gt;
| comfort = &lt;br /&gt;
| terrain affordance = &lt;br /&gt;
| research = Complex Furniture&lt;br /&gt;
| skill 1 = &lt;br /&gt;
| skill 1 level = &lt;br /&gt;
| work to make = 800&lt;br /&gt;
| stuff tags = Woody, Stony, Metallic&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 60&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
The '''baby decoration''' is a [[furniture]] item added by the [[Biotech DLC]]&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Baby decorations can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{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;
== Summary ==&lt;br /&gt;
The Baby decoration provides a boost to the play with [[Reproduction#Baby|baby]] interaction, fulfilling the baby's [[Reproduction#Play|Play]] need faster. Decorations have a 110% Baby Play Power stat, providing a 110% multiplier on the fulfillment of the baby's Play need.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
{{Building Material Table}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The different sprites of the baby decoration displays typical play things that a toddler would use.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Baby decoration a.png|Variant A&lt;br /&gt;
Baby decoration b.png|Variant B&lt;br /&gt;
Baby decoration c.png|Variant C&lt;br /&gt;
Baby decoration d.png|Variant D&lt;br /&gt;
Baby decoration e.png|Variant E&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=118937</id>
		<title>Reproduction</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=118937"/>
		<updated>2022-11-21T00:11:45Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: /* Sleep */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About|human pregnancy and babies|older children|Children}}&lt;br /&gt;
&lt;br /&gt;
'''Reproduction''' is the means by which [[human]] babies are created. &lt;br /&gt;
&lt;br /&gt;
Note: Due to the continuous nature of the subject matter, this page covers from conception to the age of three. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Babies can be obtained via several different methods:&lt;br /&gt;
*  Choosing them as a starting colonist via the [[scenario system]].&lt;br /&gt;
*  Natural reproduction, through [[#Pregnancy|pregnancy]].&lt;br /&gt;
*  Assisted reproduction, through [[#Surrogacy|surrogacy]] or [[#Growth vat|growth vats]].&lt;br /&gt;
*  Purchasing them from [[Trade#Slaver|slavers]].{{Check Tag|Can babies be bought?}}&lt;br /&gt;
*  Receiving them from [[quests]] and [[events]]. Babies of any faction can be adopted instantly to the colony, without angering them.&lt;br /&gt;
&lt;br /&gt;
Note that with the exception of the first point, these methods become unavailable if &amp;quot;Disable children&amp;quot; is toggled on in the [[AI_Storytellers#Biotech|storyteller settings]].&lt;br /&gt;
&lt;br /&gt;
== Natural Reproduction ==&lt;br /&gt;
{{Image wanted|section=1|reason=Images of the &amp;quot;Try for pregnancy&amp;quot; etc. icons.}}&lt;br /&gt;
Pawns have a chance to get pregnant when they initiate [[lovin']]. Note that pawns must share a two-person bed, bedroll, or sleeping spot to initate lovin' but do not require one to avoid the &amp;quot;sleeping alone&amp;quot; mood debuff. &lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
The prospective parents' chance of successfully reproducing is primarily controlled by their [[#Fertility|Fertility]] stat. The player has three options to adjust pregnancy rates from Lovin' in any relationship. By opening the social tab, to the right of a Lover, Fiancee, or Spouse, you can see a button that lets you change the couple's approach for having kids.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:Normal.png|32px]]         &lt;br /&gt;
| '''Normal''' (Default) || x1 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:AvoidPregnancy.png|32px]] &lt;br /&gt;
| '''Avoid pregnancy''' || x0.25 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:TryForBaby.png|32px]]     &lt;br /&gt;
| '''Try for baby'''    || x4 pregnancy chance. &lt;br /&gt;
|}&lt;br /&gt;
Therefore, the total chance of pregnancy in one relationship is likely: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Pregnancy chance per relationship''' = '''Mother's fertility''' x '''Father's fertility''' x '''Reproductive Approach''' x '''Times Lovin''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual chance that a pair of pawns will do Lovin' each night varies, but it requires them to share the same bed and sleep at the same time. Their chance of Lovin' varies by age, as seen in [[Social#Lovin.27|this chart]]. The [[Genes#Low_libido|low libido]] and [[Genes#High_libido|high libido]] genes will also alter this. There have been reports that colonist mood and opinions of each other also influence the chance of doing Lovin'.&lt;br /&gt;
&lt;br /&gt;
=== Pregnancy ===&lt;br /&gt;
&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6 day trimesters. The player will receive a notification when the pregnancy starts and when it progresses from one trimester to the next. The pregnant pawn will gain penalties to movement, manipulation, and hunger rate, increasing each trimester as seen in the chart below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| First trimester ||&lt;br /&gt;
&lt;br /&gt;
* Hunger rate offset: {{++|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| Second trimester ||&lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|10%}}&lt;br /&gt;
* [[Manipulation]]: {{--|5%}}&lt;br /&gt;
* Hunger rate offset: {{++|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| Third trimester || &lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|50%}}&lt;br /&gt;
* [[Manipulation]]: {{--|10%}}&lt;br /&gt;
* Hunger rate offset: {{++|50%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Throughout their pregnancy, they will also occasionally gain mood buffs or debuffs due to hormonal induced mood swings.{{Check Tag|Detail needed}} They may also receive the &amp;quot;morning sickness&amp;quot; condition, which lasts 4 to 8 ingame hours.&lt;br /&gt;
&lt;br /&gt;
'''Morning sickness:'''&lt;br /&gt;
* [[Consciousness]]: {{Bad|x0.8}}&lt;br /&gt;
* [[Moving]]: {{Bad|x0.9}}&lt;br /&gt;
* [[Manipulation]]: {{Bad|x0.9}}&lt;br /&gt;
* Vomiting {{MTB}}: {{Bad|{{#expr:(24*0.075)}} Hours}}&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
It is impossible for a mother that is lactating to have another child under any circumstances, even via surrogacy.&lt;br /&gt;
&lt;br /&gt;
== Assisted reproduction ==&lt;br /&gt;
Science enables new methods for obtaining babies. After Fertility Procedures has been researched, you can extract [[Ovum|ova]] from female pawns and fertilize them to form an [[Embryo|embryo]], for use in surrogate pregnancies or vat-grown babies.&lt;br /&gt;
&lt;br /&gt;
Both methods require extracting an ovum from a [[Reproduction#Fertility|fertile]] female pawn, be they [[colonist]], [[prisoner]], or [[slave]]{{IdeologyIcon}}, through a medical operation in the pawn's Health tab: &amp;quot;Extract ovum for IVF&amp;quot;. The operation requires one of any type of medicine and a doctor, although it is a relatively easy surgery, with a 500% multiplier on success, and 0% chance of death on failure. &lt;br /&gt;
&lt;br /&gt;
The ovum may then fertilized by a fertile male colonist or slave (but not prisoner) to produce an embryo. As long as the male pawn's fertility is above 0% this will be successful{{Check Tag|Verify|Not thoroughly checked}}. The resulting embryo can then be implanted in female pawns (may be prisoner, colonist, or slave) to initiate a pregnancy, placed in a growth vat, or sold.&lt;br /&gt;
&lt;br /&gt;
=== Surrogacy ===&lt;br /&gt;
With the [[Research#Fertillity Procedures|Fertillity Procedures]] research, you can create [[embryo]]s. They can then be implanted into a pawn for a chance for the pawn to become pregnant. The chance of success depends on the surrogate's own Fertility.&lt;br /&gt;
&lt;br /&gt;
Even if they did not supply the ovum, the surrogate will be considered the birth mother. Otherwise, it will act as a regular pregnancy.{{Check Tag|Verify|Not thoroughly checked, quick devmode run to write this section}}. A pawn born this way will consider both their surrogate and genetic mother as the pawn's parents in terms of social opinions.&lt;br /&gt;
&lt;br /&gt;
=== Growth vats ===&lt;br /&gt;
{{See also|Growth vat}}&lt;br /&gt;
[[Growth vat]]s are a complete alternative to pregnancy. They require the [[Research#Growth vats|Growth vat]]s research to make, as well as [[Research#Fertility procedures|Fertility Procedures]], and two pawns with &amp;gt; 0% Fertility to actually create embryos. &lt;br /&gt;
&lt;br /&gt;
Growth vats allow an embryo to be born in 9 days, half the time of a natural pregnancy. Active vats must be given a constant supply of 200 W of [[power]] and 6 [[nutrition]] per day - or around 6.5 [[simple meal]]s per day - to ensure survival of the fetus. If lacking either, then the fetus will undergo biostarvation, increasing by 50% per day. If biostarvation reaches 100%, the fetus will be destroyed.&lt;br /&gt;
&lt;br /&gt;
Growth vat births always have a [[Reproduction#Quality|quality]] of 70%, which affects the chance of the baby being born healthy. However, there are benefits to this method: as it avoids natural birth, the mother won't be weighed down, and there is no risk of them dying.&lt;br /&gt;
&lt;br /&gt;
== Birth ==&lt;br /&gt;
Your first warning for a pawn's upcoming childbirth comes during a pawn's pregnancy: the player will receive one notification when the mother hits the third trimester about &amp;quot;&amp;lt;Colonist&amp;gt;'s baby prep&amp;quot;, which explains all the steps you can take to help the mother give birth successfully. Besides preparing a location and doctor for the birth, this notification reminds you to prepare a food source for the baby and build them a crib. Labor will happen roughly 6 days after, starting with a notification of &amp;quot;&amp;lt;Colonist&amp;gt; in labor!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once labor begins, the birthing procedure can be initiated by clicking on the mother, and selecting the &amp;quot;Begin birth&amp;quot; option. This allows the player to select participants and a Doctor, much like [[Ideology]]'s rituals. The procedure will take place at a bed or sleeping spot, chosen automatically (preferring medical beds) if the mother is not already in bed. All of these choices have an effect on the birth's quality, which affects the chance that the mother and baby will come out of childbirth alive and healthy. You can view the exact factors and their influence in the Quality section below. The expected duration of this operation is variable, but will end once the baby has been born or mother has died.&lt;br /&gt;
&lt;br /&gt;
===Labor===&lt;br /&gt;
The progress of labor can be tracked in the mother's health tab. Labor begins with contractions, different stages of dilation that change randomly over time, with all adding various amounts of pain and restrictions on movement for the mother. Many stages will incapacitate her, so even before the childbirth operation begins, it is important to bring her to a bed. When the childbirth operation has proceeded for a while, you will receive a small notification saying &amp;quot;&amp;lt;mother&amp;gt;'s labor has entered the final stage&amp;quot;, and the labor will progress to the final &amp;quot;pushing&amp;quot; stage. &lt;br /&gt;
&lt;br /&gt;
'''Stages of labor:'''&lt;br /&gt;
* dilation, mild: pain +25%, moving x40%&lt;br /&gt;
* dilation, debilitating: pain +85%&lt;br /&gt;
* pushing: pain +85%&lt;br /&gt;
&lt;br /&gt;
Once the childbirth procedure has begun, any spectating loved ones may socialize with each other, but the doctor and mother will be focused on their tasks. Spectators and the doctors can leave if needed, by selecting a pawn and then pressing the &amp;quot;Leave child birth&amp;quot; option.&lt;br /&gt;
Finally, you can cancel the birth operation by selecting any of the involved pawns and then selecting the &amp;quot;Cancel child birth&amp;quot; option, which allows you to restart childbirth later.&lt;br /&gt;
&lt;br /&gt;
===Quality===&lt;br /&gt;
When starting the child birth procedure, a screen will show you the expected quality of the birth, determined by:&lt;br /&gt;
* Loved one present: the presence of someone that the mother considers a friend or more gives +5% quality, with no stacking for multiple friends or a better friend. By default, the father will be selected to be present. If the doctor performing the operation is a friend, they will count towards this bonus too.&lt;br /&gt;
* Age of the mother: a 22-year-old has a +50% quality, and as the mother grows older, this drops.&lt;br /&gt;
* Doctor's medical skill: can range from 0-20% or more. Skill level 1 gives 1.3%, 3 gives +3.8%, 7 gives +8.8%, and 16 gives +20% quality.&lt;br /&gt;
* Indoors: if inside, the quality gains +5%.&lt;br /&gt;
* Room cleanliness: cleanliness can range from 0-0.6, giving 0-10% in quality bonuses.&lt;br /&gt;
* Bed health effects: contributes up to 5%, with things like bed quality, a medical bed, and (perhaps vitals monitor or other furniture?) influencing this stat. A bed rating of 5 guarantees a quality bonus of +5%.&lt;br /&gt;
&lt;br /&gt;
Therefore, the most important factors in a safe birth are the mother's age and the doctor's skill level.&lt;br /&gt;
&lt;br /&gt;
Birth quality is likely determined at the moment of the baby's birth; allowing the doctor or loved ones to leave, or having the room grow dirty, has an effect on birth quality.&lt;br /&gt;
&lt;br /&gt;
=== Outcomes ===&lt;br /&gt;
{{Stub|section=1|reason=Exact math on the chance mechanics}}&lt;br /&gt;
Depending on the quality, the baby can be born healthy or sickly, or they may die during birth. At lower qualities, there is also a chance that the mother can die during childbirth.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Expected Quality''' || 76 || 84 || 95&lt;br /&gt;
|-&lt;br /&gt;
| '''Mother dies''' || 0.98% || 0.45% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Still''' || 3.3% || 3% || 2.6%&lt;br /&gt;
|-&lt;br /&gt;
| '''Sick''' || 7.4% || 7.5% || 7.5%&lt;br /&gt;
|-&lt;br /&gt;
| '''Healthy''' || 89% || 90% || 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You will receive a notification when the birth is complete, and the baby will appear on an adjacent tile. If the baby was born alive, a pawn with the Childcare work enabled can be instructed to either move the baby to a safe space, or to deliver it to the mother for breastfeeding. The baby will be born hungry, with a mood penalty of {{Bad|-6}}.&lt;br /&gt;
&lt;br /&gt;
If your baby was healthy, the notification is &amp;quot;Healthy child birth&amp;quot;, and it gives you 24 hours to choose a name for the baby. This is the only time where you can completely customize the baby's first and last names, and you additionally can add an optional nickname. The game will suggest the mother and father's last names on this screen, and provide random suggestions for the other names. Until then, the baby's name is temporary, and called &amp;quot;Baby &amp;lt;Mother's last name&amp;gt;&amp;quot;. The baby will also receive the Childhood title &amp;quot;Newborn&amp;quot;, and belong to the mother's faction. The baby's parents will receive a 15-day mood boost that &amp;quot;&amp;lt;Baby&amp;gt; was born healthy&amp;quot; {{Good|+8}}.&lt;br /&gt;
&lt;br /&gt;
If the baby is born sick, they are affected by a form of [[infant illness]], which can start at a variable intensity. If left untreated before 10 days is up, the baby dies, but if it lives through 10 days after birth, the illness will no longer affect the baby. You will also get the chance to name your baby.&lt;br /&gt;
&lt;br /&gt;
If the mother survived childbirth, she will remain in bed, incapacitated by exhaustion (Postpartum exhaustion) for 16 hours. She'll no longer feel any pain from childbirth, but won't be able to move. However, if another pawn delivers her baby to her, she can begin breastfeeding. &lt;br /&gt;
&lt;br /&gt;
== Lactation ==&lt;br /&gt;
&lt;br /&gt;
Lactation is the mechanic that allows pawns to breastfeed babies. Lactation gives pawns a milk fullness stat, and when milk fullness is above 0%, a pawn can breastfeed any baby, even if it is not their own child. There are other consequences to lactation, however: lactating pawns require more nutrition per day, and they cannot become pregnant, regardless of their fertility and reproductive strategy. Lactation lasts indefinitely, only stopping after 10 days of not breastfeeding a child. You can view a pawn's lactation details in their Health panel. &lt;br /&gt;
&lt;br /&gt;
Upon a successful childbirth, a mother will begin lactating, with milk fullness starting at 100%. Milk fullness regenerates at varying rates depending on the mother's hunger level. Lactating pawns require more nutrition per day in order to produce milk: the mother's Food Consumption stat rises from 1.6 to 2.1 nutrition per day, a gain of +0.5 (a simple meal has 0.9 nutrition). However, the nutrition required for them to make milk depends on their milk regeneration level, which decreases in stages following their hunger level. As a pawn gets more hungry, they won't produce as much milk, and won't require as much extra nutrition. Additionally, a lactating pawn with milk fullness of 100% won't require any extra nutrition since they're not currently regenerating milk. You can view the pawn's current nutritional needs by checking the details of their &amp;quot;Lactating&amp;quot; condition in the pawn's Health tab. Lactating does not affect any other pawn stats or conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger Level''' || Ravenously Hungry || Hungry || Full&lt;br /&gt;
|-&lt;br /&gt;
| '''Milk Regeneration''' || 25% || ? || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Extra Nutrition Per Day''' || 0.13 || ? || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Heredity ==&lt;br /&gt;
{{See also|Genes}}&lt;br /&gt;
When an [[embryo]] is conceived, it will inherit some of the [[genes]] of both parents. During a mother's pregnancy, you can view her child's genes by going to her Health tab and selecting the information button for her pregnancy. The genetics section will list all genes that her child has inherited. &lt;br /&gt;
&lt;br /&gt;
Genes which can be passed down come from the [[germline]] DNA, and are called endogenes. Pawns may modify themselves with [[Xenogene|xenogenes]], but as it's not part of a pawn's germline DNA, it cannot be passed down. If an endogene is only present in one parent, it has a small chance to be passed down.{{Check Tag|What's the chance?|What is the algorithm for calculating gene inheritance?}} However if an endogene is present in both parents, it will always be passed down.&lt;br /&gt;
&lt;br /&gt;
Generally, all pawns will have at least one hair color and skin color endogene. Offspring will always pick one hair color and skin color endogene from their parents. If no hair/skin color endogene can be found in either parent, such as if they were two [[highmates]], a random hair/skin color endogene will be picked from the natural list of hair/skin colors instead.&lt;br /&gt;
&lt;br /&gt;
If a pawn has multiple [[Genes#Cosmetic|cosmetic genes]] within a category, like body type, one random gene will override the others. This will be the gene represented on the pawn. For non-cosmetic genes within a category there is a fixed priority for overrides, usually favored towards the negative variations. For example, an awful [[shooting]] aptitude will override all other shooting aptitudes. Xenogenes will always take priority over endogenes. Thus, even though the Slow runner endogene overrides their Fast runner endogene, the Fast runner xenogene will override the Slow runner endogene. Note that overridden endogenes can still be passed down as normal.&lt;br /&gt;
&lt;br /&gt;
If a child is born from an incestuous relationship, there's a risk of them becoming [[Genes#Miscellaneous|inbred]]; up to 80% for direct relatives. {{Check Tag|Which relations?|What counts as direct? Effect of other relations}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! '''Inbred'''&lt;br /&gt;
[[File:Gene_Inbred.png|64px]]         &lt;br /&gt;
|&lt;br /&gt;
* Complexity: {{Bad|+1}}&lt;br /&gt;
* Metabolic efficiency: {{Bad|-2}}&lt;br /&gt;
* Forced Trait: [[Slow learner]]&lt;br /&gt;
* [[#Fertility|Fertility]]: {{Bad|x50%}}&lt;br /&gt;
* [[Immunity gain speed]]: {{Bad|x85%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fertility ==&lt;br /&gt;
Fertility is the main pawn stat affecting pregnancy chances, acting as a percentage multiplier on the chance of getting pregnant naturally or through an ovum implantation. Natural pregnancy chance is equally dependent on the fertility of both partners. Additionally, fertility must be above 0% to extract a pawn's ovum or to fertilize the [[Ovum|ovum]] into an [[Embryo|embryo]].&lt;br /&gt;
&lt;br /&gt;
This stat is affected by a variety of factors, such as age, [[Genes|genes]], and [[#Contraceptives|contraceptives]]. Age is the baseline for fertility, changing slowly for each colonist over time, and at a different rate by pawn gender. Genes provide an additional multiplier on fertility. Contraceptives instantly bring fertility to 0%, overriding other fertility factors.&lt;br /&gt;
&lt;br /&gt;
For baseline humans without fertility-modifying genes, both men and women start becoming fertile after age 14; but regardless of fertility, pawns can't participate in reproduction until they are 16. Fertility increases differently by gender. Women's fertility increases until age 20, but starts dropping at age 28 until it reaches 0% at age 50. Men's fertility increases until age 18, but starts dropping at age 50 until it's 0% at age 90. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Female Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 20, 28, 35, 40, 45, 50, 120&lt;br /&gt;
|y=0, 0, 100, 100, 50, 10, 2, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Male Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 18, 50, 90, 120&lt;br /&gt;
|y=0, 0, 100, 100, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Genes affect fertility in direct and indirect ways. There are two direct effects: the [[Genes#Fertile|Fertile]] gene doubles fertility and the [[Genes#Sterile|Sterile]] gene completely nullifies it. &lt;br /&gt;
&lt;br /&gt;
Some genes provide an indirect effect on fertility through their effect on age. Aging-related genes like [[Genes#Non-senescent|Non-senescent]] cannot mitigate the effects of age on fertility, but the [[Genes#Ageless|Ageless]] gene can keep a pawn's fertility stable by freezing the pawn's biological age. Additionally, other aging-related technologies can affect a pawn's fertility: [[Biosculpter_pod#Age_reversal|Age Reversal]] in a [[Biosculpter_pod|Biosculpter pod]] {{IdeologyIcon}} has a fully restorative effect on fertility, even allowing a completely infertile pawn to become fertile again once they pass back into the age range of fertility for their gender.&lt;br /&gt;
&lt;br /&gt;
== Contraceptives ==&lt;br /&gt;
There are many ways to manually change the likelihood of natural pregnancy. The simplest way in the game to prevent pregnancy is to not give pawns a [[double bed]] to themselves. However, it deprives them of the [[mood]] bonuses of Lovin' in the first place. You can instead change a couple's Reproductive Approach in the Social tab to the &amp;quot;Avoid pregnancy&amp;quot; option, which reduces their pregnancy rate by -75% but still allows them to make Lovin' at the same rate. Additionally, a guaranteed method of avoiding pregnancy is by continuing a pawn's [[Reproduction#Lactation|lactation]]. If a pawn is lactating (from having given birth before), then it is impossible for them to have a child under any circumstances. &lt;br /&gt;
&lt;br /&gt;
A more stable solution to controlling pregnancy can be pursued through research and medicine, by applying contraceptives to pawns of either gender who are engaging in Lovin'. The [[Research#Fertility Procedures|Fertility Procedures]] research gives access to multiple operations, temporary or permanent, to prevent and stop pregnancies. These surgeries can be applied to any pawn age 16 and up, and can be performed even if the pawn is already infertile.&lt;br /&gt;
&lt;br /&gt;
=== IUD ===&lt;br /&gt;
This is a temporary method of preventing pregnancies. You can stop a female pawn from becoming pregnant with the &amp;quot;Implant IUD&amp;quot; medical operation, which has a 100% success chance and no chance of pawn death upon failure. The operation requires {{Icon Small|medicine}} 1 [[Medicine]] of any type and will anesthetize the pawn. The IUD lasts indefinitely and can be seen in the pawn's Health tab, but you can later remove it through the &amp;quot;Remove IUD&amp;quot; medical operation, also for {{Icon Small|medicine}} 1 [[Medicine]] of any type. Women may embark with IUDs already implanted. If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
Implanted IUDs also stop pregnancies in the first trimester, an alternative to the Terminate Pregnancy operation.&lt;br /&gt;
&lt;br /&gt;
=== Vasectomy ===&lt;br /&gt;
This is another temporary method of preventing pregnancies. You can stop a male pawn from impregnating others with the &amp;quot;Perform vasectomy&amp;quot; medical operation, which also has a 100% success chance with no chance of pawn death upon failure. The vasectomy lasts indefinitely, with the operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. You can later remove it through the &amp;quot;Reverse vasectomy&amp;quot; medical operation, also for and {{Icon Small|medicine}} 1 [[Medicine]] of any type. Men may embark with the operation already performed.{{Check Tag|Verify}} If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
=== Tubal Ligation ===&lt;br /&gt;
This permanently stops a female pawn from being able to reproduce. &amp;quot;Perform tubal ligation&amp;quot; is a medical operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. The surgery success chance is 100% and there is no chance of pawn death upon failure.&lt;br /&gt;
&lt;br /&gt;
=== Termination ===&lt;br /&gt;
If the pawn has already become pregnant past the first trimester, the only option left is to terminate the pregnancy. This can be achieved through the medical operation &amp;quot;Terminate pregnancy&amp;quot; requiring {{Icon Small|medicine}} 1 [[Medicine]], after which the pawn will no longer be pregnant.&lt;br /&gt;
&lt;br /&gt;
This operation will upset the affected pawn. Depending on the trimester of the pregnancy, a moodlet of {{Bad|-5}} for the first, {{Bad|-10}} for the second, and {{Bad|-20}} for the third will occur, lasting for 10 days.&lt;br /&gt;
&lt;br /&gt;
== Babies ==&lt;br /&gt;
The end result of pregnancy is a human '''baby'''. Babies are small, helpless creatures that cannot walk or do anything by themselves. They only have three basic [[needs]]: food, sleep, and play. &lt;br /&gt;
&lt;br /&gt;
Babies can be ages 0-2, with newborn ages tracked in days and quadrums rather than years. Once a baby turns 3, they become a [[Children|child]], and on their [[Children#Age_3|3rd birthday]] you can make special choices for how they will develop further. Under the default [[storyteller|storyteller settings]], pawns under 13 will age 4x faster than normal, so the biological age of the baby is not how many days/quadrums they have actually been alive. [[Growth vat]]s can speed up a baby's growth by 20x that of an adult, or 5x faster than default. Using a growth vat seems to have no ill effects on a baby or its development, at least until it exits the baby stage.{{Check Tag|Not thoroughly tested|No visible effect?}} However, parents gain a {{--|4}} ''My baby is in a growth vat'' [[mood]]let.&lt;br /&gt;
&lt;br /&gt;
If a baby is left on the ground, any colonist (even those incapable of childcare or hauling) can try to bring the baby somewhere safe, like an available crib. Usually a colonist will quickly try to do this automatically. If you draft a colonist while they are carrying a baby, you'll receive a pop-up warning that your colonist is carrying a baby while drafted. If you undraft and redraft the colonist, they will drop the baby.&lt;br /&gt;
&lt;br /&gt;
Babies are born with no traits or skills: these develop during childhood [[Children#Growth_moments|Growth Moments]]. They also have no [[Ideoligion|ideoligion]] {{IdeologyIcon}}. Unless they have temporary health effects from being born sick, they have no health conditions, with every health stat at 100%, except for Moving, which is at 0%.&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
{{See also|Saturation}}&lt;br /&gt;
Babies need less [[nutrition]] to become full, but their hunger rate is adjusted with it to require [[food]] twice a day. Since babies cannot eat anything by themselves, pawns assigned to childcare will help feed them. The feeding process is fairly slow when compared to adult eating.&lt;br /&gt;
&lt;br /&gt;
They can ''only'' be fed in one of following ways:&lt;br /&gt;
* Breastfeeding from any lactating pawn, even those not their mother.&lt;br /&gt;
* Cooking and feeding them [[baby food]], produced at a campfire or stove from vegetable ingredients.&lt;br /&gt;
* Feeding them animal [[milk]] or [[insect jelly]].&lt;br /&gt;
&lt;br /&gt;
Of these, breastfeeding is usually the easiest. Unlike other foods, which feed in bursts only once the food has been consumed, breastfeeding will gradually increase the food bar. This allows the breastfeeding pawn to pause at any point, whilst also not wasting excess food. Usually, a pawn will sit down to breastfeed, continuing until the baby is full or the pawn is out of milk.&lt;br /&gt;
&lt;br /&gt;
You can control what foods the baby can eat and who will try to feed the baby in the baby's &amp;quot;Feeding&amp;quot; tab. By default, the mother will be set to Urgent, with all other pawns set to Childcare. If a pawn is set to childcare, that does not mean they will feed the baby: their childcare labor may be turned off, or they may be incapable of it.&lt;br /&gt;
* &amp;quot;Urgent&amp;quot; means the pawn will feed the baby day or night, even if the pawn is not assigned to childcare or capable of it.&lt;br /&gt;
* &amp;quot;Childcare&amp;quot; means the pawn will feed the baby as childcare work.&lt;br /&gt;
* &amp;quot;Never&amp;quot; means the pawn won't automatically feed the baby.&lt;br /&gt;
You can allow the baby to eat milk, insect jelly, and baby food in this tab, but can't control breastfeeding here. &lt;br /&gt;
&lt;br /&gt;
==== Drugs ====&lt;br /&gt;
Although babies are limited to eating certain foods, you can administer drugs to babies under the Health&amp;gt;&amp;gt;Medical Operations tab. These have an outsized influence because of the pawns' very small body sizes (x0.20 of the size of an adult). This means each administered drug causes a higher severity of reaction, affecting the duration of the high and the likelihood of [[Drugs#Addiction_and_Tolerance|tolerance]] buildup. This indirectly increases the chance of addiction: tolerance built so quickly makes babies much more likely to get addicted to drugs upon further administrations. Babies receive the same mood effects from drugs as adults do: administering a smokeleaf joint to a baby gives them the {{Good|+13}} High on Smokeleaf mood boost. However, the effect of drugs lasts much longer because the drug severity is higher: a one-joint smokeleaf high for a baby lasts a max of 24, rather than 12, hours.&lt;br /&gt;
&lt;br /&gt;
===Sleep===&lt;br /&gt;
{{See also|Rest}}&lt;br /&gt;
Unlike adults, babies don't follow a sleep schedule, instead falling asleep mostly at random. They may be in a sleeping spot, growing steadily more sleepy and upset, while still not falling asleep.&lt;br /&gt;
&lt;br /&gt;
A [[crib]] or [[bed]] should be provided for the baby to sleep in, as it will negate the negative [[mood]] from sleeping on the floor. There are several benefits of cribs over beds: cribs take up only one tile, multiple can be placed in a room without turning it into a barracks, and high-quality cribs can increase the mood of the baby while it rests or sleeps. &lt;br /&gt;
&lt;br /&gt;
Force-feeding, holding, or playing with the baby will wake them up, possibly keeping them unhappy from being tired.&lt;br /&gt;
&lt;br /&gt;
===Play===&lt;br /&gt;
Babies need to be played with, in place of standard Recreation. An adult assigned to child care will play with the baby once the play need is almost empty. There are different activities that will fulfill the baby's play need. A [[toy box]] and [[baby decoration]] increases the quality of play.&lt;br /&gt;
&lt;br /&gt;
===Mood===&lt;br /&gt;
Babies' moods are influenced by their needs for food, sleep, and play. These are affected at the same rates as for adults:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger''' || Ravenously Hungry || Hungry || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Sleep''' || Tired || Drowsy  || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Play''' || ? || Wants to Play  || Normal || Entertained || Very Entertained&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || ? || -5 || 0 || 5 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Babies share many moodlets with adults but aren't affected by as many influences. Babies can gain the {{Bad|-4}} Slept in the Cold moodlet, but aren't affected by temperature as much while awake. Babies have the same expectations for colony life as most other pawns do, influencing their moods at the same rate. Babies appreciate comfort only while resting in a [[Crib|crib]], with various qualities providing higher mood boosts. They can be influenced by psychic drones just as much as other pawns, and have a psychic sensitivity of 100% by default.&lt;br /&gt;
&lt;br /&gt;
Uniquely, babies get a mood bonus when their parents are very happy: &amp;quot;Parent is happy&amp;quot; {{Good|+6}}, or &amp;quot;Parents are happy&amp;quot; {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
Being held or breastfed does not affect the baby or caretaking adult's mood in any direct way. However, babies will temporarily forget any ill mood effects from lack of Sleep while being held, although these needs will still decrease as usual.&lt;br /&gt;
&lt;br /&gt;
A baby's mood affects the moods of all other colonists, much like [[Children#Mood|children's moods]] can. Parents of a baby who is very happy will receive a {{Good|+6}} mood boost for &amp;quot;My child &amp;lt;baby&amp;gt; is happy&amp;quot;. If the baby is about 1/3 of its happiness or less, parents have a {{Bad|-6}} mood penalty, thinking &amp;quot;My child &amp;lt;baby&amp;gt; is unhappy&amp;quot;. Babies also factor into the colonists' thoughts on the overall happiness of the colony's children, which range from a positive {{Good|+2}} &amp;quot;Happy youngsters&amp;quot; mood boost to a {{Bad|-2}} &amp;quot;Sad youngsters&amp;quot;, to worse negative mood penalties, all based on the average of the moods of colonists aged 0-17.&lt;br /&gt;
&lt;br /&gt;
====Giggling and crying====&lt;br /&gt;
Instead of [[mental inspiration|mental inspirations]] or [[mental breaks]], babies will have giggling or crying &amp;quot;fits&amp;quot; which gives a mood boost or penalty to other colonists within a 10 tile{{Check Tag|Verify|Based on dev mode testing. Exact number unverified.}} radius. The ratio between giggling and crying is directly related with the baby's mood.&lt;br /&gt;
&lt;br /&gt;
[[Mood]] boosts from giggling babies go from {{Good|+4}} up to {{Good|+10}}, while crying babies can cause mood maluses from {{Bad|-8}} down to {{Bad|-20}}. Parents are only half as bothered by their baby crying, and twice as happy when their baby is giggling.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.125, 0.25, 1, 2, 4 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crying occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=12, 6, 1, 0.25, 0.125 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling to crying ratio (higher is better)&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.011, 0.042, 1, 8, 32 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Occurance of giggling per time crying&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=118936</id>
		<title>Reproduction</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=118936"/>
		<updated>2022-11-21T00:09:00Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: /* Lactation */ phrasing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About|human pregnancy and babies|older children|Children}}&lt;br /&gt;
&lt;br /&gt;
'''Reproduction''' is the means by which [[human]] babies are created. &lt;br /&gt;
&lt;br /&gt;
Note: Due to the continuous nature of the subject matter, this page covers from conception to the age of three. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Babies can be obtained via several different methods:&lt;br /&gt;
*  Choosing them as a starting colonist via the [[scenario system]].&lt;br /&gt;
*  Natural reproduction, through [[#Pregnancy|pregnancy]].&lt;br /&gt;
*  Assisted reproduction, through [[#Surrogacy|surrogacy]] or [[#Growth vat|growth vats]].&lt;br /&gt;
*  Purchasing them from [[Trade#Slaver|slavers]].{{Check Tag|Can babies be bought?}}&lt;br /&gt;
*  Receiving them from [[quests]] and [[events]]. Babies of any faction can be adopted instantly to the colony, without angering them.&lt;br /&gt;
&lt;br /&gt;
Note that with the exception of the first point, these methods become unavailable if &amp;quot;Disable children&amp;quot; is toggled on in the [[AI_Storytellers#Biotech|storyteller settings]].&lt;br /&gt;
&lt;br /&gt;
== Natural Reproduction ==&lt;br /&gt;
{{Image wanted|section=1|reason=Images of the &amp;quot;Try for pregnancy&amp;quot; etc. icons.}}&lt;br /&gt;
Pawns have a chance to get pregnant when they initiate [[lovin']]. Note that pawns must share a two-person bed, bedroll, or sleeping spot to initate lovin' but do not require one to avoid the &amp;quot;sleeping alone&amp;quot; mood debuff. &lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
The prospective parents' chance of successfully reproducing is primarily controlled by their [[#Fertility|Fertility]] stat. The player has three options to adjust pregnancy rates from Lovin' in any relationship. By opening the social tab, to the right of a Lover, Fiancee, or Spouse, you can see a button that lets you change the couple's approach for having kids.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:Normal.png|32px]]         &lt;br /&gt;
| '''Normal''' (Default) || x1 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:AvoidPregnancy.png|32px]] &lt;br /&gt;
| '''Avoid pregnancy''' || x0.25 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:TryForBaby.png|32px]]     &lt;br /&gt;
| '''Try for baby'''    || x4 pregnancy chance. &lt;br /&gt;
|}&lt;br /&gt;
Therefore, the total chance of pregnancy in one relationship is likely: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Pregnancy chance per relationship''' = '''Mother's fertility''' x '''Father's fertility''' x '''Reproductive Approach''' x '''Times Lovin''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual chance that a pair of pawns will do Lovin' each night varies, but it requires them to share the same bed and sleep at the same time. Their chance of Lovin' varies by age, as seen in [[Social#Lovin.27|this chart]]. The [[Genes#Low_libido|low libido]] and [[Genes#High_libido|high libido]] genes will also alter this. There have been reports that colonist mood and opinions of each other also influence the chance of doing Lovin'.&lt;br /&gt;
&lt;br /&gt;
=== Pregnancy ===&lt;br /&gt;
&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6 day trimesters. The player will receive a notification when the pregnancy starts and when it progresses from one trimester to the next. The pregnant pawn will gain penalties to movement, manipulation, and hunger rate, increasing each trimester as seen in the chart below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| First trimester ||&lt;br /&gt;
&lt;br /&gt;
* Hunger rate offset: {{++|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| Second trimester ||&lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|10%}}&lt;br /&gt;
* [[Manipulation]]: {{--|5%}}&lt;br /&gt;
* Hunger rate offset: {{++|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| Third trimester || &lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|50%}}&lt;br /&gt;
* [[Manipulation]]: {{--|10%}}&lt;br /&gt;
* Hunger rate offset: {{++|50%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Throughout their pregnancy, they will also occasionally gain mood buffs or debuffs due to hormonal induced mood swings.{{Check Tag|Detail needed}} They may also receive the &amp;quot;morning sickness&amp;quot; condition, which lasts 4 to 8 ingame hours.&lt;br /&gt;
&lt;br /&gt;
'''Morning sickness:'''&lt;br /&gt;
* [[Consciousness]]: {{Bad|x0.8}}&lt;br /&gt;
* [[Moving]]: {{Bad|x0.9}}&lt;br /&gt;
* [[Manipulation]]: {{Bad|x0.9}}&lt;br /&gt;
* Vomiting {{MTB}}: {{Bad|{{#expr:(24*0.075)}} Hours}}&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
It is impossible for a mother that is lactating to have another child under any circumstances, even via surrogacy.&lt;br /&gt;
&lt;br /&gt;
== Assisted reproduction ==&lt;br /&gt;
Science enables new methods for obtaining babies. After Fertility Procedures has been researched, you can extract [[Ovum|ova]] from female pawns and fertilize them to form an [[Embryo|embryo]], for use in surrogate pregnancies or vat-grown babies.&lt;br /&gt;
&lt;br /&gt;
Both methods require extracting an ovum from a [[Reproduction#Fertility|fertile]] female pawn, be they [[colonist]], [[prisoner]], or [[slave]]{{IdeologyIcon}}, through a medical operation in the pawn's Health tab: &amp;quot;Extract ovum for IVF&amp;quot;. The operation requires one of any type of medicine and a doctor, although it is a relatively easy surgery, with a 500% multiplier on success, and 0% chance of death on failure. &lt;br /&gt;
&lt;br /&gt;
The ovum may then fertilized by a fertile male colonist or slave (but not prisoner) to produce an embryo. As long as the male pawn's fertility is above 0% this will be successful{{Check Tag|Verify|Not thoroughly checked}}. The resulting embryo can then be implanted in female pawns (may be prisoner, colonist, or slave) to initiate a pregnancy, placed in a growth vat, or sold.&lt;br /&gt;
&lt;br /&gt;
=== Surrogacy ===&lt;br /&gt;
With the [[Research#Fertillity Procedures|Fertillity Procedures]] research, you can create [[embryo]]s. They can then be implanted into a pawn for a chance for the pawn to become pregnant. The chance of success depends on the surrogate's own Fertility.&lt;br /&gt;
&lt;br /&gt;
Even if they did not supply the ovum, the surrogate will be considered the birth mother. Otherwise, it will act as a regular pregnancy.{{Check Tag|Verify|Not thoroughly checked, quick devmode run to write this section}}. A pawn born this way will consider both their surrogate and genetic mother as the pawn's parents in terms of social opinions.&lt;br /&gt;
&lt;br /&gt;
=== Growth vats ===&lt;br /&gt;
{{See also|Growth vat}}&lt;br /&gt;
[[Growth vat]]s are a complete alternative to pregnancy. They require the [[Research#Growth vats|Growth vat]]s research to make, as well as [[Research#Fertility procedures|Fertility Procedures]], and two pawns with &amp;gt; 0% Fertility to actually create embryos. &lt;br /&gt;
&lt;br /&gt;
Growth vats allow an embryo to be born in 9 days, half the time of a natural pregnancy. Active vats must be given a constant supply of 200 W of [[power]] and 6 [[nutrition]] per day - or around 6.5 [[simple meal]]s per day - to ensure survival of the fetus. If lacking either, then the fetus will undergo biostarvation, increasing by 50% per day. If biostarvation reaches 100%, the fetus will be destroyed.&lt;br /&gt;
&lt;br /&gt;
Growth vat births always have a [[Reproduction#Quality|quality]] of 70%, which affects the chance of the baby being born healthy. However, there are benefits to this method: as it avoids natural birth, the mother won't be weighed down, and there is no risk of them dying.&lt;br /&gt;
&lt;br /&gt;
== Birth ==&lt;br /&gt;
Your first warning for a pawn's upcoming childbirth comes during a pawn's pregnancy: the player will receive one notification when the mother hits the third trimester about &amp;quot;&amp;lt;Colonist&amp;gt;'s baby prep&amp;quot;, which explains all the steps you can take to help the mother give birth successfully. Besides preparing a location and doctor for the birth, this notification reminds you to prepare a food source for the baby and build them a crib. Labor will happen roughly 6 days after, starting with a notification of &amp;quot;&amp;lt;Colonist&amp;gt; in labor!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once labor begins, the birthing procedure can be initiated by clicking on the mother, and selecting the &amp;quot;Begin birth&amp;quot; option. This allows the player to select participants and a Doctor, much like [[Ideology]]'s rituals. The procedure will take place at a bed or sleeping spot, chosen automatically (preferring medical beds) if the mother is not already in bed. All of these choices have an effect on the birth's quality, which affects the chance that the mother and baby will come out of childbirth alive and healthy. You can view the exact factors and their influence in the Quality section below. The expected duration of this operation is variable, but will end once the baby has been born or mother has died.&lt;br /&gt;
&lt;br /&gt;
===Labor===&lt;br /&gt;
The progress of labor can be tracked in the mother's health tab. Labor begins with contractions, different stages of dilation that change randomly over time, with all adding various amounts of pain and restrictions on movement for the mother. Many stages will incapacitate her, so even before the childbirth operation begins, it is important to bring her to a bed. When the childbirth operation has proceeded for a while, you will receive a small notification saying &amp;quot;&amp;lt;mother&amp;gt;'s labor has entered the final stage&amp;quot;, and the labor will progress to the final &amp;quot;pushing&amp;quot; stage. &lt;br /&gt;
&lt;br /&gt;
'''Stages of labor:'''&lt;br /&gt;
* dilation, mild: pain +25%, moving x40%&lt;br /&gt;
* dilation, debilitating: pain +85%&lt;br /&gt;
* pushing: pain +85%&lt;br /&gt;
&lt;br /&gt;
Once the childbirth procedure has begun, any spectating loved ones may socialize with each other, but the doctor and mother will be focused on their tasks. Spectators and the doctors can leave if needed, by selecting a pawn and then pressing the &amp;quot;Leave child birth&amp;quot; option.&lt;br /&gt;
Finally, you can cancel the birth operation by selecting any of the involved pawns and then selecting the &amp;quot;Cancel child birth&amp;quot; option, which allows you to restart childbirth later.&lt;br /&gt;
&lt;br /&gt;
===Quality===&lt;br /&gt;
When starting the child birth procedure, a screen will show you the expected quality of the birth, determined by:&lt;br /&gt;
* Loved one present: the presence of someone that the mother considers a friend or more gives +5% quality, with no stacking for multiple friends or a better friend. By default, the father will be selected to be present. If the doctor performing the operation is a friend, they will count towards this bonus too.&lt;br /&gt;
* Age of the mother: a 22-year-old has a +50% quality, and as the mother grows older, this drops.&lt;br /&gt;
* Doctor's medical skill: can range from 0-20% or more. Skill level 1 gives 1.3%, 3 gives +3.8%, 7 gives +8.8%, and 16 gives +20% quality.&lt;br /&gt;
* Indoors: if inside, the quality gains +5%.&lt;br /&gt;
* Room cleanliness: cleanliness can range from 0-0.6, giving 0-10% in quality bonuses.&lt;br /&gt;
* Bed health effects: contributes up to 5%, with things like bed quality, a medical bed, and (perhaps vitals monitor or other furniture?) influencing this stat. A bed rating of 5 guarantees a quality bonus of +5%.&lt;br /&gt;
&lt;br /&gt;
Therefore, the most important factors in a safe birth are the mother's age and the doctor's skill level.&lt;br /&gt;
&lt;br /&gt;
Birth quality is likely determined at the moment of the baby's birth; allowing the doctor or loved ones to leave, or having the room grow dirty, has an effect on birth quality.&lt;br /&gt;
&lt;br /&gt;
=== Outcomes ===&lt;br /&gt;
{{Stub|section=1|reason=Exact math on the chance mechanics}}&lt;br /&gt;
Depending on the quality, the baby can be born healthy or sickly, or they may die during birth. At lower qualities, there is also a chance that the mother can die during childbirth.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Expected Quality''' || 76 || 84 || 95&lt;br /&gt;
|-&lt;br /&gt;
| '''Mother dies''' || 0.98% || 0.45% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Still''' || 3.3% || 3% || 2.6%&lt;br /&gt;
|-&lt;br /&gt;
| '''Sick''' || 7.4% || 7.5% || 7.5%&lt;br /&gt;
|-&lt;br /&gt;
| '''Healthy''' || 89% || 90% || 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You will receive a notification when the birth is complete, and the baby will appear on an adjacent tile. If the baby was born alive, a pawn with the Childcare work enabled can be instructed to either move the baby to a safe space, or to deliver it to the mother for breastfeeding. The baby will be born hungry, with a mood penalty of {{Bad|-6}}.&lt;br /&gt;
&lt;br /&gt;
If your baby was healthy, the notification is &amp;quot;Healthy child birth&amp;quot;, and it gives you 24 hours to choose a name for the baby. This is the only time where you can completely customize the baby's first and last names, and you additionally can add an optional nickname. The game will suggest the mother and father's last names on this screen, and provide random suggestions for the other names. Until then, the baby's name is temporary, and called &amp;quot;Baby &amp;lt;Mother's last name&amp;gt;&amp;quot;. The baby will also receive the Childhood title &amp;quot;Newborn&amp;quot;, and belong to the mother's faction. The baby's parents will receive a 15-day mood boost that &amp;quot;&amp;lt;Baby&amp;gt; was born healthy&amp;quot; {{Good|+8}}.&lt;br /&gt;
&lt;br /&gt;
If the baby is born sick, they are affected by a form of [[infant illness]], which can start at a variable intensity. If left untreated before 10 days is up, the baby dies, but if it lives through 10 days after birth, the illness will no longer affect the baby. You will also get the chance to name your baby.&lt;br /&gt;
&lt;br /&gt;
If the mother survived childbirth, she will remain in bed, incapacitated by exhaustion (Postpartum exhaustion) for 16 hours. She'll no longer feel any pain from childbirth, but won't be able to move. However, if another pawn delivers her baby to her, she can begin breastfeeding. &lt;br /&gt;
&lt;br /&gt;
== Lactation ==&lt;br /&gt;
&lt;br /&gt;
Lactation is the mechanic that allows pawns to breastfeed babies. Lactation gives pawns a milk fullness stat, and when milk fullness is above 0%, a pawn can breastfeed any baby, even if it is not their own child. There are other consequences to lactation, however: lactating pawns require more nutrition per day, and they cannot become pregnant, regardless of their fertility and reproductive strategy. Lactation lasts indefinitely, only stopping after 10 days of not breastfeeding a child. You can view a pawn's lactation details in their Health panel. &lt;br /&gt;
&lt;br /&gt;
Upon a successful childbirth, a mother will begin lactating, with milk fullness starting at 100%. Milk fullness regenerates at varying rates depending on the mother's hunger level. Lactating pawns require more nutrition per day in order to produce milk: the mother's Food Consumption stat rises from 1.6 to 2.1 nutrition per day, a gain of +0.5 (a simple meal has 0.9 nutrition). However, the nutrition required for them to make milk depends on their milk regeneration level, which decreases in stages following their hunger level. As a pawn gets more hungry, they won't produce as much milk, and won't require as much extra nutrition. Additionally, a lactating pawn with milk fullness of 100% won't require any extra nutrition since they're not currently regenerating milk. You can view the pawn's current nutritional needs by checking the details of their &amp;quot;Lactating&amp;quot; condition in the pawn's Health tab. Lactating does not affect any other pawn stats or conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger Level''' || Ravenously Hungry || Hungry || Full&lt;br /&gt;
|-&lt;br /&gt;
| '''Milk Regeneration''' || 25% || ? || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Extra Nutrition Per Day''' || 0.13 || ? || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Heredity ==&lt;br /&gt;
{{See also|Genes}}&lt;br /&gt;
When an [[embryo]] is conceived, it will inherit some of the [[genes]] of both parents. During a mother's pregnancy, you can view her child's genes by going to her Health tab and selecting the information button for her pregnancy. The genetics section will list all genes that her child has inherited. &lt;br /&gt;
&lt;br /&gt;
Genes which can be passed down come from the [[germline]] DNA, and are called endogenes. Pawns may modify themselves with [[Xenogene|xenogenes]], but as it's not part of a pawn's germline DNA, it cannot be passed down. If an endogene is only present in one parent, it has a small chance to be passed down.{{Check Tag|What's the chance?|What is the algorithm for calculating gene inheritance?}} However if an endogene is present in both parents, it will always be passed down.&lt;br /&gt;
&lt;br /&gt;
Generally, all pawns will have at least one hair color and skin color endogene. Offspring will always pick one hair color and skin color endogene from their parents. If no hair/skin color endogene can be found in either parent, such as if they were two [[highmates]], a random hair/skin color endogene will be picked from the natural list of hair/skin colors instead.&lt;br /&gt;
&lt;br /&gt;
If a pawn has multiple [[Genes#Cosmetic|cosmetic genes]] within a category, like body type, one random gene will override the others. This will be the gene represented on the pawn. For non-cosmetic genes within a category there is a fixed priority for overrides, usually favored towards the negative variations. For example, an awful [[shooting]] aptitude will override all other shooting aptitudes. Xenogenes will always take priority over endogenes. Thus, even though the Slow runner endogene overrides their Fast runner endogene, the Fast runner xenogene will override the Slow runner endogene. Note that overridden endogenes can still be passed down as normal.&lt;br /&gt;
&lt;br /&gt;
If a child is born from an incestuous relationship, there's a risk of them becoming [[Genes#Miscellaneous|inbred]]; up to 80% for direct relatives. {{Check Tag|Which relations?|What counts as direct? Effect of other relations}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! '''Inbred'''&lt;br /&gt;
[[File:Gene_Inbred.png|64px]]         &lt;br /&gt;
|&lt;br /&gt;
* Complexity: {{Bad|+1}}&lt;br /&gt;
* Metabolic efficiency: {{Bad|-2}}&lt;br /&gt;
* Forced Trait: [[Slow learner]]&lt;br /&gt;
* [[#Fertility|Fertility]]: {{Bad|x50%}}&lt;br /&gt;
* [[Immunity gain speed]]: {{Bad|x85%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fertility ==&lt;br /&gt;
Fertility is the main pawn stat affecting pregnancy chances, acting as a percentage multiplier on the chance of getting pregnant naturally or through an ovum implantation. Natural pregnancy chance is equally dependent on the fertility of both partners. Additionally, fertility must be above 0% to extract a pawn's ovum or to fertilize the [[Ovum|ovum]] into an [[Embryo|embryo]].&lt;br /&gt;
&lt;br /&gt;
This stat is affected by a variety of factors, such as age, [[Genes|genes]], and [[#Contraceptives|contraceptives]]. Age is the baseline for fertility, changing slowly for each colonist over time, and at a different rate by pawn gender. Genes provide an additional multiplier on fertility. Contraceptives instantly bring fertility to 0%, overriding other fertility factors.&lt;br /&gt;
&lt;br /&gt;
For baseline humans without fertility-modifying genes, both men and women start becoming fertile after age 14; but regardless of fertility, pawns can't participate in reproduction until they are 16. Fertility increases differently by gender. Women's fertility increases until age 20, but starts dropping at age 28 until it reaches 0% at age 50. Men's fertility increases until age 18, but starts dropping at age 50 until it's 0% at age 90. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Female Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 20, 28, 35, 40, 45, 50, 120&lt;br /&gt;
|y=0, 0, 100, 100, 50, 10, 2, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Male Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 18, 50, 90, 120&lt;br /&gt;
|y=0, 0, 100, 100, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Genes affect fertility in direct and indirect ways. There are two direct effects: the [[Genes#Fertile|Fertile]] gene doubles fertility and the [[Genes#Sterile|Sterile]] gene completely nullifies it. &lt;br /&gt;
&lt;br /&gt;
Some genes provide an indirect effect on fertility through their effect on age. Aging-related genes like [[Genes#Non-senescent|Non-senescent]] cannot mitigate the effects of age on fertility, but the [[Genes#Ageless|Ageless]] gene can keep a pawn's fertility stable by freezing the pawn's biological age. Additionally, other aging-related technologies can affect a pawn's fertility: [[Biosculpter_pod#Age_reversal|Age Reversal]] in a [[Biosculpter_pod|Biosculpter pod]] {{IdeologyIcon}} has a fully restorative effect on fertility, even allowing a completely infertile pawn to become fertile again once they pass back into the age range of fertility for their gender.&lt;br /&gt;
&lt;br /&gt;
== Contraceptives ==&lt;br /&gt;
There are many ways to manually change the likelihood of natural pregnancy. The simplest way in the game to prevent pregnancy is to not give pawns a [[double bed]] to themselves. However, it deprives them of the [[mood]] bonuses of Lovin' in the first place. You can instead change a couple's Reproductive Approach in the Social tab to the &amp;quot;Avoid pregnancy&amp;quot; option, which reduces their pregnancy rate by -75% but still allows them to make Lovin' at the same rate. Additionally, a guaranteed method of avoiding pregnancy is by continuing a pawn's [[Reproduction#Lactation|lactation]]. If a pawn is lactating (from having given birth before), then it is impossible for them to have a child under any circumstances. &lt;br /&gt;
&lt;br /&gt;
A more stable solution to controlling pregnancy can be pursued through research and medicine, by applying contraceptives to pawns of either gender who are engaging in Lovin'. The [[Research#Fertility Procedures|Fertility Procedures]] research gives access to multiple operations, temporary or permanent, to prevent and stop pregnancies. These surgeries can be applied to any pawn age 16 and up, and can be performed even if the pawn is already infertile.&lt;br /&gt;
&lt;br /&gt;
=== IUD ===&lt;br /&gt;
This is a temporary method of preventing pregnancies. You can stop a female pawn from becoming pregnant with the &amp;quot;Implant IUD&amp;quot; medical operation, which has a 100% success chance and no chance of pawn death upon failure. The operation requires {{Icon Small|medicine}} 1 [[Medicine]] of any type and will anesthetize the pawn. The IUD lasts indefinitely and can be seen in the pawn's Health tab, but you can later remove it through the &amp;quot;Remove IUD&amp;quot; medical operation, also for {{Icon Small|medicine}} 1 [[Medicine]] of any type. Women may embark with IUDs already implanted. If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
Implanted IUDs also stop pregnancies in the first trimester, an alternative to the Terminate Pregnancy operation.&lt;br /&gt;
&lt;br /&gt;
=== Vasectomy ===&lt;br /&gt;
This is another temporary method of preventing pregnancies. You can stop a male pawn from impregnating others with the &amp;quot;Perform vasectomy&amp;quot; medical operation, which also has a 100% success chance with no chance of pawn death upon failure. The vasectomy lasts indefinitely, with the operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. You can later remove it through the &amp;quot;Reverse vasectomy&amp;quot; medical operation, also for and {{Icon Small|medicine}} 1 [[Medicine]] of any type. Men may embark with the operation already performed.{{Check Tag|Verify}} If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
=== Tubal Ligation ===&lt;br /&gt;
This permanently stops a female pawn from being able to reproduce. &amp;quot;Perform tubal ligation&amp;quot; is a medical operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. The surgery success chance is 100% and there is no chance of pawn death upon failure.&lt;br /&gt;
&lt;br /&gt;
=== Termination ===&lt;br /&gt;
If the pawn has already become pregnant past the first trimester, the only option left is to terminate the pregnancy. This can be achieved through the medical operation &amp;quot;Terminate pregnancy&amp;quot; requiring {{Icon Small|medicine}} 1 [[Medicine]], after which the pawn will no longer be pregnant.&lt;br /&gt;
&lt;br /&gt;
This operation will upset the affected pawn. Depending on the trimester of the pregnancy, a moodlet of {{Bad|-5}} for the first, {{Bad|-10}} for the second, and {{Bad|-20}} for the third will occur, lasting for 10 days.&lt;br /&gt;
&lt;br /&gt;
== Babies ==&lt;br /&gt;
The end result of pregnancy is a human '''baby'''. Babies are small, helpless creatures that cannot walk or do anything by themselves. They only have three basic [[needs]]: food, sleep, and play. &lt;br /&gt;
&lt;br /&gt;
Babies can be ages 0-2, with newborn ages tracked in days and quadrums rather than years. Once a baby turns 3, they become a [[Children|child]], and on their [[Children#Age_3|3rd birthday]] you can make special choices for how they will develop further. Under the default [[storyteller|storyteller settings]], pawns under 13 will age 4x faster than normal, so the biological age of the baby is not how many days/quadrums they have actually been alive. [[Growth vat]]s can speed up a baby's growth by 20x that of an adult, or 5x faster than default. Using a growth vat seems to have no ill effects on a baby or its development, at least until it exits the baby stage.{{Check Tag|Not thoroughly tested|No visible effect?}} However, parents gain a {{--|4}} ''My baby is in a growth vat'' [[mood]]let.&lt;br /&gt;
&lt;br /&gt;
If a baby is left on the ground, any colonist (even those incapable of childcare or hauling) can try to bring the baby somewhere safe, like an available crib. Usually a colonist will quickly try to do this automatically. If you draft a colonist while they are carrying a baby, you'll receive a pop-up warning that your colonist is carrying a baby while drafted. If you undraft and redraft the colonist, they will drop the baby.&lt;br /&gt;
&lt;br /&gt;
Babies are born with no traits or skills: these develop during childhood [[Children#Growth_moments|Growth Moments]]. They also have no [[Ideoligion|ideoligion]] {{IdeologyIcon}}. Unless they have temporary health effects from being born sick, they have no health conditions, with every health stat at 100%, except for Moving, which is at 0%.&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
{{See also|Saturation}}&lt;br /&gt;
Babies need less [[nutrition]] to become full, but their hunger rate is adjusted with it to require [[food]] twice a day. Since babies cannot eat anything by themselves, pawns assigned to childcare will help feed them. The feeding process is fairly slow when compared to adult eating.&lt;br /&gt;
&lt;br /&gt;
They can ''only'' be fed in one of following ways:&lt;br /&gt;
* Breastfeeding from any lactating pawn, even those not their mother.&lt;br /&gt;
* Cooking and feeding them [[baby food]], produced at a campfire or stove from vegetable ingredients.&lt;br /&gt;
* Feeding them animal [[milk]] or [[insect jelly]].&lt;br /&gt;
&lt;br /&gt;
Of these, breastfeeding is usually the easiest. Unlike other foods, which feed in bursts only once the food has been consumed, breastfeeding will gradually increase the food bar. This allows the breastfeeding pawn to pause at any point, whilst also not wasting excess food. Usually, a pawn will sit down to breastfeed, continuing until the baby is full or the pawn is out of milk.&lt;br /&gt;
&lt;br /&gt;
You can control what foods the baby can eat and who will try to feed the baby in the baby's &amp;quot;Feeding&amp;quot; tab. By default, the mother will be set to Urgent, with all other pawns set to Childcare. If a pawn is set to childcare, that does not mean they will feed the baby: their childcare labor may be turned off, or they may be incapable of it.&lt;br /&gt;
* &amp;quot;Urgent&amp;quot; means the pawn will feed the baby day or night, even if the pawn is not assigned to childcare or capable of it.&lt;br /&gt;
* &amp;quot;Childcare&amp;quot; means the pawn will feed the baby as childcare work.&lt;br /&gt;
* &amp;quot;Never&amp;quot; means the pawn won't automatically feed the baby.&lt;br /&gt;
You can allow the baby to eat milk, insect jelly, and baby food in this tab, but can't control breastfeeding here. &lt;br /&gt;
&lt;br /&gt;
==== Drugs ====&lt;br /&gt;
Although babies are limited to eating certain foods, you can administer drugs to babies under the Health&amp;gt;&amp;gt;Medical Operations tab. These have an outsized influence because of the pawns' very small body sizes (x0.20 of the size of an adult). This means each administered drug causes a higher severity of reaction, affecting the duration of the high and the likelihood of [[Drugs#Addiction_and_Tolerance|tolerance]] buildup. This indirectly increases the chance of addiction: tolerance built so quickly makes babies much more likely to get addicted to drugs upon further administrations. Babies receive the same mood effects from drugs as adults do: administering a smokeleaf joint to a baby gives them the {{Good|+13}} High on Smokeleaf mood boost. However, the effect of drugs lasts much longer because the drug severity is higher: a one-joint smokeleaf high for a baby lasts a max of 24, rather than 12, hours.&lt;br /&gt;
&lt;br /&gt;
===Sleep===&lt;br /&gt;
{{See also|Rest}}&lt;br /&gt;
Unlike adults, babies don't follow a sleep schedule, instead falling asleep mostly at random. A [[crib]] or [[bed]] should be provided for them to sleep in, as it will negate the negative [[mood]] from sleeping on the floor. There are several benefits of cribs over beds: cribs take up only one tile, multiple can be placed in a room without turning it into a barracks, and high-quality cribs can increase the mood of the baby while it rests or sleeps. &lt;br /&gt;
&lt;br /&gt;
Force-feeding, holding, or playing with the baby will wake them up, possibly keeping them unhappy from being tired.&lt;br /&gt;
&lt;br /&gt;
===Play===&lt;br /&gt;
Babies need to be played with, in place of standard Recreation. An adult assigned to child care will play with the baby once the play need is almost empty. There are different activities that will fulfill the baby's play need. A [[toy box]] and [[baby decoration]] increases the quality of play.&lt;br /&gt;
&lt;br /&gt;
===Mood===&lt;br /&gt;
Babies' moods are influenced by their needs for food, sleep, and play. These are affected at the same rates as for adults:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger''' || Ravenously Hungry || Hungry || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Sleep''' || Tired || Drowsy  || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Play''' || ? || Wants to Play  || Normal || Entertained || Very Entertained&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || ? || -5 || 0 || 5 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Babies share many moodlets with adults but aren't affected by as many influences. Babies can gain the {{Bad|-4}} Slept in the Cold moodlet, but aren't affected by temperature as much while awake. Babies have the same expectations for colony life as most other pawns do, influencing their moods at the same rate. Babies appreciate comfort only while resting in a [[Crib|crib]], with various qualities providing higher mood boosts. They can be influenced by psychic drones just as much as other pawns, and have a psychic sensitivity of 100% by default.&lt;br /&gt;
&lt;br /&gt;
Uniquely, babies get a mood bonus when their parents are very happy: &amp;quot;Parent is happy&amp;quot; {{Good|+6}}, or &amp;quot;Parents are happy&amp;quot; {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
Being held or breastfed does not affect the baby or caretaking adult's mood in any direct way. However, babies will temporarily forget any ill mood effects from lack of Sleep while being held, although these needs will still decrease as usual.&lt;br /&gt;
&lt;br /&gt;
A baby's mood affects the moods of all other colonists, much like [[Children#Mood|children's moods]] can. Parents of a baby who is very happy will receive a {{Good|+6}} mood boost for &amp;quot;My child &amp;lt;baby&amp;gt; is happy&amp;quot;. If the baby is about 1/3 of its happiness or less, parents have a {{Bad|-6}} mood penalty, thinking &amp;quot;My child &amp;lt;baby&amp;gt; is unhappy&amp;quot;. Babies also factor into the colonists' thoughts on the overall happiness of the colony's children, which range from a positive {{Good|+2}} &amp;quot;Happy youngsters&amp;quot; mood boost to a {{Bad|-2}} &amp;quot;Sad youngsters&amp;quot;, to worse negative mood penalties, all based on the average of the moods of colonists aged 0-17.&lt;br /&gt;
&lt;br /&gt;
====Giggling and crying====&lt;br /&gt;
Instead of [[mental inspiration|mental inspirations]] or [[mental breaks]], babies will have giggling or crying &amp;quot;fits&amp;quot; which gives a mood boost or penalty to other colonists within a 10 tile{{Check Tag|Verify|Based on dev mode testing. Exact number unverified.}} radius. The ratio between giggling and crying is directly related with the baby's mood.&lt;br /&gt;
&lt;br /&gt;
[[Mood]] boosts from giggling babies go from {{Good|+4}} up to {{Good|+10}}, while crying babies can cause mood maluses from {{Bad|-8}} down to {{Bad|-20}}. Parents are only half as bothered by their baby crying, and twice as happy when their baby is giggling.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.125, 0.25, 1, 2, 4 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crying occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=12, 6, 1, 0.25, 0.125 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling to crying ratio (higher is better)&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.011, 0.042, 1, 8, 32 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Occurance of giggling per time crying&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=118932</id>
		<title>Reproduction</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=118932"/>
		<updated>2022-11-20T23:59:02Z</updated>

		<summary type="html">&lt;p&gt;Boomaloper: /* Mood */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About|human pregnancy and babies|older children|Children}}&lt;br /&gt;
&lt;br /&gt;
'''Reproduction''' is the means by which [[human]] babies are created. &lt;br /&gt;
&lt;br /&gt;
Note: Due to the continuous nature of the subject matter, this page covers from conception to the age of three. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Babies can be obtained via several different methods:&lt;br /&gt;
*  Choosing them as a starting colonist via the [[scenario system]].&lt;br /&gt;
*  Natural reproduction, through [[#Pregnancy|pregnancy]].&lt;br /&gt;
*  Assisted reproduction, through [[#Surrogacy|surrogacy]] or [[#Growth vat|growth vats]].&lt;br /&gt;
*  Purchasing them from [[Trade#Slaver|slavers]].{{Check Tag|Can babies be bought?}}&lt;br /&gt;
*  Receiving them from [[quests]] and [[events]]. Babies of any faction can be adopted instantly to the colony, without angering them.&lt;br /&gt;
&lt;br /&gt;
Note that with the exception of the first point, these methods become unavailable if &amp;quot;Disable children&amp;quot; is toggled on in the [[AI_Storytellers#Biotech|storyteller settings]].&lt;br /&gt;
&lt;br /&gt;
== Natural Reproduction ==&lt;br /&gt;
{{Image wanted|section=1|reason=Images of the &amp;quot;Try for pregnancy&amp;quot; etc. icons.}}&lt;br /&gt;
Pawns have a chance to get pregnant when they initiate [[lovin']]. Note that pawns must share a two-person bed, bedroll, or sleeping spot to initate lovin' but do not require one to avoid the &amp;quot;sleeping alone&amp;quot; mood debuff. &lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
The prospective parents' chance of successfully reproducing is primarily controlled by their [[#Fertility|Fertility]] stat. The player has three options to adjust pregnancy rates from Lovin' in any relationship. By opening the social tab, to the right of a Lover, Fiancee, or Spouse, you can see a button that lets you change the couple's approach for having kids.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:Normal.png|32px]]         &lt;br /&gt;
| '''Normal''' (Default) || x1 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:AvoidPregnancy.png|32px]] &lt;br /&gt;
| '''Avoid pregnancy''' || x0.25 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:TryForBaby.png|32px]]     &lt;br /&gt;
| '''Try for baby'''    || x4 pregnancy chance. &lt;br /&gt;
|}&lt;br /&gt;
Therefore, the total chance of pregnancy in one relationship is likely: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Pregnancy chance per relationship''' = '''Mother's fertility''' x '''Father's fertility''' x '''Reproductive Approach''' x '''Times Lovin''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual chance that a pair of pawns will do Lovin' each night varies, but it requires them to share the same bed and sleep at the same time. Their chance of Lovin' varies by age, as seen in [[Social#Lovin.27|this chart]]. The [[Genes#Low_libido|low libido]] and [[Genes#High_libido|high libido]] genes will also alter this. There have been reports that colonist mood and opinions of each other also influence the chance of doing Lovin'.&lt;br /&gt;
&lt;br /&gt;
=== Pregnancy ===&lt;br /&gt;
&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6 day trimesters. The player will receive a notification when the pregnancy starts and when it progresses from one trimester to the next. The pregnant pawn will gain penalties to movement, manipulation, and hunger rate, increasing each trimester as seen in the chart below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| First trimester ||&lt;br /&gt;
&lt;br /&gt;
* Hunger rate offset: {{++|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| Second trimester ||&lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|10%}}&lt;br /&gt;
* [[Manipulation]]: {{--|5%}}&lt;br /&gt;
* Hunger rate offset: {{++|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| Third trimester || &lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|50%}}&lt;br /&gt;
* [[Manipulation]]: {{--|10%}}&lt;br /&gt;
* Hunger rate offset: {{++|50%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Throughout their pregnancy, they will also occasionally gain mood buffs or debuffs due to hormonal induced mood swings.{{Check Tag|Detail needed}} They may also receive the &amp;quot;morning sickness&amp;quot; condition, which lasts 4 to 8 ingame hours.&lt;br /&gt;
&lt;br /&gt;
'''Morning sickness:'''&lt;br /&gt;
* [[Consciousness]]: {{Bad|x0.8}}&lt;br /&gt;
* [[Moving]]: {{Bad|x0.9}}&lt;br /&gt;
* [[Manipulation]]: {{Bad|x0.9}}&lt;br /&gt;
* Vomiting {{MTB}}: {{Bad|{{#expr:(24*0.075)}} Hours}}&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
It is impossible for a mother that is lactating to have another child under any circumstances, even via surrogacy.&lt;br /&gt;
&lt;br /&gt;
== Assisted reproduction ==&lt;br /&gt;
Science enables new methods for obtaining babies. After Fertility Procedures has been researched, you can extract [[Ovum|ova]] from female pawns and fertilize them to form an [[Embryo|embryo]], for use in surrogate pregnancies or vat-grown babies.&lt;br /&gt;
&lt;br /&gt;
Both methods require extracting an ovum from a [[Reproduction#Fertility|fertile]] female pawn, be they [[colonist]], [[prisoner]], or [[slave]]{{IdeologyIcon}}, through a medical operation in the pawn's Health tab: &amp;quot;Extract ovum for IVF&amp;quot;. The operation requires one of any type of medicine and a doctor, although it is a relatively easy surgery, with a 500% multiplier on success, and 0% chance of death on failure. &lt;br /&gt;
&lt;br /&gt;
The ovum may then fertilized by a fertile male colonist or slave (but not prisoner) to produce an embryo. As long as the male pawn's fertility is above 0% this will be successful{{Check Tag|Verify|Not thoroughly checked}}. The resulting embryo can then be implanted in female pawns (may be prisoner, colonist, or slave) to initiate a pregnancy, placed in a growth vat, or sold.&lt;br /&gt;
&lt;br /&gt;
=== Surrogacy ===&lt;br /&gt;
With the [[Research#Fertillity Procedures|Fertillity Procedures]] research, you can create [[embryo]]s. They can then be implanted into a pawn for a chance for the pawn to become pregnant. The chance of success depends on the surrogate's own Fertility.&lt;br /&gt;
&lt;br /&gt;
Even if they did not supply the ovum, the surrogate will be considered the birth mother. Otherwise, it will act as a regular pregnancy.{{Check Tag|Verify|Not thoroughly checked, quick devmode run to write this section}}. A pawn born this way will consider both their surrogate and genetic mother as the pawn's parents in terms of social opinions.&lt;br /&gt;
&lt;br /&gt;
=== Growth vats ===&lt;br /&gt;
{{See also|Growth vat}}&lt;br /&gt;
[[Growth vat]]s are a complete alternative to pregnancy. They require the [[Research#Growth vats|Growth vat]]s research to make, as well as [[Research#Fertility procedures|Fertility Procedures]], and two pawns with &amp;gt; 0% Fertility to actually create embryos. &lt;br /&gt;
&lt;br /&gt;
Growth vats allow an embryo to be born in 9 days, half the time of a natural pregnancy. Active vats must be given a constant supply of 200 W of [[power]] and 6 [[nutrition]] per day - or around 6.5 [[simple meal]]s per day - to ensure survival of the fetus. If lacking either, then the fetus will undergo biostarvation, increasing by 50% per day. If biostarvation reaches 100%, the fetus will be destroyed.&lt;br /&gt;
&lt;br /&gt;
Growth vat births always have a [[Reproduction#Quality|quality]] of 70%, which affects the chance of the baby being born healthy. However, there are benefits to this method: as it avoids natural birth, the mother won't be weighed down, and there is no risk of them dying.&lt;br /&gt;
&lt;br /&gt;
== Birth ==&lt;br /&gt;
Your first warning for a pawn's upcoming childbirth comes during a pawn's pregnancy: the player will receive one notification when the mother hits the third trimester about &amp;quot;&amp;lt;Colonist&amp;gt;'s baby prep&amp;quot;, which explains all the steps you can take to help the mother give birth successfully. Besides preparing a location and doctor for the birth, this notification reminds you to prepare a food source for the baby and build them a crib. Labor will happen roughly 6 days after, starting with a notification of &amp;quot;&amp;lt;Colonist&amp;gt; in labor!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once labor begins, the birthing procedure can be initiated by clicking on the mother, and selecting the &amp;quot;Begin birth&amp;quot; option. This allows the player to select participants and a Doctor, much like [[Ideology]]'s rituals. The procedure will take place at a bed or sleeping spot, chosen automatically (preferring medical beds) if the mother is not already in bed. All of these choices have an effect on the birth's quality, which affects the chance that the mother and baby will come out of childbirth alive and healthy. You can view the exact factors and their influence in the Quality section below. The expected duration of this operation is variable, but will end once the baby has been born or mother has died.&lt;br /&gt;
&lt;br /&gt;
===Labor===&lt;br /&gt;
The progress of labor can be tracked in the mother's health tab. Labor begins with contractions, different stages of dilation that change randomly over time, with all adding various amounts of pain and restrictions on movement for the mother. Many stages will incapacitate her, so even before the childbirth operation begins, it is important to bring her to a bed. When the childbirth operation has proceeded for a while, you will receive a small notification saying &amp;quot;&amp;lt;mother&amp;gt;'s labor has entered the final stage&amp;quot;, and the labor will progress to the final &amp;quot;pushing&amp;quot; stage. &lt;br /&gt;
&lt;br /&gt;
'''Stages of labor:'''&lt;br /&gt;
* dilation, mild: pain +25%, moving x40%&lt;br /&gt;
* dilation, debilitating: pain +85%&lt;br /&gt;
* pushing: pain +85%&lt;br /&gt;
&lt;br /&gt;
Once the childbirth procedure has begun, any spectating loved ones may socialize with each other, but the doctor and mother will be focused on their tasks. Spectators and the doctors can leave if needed, by selecting a pawn and then pressing the &amp;quot;Leave child birth&amp;quot; option.&lt;br /&gt;
Finally, you can cancel the birth operation by selecting any of the involved pawns and then selecting the &amp;quot;Cancel child birth&amp;quot; option, which allows you to restart childbirth later.&lt;br /&gt;
&lt;br /&gt;
===Quality===&lt;br /&gt;
When starting the child birth procedure, a screen will show you the expected quality of the birth, determined by:&lt;br /&gt;
* Loved one present: the presence of someone that the mother considers a friend or more gives +5% quality, with no stacking for multiple friends or a better friend. By default, the father will be selected to be present. If the doctor performing the operation is a friend, they will count towards this bonus too.&lt;br /&gt;
* Age of the mother: a 22-year-old has a +50% quality, and as the mother grows older, this drops.&lt;br /&gt;
* Doctor's medical skill: can range from 0-20% or more. Skill level 1 gives 1.3%, 3 gives +3.8%, 7 gives +8.8%, and 16 gives +20% quality.&lt;br /&gt;
* Indoors: if inside, the quality gains +5%.&lt;br /&gt;
* Room cleanliness: cleanliness can range from 0-0.6, giving 0-10% in quality bonuses.&lt;br /&gt;
* Bed health effects: contributes up to 5%, with things like bed quality, a medical bed, and (perhaps vitals monitor or other furniture?) influencing this stat. A bed rating of 5 guarantees a quality bonus of +5%.&lt;br /&gt;
&lt;br /&gt;
Therefore, the most important factors in a safe birth are the mother's age and the doctor's skill level.&lt;br /&gt;
&lt;br /&gt;
Birth quality is likely determined at the moment of the baby's birth; allowing the doctor or loved ones to leave, or having the room grow dirty, has an effect on birth quality.&lt;br /&gt;
&lt;br /&gt;
=== Outcomes ===&lt;br /&gt;
{{Stub|section=1|reason=Exact math on the chance mechanics}}&lt;br /&gt;
Depending on the quality, the baby can be born healthy or sickly, or they may die during birth. At lower qualities, there is also a chance that the mother can die during childbirth.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Expected Quality''' || 76 || 84 || 95&lt;br /&gt;
|-&lt;br /&gt;
| '''Mother dies''' || 0.98% || 0.45% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Still''' || 3.3% || 3% || 2.6%&lt;br /&gt;
|-&lt;br /&gt;
| '''Sick''' || 7.4% || 7.5% || 7.5%&lt;br /&gt;
|-&lt;br /&gt;
| '''Healthy''' || 89% || 90% || 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You will receive a notification when the birth is complete, and the baby will appear on an adjacent tile. If the baby was born alive, a pawn with the Childcare work enabled can be instructed to either move the baby to a safe space, or to deliver it to the mother for breastfeeding. The baby will be born hungry, with a mood penalty of {{Bad|-6}}.&lt;br /&gt;
&lt;br /&gt;
If your baby was healthy, the notification is &amp;quot;Healthy child birth&amp;quot;, and it gives you 24 hours to choose a name for the baby. This is the only time where you can completely customize the baby's first and last names, and you additionally can add an optional nickname. The game will suggest the mother and father's last names on this screen, and provide random suggestions for the other names. Until then, the baby's name is temporary, and called &amp;quot;Baby &amp;lt;Mother's last name&amp;gt;&amp;quot;. The baby will also receive the Childhood title &amp;quot;Newborn&amp;quot;, and belong to the mother's faction. The baby's parents will receive a 15-day mood boost that &amp;quot;&amp;lt;Baby&amp;gt; was born healthy&amp;quot; {{Good|+8}}.&lt;br /&gt;
&lt;br /&gt;
If the baby is born sick, they are affected by a form of [[infant illness]], which can start at a variable intensity. If left untreated before 10 days is up, the baby dies, but if it lives through 10 days after birth, the illness will no longer affect the baby. You will also get the chance to name your baby.&lt;br /&gt;
&lt;br /&gt;
If the mother survived childbirth, she will remain in bed, incapacitated by exhaustion (Postpartum exhaustion) for 16 hours. She'll no longer feel any pain from childbirth, but won't be able to move. However, if another pawn delivers her baby to her, she can begin breastfeeding. &lt;br /&gt;
&lt;br /&gt;
== Lactation ==&lt;br /&gt;
&lt;br /&gt;
Lactation is the mechanic that allows pawns to breastfeed babies. Lactation gives pawns a milk fullness stat, and when milk fullness is above 0%, a pawn can breastfeed any baby, even if it is not their own child. There are other consequences to lactation, however: lactating pawns require more nutrition per day, and they cannot become pregnant, regardless of their fertility and reproductive strategy. Lactation last indefinitely, only stopping after 10 days of not breastfeeding a child. You can view a pawn's lactation details in their Health panel. &lt;br /&gt;
&lt;br /&gt;
Upon a successful childbirth, a mother will begin lactating, with milk fullness starting at 100%. Milk fullness regenerates at varying rates depending on the mother's food level. Lactating pawns require more nutrition per day in order to produce milk: the mother's Food Consumption stat rises from 1.6 to 2.1 nutrition per day, a gain of +0.5 (a simple meal has 0.9 nutrition). However, the nutrition used to make milk depends on the milk regeneration level, so a hungry lactating pawn won't require as much extra nutrition. Additionally, a lactating pawn with milk fullness of 100% won't require any extra nutrtion since they're not regenerating milk. You can view the pawn's current nutritional needs by checking the details of their &amp;quot;Lactating&amp;quot; condition in the pawn's Health tab. Lactating does not affect any other pawn stats or conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger Level''' || Ravenously Hungry || Hungry || Full&lt;br /&gt;
|-&lt;br /&gt;
| '''Milk Regeneration''' || 25% || ? || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Extra Nutrition Per Day''' || 0.13 || ? || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Heredity ==&lt;br /&gt;
{{See also|Genes}}&lt;br /&gt;
When an [[embryo]] is conceived, it will inherit some of the [[genes]] of both parents. During a mother's pregnancy, you can view her child's genes by going to her Health tab and selecting the information button for her pregnancy. The genetics section will list all genes that her child has inherited. &lt;br /&gt;
&lt;br /&gt;
Genes which can be passed down come from the [[germline]] DNA, and are called endogenes. Pawns may modify themselves with [[Xenogene|xenogenes]], but as it's not part of a pawn's germline DNA, it cannot be passed down. If an endogene is only present in one parent, it has a small chance to be passed down.{{Check Tag|What's the chance?|What is the algorithm for calculating gene inheritance?}} However if an endogene is present in both parents, it will always be passed down.&lt;br /&gt;
&lt;br /&gt;
Generally, all pawns will have at least one hair color and skin color endogene. Offspring will always pick one hair color and skin color endogene from their parents. If no hair/skin color endogene can be found in either parent, such as if they were two [[highmates]], a random hair/skin color endogene will be picked from the natural list of hair/skin colors instead.&lt;br /&gt;
&lt;br /&gt;
If a pawn has multiple [[Genes#Cosmetic|cosmetic genes]] within a category, like body type, one random gene will override the others. This will be the gene represented on the pawn. For non-cosmetic genes within a category there is a fixed priority for overrides, usually favored towards the negative variations. For example, an awful [[shooting]] aptitude will override all other shooting aptitudes. Xenogenes will always take priority over endogenes. Thus, even though the Slow runner endogene overrides their Fast runner endogene, the Fast runner xenogene will override the Slow runner endogene. Note that overridden endogenes can still be passed down as normal.&lt;br /&gt;
&lt;br /&gt;
If a child is born from an incestuous relationship, there's a risk of them becoming [[Genes#Miscellaneous|inbred]]; up to 80% for direct relatives. {{Check Tag|Which relations?|What counts as direct? Effect of other relations}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! '''Inbred'''&lt;br /&gt;
[[File:Gene_Inbred.png|64px]]         &lt;br /&gt;
|&lt;br /&gt;
* Complexity: {{Bad|+1}}&lt;br /&gt;
* Metabolic efficiency: {{Bad|-2}}&lt;br /&gt;
* Forced Trait: [[Slow learner]]&lt;br /&gt;
* [[#Fertility|Fertility]]: {{Bad|x50%}}&lt;br /&gt;
* [[Immunity gain speed]]: {{Bad|x85%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fertility ==&lt;br /&gt;
Fertility is the main pawn stat affecting pregnancy chances, acting as a percentage multiplier on the chance of getting pregnant naturally or through an ovum implantation. Natural pregnancy chance is equally dependent on the fertility of both partners. Additionally, fertility must be above 0% to extract a pawn's ovum or to fertilize the [[Ovum|ovum]] into an [[Embryo|embryo]].&lt;br /&gt;
&lt;br /&gt;
This stat is affected by a variety of factors, such as age, [[Genes|genes]], and [[#Contraceptives|contraceptives]]. Age is the baseline for fertility, changing slowly for each colonist over time, and at a different rate by pawn gender. Genes provide an additional multiplier on fertility. Contraceptives instantly bring fertility to 0%, overriding other fertility factors.&lt;br /&gt;
&lt;br /&gt;
For baseline humans without fertility-modifying genes, both men and women start becoming fertile after age 14; but regardless of fertility, pawns can't participate in reproduction until they are 16. Fertility increases differently by gender. Women's fertility increases until age 20, but starts dropping at age 28 until it reaches 0% at age 50. Men's fertility increases until age 18, but starts dropping at age 50 until it's 0% at age 90. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Female Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 20, 28, 35, 40, 45, 50, 120&lt;br /&gt;
|y=0, 0, 100, 100, 50, 10, 2, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Male Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 18, 50, 90, 120&lt;br /&gt;
|y=0, 0, 100, 100, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Genes affect fertility in direct and indirect ways. There are two direct effects: the [[Genes#Fertile|Fertile]] gene doubles fertility and the [[Genes#Sterile|Sterile]] gene completely nullifies it. &lt;br /&gt;
&lt;br /&gt;
Some genes provide an indirect effect on fertility through their effect on age. Aging-related genes like [[Genes#Non-senescent|Non-senescent]] cannot mitigate the effects of age on fertility, but the [[Genes#Ageless|Ageless]] gene can keep a pawn's fertility stable by freezing the pawn's biological age. Additionally, other aging-related technologies can affect a pawn's fertility: [[Biosculpter_pod#Age_reversal|Age Reversal]] in a [[Biosculpter_pod|Biosculpter pod]] {{IdeologyIcon}} has a fully restorative effect on fertility, even allowing a completely infertile pawn to become fertile again once they pass back into the age range of fertility for their gender.&lt;br /&gt;
&lt;br /&gt;
== Contraceptives ==&lt;br /&gt;
There are many ways to manually change the likelihood of natural pregnancy. The simplest way in the game to prevent pregnancy is to not give pawns a [[double bed]] to themselves. However, it deprives them of the [[mood]] bonuses of Lovin' in the first place. You can instead change a couple's Reproductive Approach in the Social tab to the &amp;quot;Avoid pregnancy&amp;quot; option, which reduces their pregnancy rate by -75% but still allows them to make Lovin' at the same rate. Additionally, a guaranteed method of avoiding pregnancy is by continuing a pawn's [[Reproduction#Lactation|lactation]]. If a pawn is lactating (from having given birth before), then it is impossible for them to have a child under any circumstances. &lt;br /&gt;
&lt;br /&gt;
A more stable solution to controlling pregnancy can be pursued through research and medicine, by applying contraceptives to pawns of either gender who are engaging in Lovin'. The [[Research#Fertility Procedures|Fertility Procedures]] research gives access to multiple operations, temporary or permanent, to prevent and stop pregnancies. These surgeries can be applied to any pawn age 16 and up, and can be performed even if the pawn is already infertile.&lt;br /&gt;
&lt;br /&gt;
=== IUD ===&lt;br /&gt;
This is a temporary method of preventing pregnancies. You can stop a female pawn from becoming pregnant with the &amp;quot;Implant IUD&amp;quot; medical operation, which has a 100% success chance and no chance of pawn death upon failure. The operation requires {{Icon Small|medicine}} 1 [[Medicine]] of any type and will anesthetize the pawn. The IUD lasts indefinitely and can be seen in the pawn's Health tab, but you can later remove it through the &amp;quot;Remove IUD&amp;quot; medical operation, also for {{Icon Small|medicine}} 1 [[Medicine]] of any type. Women may embark with IUDs already implanted. If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
Implanted IUDs also stop pregnancies in the first trimester, an alternative to the Terminate Pregnancy operation.&lt;br /&gt;
&lt;br /&gt;
=== Vasectomy ===&lt;br /&gt;
This is another temporary method of preventing pregnancies. You can stop a male pawn from impregnating others with the &amp;quot;Perform vasectomy&amp;quot; medical operation, which also has a 100% success chance with no chance of pawn death upon failure. The vasectomy lasts indefinitely, with the operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. You can later remove it through the &amp;quot;Reverse vasectomy&amp;quot; medical operation, also for and {{Icon Small|medicine}} 1 [[Medicine]] of any type. Men may embark with the operation already performed.{{Check Tag|Verify}} If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
=== Tubal Ligation ===&lt;br /&gt;
This permanently stops a female pawn from being able to reproduce. &amp;quot;Perform tubal ligation&amp;quot; is a medical operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. The surgery success chance is 100% and there is no chance of pawn death upon failure.&lt;br /&gt;
&lt;br /&gt;
=== Termination ===&lt;br /&gt;
If the pawn has already become pregnant past the first trimester, the only option left is to terminate the pregnancy. This can be achieved through the medical operation &amp;quot;Terminate pregnancy&amp;quot; requiring {{Icon Small|medicine}} 1 [[Medicine]], after which the pawn will no longer be pregnant.&lt;br /&gt;
&lt;br /&gt;
This operation will upset the affected pawn. Depending on the trimester of the pregnancy, a moodlet of {{Bad|-5}} for the first, {{Bad|-10}} for the second, and {{Bad|-20}} for the third will occur, lasting for 10 days.&lt;br /&gt;
&lt;br /&gt;
== Babies ==&lt;br /&gt;
The end result of pregnancy is a human '''baby'''. Babies are small, helpless creatures that cannot walk or do anything by themselves. They only have three basic [[needs]]: food, sleep, and play. &lt;br /&gt;
&lt;br /&gt;
Babies can be ages 0-2, with newborn ages tracked in days and quadrums rather than years. Once a baby turns 3, they become a [[Children|child]], and on their [[Children#Age_3|3rd birthday]] you can make special choices for how they will develop further. Under the default [[storyteller|storyteller settings]], pawns under 13 will age 4x faster than normal, so the biological age of the baby is not how many days/quadrums they have actually been alive. [[Growth vat]]s can speed up a baby's growth by 20x that of an adult, or 5x faster than default. Using a growth vat seems to have no ill effects on a baby or its development, at least until it exits the baby stage.{{Check Tag|Not thoroughly tested|No visible effect?}} However, parents gain a {{--|4}} ''My baby is in a growth vat'' [[mood]]let.&lt;br /&gt;
&lt;br /&gt;
If a baby is left on the ground, any colonist (even those incapable of childcare or hauling) can try to bring the baby somewhere safe, like an available crib. Usually a colonist will quickly try to do this automatically. If you draft a colonist while they are carrying a baby, you'll receive a pop-up warning that your colonist is carrying a baby while drafted. If you undraft and redraft the colonist, they will drop the baby.&lt;br /&gt;
&lt;br /&gt;
Babies are born with no traits or skills: these develop during childhood [[Children#Growth_moments|Growth Moments]]. They also have no [[Ideoligion|ideoligion]] {{IdeologyIcon}}. Unless they have temporary health effects from being born sick, they have no health conditions, with every health stat at 100%, except for Moving, which is at 0%.&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
{{See also|Saturation}}&lt;br /&gt;
Babies need less [[nutrition]] to become full, but their hunger rate is adjusted with it to require [[food]] twice a day. Since babies cannot eat anything by themselves, pawns assigned to childcare will help feed them. The feeding process is fairly slow when compared to adult eating.&lt;br /&gt;
&lt;br /&gt;
They can ''only'' be fed in one of following ways:&lt;br /&gt;
* Breastfeeding from any lactating pawn, even those not their mother.&lt;br /&gt;
* Cooking and feeding them [[baby food]], produced at a campfire or stove from vegetable ingredients.&lt;br /&gt;
* Feeding them animal [[milk]] or [[insect jelly]].&lt;br /&gt;
&lt;br /&gt;
Of these, breastfeeding is usually the easiest. Unlike other foods, which feed in bursts only once the food has been consumed, breastfeeding will gradually increase the food bar. This allows the breastfeeding pawn to pause at any point, whilst also not wasting excess food. Usually, a pawn will sit down to breastfeed, continuing until the baby is full or the pawn is out of milk.&lt;br /&gt;
&lt;br /&gt;
You can control what foods the baby can eat and who will try to feed the baby in the baby's &amp;quot;Feeding&amp;quot; tab. By default, the mother will be set to Urgent, with all other pawns set to Childcare. If a pawn is set to childcare, that does not mean they will feed the baby: their childcare labor may be turned off, or they may be incapable of it.&lt;br /&gt;
* &amp;quot;Urgent&amp;quot; means the pawn will feed the baby day or night, even if the pawn is not assigned to childcare or capable of it.&lt;br /&gt;
* &amp;quot;Childcare&amp;quot; means the pawn will feed the baby as childcare work.&lt;br /&gt;
* &amp;quot;Never&amp;quot; means the pawn won't automatically feed the baby.&lt;br /&gt;
You can allow the baby to eat milk, insect jelly, and baby food in this tab, but can't control breastfeeding here. &lt;br /&gt;
&lt;br /&gt;
==== Drugs ====&lt;br /&gt;
Although babies are limited to eating certain foods, you can administer drugs to babies under the Health&amp;gt;&amp;gt;Medical Operations tab. These have an outsized influence because of the pawns' very small body sizes (x0.20 of the size of an adult). This means each administered drug causes a higher severity of reaction, affecting the duration of the high and the likelihood of [[Drugs#Addiction_and_Tolerance|tolerance]] buildup. This indirectly increases the chance of addiction: tolerance built so quickly makes babies much more likely to get addicted to drugs upon further administrations. Babies receive the same mood effects from drugs as adults do: administering a smokeleaf joint to a baby gives them the {{Good|+13}} High on Smokeleaf mood boost. However, the effect of drugs lasts much longer because the drug severity is higher: a one-joint smokeleaf high for a baby lasts a max of 24, rather than 12, hours.&lt;br /&gt;
&lt;br /&gt;
===Sleep===&lt;br /&gt;
{{See also|Rest}}&lt;br /&gt;
Unlike adults, babies don't follow a sleep schedule, instead falling asleep mostly at random. A [[crib]] or [[bed]] should be provided for them to sleep in, as it will negate the negative [[mood]] from sleeping on the floor. There are several benefits of cribs over beds: cribs take up only one tile, multiple can be placed in a room without turning it into a barracks, and high-quality cribs can increase the mood of the baby while it rests or sleeps. &lt;br /&gt;
&lt;br /&gt;
Force-feeding, holding, or playing with the baby will wake them up, possibly keeping them unhappy from being tired.&lt;br /&gt;
&lt;br /&gt;
===Play===&lt;br /&gt;
Babies need to be played with, in place of standard Recreation. An adult assigned to child care will play with the baby once the play need is almost empty. There are different activities that will fulfill the baby's play need. A [[toy box]] and [[baby decoration]] increases the quality of play.&lt;br /&gt;
&lt;br /&gt;
===Mood===&lt;br /&gt;
Babies' moods are influenced by their needs for food, sleep, and play. These are affected at the same rates as for adults:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger''' || Ravenously Hungry || Hungry || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Sleep''' || Tired || Drowsy  || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Play''' || ? || Wants to Play  || Normal || Entertained || Very Entertained&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || ? || -5 || 0 || 5 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Babies share many moodlets with adults but aren't affected by as many influences. Babies can gain the {{Bad|-4}} Slept in the Cold moodlet, but aren't affected by temperature as much while awake. Babies have the same expectations for colony life as most other pawns do, influencing their moods at the same rate. Babies appreciate comfort only while resting in a [[Crib|crib]], with various qualities providing higher mood boosts. They can be influenced by psychic drones just as much as other pawns, and have a psychic sensitivity of 100% by default.&lt;br /&gt;
&lt;br /&gt;
Uniquely, babies get a mood bonus when their parents are very happy: &amp;quot;Parent is happy&amp;quot; {{Good|+6}}, or &amp;quot;Parents are happy&amp;quot; {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
Being held or breastfed does not affect the baby or caretaking adult's mood in any direct way. However, babies will temporarily forget any ill mood effects from lack of Sleep while being held, although these needs will still decrease as usual.&lt;br /&gt;
&lt;br /&gt;
A baby's mood affects the moods of all other colonists, much like [[Children#Mood|children's moods]] can. Parents of a baby who is very happy will receive a {{Good|+6}} mood boost for &amp;quot;My child &amp;lt;baby&amp;gt; is happy&amp;quot;. If the baby is about 1/3 of its happiness or less, parents have a {{Bad|-6}} mood penalty, thinking &amp;quot;My child &amp;lt;baby&amp;gt; is unhappy&amp;quot;. Babies also factor into the colonists' thoughts on the overall happiness of the colony's children, which range from a positive {{Good|+2}} &amp;quot;Happy youngsters&amp;quot; mood boost to a {{Bad|-2}} &amp;quot;Sad youngsters&amp;quot;, to worse negative mood penalties, all based on the average of the moods of colonists aged 0-17.&lt;br /&gt;
&lt;br /&gt;
====Giggling and crying====&lt;br /&gt;
Instead of [[mental inspiration|mental inspirations]] or [[mental breaks]], babies will have giggling or crying &amp;quot;fits&amp;quot; which gives a mood boost or penalty to other colonists within a 10 tile{{Check Tag|Verify|Based on dev mode testing. Exact number unverified.}} radius. The ratio between giggling and crying is directly related with the baby's mood.&lt;br /&gt;
&lt;br /&gt;
[[Mood]] boosts from giggling babies go from {{Good|+4}} up to {{Good|+10}}, while crying babies can cause mood maluses from {{Bad|-8}} down to {{Bad|-20}}. Parents are only half as bothered by their baby crying, and twice as happy when their baby is giggling.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.125, 0.25, 1, 2, 4 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crying occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=12, 6, 1, 0.25, 0.125 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling to crying ratio (higher is better)&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.011, 0.042, 1, 8, 32 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Occurance of giggling per time crying&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Boomaloper</name></author>
	</entry>
</feed>