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	<updated>2026-06-07T20:54:53Z</updated>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Global_Work_Speed&amp;diff=180630</id>
		<title>Global Work Speed</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Global_Work_Speed&amp;diff=180630"/>
		<updated>2026-05-30T10:59:33Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=Neurosis pulse}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| min value = 0.3&lt;br /&gt;
| effective maximum = 9.585 &amp;lt;!-- (Base value(1) + Very neurotic(0.4) + Industrious(0.35) + Wake-up high(0.5) + Work drive(0.5) + Work focus(0.2) + Frenzy inducer(0.5) + LGA (0.1 while on space) ) * Work frenzy(1.8) * Neurosis pulse(1.5)--&amp;gt;&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = A multiplier on someone's speed at doing any work.&lt;br /&gt;
| category = PawnWork&lt;br /&gt;
}} It is effectively limited to {{%|{{P|Effective Maximum}} }}.&lt;br /&gt;
&lt;br /&gt;
== Formula ==&lt;br /&gt;
The default value is 100% which is first modified by the offsets and then by the factors.&lt;br /&gt;
&lt;br /&gt;
=== Offsets ===&lt;br /&gt;
* [[Traits]]&lt;br /&gt;
** Neurotic&lt;br /&gt;
*** [[Very neurotic]]: {{+|40%}}&lt;br /&gt;
*** [[Neurotic]]: {{+|20%}}&lt;br /&gt;
** Industrious&lt;br /&gt;
*** [[Industrious]]: {{+|35%}}&lt;br /&gt;
*** [[Hard worker]]: {{+|20%}}&lt;br /&gt;
*** [[Lazy]]: {{--|20%}}&lt;br /&gt;
*** [[Slothful]]: {{--|35%}}&lt;br /&gt;
* [[Drugs]]&lt;br /&gt;
** [[Wake-up]] high: {{+|50%}}&lt;br /&gt;
* [[Precepts]]&lt;br /&gt;
** [[Ideoligion#Child labor|Child labor: Encouraged]]:{{IdeologyIcon}}{{BiotechIcon}} {{+|20%}} ([[Children]] only)&lt;br /&gt;
** [[Ideoligion#Mechanoid labor|Mechanoid labor: Enhanced]]:{{IdeologyIcon}}{{BiotechIcon}} {{--|8%}} and {{+|20%}} ([[Mechanoid]] only)&lt;br /&gt;
** [[Ideoligion#Raiding|Raiding]]:{{IdeologyIcon}}&lt;br /&gt;
*** Respected: {{--|8%}}&lt;br /&gt;
*** Required: {{--|16%}}&lt;br /&gt;
* Abilities&lt;br /&gt;
** [[Ideoligion#Work drive ability|Work drive]]:{{IdeologyIcon}} {{+|50%}}&lt;br /&gt;
* [[Ideoligion#Rituals|Rituals]]:{{IdeologyIcon}}&lt;br /&gt;
** Work focus from dance party or drum party: {{+|20%}}&lt;br /&gt;
* Buildings&lt;br /&gt;
** [[Frenzy inducer]]:{{AnomalyIcon}} {{+|50%}}&lt;br /&gt;
* [[Genes]] {{BiotechIcon}}&lt;br /&gt;
** [[Low gravity adapted]]:{{OdysseyIcon}}&lt;br /&gt;
*** In space: {{+|10%}}&lt;br /&gt;
*** Planetside: {{--|10%}} &lt;br /&gt;
&lt;br /&gt;
=== Factors ===&lt;br /&gt;
* [[Work frenzy]] inspiration: {{Good|×1.8}}&lt;br /&gt;
* [[Neurosis pulse]]:{{AnomalyIcon}} {{Good|×1.5}}&lt;br /&gt;
* [[Light]]:&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! Light !! Factor !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| 0% || {{Bad|×0.3}}&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | {{Graph:Chart| width = 200 | height = 200 | xAxisTitle = Light | yAxisTitle = Factor | type = line | x =0, 0.3, 1 | y1 = 0.8, 1, 1}}&lt;br /&gt;
|-&lt;br /&gt;
| 0% to 30% || &amp;lt;pre&amp;gt;0.8 + Light × 2 / 3&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 30% to 100% || '''×1'''&lt;br /&gt;
|}&lt;br /&gt;
:Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene{{BiotechIcon}} are unaffected by this factor.&lt;br /&gt;
* [[Slaves]]:{{IdeologyIcon}} {{Bad|×0.85}}&lt;br /&gt;
* [[Mechanoids]]:{{BiotechIcon}} {{Bad|×0.5}}&lt;br /&gt;
* [[Children]]:{{BiotechIcon}}&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! Age !! Factor !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| 4 || {{Bad|×0.2}}&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | {{Graph:Chart| width = 200 | height = 200 | xAxisTitle = Age | yAxisTitle = Factor | type = line | x = 4, 12, 18 | y1 = 0.2, 0.8, 1}}&lt;br /&gt;
|-&lt;br /&gt;
| 4 to 12 || &amp;lt;pre&amp;gt;0.2 + (Age - 4) × 0.3 / 4&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 12 || {{Bad|×0.8}}&lt;br /&gt;
|-&lt;br /&gt;
| 12 to 18 || &amp;lt;pre&amp;gt;0.8 + (Age - 12) × 0.2 / 6&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 18 || '''×1'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
The following stats are scaled directly by Global Work Speed&lt;br /&gt;
{{#ask: [[Global Work Speed Factor::true]]&lt;br /&gt;
| ?description&lt;br /&gt;
| format = broadtable&lt;br /&gt;
| limit = 100&lt;br /&gt;
| mainlabel = Stat&lt;br /&gt;
| sort = Health Type, &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
To obtain the maximum '''Global Work Speed''' possible, we need a pawn that is:&lt;br /&gt;
* An adult healthy pawn with the traits '''Industrious''' ({{Good|+35%}}) and '''Very neurotic''' ({{Good|+40%}}).&lt;br /&gt;
* Has the [[Low gravity adapted]]{{OdysseyIcon}} [[gene]]{{BiotechIcon}} while on space: {{Good|+10%}}&lt;br /&gt;
* On a '''Wake-up''' high: {{Good|+50%}}&lt;br /&gt;
* Affected by '''Work drive'''{{IdeologyIcon}}: {{Good|+50%}}&lt;br /&gt;
* Affected by a '''Work focus''' from dance/drum party{{IdeologyIcon}}: {{Good|+20%}}&lt;br /&gt;
* In range of a '''Frenzy inducer'''{{AnomalyIcon}}: {{Good|+50%}}&lt;br /&gt;
* Exposed to 30%+ light: '''x1'''&lt;br /&gt;
* With a [[Work frenzy]] inspiration: {{Good|x1.8}}&lt;br /&gt;
* And affected by a '''Neurosis pulse'''{{AnomalyIcon}}: {{Good|x1.5}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|}}&lt;br /&gt;
| '''''Global Work Speed''''' = (100% + 35% + 40% + 10% + 50% + 50% + 20% + 50%) * 100% * 180% * 150%&lt;br /&gt;
|-&lt;br /&gt;
| '''''Global Work Speed''''' = (355%) * 100% * 180% * 150%&lt;br /&gt;
|-&lt;br /&gt;
| '''''Global Work Speed''''' = 958.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Without DLC, the maximum '''Global Work Speed''' possible is achieved by:&lt;br /&gt;
* An adult healthy pawn with the traits '''Industrious''' ({{Good|+35%}}) and '''Very neurotic''' ({{Good|+40%}})&lt;br /&gt;
* working on a tile with 30% or more light ('''x1''')&lt;br /&gt;
* On a '''Wake-up''' high ({{Good|+50%}})&lt;br /&gt;
* and a [[Work frenzy]] inspiration ({{Good|x1.8}})&lt;br /&gt;
{| {{STDT|}}&lt;br /&gt;
| '''''Global Work Speed''''' = (100% + 35% + 40% + 50%) * 100% * 180%&lt;br /&gt;
|-&lt;br /&gt;
| '''''Global Work Speed''''' = (225%) * 100% * 180%&lt;br /&gt;
|-&lt;br /&gt;
| '''''Global Work Speed''''' = 405%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Beta 18 - Bonus to Global Work Speed from high [[Mood]] removed.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Global work speed not applying to pruning speed, hacking speed, medical tend speed and medical operation speed.&lt;br /&gt;
&lt;br /&gt;
{{Nav|stats|wide}}&lt;br /&gt;
{{Verified|1.5.4104}}&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Penoxycyline&amp;diff=180599</id>
		<title>Penoxycyline</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Penoxycyline&amp;diff=180599"/>
		<updated>2026-05-24T15:22:34Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Acquisition */ redundent&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|drug&lt;br /&gt;
| name = Penoxycyline&lt;br /&gt;
| image = Penoxycyline b.png&lt;br /&gt;
| description = A drug for preventing infections before they take hold. Blocks malaria, sleeping sickness, plague.{{Sic}} Must be taken every five days to remain effective.&amp;lt;br/&amp;gt;This drug only prevents new infections. It does not cure existing infections - even those that are not yet discovered.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Drug&lt;br /&gt;
| type2 = Medical Drug&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| marketvalue = 18&lt;br /&gt;
| stack limit = 150&lt;br /&gt;
| mass base = 0.005&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| hp = 50&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| path cost = 14&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| addictiveness = 0&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| production facility 1 = Drug lab&lt;br /&gt;
| research = Penoxycyline production&lt;br /&gt;
| work to make = 600&lt;br /&gt;
| work speed stat = Drug Synthesis Speed&lt;br /&gt;
| resource 1 = Neutroamine&lt;br /&gt;
| resource 1 amount = 2&lt;br /&gt;
| bulk product amount = 4&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Penoxycyline&lt;br /&gt;
| drug category = Medical&lt;br /&gt;
| preferability = NeverForNutrition&lt;br /&gt;
| is pleasure drug = false&lt;br /&gt;
| tradeTags = Drugs&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path =  Things/Item/Drug/Penoxycyline&lt;br /&gt;
| label = penoxycyline&lt;br /&gt;
| parent name = MakeableDrugPillBase&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| use hit points = true&lt;br /&gt;
&amp;lt;!--- Drug Parameters --&amp;gt;&lt;br /&gt;
| prevents infection = malaria, sleeping sickness, plague&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Penoxycyline''' is a [[Medical drugs|medical]] [[drug]] for preventing [[disease]]. It protects against catching [[malaria]], [[sleeping sickness]], and the [[plague]].}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} Note that [[neutroamine]] can only be obtained from traders or found in cargo pods.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Penoxycyline completely prevents users from catching any of the following [[disease]]s while its &amp;quot;high&amp;quot; is active:&lt;br /&gt;
&lt;br /&gt;
* [[Malaria]]&lt;br /&gt;
* [[Plague]]&lt;br /&gt;
* [[Sleeping sickness]] &lt;br /&gt;
&lt;br /&gt;
Despite the wording of the description, it does nothing to prevent or treat [[infection]]s, or any other diseases or ailments besides the three above. &lt;br /&gt;
&lt;br /&gt;
When the [[Events/Incidental#Disease|Disease event]] occurs, pawns that were protected from getting the disease by penoxycyline will be specifically noted as such. Penoxycyline does nothing to treat pre-existing diseases.&lt;br /&gt;
&lt;br /&gt;
Penoxycyline is not addictive and has no direct side effects. Penoxycyline ''can'' contribute to [[overdose]]s, increasing severity by 0.08-0.14 per dose consumed. This severity is not enough to cause any health effect on its own. However, it can cause minor overdoses when taken along with [[hard drugs]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Diseases usually aren't a fatal problem by the time you can get a good supply of [[neutroamine]] and have the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research. For an otherwise healthy colonist: a decent doctor, in a clean hospital, using [[herbal medicine]] or [[medicine]] is usually enough to treat the disease (so long as the colonist rests for the duration). However, this drug can still be helpful.&lt;br /&gt;
&lt;br /&gt;
Penoxycyline can reduce the time spend resting in bed, especially in tropical biomes where disease is prevalent and sleeping sickness is possible. If you don't want to use penoxycyline on every colonist, use it on [[sickly]] pawns first, then doctors. This prevents your doctors from getting sick when a disease outbreak occurs, so they are able to treat the rest of the colony. [[Super immune]] pawns should be last priority due to their faster recovery rate. If you can afford the neutroamine cost (and won't be using it for [[medicine]], [[wake-up]], or [[go-juice]]), then this drug is a net positive.&lt;br /&gt;
&lt;br /&gt;
While the in-game description says to ''&amp;quot;Take every five days&amp;quot;'', the effect actually lasts just over half a day longer. This gives pawns some leeway, in case colonists don't consume the pills promptly. Set a [[drug policy]] to tell the pawns to take one every 5 days and keep one in the inventory to take as soon as possible, or be cheap, set it to &amp;quot;6 days&amp;quot; and live dangerously.&lt;br /&gt;
&lt;br /&gt;
=== Doses per prevented disease ===&lt;br /&gt;
The table below shows the average number of doses of penoxycyline necessary to prevent one disease. The table assumes the next dose is taken after exactly five days. The values in brackets are for [[sickly]] pawns.&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
|- {{#vardefine:blockedDiseaseFraktion| {{#expr: ({{#if:{{{?Malaria}}}|{{{?Malaria}}}|0}} + {{#if:{{{?Plague}}}|{{{?Plague}}}|0}} + {{#if:{{{?Sleeping sickness}}}|{{{?Sleeping sickness}}}|0}})/ {{{?Disease commonality sum}}} }} }}&lt;br /&gt;
! {{DLC Icons|{{{?Name}}} }}&lt;br /&gt;
! {{{?Disease MTB Days}}}&lt;br /&gt;
| {{#expr: 3 * {{{?Disease MTB Days}}} / {{#var:blockedDiseaseFraktion}} / 5 round 1}} ({{#expr: 30 / (1 + (30 / (3 * {{{?Disease MTB Days}}}))) / {{#var:blockedDiseaseFraktion}} / 5 round 1}})&lt;br /&gt;
| {{#expr: 2.5 * {{{?Disease MTB Days}}} / {{#var:blockedDiseaseFraktion}} / 5 round 1}} ({{#expr: 30 / (1 + (30 / (2.5 * {{{?Disease MTB Days}}}))) / {{#var:blockedDiseaseFraktion}} / 5 round 1}})&lt;br /&gt;
| {{#expr: 1.3 * {{{?Disease MTB Days}}} / {{#var:blockedDiseaseFraktion}} / 5 round 1}} ({{#expr: 30 / (1 + (30 / (1.3 * {{{?Disease MTB Days}}}))) / {{#var:blockedDiseaseFraktion}} / 5 round 1}})&lt;br /&gt;
| {{#expr: 1 * {{{?Disease MTB Days}}} / {{#var:blockedDiseaseFraktion}} / 5 round 1}} ({{#expr: 30 / (1 + (30 / (1 * {{{?Disease MTB Days}}}))) / {{#var:blockedDiseaseFraktion}} / 5 round 1}})&lt;br /&gt;
| {{#expr: 0.95 * {{{?Disease MTB Days}}} / {{#var:blockedDiseaseFraktion}} / 5 round 1}} ({{#expr: 30 / (1 + (30 / (0.95 * {{{?Disease MTB Days}}}))) / {{#var:blockedDiseaseFraktion}} / 5 round 1}})&lt;br /&gt;
| {{#expr: 0.9 * {{{?Disease MTB Days}}} / {{#var:blockedDiseaseFraktion}} / 5 round 1}} ({{#expr: 30 / (1 + (30 / (0.9 * {{{?Disease MTB Days}}}))) / {{#var:blockedDiseaseFraktion}} / 5 round 1}})&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&amp;lt;/includeonly&amp;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_19 text-center}}&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Biome || rowspan=&amp;quot;2&amp;quot; | Disease&amp;lt;br/&amp;gt;{{MTB}} (days) !! colspan=&amp;quot;6&amp;quot; | [[Difficulty]] setting [Disease interval multiplier]&lt;br /&gt;
|- style=&amp;quot;background-color:#e0a3e0;&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-left-color:#d685d6;&amp;quot; | Peaceful [×3] || Community builder [×2.5] || Adventure story [×1.3] || Strive to survive [×1] || Blood and dust [×0.95] || Losing is fun [×0.9]&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Type::Biome]] [[Name::!Lake]] [[Name::!Ocean]]&lt;br /&gt;
 | ?Name = ?Name&lt;br /&gt;
 | ?Disease MTB Days = ?Disease MTB Days&lt;br /&gt;
 | ?Disease commonality sum = ?Disease commonality sum&lt;br /&gt;
 | ?Malaria commonality = ?Malaria&lt;br /&gt;
 | ?Plague commonality = ?Plague&lt;br /&gt;
 | ?Sleeping sickness commonality = ?Sleeping sickness&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = :Penoxycyline&lt;br /&gt;
 | named args = true&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Penoxycyline a.png|One penoxycyline&lt;br /&gt;
Penoxycyline b.png|Stack of penoxycyline&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.15.1279|0.15.1279]] - Added as '''Malari-block''', and only prevents [[Malaria]]&lt;br /&gt;
* [[Version/0.16.1393|0.16.1393]] - Reworked. Renamed from '''Malari-block''' to '''Penoxycyline ''' and now prevents a wide variety of infections. Cost decreased from 5 [[neutroamine]] to 3.&lt;br /&gt;
* [[Alpha 17]] - Cost is further reduced from 3 to 2 neutroamine. It also received an overhaul, such that instead of instantly boosting disease immunity to 61%, it now provides true immunity and cannot reactively increase immunity against a disease that is already in progress.&lt;br /&gt;
&lt;br /&gt;
{{Nav|drugs|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Drug]] [[Category:Medical Drug]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Biomes&amp;diff=180598</id>
		<title>Biomes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Biomes&amp;diff=180598"/>
		<updated>2026-05-24T15:12:42Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Weather and wildfire */ low flammability of night grass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{GameCreation_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Rewrite|reason=Verification needed. At least a couple of the growing periods for the biomes are wrong, though their exact ranges are unknown.}}&lt;br /&gt;
'''Biomes''' are types of area on a planet, characterized by their terrain properties, [[Weather|climate]], [[Plants|flora]] and [[Animals|fauna]], [[disease]]s and special challenges. Each world tile has one particular biome. There are twelve playable biomes types in RimWorld, which can be divided into three categories: Warm, Hot and Cold. Oceans and lakes appear as world tiles but are not playable biomes. The [[Odyssey DLC]] introduces five new playable biomes, each with a unique gimmick or challenge.&lt;br /&gt;
&lt;br /&gt;
[[File:World overview.png|400px|thumb|right|World Map]]&lt;br /&gt;
&lt;br /&gt;
== Wet biomes ==&lt;br /&gt;
These biomes are rich in flora and fauna, and also have a slightly elevated rate of disease. They generally have year-round growing periods, or longer growing periods at the very least. Traveling speed is fast in normal forests and average in dense forests but slow in marshes and during cold seasons if they have one.&lt;br /&gt;
&lt;br /&gt;
=== Temperate forest ===&lt;br /&gt;
{{Main|Temperate forest}}&lt;br /&gt;
[[File:TemperateForest.png|400px|thumb|right|''{{Q|Temperate forest|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: From all year to 20/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|25}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: {{Q|Temperate forest|Roads and Rivers}}.&lt;br /&gt;
* Movement Difficulty: 1, but sometimes 3 due to winter.&lt;br /&gt;
* Forageability: {{%|{{Q|Temperate forest|Forageability}} }}. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease {{MTB}}: {{Q|Temperate forest|Disease MTB Days}} days.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Temperate Forest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Temperate Forest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Temperate swamp ===&lt;br /&gt;
{{Main|Temperate swamp}}&lt;br /&gt;
[[File:TemperateSwamp.png|400px|thumb|right|''{{Q|Temperate swamp|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
A more wet version of the temperate forest. Like in all swamps, diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: From all year to 20/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|25}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, but sometimes 6 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.5 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Temperate Swamp::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Temperate Swamp::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Tropical rainforest ===&lt;br /&gt;
{{Main|Tropical rainforest}}&lt;br /&gt;
[[File:TropicalRainforest.png|400px|thumb|right|''{{Q|Tropical rainforest|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
Tropical Rainforests are famous for having many diseases, including [[Disease#Sleeping Sickness|Sleeping Sickness]]: a slow-progressing, long-lasting disease that is exclusive to the tropics.  Many trees make it difficult to clear land and rapid plant growth makes it difficult to keep it clear.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 2, rarely 4 due to winter.&lt;br /&gt;
* Forageability: 100%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 1.7 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Tropical Rainforest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Tropical Rainforest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Tropical swamp ===&lt;br /&gt;
{{Main|Tropical swamp}}&lt;br /&gt;
[[File:TropicalSwamp.png|400px|thumb|right|''{{Q|Tropical swamp|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
A more wet version of the Tropical Rainforest. Like in all swamps diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil. Diseases are even more constant here than in Tropical Rainforests, so making a proper hospital and having good doctors is a priority.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, rarely 6 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 2.0 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Tropical Swamp::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Tropical Swamp::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Dry biomes ==&lt;br /&gt;
These biomes become progressively dry as they become more arid. Moderate amount of flora and fauna, which drops off as you pick a more extreme biome. Mostly year-round growing periods. Traveling in those biomes is usually fast and rarely slowed by cold seasons.&lt;br /&gt;
&lt;br /&gt;
=== Arid shrubland ===&lt;br /&gt;
{{Main|Arid shrubland}}&lt;br /&gt;
[[File:AridShrubland.png|400px|thumb|right|''{{Q|Arid shrubland|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, rarely 3 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 0.9 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Arid Shrubland::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Arid Shrubland::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Desert ===&lt;br /&gt;
{{Main|Desert}}&lt;br /&gt;
[[File:Desert.png|400px|thumb|right|''{{Q|Desert|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
With so few animals to hunt, growing crops is a priority on one of the few arable patches.  The hot temperatures can cause problems for colonists and tamed animals.  This biome has patches of soft sand which prevent building, but can be removed with [[moisture pump]]s.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: From all year to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but sometimes 3 due to winter.&lt;br /&gt;
* Forageability: 25%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Desert::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Desert::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Extreme desert ===&lt;br /&gt;
{{Main|Extreme desert}}&lt;br /&gt;
[[File:ExtremeDesert.png|400px|thumb|right|''{{Q|Extreme desert|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
The hot temperatures can cause problems for colonists and tamed animals. Its warm enough for growing plants outdoors, but it has to be done in stony patches around hills and mountains. Even though [[potatoes]] grow better in stony soil, you need to plant [[rice]] first so you will not starve while waiting for [[potatoes]]. [[Berries|Strawberries]] are also a good idea since there is no wood for cooking. Later [[Hydroponics basin|hydroponics]] can be used instead of ground. This biome has patches of soft sand which prevent building, but can be removed with [[moisture pump]]s. Animal migrations may occur, about once every other year.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: From all year to 30/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-5}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, rarely 3 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Extreme Desert::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Extreme Desert::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Cold biomes ==&lt;br /&gt;
These biomes become progressively colder and hostile as they become more intense. Flora and fauna becomes more scarce as you pick a more extreme biome. Mostly seasonal growing periods but may go down to no growing period in more extreme biomes. Traveling in those biomes is usually slow due to marsh and cold seasons which can be very long.&lt;br /&gt;
&lt;br /&gt;
=== Boreal forest ===&lt;br /&gt;
{{Main|Boreal forest}}&lt;br /&gt;
[[File:BorealForest.png|400px|thumb|right|''{{Q|Boreal forest|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: 30/60 days to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|10}} to {{Temperature|-10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-35}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but often 3 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.0 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Boreal Forest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Boreal Forest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Cold bog ===&lt;br /&gt;
{{Main|Cold bog}}&lt;br /&gt;
[[File:Cold Bog.png|400px|thumb|right|''{{Q|Cold bog|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
A more wet version of the Boreal Forest. Like in all swamps, diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: 30/60 days to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|10}} to {{Temperature|-10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-35}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, but often 6 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.3 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Cold Bog::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Cold Bog::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Tundra ===&lt;br /&gt;
{{Main|Tundra}}&lt;br /&gt;
[[File:Tundra.png|400px|thumb|right|''{{Q|Tundra|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
Animal migrations may occur once or twice per year. Growing periods are generally very short or non-existent.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: 20/60 days to never.&lt;br /&gt;
* Average Temperature: {{Temperature|0}} to {{Temperature|-20}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-50}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but most of the time 3 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 0.8 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Tundra::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Tundra::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Ice sheet ===&lt;br /&gt;
{{Main|Ice sheet}}&lt;br /&gt;
[[File:IceSheet.png|400px|thumb|right|''{{Q|Ice sheet|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
The only land possible to farm is stony patches around hills and mountains, but they need to be [[heater|heated]] indoors and also have [[sun lamp]]s. You will need to hunt, trade and cannibalize until you get a [[heater]] and a [[sun lamp]]. Later, [[moisture pump]]s can create larger growable areas and [[Hydroponics basin|hydroponics]] can be used instead of ground. Geothermal vents can be used for free heating. With so few animals here, any predators that roam in will become hungry soon and target your colonists and animals.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: Never.&lt;br /&gt;
* Average Temperature: {{Temperature|-20}} to {{Temperature|-40}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|10}} in summer to {{Temperature|-70}} in winter.&lt;br /&gt;
* Roads and Rivers: No.&lt;br /&gt;
* Movement Difficulty: 1.5, but most of the time 3.5 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Ice Sheet::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Ice Sheet::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sea ice ===&lt;br /&gt;
{{Main|Sea ice}}&lt;br /&gt;
[[File:SeaIce.png|400px|thumb|right|''{{Q|Sea ice|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
Sea ice maps do not have geothermal vents or [[ruins]] (except at [[Landmarks#Ice_dunes|ice dunes]]{{OdysseyIcon}} landmarks and in [[Quests#Ancient_Complex|ancient complex]]{{IdeologyIcon}} sites). [[Deep drill]]s cannot be used. [[Moisture pump]]s will only generate more ice, which means it is impossible to grow anything on the ground. You will need to do hunting, [[fishing]],{{OdysseyIcon}} [[trading]] and cannibalism until you get a [[heater]], a [[sun lamp]] and a [[hydroponics basin]]. It is worth mentioning that Sea Ice was designed to not allow colony building, only to allow traveling in the area, even though it is possible.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: Never.&lt;br /&gt;
* Average Temperature: {{Temperature|-20}} to {{Temperature|-30}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|10}} in summer to {{Temperature|-60}} in winter.&lt;br /&gt;
* Roads and Rivers: No.&lt;br /&gt;
* Movement Difficulty: 1.5, but most of the time 3.5 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Sea Ice::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Sea Ice::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Odyssey biomes ==&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
These are biomes added with the Odyssey DLC enabled. These biomes usually include gimmicks and challenges that are unique from conventional natural climates.&lt;br /&gt;
&lt;br /&gt;
=== Glowforest ===&lt;br /&gt;
{{Main|Glowforest}}&lt;br /&gt;
[[File:Glowforest.jpg|400px|thumb|right|''{{Q|Glowforest|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: From all year to 20/60 days. (Darkened skies)&lt;br /&gt;
* Average Temperature: 25 °C (77 °F) to 0 °C (32 °F).&lt;br /&gt;
* Temperature Variation: From 35 °C (95 °F) in summer to -25 °C (-13 °F) in winter.&lt;br /&gt;
* Roads and Rivers: Yes&lt;br /&gt;
* Movement Difficulty: 2.&lt;br /&gt;
* Forageability: 100%.&lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 1.2 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Glowforest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Glowforest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Scarlands ===&lt;br /&gt;
{{Main|Scarlands}}&lt;br /&gt;
[[File:Scarlands.jpg|400px|thumb|right|''{{Q|Scarlands|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1.&lt;br /&gt;
* Forageability: 25%.&lt;br /&gt;
* Grazable:&lt;br /&gt;
* Disease frequency: 1.2 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Scarlands::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Scarlands::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Grassland ===&lt;br /&gt;
{{Main|Grassland}}&lt;br /&gt;
[[File:Grassland.jpg|400px|thumb|right|''{{Q|Grassland|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1.&lt;br /&gt;
* Forageability: 100%.&lt;br /&gt;
* Grazable:&lt;br /&gt;
* Disease frequency: 1.2 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Grassland::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Grassland::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Glacial plain ===&lt;br /&gt;
{{Main|Glacial plain}}&lt;br /&gt;
[[File:GlacialPlains.jpg|400px|thumb|right|''{{Q|Glacial plain|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
There are no [[geyser]]s in glacial plain maps. Frozen ruins are hidden in the glaciers on all maps, with much bigger ruins when a [[frozen ruins]] landmark is present.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1.5.&lt;br /&gt;
* Forageability: 0%.&lt;br /&gt;
* Grazable:&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Glacial Plain::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Glacial Plain::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Lava field ===&lt;br /&gt;
{{Main|Lava field}}&lt;br /&gt;
[[File:Lava Fields.jpg|400px|thumb|right|''{{Q|Lava field|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1.5.&lt;br /&gt;
* Forageability: 50%.&lt;br /&gt;
* Grazable:&lt;br /&gt;
* Disease frequency: 0.9 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Lava Field::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Lava Field::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
There are multiple factors that contribute to the difficulty of biomes:&lt;br /&gt;
&lt;br /&gt;
=== Growing crops ===&lt;br /&gt;
{{Stub|section=true|reason=Characterize all biomes}}&lt;br /&gt;
The ability to grow crops is probaly the most '''critical''' factor, as long as the colony can't rely on [[hydroponics basin]]s or [[fungal gravel]] {{IdeologyIcon}}. Biomes like [[extreme desert]], [[ice sheet]] and [[sea ice]] have little to no farmable land.&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
Temperature is one of the most '''important''' factors. An average temperature of about {{Temperature|21}} is ideal, since this is the middle between the minimum and maximum comfortable temperature of humans. Besides that warmer biomes are preferable, since they more likely allow for a year-round growing season.&lt;br /&gt;
* ''Easy:'' [[Arid shrubland]],  [[Tropical rainforest]], [[Tropical swamp]] (Average temperature of {{Temperature|21}} and year-round growing season possible.)&lt;br /&gt;
* ''Easy to moderate:'' [[Desert]], [[Extreme desert]], [[Temperate forest]], [[Temperate swamp]] (Average temperature of at least {{Temperature|15}}.)&lt;br /&gt;
* ''Moderate:'' [[Boreal forest]], [[Cold bog]] (Average temperature above {{Temperature|0}} possible.)&lt;br /&gt;
* ''Moderate to difficult:'' [[Tundra]] (Average temperature always below {{Temperature|0}}.)&lt;br /&gt;
* ''Difficult:'' [[Ice sheet]], [[Sea ice]] (Average temperature always below {{Temperature|-20}}.)&lt;br /&gt;
* ''Unknown:'' [[Glacial plain]],{{OdysseyIcon}} [[Glowforest]],{{OdysseyIcon}} [[Grassland]],{{OdysseyIcon}} [[Lava field]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Fauna ===&lt;br /&gt;
{{Stub|section=true|reason=Characterize all biomes}}&lt;br /&gt;
* '''Hunting: important''' – Especially in the early game or when the supply of food relies on hunting the number and type of occurring animals might be important.&lt;br /&gt;
* '''Predators: circumstantial''' – Predators are especially a problem in biomes with already little other wildlife and available food, notably [[ice sheet]] and [[sea ice]]. In all other biomes they pose only a negligible threat.&lt;br /&gt;
&lt;br /&gt;
=== Weather and wildfire ===&lt;br /&gt;
[[Weather]] is a '''circumstantial''' factor. While clear weather is the most preferable, dry thunderstorms can pose a serious threat by creating wildfires, especially when building out of wood or in biomes with dense vegetation. Torrential rain {{OdysseyIcon}} can cause flooding; tox rain {{OdysseyIcon}} can cause [[toxic buildup]].&lt;br /&gt;
* ''Easy:'' [[Arid shrubland]], [[Desert]], [[Extreme desert]], [[Temperate forest]], [[Tundra]], [[Lava field]] {{OdysseyIcon}}&lt;br /&gt;
* ''Easy to moderate:'' [[Ice sheet]], [[Glacial plain]] {{OdysseyIcon}} (Less clear weather or hightened risk from dry thunderstorms.)&lt;br /&gt;
* ''Moderate:'' [[Boreal forest]], [[Cold bog]], [[Tropical rainforest]], [[Tropical swamp]], [[Temperate swamp]], [[Glowforest]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}} (Chance for torrential rain {{OdysseyIcon}} or tox rain. {{OdysseyIcon}})&lt;br /&gt;
* ''Moderate to difficult:'' [[Sea ice]] (Hightened risk from dry thunderstorms and less clear weather.)&lt;br /&gt;
* ''Difficult:'' [[Grassland]] {{OdysseyIcon}} (Very high risk from dry thunderstorms.)&lt;br /&gt;
&lt;br /&gt;
=== Diseases ===&lt;br /&gt;
[[Disease]]s are on of the more '''circumstantial''' factors for biome difficulty. In some biomes they appear up to three times as often as in other biomes. Also the selection and chance of individual diseases varies.&lt;br /&gt;
* '''Disease {{MTB}}:'''&lt;br /&gt;
** ''Easy:'' [[Desert]], [[Extreme desert]], [[Ice sheet]], [[Sea ice]], [[Glacial plain]],{{OdysseyIcon}} [[Lava field]] {{OdysseyIcon}}(90 days)&lt;br /&gt;
** ''Easy to moderate:'' [[Tundra]] (80 days)&lt;br /&gt;
** ''Moderate:'' [[Arid shrubland]], [[Boreal forest]], [[Temperate forest]], [[Glowforest]] {{OdysseyIcon}}, [[Grassland]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}} (50-65 days)&lt;br /&gt;
** ''Moderate to difficult:'' [[Temperate swamp]], [[Cold bog]] (40-45 days)&lt;br /&gt;
** ''Difficult:'' [[Tropical rainforest]], [[Tropical swamp]] (30-35 days)&lt;br /&gt;
* '''Disease selection:'''&lt;br /&gt;
** ''Easy:'' [[Cold bog]], [[Tundra]] (Higher chances for [[fibrous mechanites|fibrous]] and [[sensory mechanites]] and therefore less often more serious diseases.)&lt;br /&gt;
** ''Easy to moderate:'' [[Arid shrubland]], [[Boreal forest]], [[Desert]], [[Extreme desert]], [[Glacial plain]],{{OdysseyIcon}} [[Lava field]] {{OdysseyIcon}}&lt;br /&gt;
** ''Moderate:'' [[Ice sheet]], [[Sea ice]] (No gut worms and muscle parasites and therefore more often serious diseases.)&lt;br /&gt;
** ''Moderate to difficult:'' [[Temperate forest]], [[Temperate swamp]], [[Grassland]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}} (Chance for [[malaria]].)&lt;br /&gt;
** ''Difficult:'' [[Tropical rainforest]], [[Tropical swamp]], [[Glowforest]] {{OdysseyIcon}} (Chance for [[malaria]] and [[sleeping sickness]].)&amp;lt;!-- &lt;br /&gt;
* Combined&lt;br /&gt;
** ''Easy:'' [[Tundra]], [[Desert]], [[Extreme desert]], [[Glacial plain]],{{OdysseyIcon}} [[Lava field]] {{OdysseyIcon}}&lt;br /&gt;
** ''Easy to moderate:'' [[Arid shrubland]], [[Boreal forest]], [[Ice sheet]], [[Sea ice]]&lt;br /&gt;
** ''Moderate:'' [[Cold bog]]&lt;br /&gt;
** ''Moderate to difficult:'' [[Temperate forest]], [[Temperate swamp]], [[Glowforest]],{{OdysseyIcon}} [[Grassland]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}}&lt;br /&gt;
** ''Difficult:'' [[Tropical rainforest]], [[Tropical swamp]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fauna ===&lt;br /&gt;
For the relative amount of plants in each of the following categories see the table below.&lt;br /&gt;
* '''Wood: important''' – There are plenty of buildings that require wood. Especially in the early game the colony is highly dependant on the wood chopped from wild trees. In some biomes this can be a serious problem.&lt;br /&gt;
** ''Easy:'' [[Temperate swamp]], [[Tropical swamp]] &amp;lt;!-- 6-10 --&amp;gt;&lt;br /&gt;
** ''Easy to moderate:'' [[Boreal forest]], [[Cold bog]], [[Temperate forest]], [[Tropical rainforest]] &amp;lt;!-- 0.8-2 --&amp;gt;&lt;br /&gt;
** ''Moderate:'' [[Glowforest]],{{OdysseyIcon}} [[Lava field]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}} &amp;lt;!-- 0.09-0.2 --&amp;gt;&lt;br /&gt;
** ''Moderate to difficult:'' [[Arid shrubland]], [[Desert]], [[Temperate forest]], [[Tundra]], [[Grassland]] {{OdysseyIcon}} &amp;lt;!-- 0.03-0.07 --&amp;gt;&lt;br /&gt;
** ''Impossible:'' [[Extreme desert]], [[Ice sheet]], [[Sea ice]], [[Glacial plain]] {{OdysseyIcon}} &amp;lt;!-- (close to) none --&amp;gt;&lt;br /&gt;
* '''Grazing: important''' – The amount of [[pen animals]] a colony can support by only letting them graze depends mainly on the amount and frequency wild plants are growing. Apart from trees which are inedible for most animals and a few quite rare plants, all wild plants provide the same nutrition. &amp;lt;!-- See table below for the score --&amp;gt;&lt;br /&gt;
** ''Easy:'' [[Tropical rainforest]], [[Tropical swamp]], [[Glowforest]],{{OdysseyIcon}} [[Grassland]] {{OdysseyIcon}}&lt;br /&gt;
** ''Easy to moderate:'' [[Cold bog]], [[Temperate forest]], [[Temperate swamp]]&lt;br /&gt;
** ''Moderate:'' [[Lava field]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}}&lt;br /&gt;
** ''Moderate to difficult:'' [[Arid shrubland]], [[Boreal forest]], [[Tundra]]&lt;br /&gt;
** ''Impossible:'' [[Desert]], [[Extreme desert]], [[Ice sheet]], [[Sea ice]], [[Glacial plain]] {{OdysseyIcon}}&lt;br /&gt;
* '''Food: circumstantial''' – Forraging [[agave]], [[berry bush]]es, [[glowstool]] and [[agarilux]] can help stretch a food shortage.&amp;lt;!-- See table below for the score --&amp;gt;&lt;br /&gt;
** ''Easy:'' [[Temperate swamp]], [[Tropical rainforest]], [[Glowforest]] {{OdysseyIcon}} &amp;lt;!-- 0,26-0.3 --&amp;gt;&lt;br /&gt;
** ''Easy to moderate:'' [[Arid shrubland]], [[Tropical swamp]], &amp;lt;!-- 0.16-0.23 --&amp;gt;&lt;br /&gt;
** ''Moderate:'' [[Boreal forest]], [[Temperate forest]], [[Grassland]],{{OdysseyIcon}} [[Lava field]] {{OdysseyIcon}} &amp;lt;!-- 0.06-0.13 --&amp;gt;&lt;br /&gt;
** ''Moderate to difficult:'' [[Desert]], [[Tundra]], [[Scarlands]] {{OdysseyIcon}} &amp;lt;!-- 0.01-0.05 --&amp;gt;&lt;br /&gt;
** ''Impossible:'' [[Extreme desert]], [[Ice sheet]], [[Sea ice]], [[Glacial plain]] {{OdysseyIcon}} &amp;lt;!-- (close to) none --&amp;gt;&lt;br /&gt;
* '''Herbal medicine: circumstantial''' – Relying on [[wild healroot]] plants for [[herbal medicine]] production is not advisable, although it might be possible in some biomes:&lt;br /&gt;
** ''Easy:'' [[Temperate swamp]] &amp;lt;!--  --&amp;gt;&lt;br /&gt;
** ''Moderate:'' [[Cold bog]], [[Temperate forest]], [[Grassland]] {{OdysseyIcon}}&amp;lt;!--  --&amp;gt;&lt;br /&gt;
** ''Moderate to difficult:'' [[Boreal forest]], [[Tundra]]&amp;lt;!--  --&amp;gt;&lt;br /&gt;
** ''Impossible:'' All other biomes.&amp;lt;!--  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
{{Image wanted|reason=Requesting updated versions of biomes intensity, possibly with correct temperature ranges instead of cold/warm/hot|section=true}}&lt;br /&gt;
The following is a simple summary of the biomes by difficulty, overall cold biomes are more challenging than their hot counterparts.&lt;br /&gt;
&lt;br /&gt;
[[File:Rimworld_biomes_difficulty_graph.png|1250px|Biome Intensity Diagram]]&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Overall the biomes can be categorized in roughly the following difficulty lewels. Note that this is only a guideline and heavily depends on difficulty settings, scenario, playstile and the parameters of the specific map:&lt;br /&gt;
&lt;br /&gt;
* '''Easy:'''&lt;br /&gt;
* '''Easy to moderate:'''&lt;br /&gt;
* '''Moderate:'''&lt;br /&gt;
* '''Moderate to difficult:'''&lt;br /&gt;
* '''Difficult:'''&lt;br /&gt;
[[Arid shrubland]], [[Boreal forest]], [[Cold bog]], [[Desert]], [[Extreme desert]], [[Ice sheet]], [[Sea ice]], [[Tropical rainforest]], [[Tropical swamp]], [[Temperate forest]], [[Temperate swamp]], [[Tundra]], [[Glacial plain]],{{OdysseyIcon}} [[Glowforest]],{{OdysseyIcon}} [[Grassland]],{{OdysseyIcon}} [[Lava field]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}} &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Comparison table ==&lt;br /&gt;
&amp;lt;!-- Variables&lt;br /&gt;
--&amp;gt;{{#vardefine:AgaveYield|{{Q|Agave|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:BerryYield|{{Q|Berry bush|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:GlowYield|{{Q|Glowstool|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:AgariYield|{{Q|Agarilux|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:HealrootYield|{{Q|Wild healroot|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:AnimaYield|{{Q|Anima tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:ArcheanYield|{{Q|Archean tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:BambooYield|{{Q|Bamboo tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:BirchYield|{{Q|Birch tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:BonsaiYield|{{Q|Bonsai tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:BurnedYield|{{Q|Burned stump|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:CecropiaYield|{{Q|Cecropia tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:ChoppedYield|{{Q|Chopped stump|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:CypressYield|{{Q|Cypress tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:DragoYield|{{Q|Drago tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:FibercornYield|{{Q|Fibercorn|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:GauranlenYield|{{Q|Gauranlen tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:GraypineYield|{{Q|Gray pine tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:MapleYield|{{Q|Maple tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:OakYield|{{Q|Oak tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:PalmYield|{{Q|Palm tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:PebbleYield|{{Q|Pebble cactus|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:PineYield|{{Q|Pine tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:PoluxYield|{{Q|Polux tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:PoplarYield|{{Q|Poplar tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:RatpalmYield|{{Q|Rat palm tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:SaguaroYield|{{Q|Saguaro cactus|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:SmashedYield|{{Q|Smashed stump|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:SnagrootYield|{{Q|Snagroot tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:TeakYield|{{Q|Teak tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:TimbershroomYield|{{Q|Timbershroom|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:WillowYield|{{Q|Willow tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:WitchwoodYield|{{Q|Witchwood tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;includeonly&amp;gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
|-{{#vardefine:NaMe|{{#switch:{{{?Name}}}|Arid shrubland = Arid Shrubland|Boreal forest = Boreal Forest|Cold bog = Cold Bog|Glacial plain = Glacial Plain|Lava field = Lava Field|Temperate forest = Temperate Forest|Temperate swamp = Temperate Swamp|Tropical rainforest = Tropical Rainforest|Tropical swamp = Tropical Swamp|#default={{{?Name}}}}}}}&lt;br /&gt;
! {{DLC Icons|{{{?Name}}} }}&lt;br /&gt;
| {{{?Animal Density}}}&lt;br /&gt;
| {{{?Plant Density}}}&lt;br /&gt;
| {{{?Wild Plant Regrow Days}}}&lt;br /&gt;
| {{#switch:{{{?Wild Plant Regrow Days}}}|0|?=–|#default={{#expr:(&lt;br /&gt;
{{Q|Agave|Lives In {{#var:NaMe}}|0}}*{{#var:AgaveYield}} + &lt;br /&gt;
{{Q|Berry bush|Lives In {{#var:NaMe}}|0}}*{{#var:BerryYield}} + &lt;br /&gt;
{{Q|Glowstool|Lives In {{#var:NaMe}}|0}}*{{#var:GlowYield}} + &lt;br /&gt;
{{Q|Agarilux|Lives In {{#var:NaMe}}|0}}*{{#var:AgariYield}}&lt;br /&gt;
) / {{{?Flora Commonality Sum}}} * {{{?Plant Density}}} / {{{?Wild Plant Regrow Days}}} * 100 round 2}} }}&lt;br /&gt;
| {{#switch:{{{?Wild Plant Regrow Days}}}|0|?=–|#default={{#if:{{Q|Wild healroot|Lives In {{#var:NaMe}}}}|{{#expr:({{Q|Wild healroot|Lives In {{#var:NaMe}}|0}}*{{#var:HealrootYield}}) / {{{?Flora Commonality Sum}}} * {{{?Plant Density}}} / {{{?Wild Plant Regrow Days}}} * 1000 round 2}}|–}} }}&lt;br /&gt;
| {{#switch:{{{?Wild Plant Regrow Days}}}|0|?=–|#default={{#expr:(&lt;br /&gt;
{{Q|Anima tree|Lives In {{#var:NaMe}}|0}}*{{#var:AnimaYield}} + &lt;br /&gt;
{{Q|Archean tree|Lives In {{#var:NaMe}}|0}}*{{#var:ArcheanYield}} + &lt;br /&gt;
{{Q|Bamboo tree|Lives In {{#var:NaMe}}|0}}*{{#var:BambooYield}} + &lt;br /&gt;
{{Q|Birch tree|Lives In {{#var:NaMe}}|0}}*{{#var:BirchYield}} + &lt;br /&gt;
{{Q|Bonsai tree|Lives In {{#var:NaMe}}|0}}*{{#var:BonsaiYield}} + &lt;br /&gt;
{{Q|Burned stump|Lives In {{#var:NaMe}}|0}}*{{#var:BurnedYield}} + &lt;br /&gt;
{{Q|Cecropia tree|Lives In {{#var:NaMe}}|0}}*{{#var:CecropiaYield}} + &lt;br /&gt;
{{Q|Chopped stump|Lives In {{#var:NaMe}}|0}}*{{#var:ChoppedYield}} + &lt;br /&gt;
{{Q|Cypress tree|Lives In {{#var:NaMe}}|0}}*{{#var:CypressYield}} + &lt;br /&gt;
{{Q|Drago tree|Lives In {{#var:NaMe}}|0}}*{{#var:DragoYield}} + &lt;br /&gt;
{{Q|Fibercorn|Lives In {{#var:NaMe}}|0}}*{{#var:FibercornYield}} + &lt;br /&gt;
{{Q|Gauranlen tree|Lives In {{#var:NaMe}}|0}}*{{#var:GauranlenYield}} + &lt;br /&gt;
{{Q|Gray pine tree|Lives In {{#var:NaMe}}|0}}*{{#var:GraypineYield}} + &lt;br /&gt;
{{Q|Maple tree|Lives In {{#var:NaMe}}|0}}*{{#var:MapleYield}} + &lt;br /&gt;
{{Q|Oak tree|Lives In {{#var:NaMe}}|0}}*{{#var:OakYield}} + &lt;br /&gt;
{{Q|Palm tree|Lives In {{#var:NaMe}}|0}}*{{#var:PalmYield}} + &lt;br /&gt;
{{Q|Pebble cactus|Lives In {{#var:NaMe}}|0}}*{{#var:PebbleYield}} + &lt;br /&gt;
{{Q|Pine tree|Lives In {{#var:NaMe}}|0}}*{{#var:PineYield}} + &lt;br /&gt;
{{Q|Polux tree|Lives In {{#var:NaMe}}|0}}*{{#var:PoluxYield}} + &lt;br /&gt;
{{Q|Poplar tree|Lives In {{#var:NaMe}}|0}}*{{#var:PoplarYield}} + &lt;br /&gt;
{{Q|Rat palm tree|Lives In {{#var:NaMe}}|0}}*{{#var:RatpalmYield}} + &lt;br /&gt;
{{Q|Saguaro cactus|Lives In {{#var:NaMe}}|0}}*{{#var:SaguaroYield}} + &lt;br /&gt;
{{Q|Smashed stump|Lives In {{#var:NaMe}}|0}}*{{#var:SmashedYield}} + &lt;br /&gt;
{{Q|Snagroot tree|Lives In {{#var:NaMe}}|0}}*{{#var:SnagrootYield}} + &lt;br /&gt;
{{Q|Teak tree|Lives In {{#var:NaMe}}|0}}*{{#var:TeakYield}} + &lt;br /&gt;
{{Q|Timbershroom|Lives In {{#var:NaMe}}|0}}*{{#var:TimbershroomYield}} + &lt;br /&gt;
{{Q|Willow tree|Lives In {{#var:NaMe}}|0}}*{{#var:WillowYield}} + &lt;br /&gt;
{{Q|Witchwood tree|Lives In {{#var:NaMe}}|0}}*{{#var:WitchwoodYield}}&lt;br /&gt;
) / {{{?Flora Commonality Sum}}} * {{{?Plant Density}}} / {{{?Wild Plant Regrow Days}}} * 10 round 2}} }}&lt;br /&gt;
| {{#switch:{{{?Wild Plant Regrow Days}}}|0|?=–|#default={{#expr:(&lt;br /&gt;
{{{?Flora Commonality Sum}}} -&lt;br /&gt;
{{Q|Anima tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Archean tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Bamboo tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Birch tree|Lives In {{#var:NaMe}}|0}} - &lt;br /&gt;
{{Q|Bonsai tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Burned stump|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Cecropia tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Chopped stump|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Cypress tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Drago tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Fibercorn|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Gauranlen tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Gray pine tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Maple tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Oak tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Palm tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Pebble cactus|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Pine tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Polux tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Poplar tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Rat palm tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Saguaro cactus|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Smashed stump|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Snagroot tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Teak tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Timbershroom|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Willow tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Witchwood tree|Lives In {{#var:NaMe}}|0}}&lt;br /&gt;
) / {{{?Flora Commonality Sum}}} * {{{?Plant Density}}} / {{{?Wild Plant Regrow Days}}} * 10 round 2}} }}&lt;br /&gt;
| {{{?Forageability}}}&lt;br /&gt;
| {{{?Disease MTB Days}}}&lt;br /&gt;
| {{{?Movement Difficulty}}}&lt;br /&gt;
| {{Temperature|{{{?Min Temperature}}}|{{{?Max Temperature}}} }}&lt;br /&gt;
| {{{?Min rainfall}}}&lt;br /&gt;
| {{{?Max rainfall}}}&lt;br /&gt;
| {{{?Min swampiness}}}&lt;br /&gt;
| {{{?Max swampiness}}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&amp;lt;/includeonly&amp;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_21 text-center}}&lt;br /&gt;
! Biome !! Animal&amp;lt;br/&amp;gt;density !! Plant&amp;lt;br/&amp;gt;density !! Wild plant&amp;lt;br/&amp;gt;regrow (days)&lt;br /&gt;
! Food foraging score&amp;lt;ref&amp;gt;How much raw food can be harvested from wild plants ''relative'' to other biomes. Accounts for plant density, wild plant regrow days and the relative commonality of harvestable plants and their base harvest yield.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Medicine foraging score&amp;lt;ref&amp;gt;How much herbal medicine can be harvested from wild plants ''relative'' to other biomes. Accounts for plant density, wild plant regrow days and the relative commonality of wild healroot plants.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Wood foraging score&amp;lt;ref&amp;gt;How much wood can be harvested from wild plants ''relative'' to other biomes. Accounts for plant density, wild plant regrow days and the relative commonality of harvestable plants and their base harvest yield.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Grazing score&amp;lt;ref&amp;gt;How many grazable wild plants grow ''relative'' to other biomes. Accounts for plant density, wild plant regrow days and substracts the relative commonality of trees.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! [[Forage]]-&amp;lt;br/&amp;gt;ability&amp;lt;ref&amp;gt;How much food a caravan can forage when traveling over a tile of that biome.&amp;lt;/ref&amp;gt; !! Disease&amp;lt;br/&amp;gt;{{MTB}} (days) !! Movement&amp;lt;br/&amp;gt;difficulty !! data-sort-type=&amp;quot;number&amp;quot; | [[Temperature]]&amp;lt;br/&amp;gt;range !! Min.&amp;lt;br/&amp;gt;[[rain]]fall !! Max.&amp;lt;br/&amp;gt;rainfall !! Min.&amp;lt;br/&amp;gt;swampiness !! Max.&amp;lt;br/&amp;gt;swampiness&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Type::Biome]] [[Name::!Lake]] [[Name::!Ocean]]&lt;br /&gt;
 | ?Name = ?Name&lt;br /&gt;
 | ?Animal Density = ?Animal Density&lt;br /&gt;
 | ?Plant Density = ?Plant Density&lt;br /&gt;
 | ?Wild Plant Regrow Days = ?Wild Plant Regrow Days&lt;br /&gt;
 | ?Flora Commonality Sum = ?Flora Commonality Sum&lt;br /&gt;
 | ?Forageability = ?Forageability&lt;br /&gt;
 | ?Disease MTB Days = ?Disease MTB Days&lt;br /&gt;
 | ?Movement Difficulty = ?Movement Difficulty&lt;br /&gt;
 | ?Min Temperature = ?Min Temperature&lt;br /&gt;
 | ?Max Temperature = ?Max Temperature&lt;br /&gt;
 | ?Min rainfall = ?Min rainfall&lt;br /&gt;
 | ?Max rainfall = ?Max rainfall&lt;br /&gt;
 | ?Min swampiness = ?Min swampiness&lt;br /&gt;
 | ?Max swampiness = ?Max swampiness&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = :Biomes&lt;br /&gt;
 | named args = true&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.6.532|0.6.532]] - Added&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Tropical rainforest added.&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Boreal forest and tundra added&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Ice sheet now playable.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Extreme Desert biome added.&lt;br /&gt;
* [[Version/0.16.1393|0.16.1393]] - Sea Ice biome added.&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added Swamp biomes: Tropical swamp, Temperate swamp, Cold bog.&lt;br /&gt;
* [[Odyssey DLC]] release - Added Biomes: Glacial plain, Glowforest, Grassland, Lava field, Scarlands. &lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Environment]][[Category:Biomes]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Biomes&amp;diff=180597</id>
		<title>Biomes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Biomes&amp;diff=180597"/>
		<updated>2026-05-24T15:09:01Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Analysis */ Added weather. Changed structure.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{GameCreation_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Rewrite|reason=Verification needed. At least a couple of the growing periods for the biomes are wrong, though their exact ranges are unknown.}}&lt;br /&gt;
'''Biomes''' are types of area on a planet, characterized by their terrain properties, [[Weather|climate]], [[Plants|flora]] and [[Animals|fauna]], [[disease]]s and special challenges. Each world tile has one particular biome. There are twelve playable biomes types in RimWorld, which can be divided into three categories: Warm, Hot and Cold. Oceans and lakes appear as world tiles but are not playable biomes. The [[Odyssey DLC]] introduces five new playable biomes, each with a unique gimmick or challenge.&lt;br /&gt;
&lt;br /&gt;
[[File:World overview.png|400px|thumb|right|World Map]]&lt;br /&gt;
&lt;br /&gt;
== Wet biomes ==&lt;br /&gt;
These biomes are rich in flora and fauna, and also have a slightly elevated rate of disease. They generally have year-round growing periods, or longer growing periods at the very least. Traveling speed is fast in normal forests and average in dense forests but slow in marshes and during cold seasons if they have one.&lt;br /&gt;
&lt;br /&gt;
=== Temperate forest ===&lt;br /&gt;
{{Main|Temperate forest}}&lt;br /&gt;
[[File:TemperateForest.png|400px|thumb|right|''{{Q|Temperate forest|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: From all year to 20/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|25}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: {{Q|Temperate forest|Roads and Rivers}}.&lt;br /&gt;
* Movement Difficulty: 1, but sometimes 3 due to winter.&lt;br /&gt;
* Forageability: {{%|{{Q|Temperate forest|Forageability}} }}. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease {{MTB}}: {{Q|Temperate forest|Disease MTB Days}} days.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Temperate Forest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Temperate Forest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Temperate swamp ===&lt;br /&gt;
{{Main|Temperate swamp}}&lt;br /&gt;
[[File:TemperateSwamp.png|400px|thumb|right|''{{Q|Temperate swamp|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
A more wet version of the temperate forest. Like in all swamps, diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: From all year to 20/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|25}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, but sometimes 6 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.5 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Temperate Swamp::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Temperate Swamp::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Tropical rainforest ===&lt;br /&gt;
{{Main|Tropical rainforest}}&lt;br /&gt;
[[File:TropicalRainforest.png|400px|thumb|right|''{{Q|Tropical rainforest|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
Tropical Rainforests are famous for having many diseases, including [[Disease#Sleeping Sickness|Sleeping Sickness]]: a slow-progressing, long-lasting disease that is exclusive to the tropics.  Many trees make it difficult to clear land and rapid plant growth makes it difficult to keep it clear.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 2, rarely 4 due to winter.&lt;br /&gt;
* Forageability: 100%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 1.7 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Tropical Rainforest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Tropical Rainforest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Tropical swamp ===&lt;br /&gt;
{{Main|Tropical swamp}}&lt;br /&gt;
[[File:TropicalSwamp.png|400px|thumb|right|''{{Q|Tropical swamp|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
A more wet version of the Tropical Rainforest. Like in all swamps diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil. Diseases are even more constant here than in Tropical Rainforests, so making a proper hospital and having good doctors is a priority.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, rarely 6 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 2.0 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Tropical Swamp::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Tropical Swamp::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Dry biomes ==&lt;br /&gt;
These biomes become progressively dry as they become more arid. Moderate amount of flora and fauna, which drops off as you pick a more extreme biome. Mostly year-round growing periods. Traveling in those biomes is usually fast and rarely slowed by cold seasons.&lt;br /&gt;
&lt;br /&gt;
=== Arid shrubland ===&lt;br /&gt;
{{Main|Arid shrubland}}&lt;br /&gt;
[[File:AridShrubland.png|400px|thumb|right|''{{Q|Arid shrubland|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, rarely 3 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 0.9 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Arid Shrubland::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Arid Shrubland::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Desert ===&lt;br /&gt;
{{Main|Desert}}&lt;br /&gt;
[[File:Desert.png|400px|thumb|right|''{{Q|Desert|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
With so few animals to hunt, growing crops is a priority on one of the few arable patches.  The hot temperatures can cause problems for colonists and tamed animals.  This biome has patches of soft sand which prevent building, but can be removed with [[moisture pump]]s.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: From all year to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but sometimes 3 due to winter.&lt;br /&gt;
* Forageability: 25%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Desert::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Desert::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Extreme desert ===&lt;br /&gt;
{{Main|Extreme desert}}&lt;br /&gt;
[[File:ExtremeDesert.png|400px|thumb|right|''{{Q|Extreme desert|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
The hot temperatures can cause problems for colonists and tamed animals. Its warm enough for growing plants outdoors, but it has to be done in stony patches around hills and mountains. Even though [[potatoes]] grow better in stony soil, you need to plant [[rice]] first so you will not starve while waiting for [[potatoes]]. [[Berries|Strawberries]] are also a good idea since there is no wood for cooking. Later [[Hydroponics basin|hydroponics]] can be used instead of ground. This biome has patches of soft sand which prevent building, but can be removed with [[moisture pump]]s. Animal migrations may occur, about once every other year.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: From all year to 30/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-5}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, rarely 3 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Extreme Desert::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Extreme Desert::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Cold biomes ==&lt;br /&gt;
These biomes become progressively colder and hostile as they become more intense. Flora and fauna becomes more scarce as you pick a more extreme biome. Mostly seasonal growing periods but may go down to no growing period in more extreme biomes. Traveling in those biomes is usually slow due to marsh and cold seasons which can be very long.&lt;br /&gt;
&lt;br /&gt;
=== Boreal forest ===&lt;br /&gt;
{{Main|Boreal forest}}&lt;br /&gt;
[[File:BorealForest.png|400px|thumb|right|''{{Q|Boreal forest|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: 30/60 days to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|10}} to {{Temperature|-10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-35}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but often 3 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.0 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Boreal Forest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Boreal Forest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Cold bog ===&lt;br /&gt;
{{Main|Cold bog}}&lt;br /&gt;
[[File:Cold Bog.png|400px|thumb|right|''{{Q|Cold bog|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
A more wet version of the Boreal Forest. Like in all swamps, diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: 30/60 days to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|10}} to {{Temperature|-10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-35}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, but often 6 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.3 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Cold Bog::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Cold Bog::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Tundra ===&lt;br /&gt;
{{Main|Tundra}}&lt;br /&gt;
[[File:Tundra.png|400px|thumb|right|''{{Q|Tundra|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
Animal migrations may occur once or twice per year. Growing periods are generally very short or non-existent.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: 20/60 days to never.&lt;br /&gt;
* Average Temperature: {{Temperature|0}} to {{Temperature|-20}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-50}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but most of the time 3 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 0.8 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Tundra::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Tundra::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Ice sheet ===&lt;br /&gt;
{{Main|Ice sheet}}&lt;br /&gt;
[[File:IceSheet.png|400px|thumb|right|''{{Q|Ice sheet|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
The only land possible to farm is stony patches around hills and mountains, but they need to be [[heater|heated]] indoors and also have [[sun lamp]]s. You will need to hunt, trade and cannibalize until you get a [[heater]] and a [[sun lamp]]. Later, [[moisture pump]]s can create larger growable areas and [[Hydroponics basin|hydroponics]] can be used instead of ground. Geothermal vents can be used for free heating. With so few animals here, any predators that roam in will become hungry soon and target your colonists and animals.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: Never.&lt;br /&gt;
* Average Temperature: {{Temperature|-20}} to {{Temperature|-40}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|10}} in summer to {{Temperature|-70}} in winter.&lt;br /&gt;
* Roads and Rivers: No.&lt;br /&gt;
* Movement Difficulty: 1.5, but most of the time 3.5 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Ice Sheet::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Ice Sheet::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sea ice ===&lt;br /&gt;
{{Main|Sea ice}}&lt;br /&gt;
[[File:SeaIce.png|400px|thumb|right|''{{Q|Sea ice|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
Sea ice maps do not have geothermal vents or [[ruins]] (except at [[Landmarks#Ice_dunes|ice dunes]]{{OdysseyIcon}} landmarks and in [[Quests#Ancient_Complex|ancient complex]]{{IdeologyIcon}} sites). [[Deep drill]]s cannot be used. [[Moisture pump]]s will only generate more ice, which means it is impossible to grow anything on the ground. You will need to do hunting, [[fishing]],{{OdysseyIcon}} [[trading]] and cannibalism until you get a [[heater]], a [[sun lamp]] and a [[hydroponics basin]]. It is worth mentioning that Sea Ice was designed to not allow colony building, only to allow traveling in the area, even though it is possible.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: Never.&lt;br /&gt;
* Average Temperature: {{Temperature|-20}} to {{Temperature|-30}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|10}} in summer to {{Temperature|-60}} in winter.&lt;br /&gt;
* Roads and Rivers: No.&lt;br /&gt;
* Movement Difficulty: 1.5, but most of the time 3.5 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Sea Ice::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Sea Ice::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Odyssey biomes ==&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
These are biomes added with the Odyssey DLC enabled. These biomes usually include gimmicks and challenges that are unique from conventional natural climates.&lt;br /&gt;
&lt;br /&gt;
=== Glowforest ===&lt;br /&gt;
{{Main|Glowforest}}&lt;br /&gt;
[[File:Glowforest.jpg|400px|thumb|right|''{{Q|Glowforest|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: From all year to 20/60 days. (Darkened skies)&lt;br /&gt;
* Average Temperature: 25 °C (77 °F) to 0 °C (32 °F).&lt;br /&gt;
* Temperature Variation: From 35 °C (95 °F) in summer to -25 °C (-13 °F) in winter.&lt;br /&gt;
* Roads and Rivers: Yes&lt;br /&gt;
* Movement Difficulty: 2.&lt;br /&gt;
* Forageability: 100%.&lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 1.2 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Glowforest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Glowforest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Scarlands ===&lt;br /&gt;
{{Main|Scarlands}}&lt;br /&gt;
[[File:Scarlands.jpg|400px|thumb|right|''{{Q|Scarlands|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1.&lt;br /&gt;
* Forageability: 25%.&lt;br /&gt;
* Grazable:&lt;br /&gt;
* Disease frequency: 1.2 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Scarlands::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Scarlands::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Grassland ===&lt;br /&gt;
{{Main|Grassland}}&lt;br /&gt;
[[File:Grassland.jpg|400px|thumb|right|''{{Q|Grassland|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1.&lt;br /&gt;
* Forageability: 100%.&lt;br /&gt;
* Grazable:&lt;br /&gt;
* Disease frequency: 1.2 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Grassland::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Grassland::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Glacial plain ===&lt;br /&gt;
{{Main|Glacial plain}}&lt;br /&gt;
[[File:GlacialPlains.jpg|400px|thumb|right|''{{Q|Glacial plain|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
There are no [[geyser]]s in glacial plain maps. Frozen ruins are hidden in the glaciers on all maps, with much bigger ruins when a [[frozen ruins]] landmark is present.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1.5.&lt;br /&gt;
* Forageability: 0%.&lt;br /&gt;
* Grazable:&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Glacial Plain::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Glacial Plain::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Lava field ===&lt;br /&gt;
{{Main|Lava field}}&lt;br /&gt;
[[File:Lava Fields.jpg|400px|thumb|right|''{{Q|Lava field|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1.5.&lt;br /&gt;
* Forageability: 50%.&lt;br /&gt;
* Grazable:&lt;br /&gt;
* Disease frequency: 0.9 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Lava Field::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Lava Field::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
There are multiple factors that contribute to the difficulty of biomes:&lt;br /&gt;
&lt;br /&gt;
=== Growing crops ===&lt;br /&gt;
{{Stub|section=true|reason=Characterize all biomes}}&lt;br /&gt;
The ability to grow crops is probaly the most '''critical''' factor, as long as the colony can't rely on [[hydroponics basin]]s or [[fungal gravel]] {{IdeologyIcon}}. Biomes like [[extreme desert]], [[ice sheet]] and [[sea ice]] have little to no farmable land.&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
Temperature is one of the most '''important''' factors. An average temperature of about {{Temperature|21}} is ideal, since this is the middle between the minimum and maximum comfortable temperature of humans. Besides that warmer biomes are preferable, since they more likely allow for a year-round growing season.&lt;br /&gt;
* ''Easy:'' [[Arid shrubland]],  [[Tropical rainforest]], [[Tropical swamp]] (Average temperature of {{Temperature|21}} and year-round growing season possible.)&lt;br /&gt;
* ''Easy to moderate:'' [[Desert]], [[Extreme desert]], [[Temperate forest]], [[Temperate swamp]] (Average temperature of at least {{Temperature|15}}.)&lt;br /&gt;
* ''Moderate:'' [[Boreal forest]], [[Cold bog]] (Average temperature above {{Temperature|0}} possible.)&lt;br /&gt;
* ''Moderate to difficult:'' [[Tundra]] (Average temperature always below {{Temperature|0}}.)&lt;br /&gt;
* ''Difficult:'' [[Ice sheet]], [[Sea ice]] (Average temperature always below {{Temperature|-20}}.)&lt;br /&gt;
* ''Unknown:'' [[Glacial plain]],{{OdysseyIcon}} [[Glowforest]],{{OdysseyIcon}} [[Grassland]],{{OdysseyIcon}} [[Lava field]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Fauna ===&lt;br /&gt;
{{Stub|section=true|reason=Characterize all biomes}}&lt;br /&gt;
* '''Hunting: important''' – Especially in the early game or when the supply of food relies on hunting the number and type of occurring animals might be important.&lt;br /&gt;
* '''Predators: circumstantial''' – Predators are especially a problem in biomes with already little other wildlife and available food, notably [[ice sheet]] and [[sea ice]]. In all other biomes they pose only a negligible threat.&lt;br /&gt;
&lt;br /&gt;
=== Weather and wildfire ===&lt;br /&gt;
[[Weather]] is a '''circumstantial''' factor. While clear weather is the most preferable, dry thunderstorms can pose a serious threat by creating wildfires, especially when building out of wood or in biomes with dense vegetation. Torrential rain {{OdysseyIcon}} can cause flooding; tox rain {{OdysseyIcon}} can cause [[toxic buildup]].&lt;br /&gt;
* ''Easy:'' [[Arid shrubland]], [[Desert]], [[Extreme desert]], [[Temperate forest]], [[Tundra]], [[Lava field]] {{OdysseyIcon}}&lt;br /&gt;
* ''Easy to moderate:'' [[Ice sheet]], [[Glacial plain]] {{OdysseyIcon}}  (Less clear weather or hightened risk from dry thunderstorms.)&lt;br /&gt;
* ''Moderate:'' [[Boreal forest]], [[Cold bog]], [[Tropical rainforest]], [[Tropical swamp]], [[Temperate swamp]], [[Scarlands]] {{OdysseyIcon}} (Chance for torrential rain {{OdysseyIcon}} or tox rain. {{OdysseyIcon}})&lt;br /&gt;
* ''Moderate to difficult:'' [[Sea ice]] (Hightened risk from dry thunderstorms and less clear weather.)&lt;br /&gt;
* ''Difficult:'' [[Glowforest]],{{OdysseyIcon}} [[Grassland]] {{OdysseyIcon}} (Very high risk from dry thunderstorms.)&lt;br /&gt;
&lt;br /&gt;
=== Diseases ===&lt;br /&gt;
[[Disease]]s are on of the more '''circumstantial''' factors for biome difficulty. In some biomes they appear up to three times as often as in other biomes. Also the selection and chance of individual diseases varies.&lt;br /&gt;
* '''Disease {{MTB}}:'''&lt;br /&gt;
** ''Easy:'' [[Desert]], [[Extreme desert]], [[Ice sheet]], [[Sea ice]], [[Glacial plain]],{{OdysseyIcon}} [[Lava field]] {{OdysseyIcon}}(90 days)&lt;br /&gt;
** ''Easy to moderate:'' [[Tundra]] (80 days)&lt;br /&gt;
** ''Moderate:'' [[Arid shrubland]], [[Boreal forest]], [[Temperate forest]], [[Glowforest]] {{OdysseyIcon}}, [[Grassland]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}} (50-65 days)&lt;br /&gt;
** ''Moderate to difficult:'' [[Temperate swamp]], [[Cold bog]] (40-45 days)&lt;br /&gt;
** ''Difficult:'' [[Tropical rainforest]], [[Tropical swamp]] (30-35 days)&lt;br /&gt;
* '''Disease selection:'''&lt;br /&gt;
** ''Easy:'' [[Cold bog]], [[Tundra]] (Higher chances for [[fibrous mechanites|fibrous]] and [[sensory mechanites]] and therefore less often more serious diseases.)&lt;br /&gt;
** ''Easy to moderate:'' [[Arid shrubland]], [[Boreal forest]], [[Desert]], [[Extreme desert]], [[Glacial plain]],{{OdysseyIcon}} [[Lava field]] {{OdysseyIcon}}&lt;br /&gt;
** ''Moderate:'' [[Ice sheet]], [[Sea ice]] (No gut worms and muscle parasites and therefore more often serious diseases.)&lt;br /&gt;
** ''Moderate to difficult:'' [[Temperate forest]], [[Temperate swamp]], [[Grassland]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}} (Chance for [[malaria]].)&lt;br /&gt;
** ''Difficult:'' [[Tropical rainforest]], [[Tropical swamp]], [[Glowforest]] {{OdysseyIcon}} (Chance for [[malaria]] and [[sleeping sickness]].)&amp;lt;!-- &lt;br /&gt;
* Combined&lt;br /&gt;
** ''Easy:'' [[Tundra]], [[Desert]], [[Extreme desert]], [[Glacial plain]],{{OdysseyIcon}} [[Lava field]] {{OdysseyIcon}}&lt;br /&gt;
** ''Easy to moderate:'' [[Arid shrubland]], [[Boreal forest]], [[Ice sheet]], [[Sea ice]]&lt;br /&gt;
** ''Moderate:'' [[Cold bog]]&lt;br /&gt;
** ''Moderate to difficult:'' [[Temperate forest]], [[Temperate swamp]], [[Glowforest]],{{OdysseyIcon}} [[Grassland]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}}&lt;br /&gt;
** ''Difficult:'' [[Tropical rainforest]], [[Tropical swamp]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fauna ===&lt;br /&gt;
For the relative amount of plants in each of the following categories see the table below.&lt;br /&gt;
* '''Wood: important''' – There are plenty of buildings that require wood. Especially in the early game the colony is highly dependant on the wood chopped from wild trees. In some biomes this can be a serious problem.&lt;br /&gt;
** ''Easy:'' [[Temperate swamp]], [[Tropical swamp]] &amp;lt;!-- 6-10 --&amp;gt;&lt;br /&gt;
** ''Easy to moderate:'' [[Boreal forest]], [[Cold bog]], [[Temperate forest]], [[Tropical rainforest]] &amp;lt;!-- 0.8-2 --&amp;gt;&lt;br /&gt;
** ''Moderate:'' [[Glowforest]],{{OdysseyIcon}} [[Lava field]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}} &amp;lt;!-- 0.09-0.2 --&amp;gt;&lt;br /&gt;
** ''Moderate to difficult:'' [[Arid shrubland]], [[Desert]], [[Temperate forest]], [[Tundra]], [[Grassland]] {{OdysseyIcon}} &amp;lt;!-- 0.03-0.07 --&amp;gt;&lt;br /&gt;
** ''Impossible:'' [[Extreme desert]], [[Ice sheet]], [[Sea ice]], [[Glacial plain]] {{OdysseyIcon}} &amp;lt;!-- (close to) none --&amp;gt;&lt;br /&gt;
* '''Grazing: important''' – The amount of [[pen animals]] a colony can support by only letting them graze depends mainly on the amount and frequency wild plants are growing. Apart from trees which are inedible for most animals and a few quite rare plants, all wild plants provide the same nutrition. &amp;lt;!-- See table below for the score --&amp;gt;&lt;br /&gt;
** ''Easy:'' [[Tropical rainforest]], [[Tropical swamp]], [[Glowforest]],{{OdysseyIcon}} [[Grassland]] {{OdysseyIcon}}&lt;br /&gt;
** ''Easy to moderate:'' [[Cold bog]], [[Temperate forest]], [[Temperate swamp]]&lt;br /&gt;
** ''Moderate:'' [[Lava field]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}}&lt;br /&gt;
** ''Moderate to difficult:'' [[Arid shrubland]], [[Boreal forest]], [[Tundra]]&lt;br /&gt;
** ''Impossible:'' [[Desert]], [[Extreme desert]], [[Ice sheet]], [[Sea ice]], [[Glacial plain]] {{OdysseyIcon}}&lt;br /&gt;
* '''Food: circumstantial''' – Forraging [[agave]], [[berry bush]]es, [[glowstool]] and [[agarilux]] can help stretch a food shortage.&amp;lt;!-- See table below for the score --&amp;gt;&lt;br /&gt;
** ''Easy:'' [[Temperate swamp]], [[Tropical rainforest]], [[Glowforest]] {{OdysseyIcon}} &amp;lt;!-- 0,26-0.3 --&amp;gt;&lt;br /&gt;
** ''Easy to moderate:'' [[Arid shrubland]], [[Tropical swamp]], &amp;lt;!-- 0.16-0.23 --&amp;gt;&lt;br /&gt;
** ''Moderate:'' [[Boreal forest]], [[Temperate forest]], [[Grassland]],{{OdysseyIcon}} [[Lava field]] {{OdysseyIcon}} &amp;lt;!-- 0.06-0.13 --&amp;gt;&lt;br /&gt;
** ''Moderate to difficult:'' [[Desert]], [[Tundra]], [[Scarlands]] {{OdysseyIcon}} &amp;lt;!-- 0.01-0.05 --&amp;gt;&lt;br /&gt;
** ''Impossible:'' [[Extreme desert]], [[Ice sheet]], [[Sea ice]], [[Glacial plain]] {{OdysseyIcon}} &amp;lt;!-- (close to) none --&amp;gt;&lt;br /&gt;
* '''Herbal medicine: circumstantial''' – Relying on [[wild healroot]] plants for [[herbal medicine]] production is not advisable, although it might be possible in some biomes:&lt;br /&gt;
** ''Easy:'' [[Temperate swamp]] &amp;lt;!--  --&amp;gt;&lt;br /&gt;
** ''Moderate:'' [[Cold bog]], [[Temperate forest]], [[Grassland]] {{OdysseyIcon}}&amp;lt;!--  --&amp;gt;&lt;br /&gt;
** ''Moderate to difficult:'' [[Boreal forest]], [[Tundra]]&amp;lt;!--  --&amp;gt;&lt;br /&gt;
** ''Impossible:'' All other biomes.&amp;lt;!--  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
{{Image wanted|reason=Requesting updated versions of biomes intensity, possibly with correct temperature ranges instead of cold/warm/hot|section=true}}&lt;br /&gt;
The following is a simple summary of the biomes by difficulty, overall cold biomes are more challenging than their hot counterparts.&lt;br /&gt;
&lt;br /&gt;
[[File:Rimworld_biomes_difficulty_graph.png|1250px|Biome Intensity Diagram]]&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Overall the biomes can be categorized in roughly the following difficulty lewels. Note that this is only a guideline and heavily depends on difficulty settings, scenario, playstile and the parameters of the specific map:&lt;br /&gt;
&lt;br /&gt;
* '''Easy:'''&lt;br /&gt;
* '''Easy to moderate:'''&lt;br /&gt;
* '''Moderate:'''&lt;br /&gt;
* '''Moderate to difficult:'''&lt;br /&gt;
* '''Difficult:'''&lt;br /&gt;
[[Arid shrubland]], [[Boreal forest]], [[Cold bog]], [[Desert]], [[Extreme desert]], [[Ice sheet]], [[Sea ice]], [[Tropical rainforest]], [[Tropical swamp]], [[Temperate forest]], [[Temperate swamp]], [[Tundra]], [[Glacial plain]],{{OdysseyIcon}} [[Glowforest]],{{OdysseyIcon}} [[Grassland]],{{OdysseyIcon}} [[Lava field]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}} &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Comparison table ==&lt;br /&gt;
&amp;lt;!-- Variables&lt;br /&gt;
--&amp;gt;{{#vardefine:AgaveYield|{{Q|Agave|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:BerryYield|{{Q|Berry bush|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:GlowYield|{{Q|Glowstool|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:AgariYield|{{Q|Agarilux|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:HealrootYield|{{Q|Wild healroot|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:AnimaYield|{{Q|Anima tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:ArcheanYield|{{Q|Archean tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:BambooYield|{{Q|Bamboo tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:BirchYield|{{Q|Birch tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:BonsaiYield|{{Q|Bonsai tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:BurnedYield|{{Q|Burned stump|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:CecropiaYield|{{Q|Cecropia tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:ChoppedYield|{{Q|Chopped stump|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:CypressYield|{{Q|Cypress tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:DragoYield|{{Q|Drago tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:FibercornYield|{{Q|Fibercorn|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:GauranlenYield|{{Q|Gauranlen tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:GraypineYield|{{Q|Gray pine tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:MapleYield|{{Q|Maple tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:OakYield|{{Q|Oak tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:PalmYield|{{Q|Palm tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:PebbleYield|{{Q|Pebble cactus|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:PineYield|{{Q|Pine tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:PoluxYield|{{Q|Polux tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:PoplarYield|{{Q|Poplar tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:RatpalmYield|{{Q|Rat palm tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:SaguaroYield|{{Q|Saguaro cactus|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:SmashedYield|{{Q|Smashed stump|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:SnagrootYield|{{Q|Snagroot tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:TeakYield|{{Q|Teak tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:TimbershroomYield|{{Q|Timbershroom|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:WillowYield|{{Q|Willow tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:WitchwoodYield|{{Q|Witchwood tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;includeonly&amp;gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
|-{{#vardefine:NaMe|{{#switch:{{{?Name}}}|Arid shrubland = Arid Shrubland|Boreal forest = Boreal Forest|Cold bog = Cold Bog|Glacial plain = Glacial Plain|Lava field = Lava Field|Temperate forest = Temperate Forest|Temperate swamp = Temperate Swamp|Tropical rainforest = Tropical Rainforest|Tropical swamp = Tropical Swamp|#default={{{?Name}}}}}}}&lt;br /&gt;
! {{DLC Icons|{{{?Name}}} }}&lt;br /&gt;
| {{{?Animal Density}}}&lt;br /&gt;
| {{{?Plant Density}}}&lt;br /&gt;
| {{{?Wild Plant Regrow Days}}}&lt;br /&gt;
| {{#switch:{{{?Wild Plant Regrow Days}}}|0|?=–|#default={{#expr:(&lt;br /&gt;
{{Q|Agave|Lives In {{#var:NaMe}}|0}}*{{#var:AgaveYield}} + &lt;br /&gt;
{{Q|Berry bush|Lives In {{#var:NaMe}}|0}}*{{#var:BerryYield}} + &lt;br /&gt;
{{Q|Glowstool|Lives In {{#var:NaMe}}|0}}*{{#var:GlowYield}} + &lt;br /&gt;
{{Q|Agarilux|Lives In {{#var:NaMe}}|0}}*{{#var:AgariYield}}&lt;br /&gt;
) / {{{?Flora Commonality Sum}}} * {{{?Plant Density}}} / {{{?Wild Plant Regrow Days}}} * 100 round 2}} }}&lt;br /&gt;
| {{#switch:{{{?Wild Plant Regrow Days}}}|0|?=–|#default={{#if:{{Q|Wild healroot|Lives In {{#var:NaMe}}}}|{{#expr:({{Q|Wild healroot|Lives In {{#var:NaMe}}|0}}*{{#var:HealrootYield}}) / {{{?Flora Commonality Sum}}} * {{{?Plant Density}}} / {{{?Wild Plant Regrow Days}}} * 1000 round 2}}|–}} }}&lt;br /&gt;
| {{#switch:{{{?Wild Plant Regrow Days}}}|0|?=–|#default={{#expr:(&lt;br /&gt;
{{Q|Anima tree|Lives In {{#var:NaMe}}|0}}*{{#var:AnimaYield}} + &lt;br /&gt;
{{Q|Archean tree|Lives In {{#var:NaMe}}|0}}*{{#var:ArcheanYield}} + &lt;br /&gt;
{{Q|Bamboo tree|Lives In {{#var:NaMe}}|0}}*{{#var:BambooYield}} + &lt;br /&gt;
{{Q|Birch tree|Lives In {{#var:NaMe}}|0}}*{{#var:BirchYield}} + &lt;br /&gt;
{{Q|Bonsai tree|Lives In {{#var:NaMe}}|0}}*{{#var:BonsaiYield}} + &lt;br /&gt;
{{Q|Burned stump|Lives In {{#var:NaMe}}|0}}*{{#var:BurnedYield}} + &lt;br /&gt;
{{Q|Cecropia tree|Lives In {{#var:NaMe}}|0}}*{{#var:CecropiaYield}} + &lt;br /&gt;
{{Q|Chopped stump|Lives In {{#var:NaMe}}|0}}*{{#var:ChoppedYield}} + &lt;br /&gt;
{{Q|Cypress tree|Lives In {{#var:NaMe}}|0}}*{{#var:CypressYield}} + &lt;br /&gt;
{{Q|Drago tree|Lives In {{#var:NaMe}}|0}}*{{#var:DragoYield}} + &lt;br /&gt;
{{Q|Fibercorn|Lives In {{#var:NaMe}}|0}}*{{#var:FibercornYield}} + &lt;br /&gt;
{{Q|Gauranlen tree|Lives In {{#var:NaMe}}|0}}*{{#var:GauranlenYield}} + &lt;br /&gt;
{{Q|Gray pine tree|Lives In {{#var:NaMe}}|0}}*{{#var:GraypineYield}} + &lt;br /&gt;
{{Q|Maple tree|Lives In {{#var:NaMe}}|0}}*{{#var:MapleYield}} + &lt;br /&gt;
{{Q|Oak tree|Lives In {{#var:NaMe}}|0}}*{{#var:OakYield}} + &lt;br /&gt;
{{Q|Palm tree|Lives In {{#var:NaMe}}|0}}*{{#var:PalmYield}} + &lt;br /&gt;
{{Q|Pebble cactus|Lives In {{#var:NaMe}}|0}}*{{#var:PebbleYield}} + &lt;br /&gt;
{{Q|Pine tree|Lives In {{#var:NaMe}}|0}}*{{#var:PineYield}} + &lt;br /&gt;
{{Q|Polux tree|Lives In {{#var:NaMe}}|0}}*{{#var:PoluxYield}} + &lt;br /&gt;
{{Q|Poplar tree|Lives In {{#var:NaMe}}|0}}*{{#var:PoplarYield}} + &lt;br /&gt;
{{Q|Rat palm tree|Lives In {{#var:NaMe}}|0}}*{{#var:RatpalmYield}} + &lt;br /&gt;
{{Q|Saguaro cactus|Lives In {{#var:NaMe}}|0}}*{{#var:SaguaroYield}} + &lt;br /&gt;
{{Q|Smashed stump|Lives In {{#var:NaMe}}|0}}*{{#var:SmashedYield}} + &lt;br /&gt;
{{Q|Snagroot tree|Lives In {{#var:NaMe}}|0}}*{{#var:SnagrootYield}} + &lt;br /&gt;
{{Q|Teak tree|Lives In {{#var:NaMe}}|0}}*{{#var:TeakYield}} + &lt;br /&gt;
{{Q|Timbershroom|Lives In {{#var:NaMe}}|0}}*{{#var:TimbershroomYield}} + &lt;br /&gt;
{{Q|Willow tree|Lives In {{#var:NaMe}}|0}}*{{#var:WillowYield}} + &lt;br /&gt;
{{Q|Witchwood tree|Lives In {{#var:NaMe}}|0}}*{{#var:WitchwoodYield}}&lt;br /&gt;
) / {{{?Flora Commonality Sum}}} * {{{?Plant Density}}} / {{{?Wild Plant Regrow Days}}} * 10 round 2}} }}&lt;br /&gt;
| {{#switch:{{{?Wild Plant Regrow Days}}}|0|?=–|#default={{#expr:(&lt;br /&gt;
{{{?Flora Commonality Sum}}} -&lt;br /&gt;
{{Q|Anima tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Archean tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Bamboo tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Birch tree|Lives In {{#var:NaMe}}|0}} - &lt;br /&gt;
{{Q|Bonsai tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Burned stump|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Cecropia tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Chopped stump|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Cypress tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Drago tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Fibercorn|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Gauranlen tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Gray pine tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Maple tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Oak tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Palm tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Pebble cactus|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Pine tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Polux tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Poplar tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Rat palm tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Saguaro cactus|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Smashed stump|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Snagroot tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Teak tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Timbershroom|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Willow tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Witchwood tree|Lives In {{#var:NaMe}}|0}}&lt;br /&gt;
) / {{{?Flora Commonality Sum}}} * {{{?Plant Density}}} / {{{?Wild Plant Regrow Days}}} * 10 round 2}} }}&lt;br /&gt;
| {{{?Forageability}}}&lt;br /&gt;
| {{{?Disease MTB Days}}}&lt;br /&gt;
| {{{?Movement Difficulty}}}&lt;br /&gt;
| {{Temperature|{{{?Min Temperature}}}|{{{?Max Temperature}}} }}&lt;br /&gt;
| {{{?Min rainfall}}}&lt;br /&gt;
| {{{?Max rainfall}}}&lt;br /&gt;
| {{{?Min swampiness}}}&lt;br /&gt;
| {{{?Max swampiness}}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&amp;lt;/includeonly&amp;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_21 text-center}}&lt;br /&gt;
! Biome !! Animal&amp;lt;br/&amp;gt;density !! Plant&amp;lt;br/&amp;gt;density !! Wild plant&amp;lt;br/&amp;gt;regrow (days)&lt;br /&gt;
! Food foraging score&amp;lt;ref&amp;gt;How much raw food can be harvested from wild plants ''relative'' to other biomes. Accounts for plant density, wild plant regrow days and the relative commonality of harvestable plants and their base harvest yield.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Medicine foraging score&amp;lt;ref&amp;gt;How much herbal medicine can be harvested from wild plants ''relative'' to other biomes. Accounts for plant density, wild plant regrow days and the relative commonality of wild healroot plants.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Wood foraging score&amp;lt;ref&amp;gt;How much wood can be harvested from wild plants ''relative'' to other biomes. Accounts for plant density, wild plant regrow days and the relative commonality of harvestable plants and their base harvest yield.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Grazing score&amp;lt;ref&amp;gt;How many grazable wild plants grow ''relative'' to other biomes. Accounts for plant density, wild plant regrow days and substracts the relative commonality of trees.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! [[Forage]]-&amp;lt;br/&amp;gt;ability&amp;lt;ref&amp;gt;How much food a caravan can forage when traveling over a tile of that biome.&amp;lt;/ref&amp;gt; !! Disease&amp;lt;br/&amp;gt;{{MTB}} (days) !! Movement&amp;lt;br/&amp;gt;difficulty !! data-sort-type=&amp;quot;number&amp;quot; | [[Temperature]]&amp;lt;br/&amp;gt;range !! Min.&amp;lt;br/&amp;gt;[[rain]]fall !! Max.&amp;lt;br/&amp;gt;rainfall !! Min.&amp;lt;br/&amp;gt;swampiness !! Max.&amp;lt;br/&amp;gt;swampiness&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Type::Biome]] [[Name::!Lake]] [[Name::!Ocean]]&lt;br /&gt;
 | ?Name = ?Name&lt;br /&gt;
 | ?Animal Density = ?Animal Density&lt;br /&gt;
 | ?Plant Density = ?Plant Density&lt;br /&gt;
 | ?Wild Plant Regrow Days = ?Wild Plant Regrow Days&lt;br /&gt;
 | ?Flora Commonality Sum = ?Flora Commonality Sum&lt;br /&gt;
 | ?Forageability = ?Forageability&lt;br /&gt;
 | ?Disease MTB Days = ?Disease MTB Days&lt;br /&gt;
 | ?Movement Difficulty = ?Movement Difficulty&lt;br /&gt;
 | ?Min Temperature = ?Min Temperature&lt;br /&gt;
 | ?Max Temperature = ?Max Temperature&lt;br /&gt;
 | ?Min rainfall = ?Min rainfall&lt;br /&gt;
 | ?Max rainfall = ?Max rainfall&lt;br /&gt;
 | ?Min swampiness = ?Min swampiness&lt;br /&gt;
 | ?Max swampiness = ?Max swampiness&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = :Biomes&lt;br /&gt;
 | named args = true&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.6.532|0.6.532]] - Added&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Tropical rainforest added.&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Boreal forest and tundra added&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Ice sheet now playable.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Extreme Desert biome added.&lt;br /&gt;
* [[Version/0.16.1393|0.16.1393]] - Sea Ice biome added.&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added Swamp biomes: Tropical swamp, Temperate swamp, Cold bog.&lt;br /&gt;
* [[Odyssey DLC]] release - Added Biomes: Glacial plain, Glowforest, Grassland, Lava field, Scarlands. &lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Environment]][[Category:Biomes]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Environment&amp;diff=180596</id>
		<title>Environment</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Environment&amp;diff=180596"/>
		<updated>2026-05-24T14:14:21Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Commonality */ Added table of weather commonality per biome&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Stub|reason= Missing new Odyssey terrain and weather mechanics}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
The map '''environment''' are all aspects of the map that often can not be directly influenced by the player, such as terrain, weather conditions and lighting.&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
{{Main|Beauty}}&lt;br /&gt;
Terrain, flooring, objects, and plants attribute to a tile's beauty, which in turn can affect a colonist's mood.&lt;br /&gt;
The contents of a tile have a cumulative effect on its beauty; i.e. a granite chunk (beauty of -10) on a carpeted floor (beauty of +2) gives the tile a net beauty of -8.&lt;br /&gt;
Certain unsightly objects, i.e. vomit, have one value when under a roof and a lower value when unroofed. This simulates the general disgust of seeing eyesores indoors versus encountering them outside.&lt;br /&gt;
&lt;br /&gt;
== Space ==&lt;br /&gt;
Environment space (as opposed to the [[Space|Need for Space]]) is the count of how much space there is to freely move around in a room. This is all the floor tiles that are either empty or have objects that can be passed through at full speed, such as chairs, building materials, and the various &amp;quot;spots&amp;quot;. All objects that either slow down or prevent movement through are not counted towards Environment Space. The &amp;quot;Space&amp;quot; number shown in the Environment display is this count x 1.4. This number is a measure of the entire room, and does not change depending on where a pawn is standing.&lt;br /&gt;
&lt;br /&gt;
== Flora ==&lt;br /&gt;
{{Main|Plants}}&lt;br /&gt;
Certain plants and trees have beauty, and may also provide [[cover]] to colonists.&lt;br /&gt;
&lt;br /&gt;
== Light ==&lt;br /&gt;
{{Stub|section=1|reason=1) Relationship between light % and plant growth speed e.g. Tinctoria grows so slow in normal soil under torch light that it rots before it grows enough to harvest 2) Effects of [[Dark vision]] and [[Ideoligion#Lighting|Lighting:Darkness preferred]] on mentioned stat and mood penalties}}&lt;br /&gt;
{{For|the furniture item|standing lamp}}&lt;br /&gt;
&lt;br /&gt;
Light can be generated artificially or naturally. Artificial light is produced by appliances in a limited range. Natural light is generated throughout the map on unroofed tiles. Roofed tiles will be dark unless lit artificially.&lt;br /&gt;
&lt;br /&gt;
Occasionally an [[Events#Eclipse|eclipse]] befalls the planet. Natural daytime light is no longer generated until it ends.&lt;br /&gt;
&lt;br /&gt;
Light's importance lies in the following effects:&lt;br /&gt;
* Plant growth - Most plants have light requirements to grow.&lt;br /&gt;
:*  0% only: {{DLC Icons|Nutrifungus}}&lt;br /&gt;
:*  0%+: {{#Ask: [[Min Grow Light::0]] [[Name::!Nutrifungus]]| format = template | template = DLC Icons | link = none | sort = From DLC, Name | sep = ,&amp;amp;nbsp;}}&lt;br /&gt;
:* 30%+: {{#Ask: [[Min Grow Light::0.3]]| format = template | template = DLC Icons | link = none | sort = From DLC, Name | sep = ,&amp;amp;nbsp;}}&lt;br /&gt;
:* 51%+: ''All other plants''&lt;br /&gt;
* Power - Solar generators only produce power when naturally lit.&lt;br /&gt;
* Colonists want 30% light or better. This affects:&lt;br /&gt;
:* Colonists' mood - Colonists in sustained darkness will have the [[Thoughts list#In darkness|'In darkness']] thought. Sleeping colonists will not have this thought. Therefore, lighting is not needed in areas only used for sleeping.&lt;br /&gt;
:* Colonists' movement speed - Colonists in darkness will have a reduced [[move speed]], scaling to 80% at a light level of 0%. Due to this, combat at night or under unlit roofed areas can lead to a disadvantage against non-human opponents, such as insects, manhunter animals, or mechanoids. Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene{{BiotechIcon}} are unaffected by this factor.&lt;br /&gt;
:* Colonists' global work speed - Similarly to their movement speed, colonists will have a work speed penalty when working in darkness, scaling to 80% at a light level of 0%. Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene{{BiotechIcon}} are unaffected by this factor.&lt;br /&gt;
* [[Surgery success chance factor]] is optimized at 50% light or better.&lt;br /&gt;
&lt;br /&gt;
There are three light levels: ''Dark'' (0-29%), ''Lit'' (30-89%), and ''Brightly lit'' (90-100%). Each tile on the map has one of these light levels. The light level of a tile is listed in the tile's information area located above the Architect menu (when the menu is minimized). The light level is immediately followed by the brightness given in a percentage (%).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style = &amp;quot;text-align:center; border-width=10;&amp;quot; width=&amp;quot;260&amp;quot;&lt;br /&gt;
| colspan = 4 | '''Light levels according to Light (%)'''&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light (%) &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | 0-29 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | 30-89 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | 90-100&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light level &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | Dark &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | Lit &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | Brightly lit &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Darklight ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=General also two way links. if specific color, something like this may be useful to display&lt;br /&gt;
&amp;lt;abbr title=&amp;quot;RGB: (78,226,229)&amp;quot;&amp;gt;&amp;lt;span&amp;gt;&amp;lt;div class=&amp;quot;mw-no-invert&amp;quot; style=&amp;quot;width:16px;height:16px;background-color:rgb(78,226,229);display:inline-block;border:1px solid black;outline:1px solid white;vertical-align:middle;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/abbr&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
Darklight is a specific range of light colors.{{Check Tag|Which/Range?|Last I checked it had to be (78, 226, 229) specifically but this was before the merging of specific darklight buildings}} Areas lit with darklight are considered dark for the purposes of [[precept]]s: it pleases [[ideoligion]]s with the [[Ideoligion#Lighting|Lighting: Darklights Preferred]] precept, giving those with the precept a {{Thought| desc=This dim light is perfect. I feel focused and energized.| label=darklight| value=+4| stack=1}}, and is counted as dark if placed indoors for the [[combat in darkness]] precept. It is considered regular light in every other way, including for the purposes of work speed and [[unnatural darkness]].{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
* [[Darktorch]]&lt;br /&gt;
* [[Fungus darktorch]]&lt;br /&gt;
* [[Standing lamp]], [[wall lamp]], and [[flood light]] (if enabled)&lt;br /&gt;
* [[Darklight brazier]]{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
Standing lamps, wall lamps, and flood lights can be set to enable darklight, and do not require the [[Research#Advanced lights|Advanced lights]] research to do so.&lt;br /&gt;
&lt;br /&gt;
=== Artificial light sources ===&lt;br /&gt;
Light in roofed areas is provided by the following appliances:&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_11 text-center}}&lt;br /&gt;
! Name !! &amp;lt;abbr title=&amp;quot;The furthest away a tile can be before it falls below 30% light&amp;quot;&amp;gt;Light Radius&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Light Radius::+]]&lt;br /&gt;
  | format = template&lt;br /&gt;
  | template = Ask Table Formatter&lt;br /&gt;
  | ?Light Radius&lt;br /&gt;
  | sort = From DLC, Name&lt;br /&gt;
  | link = none&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Daylight timing and latitude ===&lt;br /&gt;
Daylight, or natural light, is the light generated on unroofed tiles throughout the map. The timing and strength of daylight is affected by latitude, time of year, and time of day, due to the planet's apparent axial tilt.&lt;br /&gt;
&lt;br /&gt;
This effect is more pronounced at extreme northern and southern latitudes, which can result in light levels not reaching 0% at night or 100% at daytime.&lt;br /&gt;
&lt;br /&gt;
Near the central latitude, light level change throughout the day as follows:&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot;&lt;br /&gt;
! Start time&lt;br /&gt;
! Light level&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 4h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFD8&amp;quot;&lt;br /&gt;
| 7h || Brightly lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 17h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#B8C0B8&amp;quot;&lt;br /&gt;
| 20h || Dark&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Day Length Table ====&lt;br /&gt;
Note that the below values represent the number of hours that the light level is above 30%, meaning there is no guarantee that it will reach 100%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Latitude !! Aprimay 1 !! Aprimay 6 !! Aprimay 11 !! Jugust 1 !! Jugust 6 !! Jugust 11 !! Septober 1 !! Septober 6 !! Septober 11 !! Decembary 1 !! Decembary 6 !! Decembary 11&lt;br /&gt;
|- &lt;br /&gt;
| '''90° N''' || 0 || 0 || 0 || 24 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° N''' || 0 || 0 || 0 || 10.7 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| '''60° N''' || 11.2 || 11.7 || 12.8 || 14.1 || 15.5 || 16.5 || 16.8 || 16.2 || 15.0 || 13.6 || 12.3 || 11.4&lt;br /&gt;
|-&lt;br /&gt;
| '''45° N''' || 12.6 || 12.9 || 13.5 || 14.3 || 15.1 || 15.6 || 15.8 || 15.5 || 14.8 || 13.9 || 13.2 || 12.7&lt;br /&gt;
|-&lt;br /&gt;
| '''30° N''' || 13.5 || 13.7 || 14.0 || 14.5 || 14.9 || 15.3 || 15.4 || 15.2 || 14.8 || 14.3 || 13.9 || 13.6&lt;br /&gt;
|-&lt;br /&gt;
| '''15° N''' || 14.3 || 14.4 || 14.5 || 14.8 || 15.0 || 15.2 || 15.2 || 15.1 || 14.9 || 14.7 || 14.5 || 14.4&lt;br /&gt;
|-&lt;br /&gt;
| '''0°''' || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2&lt;br /&gt;
|-&lt;br /&gt;
| '''15° S''' || 15.2 || 15.1 || 14.9 || 14.7 || 14.5 || 14.4 || 14.3 || 14.4 || 14.5 || 14.8 || 15.0 || 15.2&lt;br /&gt;
|-&lt;br /&gt;
| '''30° S''' || 15.4 || 15.2 || 14.8 || 14.3 || 13.9 || 13.6 || 13.5 || 13.7 || 14.0 || 14.5 || 14.9 || 15.3&lt;br /&gt;
|-&lt;br /&gt;
| '''45° S''' || 15.8 || 15.5 || 14.8 || 13.9 || 13.2 || 12.7 || 12.6 || 12.9 || 13.5 || 14.3 || 15.1 || 15.6&lt;br /&gt;
|-&lt;br /&gt;
| '''60° S''' || 16.8 || 16.2 || 15.0 || 13.6 || 12.3 || 11.4 || 11.2 || 11.7 || 12.8 || 14.1 || 15.5 || 16.5&lt;br /&gt;
|-&lt;br /&gt;
| '''75° S''' || 24 || 24 || 18.7 || 15.0 || 12.2 || 10.4 || 9.9 || 11.0 || 13.2 || 16.4 || 20.6 || 24&lt;br /&gt;
|-&lt;br /&gt;
| '''90° S''' || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0 || 24 || 24 || 24 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Plant growth time table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Latitude !! Aprimay 1 !! Aprimay 6 !! Aprimay 11 !! Jugust 1 !! Jugust 6 !! Jugust 11 !! Septober 1 !! Septober 6 !! Septober 11 !! Decembary 1 !! Decembary 6 !! Decembary 11&lt;br /&gt;
|- &lt;br /&gt;
| '''90° N''' || 0 || 0 || 0 || 0 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° N''' || 0 || 0 || 0 || 5.8 || 24 || 24 || 24 || 24 || 18.6 || 0 || 0 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| '''60° N''' || 8.9 || 9.4 || 10.5 || 11.9 || 13.2 || 14.0 || 14.3 || 13.8 || 12.7 || 11.3 || 10.0 || 9.1&lt;br /&gt;
|-&lt;br /&gt;
| '''45° N''' || 11.0 || 11.3 || 11.9 || 12.7 || 13.4 || 13.9 || 14.1 || 13.8 || 13.1 || 12.4 || 11.6 || 11.1&lt;br /&gt;
|-&lt;br /&gt;
| '''30° N''' || 12.2 || 12.4 || 12.7 || 13.2 || 13.6 || 13.9 || 14.0 || 13.8 || 13.4 || 13.0 || 12.6 || 12.3&lt;br /&gt;
|-&lt;br /&gt;
| '''15° N''' || 13.2 || 13.2 || 13.4 || 13.6 || 13.8 || 14.0 || 14.0 || 13.9 || 13.7 || 13.5 || 13.3 || 13.2&lt;br /&gt;
|-&lt;br /&gt;
| '''0°''' || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1&lt;br /&gt;
|-&lt;br /&gt;
| '''15° S''' || 14.0 || 13.9 || 13.7 || 13.5 || 13.3 || 13.2 || 13.2 || 13.2 || 13.4 || 13.6 || 13.8 || 14.0&lt;br /&gt;
|-&lt;br /&gt;
| '''30° S''' || 14.0 || 13.8 || 13.4 || 13.0 || 12.6 || 12.3 || 12.2 || 12.4 || 12.7 || 13.2 || 13.6 || 13.9&lt;br /&gt;
|-&lt;br /&gt;
| '''45° S''' || 14.1 || 13.8 || 13.1 || 12.4 || 11.6 || 11.1 || 11.0 || 11.3 || 11.9 || 12.7 || 13.4 || 13.9&lt;br /&gt;
|-&lt;br /&gt;
| '''60° S''' || 14.3 || 13.8 || 12.7 || 11.3 || 10.0 || 9.1 || 8.9 || 9.4 || 10.5 || 11.9 || 13.2 || 14.0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° S''' || 17.3 || 16.0 || 13.6 || 10.6 || 7.6 || 5.1 || 4.3 || 6.0 || 8.8 || 11.8 || 14.6 || 16.7&lt;br /&gt;
|-&lt;br /&gt;
| '''90° S''' || 24 || 24 || 24 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 24 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Daylight math details ====&lt;br /&gt;
{{rwbox&lt;br /&gt;
| nocat=true&lt;br /&gt;
| type  = warning&lt;br /&gt;
| text  = &amp;lt;span style=&amp;quot;color:#FF3333&amp;quot;;&amp;gt;'''Warning!''' Trigonometry ahead!&amp;lt;/span&amp;gt;'''&amp;lt;br&amp;gt;This section gets into complicated mathematical detail. Proceed at own risk&lt;br /&gt;
}}&lt;br /&gt;
The calculation of sunlight is surprisingly involved. On a nutshell: the formula obtains the angle between the vectors Latitude and Sun Position, subtracts an angle θ from it (determined by Latitude), obtains the cosine of the difference, and divides this number by 0.7. Finally, this result is capped between 0 (no light) and 100% (full light).&lt;br /&gt;
&lt;br /&gt;
If you only care about the final formula, go to &amp;quot;Final formula&amp;quot; below. Otherwise, carry on.&lt;br /&gt;
&lt;br /&gt;
The amount of sunlight a given cell receives depends on its Latitude, Day of the year, and Hour of the day. The simplified steps to reach the final value are:&lt;br /&gt;
&lt;br /&gt;
:1. Obtain the factor &amp;quot;u&amp;quot; for the given latitude&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitude !! Value of u&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= 70 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || Latitude * 13/50-18&lt;br /&gt;
|-&lt;br /&gt;
| =&amp;gt;75|| 1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:2. Obtain Sun Position Vector SP = &amp;lt;code&amp;gt;{SPx, SPy, SPz}&amp;lt;/code&amp;gt;. Do note these formulas are not in degrees, but radians.&lt;br /&gt;
:* SPx = -cos(Hour * π / 12)&lt;br /&gt;
:* SPy = -cos(π * Day/30)  * u&lt;br /&gt;
:* SPz = -sin(Hour * π / 12) [NOT ACTUALLY USED, BUT PART OF THE VECTOR]&lt;br /&gt;
&lt;br /&gt;
:3. Calculate angle θ. Do note that the values of this table are in degrees. To convert to radians, multiply result by π / 180&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitud !! Value of θ&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= -60 || 19&lt;br /&gt;
|-&lt;br /&gt;
| [-60, 60] || 36 - abs(x) * 17/60 &amp;lt;!-- |x|. Math has issues with inline comments, for some reason. It may be a style issue --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [60, 70] || 19&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || 299 - 4x&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;75 || -1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:4. Calculate the angle (Δ) between the vector Latitude (L) y SP.&lt;br /&gt;
:*   Δ = arc cos [ ( cos(Latitude) * SPx  + sen(Latitude) * SPy ) /  &amp;lt;span style=&amp;quot;white-space: nowrap&amp;quot;&amp;gt;&amp;amp;radic;&amp;lt;span style=&amp;quot;text-decoration:overline;&amp;quot;&amp;gt;&amp;amp;nbsp;1 + SPy&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; ] &amp;lt;!-- I would prefer a math method, but I got a headache trying to make it work right.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:5. '''Sunlight''' = cos(Δ - θ)/0.7; Capped between 0 and 1 (100%).&lt;br /&gt;
&lt;br /&gt;
Do note that the creation of the vector Latitude : &amp;lt;code&amp;gt;{cos(''latitude''), sin(''latitude''), 0}&amp;lt;/code&amp;gt; was omitted for simplicity. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-MathDetails&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:5px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Final Formula:&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-MathDetails&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sunlight formula 5.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I would like to put this outside a image, but there are formatting issues with {{Math}}. Also, there is no template for roots (square or otherwise) and I had issues creating one.&lt;br /&gt;
cos (arccos [ - ( cos(Latitude) * cos(Hour*PI/12)  + sen(Latitude) * cos(PI * Day/30) * u ) /  root( 1 + (cos(PI * Day/30) * u)^2 ) ] - θ ) / 0.7 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&amp;lt;div style=display:inline-grid&amp;gt;&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitude !! Value of u&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= 70 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || Latitude * 13/50-18&lt;br /&gt;
|-&lt;br /&gt;
| =&amp;gt;75 || 1.5&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=display:inline-grid&amp;gt;&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitud !! Value of θ&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= -60 || 19&lt;br /&gt;
|-&lt;br /&gt;
| [-60, 60] || 36 - abs(x) * 17/60 &amp;lt;!-- |x|. Math has issues with inline comments, for some reason. It may be a style issue --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [60, 70] || 19&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || 299-4x&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;75 || -1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Interestingly, while some effects are applied differently above latitude &amp;lt;code&amp;gt;70&amp;lt;/code&amp;gt; (70° N), these do not seem to apply below &amp;lt;code&amp;gt;-70&amp;lt;/code&amp;gt; (70° S). This has some odd effects on extreme Latitudes, such as the south pole having neither full darkness nor full light.&lt;br /&gt;
&lt;br /&gt;
Getting useful data from this formula is inconvenient. You can use [https://docs.google.com/spreadsheets/d/1dI8CoR9OMk679Gyvr8lXrKUNtfNdCQPp/edit?usp=sharing&amp;amp;ouid=114344865191558455918&amp;amp;rtpof=true&amp;amp;sd=true this google doc] to get a better idea of how many hours of daylight a given tile (based on Latitude) will have through the year.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Based on &amp;lt;code&amp;gt;Assembly-CSharp/RimWorld/GenCelestial&amp;lt;/code&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;!-- https://www.desmos.com/calculator/zhnk6yd7nv this can be played with --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Openness ==&lt;br /&gt;
{{stub|section=1|reason=Large enough enclosed spaces seem to blur these boundaries}} &lt;br /&gt;
Openness refers to the often critical aspect of structures being open to the outside. It affects many things such as temperature, item deterioration, light, exposure to weather, and certain events.&lt;br /&gt;
&lt;br /&gt;
Every tile on the map falls into one of three categories:&lt;br /&gt;
* Outdoors - not enclosed by any structure, even if there is a roof. &lt;br /&gt;
* Indoors - completely enclosed structure, completely roofed.&lt;br /&gt;
* Unroofed - completely enclosed structure, but with one or more unroofed tiles.&lt;br /&gt;
&lt;br /&gt;
Sufficiently large unroofed rooms, approximately 300 tiles, are considered outdoors.{{Check Tag|Detail Needed}}&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
{{Main|Temperature}}&lt;br /&gt;
Environmental temperature is affected outdoors mainly by the map's biome and by the current season. Temperature affects a plant's ability to grow. Temperature affects a human's comfort, and health in extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Terrain consists of the map's walking surface, terrain features, and mountain areas. Terrain affects things including walking speed, where plants can grow, and may prohibit construction.&lt;br /&gt;
&lt;br /&gt;
'''Natural surface terrain''' includes soil, rich soil, marshy soil, marsh, mud, sand, lichen-covered dirt, gravel, rough stone (granite, marble, etc.), rough-hewn stone, shallow water, and deep water.&lt;br /&gt;
&lt;br /&gt;
'''Terrain features''' include steam geysers and mountains. The steam from a geyser produces heat and an enclosed area around it will heat up unless unroofed. A mountain cannot be destroyed, even if all of its stone and ore has been mined out. What remains are terrain tiles listed as 'overhead mountain'.&lt;br /&gt;
&lt;br /&gt;
=== Naturally generated surfaces ===&lt;br /&gt;
{{stub|section=1|reason=Anomaly terrains - Flesh and Gray surface, odyssey terrains}}&lt;br /&gt;
{{Split|section=1|reason=Individual pages for each terrain. Then make and distribute nav template}}&lt;br /&gt;
{{Recode|section=1|reason=Automate table once all pages created}}&lt;br /&gt;
{{For|the artificial flooring|Floors#Comparison table{{!}}Floors}}&lt;br /&gt;
While most terrain properties are self-explanatory, some require special attention.&lt;br /&gt;
* '''Path cost''' determines how difficult is to travers a given terrain. &lt;br /&gt;
* '''Move Speed Modifier''' is the net effect of said cost, and is obtained with the formula &amp;lt;code&amp;gt;13/(13 + Path cost)&amp;lt;/code&amp;gt; rounded.&lt;br /&gt;
* '''Terrain Support''' determines what kind of structures can be build on a given terrain. If a given structure has a '''Terrain Affordance''' not listed for a given terrain, then said terrain is not a valid construction site. The types used are:&lt;br /&gt;
**'''Light''': Supports light structure.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Medium''': Supports medium structures.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Heavy''': Supports heavy structures.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''ShallowWater''': Can be built on with things that are waterproof.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''MovingFluid''' (moving water): Contains power usable for hydroelectrics.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Bridgeable''': [[Bridge]] can be built over this terrain.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''GrowSoil''' (growable): Things can grow here. Unsure if is does anything or if merely indicative.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Diggable''': Able to build [[grave]]s.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''SmoothableStone''' (smoothable): Can be ground and smoothed into smooth stone.&amp;lt;br/&amp;gt;&lt;br /&gt;
*'''Filth Mask''' determines what kind of [[filth]] can be applied on this terrain. Most natural floors only accept '''Unnatural''' filth, if any at all, but there are exceptions. &lt;br /&gt;
*'''Tag''' use is unclear. It may be used on map generation.&lt;br /&gt;
&lt;br /&gt;
As of [[Version/1.5.4104]], all terrains with Heavy '''Terrain Support''' also support both Medium and Light. To help the readability of this table, only the '''Heavy''' tag will be used in those cases.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_25 text-center mw-collapsible}}&lt;br /&gt;
! Type !! Move Speed &amp;lt;br/&amp;gt;Modifier !! [[Plants#Fertility|Fertility]] !! Terrain&amp;lt;br/&amp;gt;Support !! [[Bridge]]able !! [[Grave|Diggable]] !! Terrain&amp;lt;br/&amp;gt;Type !! Beauty&amp;lt;br&amp;gt;Indoors/&amp;lt;br/&amp;gt;Outdoors !! [[Cleanliness]] !! Filth&amp;lt;br/&amp;gt;mask{{ref label|Fmask|1}} !! Dries&amp;lt;br/&amp;gt; To{{ref label|DriesTo|2}} !! Tags !! [[Path cost|Path&amp;lt;br/&amp;gt;cost]] !! [[Filth#Generation|Generates&amp;lt;br/&amp;gt;Filth]] !! Allows&amp;lt;br/&amp;gt;Special&amp;lt;br/&amp;gt;Attack{{ref label|ASA|3}} !! Others&lt;br /&gt;
|- id=&amp;quot;Broken asphalt&amp;quot;&lt;br /&gt;
! [[Broken asphalt]]&lt;br /&gt;
| 100% || 0% || Heavy || {{Cross}} || {{Cross}} || - || -1 || -2 || {{Check}} || - || Road || 0 || {{Cross}} || {{Cross}} || 0{{Icon Small|silver}}. Removable&lt;br /&gt;
|- id=&amp;quot;Packed dirt&amp;quot;&lt;br /&gt;
! [[Packed dirt]]&lt;br /&gt;
| 93% || 0% || Heavy || {{Cross}} || {{Check}} || Soil || -1 || -1 || {{Check}} || - || Road || 1 || [[Filth#Dirt|Dirt]] || {{Cross}} ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Chest-deep moving water&amp;quot;&lt;br /&gt;
! [[Chest-deep moving water]]&lt;br /&gt;
| 24% || 0% || - || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|1}} || 42 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]] &lt;br /&gt;
|- id=&amp;quot;Deep ocean water&amp;quot;&lt;br /&gt;
! [[Deep ocean water]]&lt;br /&gt;
| 0% || 0% || - || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|2}}&amp;lt;br/&amp;gt; ocean || 300{{ref label|Impassable|5|1}} || {{Cross}} || [[Hediffs#Water|Water]] || Impassable&amp;lt;br/&amp;gt;Extinguishes Fire&lt;br /&gt;
|- id=&amp;quot;Deep water&amp;quot;&lt;br /&gt;
! [[Deep water]]&lt;br /&gt;
| 0% || 0% || - || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|3}} || 300{{ref label|Impassable|5|2}} || {{Cross}} || [[Hediffs#Water|Water]] || Impassable&amp;lt;br/&amp;gt;Extinguishes Fire &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Shallow ocean water&amp;quot;&lt;br /&gt;
! [[Shallow ocean water]]&lt;br /&gt;
| 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || [[#Gravel|Stony soil]] || Water{{ref label|water|4|4}}&amp;lt;br/&amp;gt; ocean || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]] &lt;br /&gt;
|- id=&amp;quot;Shallow moving water&amp;quot;&lt;br /&gt;
! [[Shallow moving water]]&lt;br /&gt;
| 30% || 0% || ShallowWater&amp;lt;br/&amp;gt; MovingFluid || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|5}}&amp;lt;br/&amp;gt; River || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]]&lt;br /&gt;
|- id=&amp;quot;Shallow water&amp;quot;&lt;br /&gt;
! [[Shallow water]]&lt;br /&gt;
| 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || [[#Gravel|Stony soil]] || Water{{ref label|water|4|6}} || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]]&lt;br /&gt;
|- id=&amp;quot;Marsh&amp;quot;&lt;br /&gt;
! [[Marsh]]&lt;br /&gt;
| 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || -3/0 || -2 || {{Cross}} || [[#Soil|Soil]] || - || 30 || [[Filth#Dirt|Dirt]] || [[Hediffs#Mud|Mud]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]] &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Soil&amp;quot;&lt;br /&gt;
! [[Soil]]&lt;br /&gt;
| 87% || 100% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Cross}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || - || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
|- id=&amp;quot;Lichen-covered soil&amp;quot;&lt;br /&gt;
! [[Lichen-covered soil]]&lt;br /&gt;
| 81% || 100% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Cross}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || - || Soil || 3 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
|- id=&amp;quot;Marshy soil&amp;quot;&lt;br /&gt;
! [[Marshy soil]]&lt;br /&gt;
| 48% || 100% || Light&amp;lt;br/&amp;gt; GrowSoil || {{Check}} || {{Check}} || Soil || -3/0 || -2 || {{Check}} || [[#Soil|Soil]] || Soil || 14 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
|- id=&amp;quot;Rich soil&amp;quot;&lt;br /&gt;
! [[Rich soil]]&lt;br /&gt;
| 87% || 140% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Check}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || [[#Soil|Soil]] || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Stony soil&amp;quot;&lt;br /&gt;
! [[Stony soil]]&lt;br /&gt;
| 87% || 70% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Check}} || {{Check}} || - || -3/0 || -1 || {{Check}} || - || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Gravel|Gravel]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sand&amp;quot;&lt;br /&gt;
! [[Sand]]&lt;br /&gt;
| 76% || 10% || Heavy || {{Cross}} || {{Check}} || Sand || -3/0 || -1 || {{Check}} || - || Sand || 4 || [[Filth#Sand|Sand]] || [[Hediffs#Sand|Sand]] ||&lt;br /&gt;
|- id=&amp;quot;Soft sand&amp;quot;&lt;br /&gt;
! [[Soft sand]]&lt;br /&gt;
| 48% || 0% || Light || {{Cross}} || {{Check}} || Sand || -3/0 || -1 || {{Check}} || [[#Sand|Sand]] || Sand || 14 || [[Filth#Sand|Sand]] || [[Hediffs#Sand|Sand]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mud&amp;quot;&lt;br /&gt;
! [[Mud]]&lt;br /&gt;
| 48% || 0% || - || {{Check}} || {{Cross}} || Soil || -3/0 || -2 || {{Check}} || [[#Soil|Soil]] || - || 14 || [[Filth#Dirt|Dirt]] ||  [[Hediffs#Mud|Mud]] ||&lt;br /&gt;
|- id=&amp;quot;Ice&amp;quot;&lt;br /&gt;
! [[Ice]]&lt;br /&gt;
| 48% || 0% || Heavy || {{Cross}} || {{Check}} || - || -3/0 || 0 || {{Check}} || - || - || 14 || [[Filth#Dirt|Dirt]] || {{Cross}} || -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Polluted&amp;quot;&lt;br /&gt;
! [[Pollution|Polluted terrain]]{{BiotechIcon}}&lt;br /&gt;
| - || 0-50%{{ref label|Polluted_F|6}} || - || - || - || - || -1 || - || - || - || - || - || - || - || Overlay: Applies stats over existing terrain (additive)&amp;lt;br/&amp;gt;Overlay: Changes graphics of affected terrain.&amp;lt;br/&amp;gt;Can be removed.&amp;lt;br/&amp;gt;Allows growth of [[Toxipotato plant|Toxipotato]], [[Gray pine tree|Gray pine]], [[Pebble cactus]], [[Rat palm tree|Rat palm]]&amp;lt;br/&amp;gt;Prevents growth of most other plants.&amp;lt;br/&amp;gt;Colonist receive [[toxic buildup]] from waking here.&lt;br /&gt;
|- id=&amp;quot;Rough stone&amp;quot;&lt;br /&gt;
! [[Rough stone]]&lt;br /&gt;
| {{%|{{Q|Rough stone|Move Speed Factor}} }} || 0% || Heavy || {{Cross}} || {{Cross}}  || Stone || -1 || 0 || {{Check}}{{ref label|RStone|7}} || - || - || 2 || {{Cross}} || {{Cross}} || [[#Smooth stone|Smooothable]]&amp;lt;br/&amp;gt;Hardcoded{{ref label|Hardcode|8}}&lt;br /&gt;
|- id=&amp;quot;Rough-hewn stone&amp;quot;&lt;br /&gt;
! [[Rough-hewn stone]]&lt;br /&gt;
| {{%|{{Q|Rough-hewn stone|Move Speed Factor}} }}|| 0% || Heavy || {{Cross}} || {{Cross}} || Stone || -1 || 0 || All || - || - || 1 || {{Cross}} || {{Cross}} || [[#Smooth stone|Smooothable]]&amp;lt;br/&amp;gt;Hardcoded{{ref label|Hardcode|8}}&lt;br /&gt;
|- id=&amp;quot;Smooth stone&amp;quot;&lt;br /&gt;
! [[Smooth stone]]&lt;br /&gt;
| {{%|{{Q|Smooth stone|Move Speed Factor}} }}|| 0% || Heavy || {{Cross}} || {{Cross}} || Stone || 2 || 0 || All  || - || - || 0 || {{Cross}} || {{Cross}} || 5{{Icon Small|silver}}.&amp;lt;br/&amp;gt;Natural, non-generated floor/terrain hybrid.&amp;lt;br/&amp;gt;Paintable&amp;lt;br/&amp;gt;Hardcoded{{ref label|Hardcode|8}}&lt;br /&gt;
&amp;lt;!--|- id=&amp;quot;Fungal Gravel&amp;quot;&lt;br /&gt;
! [[Fungal gravel]]{{IdeologyIcon}}&lt;br /&gt;
| 87% || 70% || Floor base || {{Cross}} || {{Cross}} || - || -1 || -1 || All? || - || - || 2 || || {{Cross}} || WorkToBuild 1000.&amp;lt;br/&amp;gt;Requires [[overhead mountain]]&amp;lt;br/&amp;gt;Only generated for colonies with the [[Ideoligion#Tunneler|Tunneler]] meme.--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Gray Surface&amp;quot;&lt;br /&gt;
! [[Gray surface]]{{AnomalyIcon}}&lt;br /&gt;
| 87% || 0% || Heavy || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Check}}?  || - || Floor || 2 || {{Cross}} || {{Cross}} || Only present on the Labyrinth. &lt;br /&gt;
|- id=&amp;quot;Flesh Floor&amp;quot;&lt;br /&gt;
! [[Flesh]]{{AnomalyIcon}}&lt;br /&gt;
| 87% || 0% || Heavy || {{Cross}} || {{Check}} || - || -10/-5 || -3 || {{Check}}? || - || Floor || 2 || ? || {{Cross}} || Behaves like a natural Floor.&amp;lt;br/&amp;gt;Cleaning time Mult 150%&amp;lt;br/&amp;gt;Removable.&amp;lt;br/&amp;gt;Inflammable 32%&lt;br /&gt;
|}&lt;br /&gt;
:{{note label|Fmask|1}}The kind of Filth accepted by this terrain. {{Check}} denotes terrains that accept '''Unnatural''' filth, {{Cross}} those that accept none. Special cases are denoted as such.&lt;br /&gt;
:{{note label|DriesTo|2}}As Stony soil doesn't exist in [[Sea ice]] nor [[Ice sheet]], it dries to Ice instead.&lt;br /&gt;
:{{note label|ASA|3}}All of these attacks have a cooldown of 1.5 seconds, require the '''KickMaterialInEyes''' capacity, and apply a Hediff of the same name.&lt;br /&gt;
:4{{note label|water||1}}{{note label|water||2}}{{note label|water||3}}{{note label|water||4}}{{note label|water||5}}{{note label|water||6}} All water tiles triple the deterioration rate. Additionally, these have a perceived path cost of 180 if undrafted and of 18 when [[draft]]ed&lt;br /&gt;
:5{{note label|Impossible||1}}{{note label|Impossible||2}}Redundant due to being Impassable. It would result in a 4.2% '''Move Speed Modifier''' otherwise.&lt;br /&gt;
:{{note label|Polluted_F|6}}The fertility is capped at 50%, but will not affect the value of the original terrain if it was equal or lower than that.&lt;br /&gt;
:{{note label|RStone|7}}Plus any defined on NaturalTerrainBase. In vanilla, this in just '''Unnatural''' filth.&lt;br /&gt;
:{{note label|Hardcode|8}}Not on the xml files but rather defined programmatically for all stone types.&lt;br /&gt;
&lt;br /&gt;
=== Steam geyser ===&lt;br /&gt;
{{stub|section=1|reason=Specific numbers on heat needed}}&lt;br /&gt;
[[File:Steam geyser.png|frameless|64px]] Steam geysers are terrain features that allow the placement of a [[geothermal generator]] on them and also output a significant amount of [[temperature|heat]] when sealed in a roofed room. &lt;br /&gt;
&lt;br /&gt;
The steam geyser sprays after a random delay between {{Ticks|500}} and {{Ticks|2000}}. It will then spray for between {{Ticks|200}} and {{Ticks|500}}. While spraying, it will output 40 heat every {{ticks|20}}. Thus, it averages {{#expr: (60*40*((500+200)/2)/20)/((2000+500/2) + (200+500)/2) round 2}} heat per second, with no maximum temperature. &lt;br /&gt;
&lt;br /&gt;
Besides their use in power generation, they can also be used to heat bases and greenhouses without the need for electricity or fuel by sealing them in. Like any means of [[temperature]] regulation, geysers require an enclosed and [[roof|roofed]] [[room]] to actually cause a change in heat. If you don't want heat, keep the geothermal room without a roof.&lt;br /&gt;
&lt;br /&gt;
== Weather ==&lt;br /&gt;
{{stub|section=1|reason=Rain details should be split from the rain weather type (because its not the only weather type that includes raining) and details discussed including short circuiting, increasing fuel consumption of torch, campfire and brazier variants, which weather types include rain, whether snow counts as rain for all mechanics etc, similarly Snow and its unique effects including [[Snow]] being merged into here.  [[Odyssey DLC]] weathers need notes as they have additional effects, e.g. torrential rain causing flooding. All sources kf forced weather (Check: Death pall Gray pall, blood rain, and sandstorm}}&lt;br /&gt;
&lt;br /&gt;
Weather events occur from time to time depending on the biome and time of year, with the current weather listed at the right edge of the screen. When a weather event ends the weather returns to Clear. Each weather event has a general effect on wind speed. &lt;br /&gt;
&lt;br /&gt;
Wind speed continually varies between 0% to 150% but it is not displayed onscreen. Wind speed is a direct multiplier of a [[wind turbine]]'s nominal power output of {{Q|Wind turbine|Power Consumption #}}W. At 50% wind speed a wind turbine produces {{#expr:0.5*{{Q|Wind turbine|Power Consumption #}}}}W up to a maximum of {{#expr:1.5*{{Q|Wind turbine|Power Consumption #}}}}W at 150%. Note that the &amp;quot;max power output&amp;quot; listed in the infobox claims that {{Q|Wind turbine|Power Consumption #}}W is the maximum under &amp;quot;ideal conditions&amp;quot; - this is incorrect. &lt;br /&gt;
&lt;br /&gt;
The [[Weather controller]]s {{RoyaltyIcon}} can force a single type of weather to constantly appear, and will only allow natural changes in weather once it is destroyed. &lt;br /&gt;
[[Fire#Rain event|Large fires]] can also influence the weather cycle, and can encourage rainy weather to arrive faster than it would otherwise for the duration of the fire.&lt;br /&gt;
&lt;br /&gt;
=== Firewatcher ===&lt;br /&gt;
{{Stub|section=1|reason=Conflicting information from merge. [[Fire]] version alleges:&lt;br /&gt;
&lt;br /&gt;
This happens once the map's &amp;quot;Fire Danger&amp;quot; rises above 90 points, which is calculated as 0.5 points for every fire on the map, plus 1 point for each size a fire has increased. At this point, the duration of any current non-forced weather will be shortened by 75%, and the chances for the next weather to be any weather with more than 10% [[weather|rainfall]] will be increased by 1500% }}&lt;br /&gt;
&lt;br /&gt;
Colloquially referred to as a &amp;quot;rain event&amp;quot; or the &amp;quot;firewatcher&amp;quot; after the name of the process in the game code, sufficiently large [[fire]]s on a map increase the chance for rain to occur. The resultant rain will gradually extinguish [[roof|unroofed]] fires, and may eventually control large wildfires.&lt;br /&gt;
&lt;br /&gt;
The '''firewatcher''' process checks every {{ticks|426}} for fires on the map. If there are any, it sets the variable '''firedanger''' to 0.5 + the size of the fire (usually 0.1) for every fire on the map. A large fire is declared once '''firedanger''' reaches 90, resulting on the progress towards any weather with a rain rate above 0.1 (any weather with rain, in practice) increasing 15 times faster than normal. This effect will remain in place for as long as '''firedanger''' remains above 90.&lt;br /&gt;
&lt;br /&gt;
It's important to note that rainfall is not guaranteed, only drastically encouraged by speeding up the weather cycle and increasing bias towards rainy weathers. It is possible for rainfall to not occur even during the most extreme fires.&lt;br /&gt;
&lt;br /&gt;
Forced weather, such as from [[weather controller]]s{{RoyaltyIcon}} or certain weather events such as [[drought]]s{{OdysseyIcon}} or [[Environment#Weather|Flashstorms]] will disable rain entirely, preventing it from appearing during accelerated weather. [[Unnatural darkness]]{{AnomalyIcon}} also forces the weather to clear.&lt;br /&gt;
&lt;br /&gt;
=== Weather types ===&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Label&lt;br /&gt;
! Time of year&lt;br /&gt;
! Temperature range &amp;lt;ref&amp;gt;Can continue even if the temperature exits the appropriate range, once started.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Accuracy modifier&amp;quot;&amp;gt;AM&amp;lt;/abbr&amp;gt;&amp;lt;ref&amp;gt;See section [[Weapons#Accuracy|accuracy]] on ''weapons'' for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Movement speed modifier&amp;quot;&amp;gt;MSM&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! Wind speed&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Wind speed modifier&amp;quot;&amp;gt;WSM&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Estinguishes fire?&amp;quot;&amp;gt;EF&amp;lt;/abbr&amp;gt;&amp;lt;ref&amp;gt;This only applies to fires that aren't under a roof, for obvious reasons.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Snowing rate&amp;quot;&amp;gt;SR&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Clear&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 100%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fog&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 50%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 50%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| Suppresses firewatcher if forced {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| Rain&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 90%&lt;br /&gt;
| Calm to Moderate&lt;br /&gt;
| 80%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
| Rain intensity can vary. Rain will put out any outdoor fires on the map. Rain can cause electronic objects to [[short circuit]].&lt;br /&gt;
|-&lt;br /&gt;
| Dry Thunderstorm&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| [[Lightning]] strikes from thunderstorms can ignite flammable objects, including flora.&lt;br /&gt;
|-&lt;br /&gt;
| Rainy Thunderstorm&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
| Lightning strikes combined with rain, massively mitigating the fire hazards from the falling bolts. &lt;br /&gt;
|-&lt;br /&gt;
| Foggy rain&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 50%&lt;br /&gt;
| 90%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Hard snow&lt;br /&gt;
| Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| 120%&lt;br /&gt;
| Weather event that can distribute [[Snow]] onto the terrain. Snow can cause electronic objects to short circuit.&lt;br /&gt;
|-&lt;br /&gt;
| Soft snow&lt;br /&gt;
| Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| 80%&lt;br /&gt;
| Weather event that can distribute [[Snow]] onto the terrain. Snow can cause electronic objects to short circuit.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events#Flashstorm|Flashstorm]]&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to moderate&lt;br /&gt;
| 100%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| An extreme version of the dry thunderstorm, and an event of its own (rather than normal weather changes). [[Lightning]] strike many times in a row in a small area, igniting anything flammable and causing giant wildfires which can spread to your base easily. It also disables rain for a short time.&lt;br /&gt;
|-&lt;br /&gt;
| [[Blood rain]]{{AnomalyIcon}}&lt;br /&gt;
| Any || Any || 50% || 90% || None to Moderate || 100% || {{Check}} || None&lt;br /&gt;
| Requires activation of the [[Void monolith|Monolith]]{{AnomalyIcon}} to happen, in addition to either the [[Blood rain]] incident or [[Blood rain (ritual)|ritual]].&lt;br /&gt;
The '''blood rage''' hediff and subsequent [[berserk]]/[[manhunter]] mental breaks are part of the event itself, rather than the weather. See that page for more details.&lt;br /&gt;
|-&lt;br /&gt;
| [[Gray pall]]{{AnomalyIcon}}&lt;br /&gt;
| Any || Any || 80% || 100% || None to Calm || 50% || {{Cross}} || None&lt;br /&gt;
| Requires activation of the [[Void monolith|Monolith]]{{AnomalyIcon}} to happen. &lt;br /&gt;
Colonists inside during gray pall will receive {{Thought| desc=It feels like the world is sick and dying.| label=Gray pall| value=-3| stack=1}} while pawns outside will receive {{Thought| desc=It feels like the world is sick and dying. The putrid air makes me want to vomit.| label=Gray pall exposure| value=-6| stack=1}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[Death pall]]{{AnomalyIcon}}&lt;br /&gt;
| Any || Any || 80% || 100% || None to Calm || 50% || {{Cross}} || None&lt;br /&gt;
| Requires activation of the [[Void monolith|Monolith]]{{AnomalyIcon}} to happen, and the [[Death pall]] event/entity.&lt;br /&gt;
Mechanically identical to the '''Gray pall''' weather. Corpses will raise as [[shambler]]s due to the associated event. See the [[Death pall]] page for more details.&lt;br /&gt;
|-&lt;br /&gt;
| Windy{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 90%&lt;br /&gt;
| 150-300%&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Tox rain{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 90%&lt;br /&gt;
| None to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
| Creates Toxic Buildup on pawns exposed to rain, and -8 thought &amp;quot;Toxic Water&amp;quot;. Does not kill plants like Toxic Fallout.&lt;br /&gt;
|-&lt;br /&gt;
| Sandstorm{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|10|100}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| [[Shuttle]]s can not launch during a sandstorm.&lt;br /&gt;
|-&lt;br /&gt;
| Blind fog{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 50%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 50%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| Reduces maximum range of ALL weapons to 23, everywhere on the map, except for [[Unique weapons]] with the Aim Assistance trait. Also applies to many line-of-sight abilities like [[jump pack]]s and skip [[psycast]]s{{RoyaltyIcon}}. Shuttles can not launch during blind fog.&lt;br /&gt;
|-&lt;br /&gt;
| Overcast{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 100%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Blizzard{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| 70%&lt;br /&gt;
| 70%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| 150%&lt;br /&gt;
| Shuttles can not launch during blizzard. &lt;br /&gt;
|-&lt;br /&gt;
| Torrential rain{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
| 75%&lt;br /&gt;
| 80%&lt;br /&gt;
| None to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
| Weather event that causes flooding in already wet areas ie. rivers, marches, etc. flooding can be contained by placing walls or bridges along wet areas.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Commonality ===&lt;br /&gt;
The following table shows the relative commonality of all weather types that are not triggered by events for each biome.&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&amp;lt;onlyinclude&amp;gt;{{#vardefine: weatherSum | {{#expr: {{#if: {{{?Clear weather}}} | {{{?Clear weather}}} | 0 }} + {{#if: {{{?Fog weather}}} | {{{?Fog weather}}} | 0 }} + {{#if: {{{?Rain weather}}} | {{{?Rain weather}}} | 0 }} + {{#if: {{{?Foggy rain weather}}} | {{{?Foggy rain weather}}} | 0 }} + {{#if: {{{?Rainy thunderstorm weather}}} | {{{?Rainy thunderstorm weather}}} | 0 }} + {{#if: {{{?Dry thunderstorm weather}}} | {{{?Dry thunderstorm weather}}} | 0 }} + {{#if: {{{?Soft snow weather}}} | {{{?Soft snow weather}}} | 0 }} + {{#if: {{{?Hard snow weather}}} | {{{?Hard snow weather}}} | 0 }} + {{#if: {{{?Gray pall weather}}} | {{{?Gray pall weather}}} | 0 }} + {{#if: {{{?Windy weather}}} | {{{?Windy weather}}} | 0 }} + {{#if: {{{?Tox rain weather}}} | {{{?Tox rain weather}}} | 0 }} + {{#if: {{{?Sandstorm weather}}} | {{{?Sandstorm weather}}} | 0 }} + {{#if: {{{?Blind fog weather}}} | {{{?Blind fog weather}}} | 0 }} + {{#if: {{{?Overcast weather}}} | {{{?Overcast weather}}} | 0 }} + {{#if: {{{?Blizzard weather}}} | {{{?Blizzard weather}}} | 0 }} + {{#if: {{{?Torrential rain weather}}} | {{{?Torrential rain weather}}} | 0 }} }} }}&lt;br /&gt;
|-&lt;br /&gt;
! {{DLC Icons|{{{?Name}}} }}&lt;br /&gt;
| {{#if: {{{?Clear weather}}} | {{#expr: {{{?Clear weather}}}/{{#var: weatherSum}} * 100 round 2}} % | – }}&lt;br /&gt;
| {{#if: {{{?Fog weather}}} | {{#expr: {{{?Fog weather}}}/{{#var: weatherSum}} * 100 round 2}} % | – }}&lt;br /&gt;
| {{#if: {{{?Rain weather}}} | {{#expr: {{{?Rain weather}}}/{{#var: weatherSum}} * 100 round 2}} % | – }}&lt;br /&gt;
| {{#if: {{{?Foggy rain weather}}} | {{#expr: {{{?Foggy rain weather}}}/{{#var: weatherSum}} * 100 round 2}} % | – }}&lt;br /&gt;
| {{#if: {{{?Rainy thunderstorm weather}}} | {{#expr: {{{?Rainy thunderstorm weather}}}/{{#var: weatherSum}} * 100 round 2}} % | – }}&lt;br /&gt;
| {{#if: {{{?Dry thunderstorm weather}}} | {{#expr: {{{?Dry thunderstorm weather}}}/{{#var: weatherSum}} * 100 round 2}} % | – }}&lt;br /&gt;
| {{#if: {{{?Soft snow weather}}} | {{#expr: {{{?Soft snow weather}}}/{{#var: weatherSum}} * 100 round 2}} % | – }}&lt;br /&gt;
| {{#if: {{{?Hard snow weather}}} | {{#expr: {{{?Hard snow weather}}}/{{#var: weatherSum}} * 100 round 2}} % | – }}&lt;br /&gt;
| {{#if: {{{?Gray pall weather}}} | {{#expr: {{{?Gray pall weather}}}/{{#var: weatherSum}} * 100 round 2}} % | – }}&lt;br /&gt;
| {{#if: {{{?Windy weather}}} | {{#expr: {{{?Windy weather}}}/{{#var: weatherSum}} * 100 round 2}} % | – }}&lt;br /&gt;
| {{#if: {{{?Tox rain weather}}} | {{#expr: {{{?Tox rain weather}}}/{{#var: weatherSum}} * 100 round 2}} % | – }}&lt;br /&gt;
| {{#if: {{{?Sandstorm weather}}} | {{#expr: {{{?Sandstorm weather}}}/{{#var: weatherSum}} * 100 round 2}} % | – }}&lt;br /&gt;
| {{#if: {{{?Blind fog weather}}} | {{#expr: {{{?Blind fog weather}}}/{{#var: weatherSum}} * 100 round 2}} % | – }}&lt;br /&gt;
| {{#if: {{{?Overcast weather}}} | {{#expr: {{{?Overcast weather}}}/{{#var: weatherSum}} * 100 round 2}} % | – }}&lt;br /&gt;
| {{#if: {{{?Blizzard weather}}} | {{#expr: {{{?Blizzard weather}}}/{{#var: weatherSum}} * 100 round 2}} % | – }}&lt;br /&gt;
| {{#if: {{{?Torrential rain weather}}} | {{#expr: {{{?Torrential rain weather}}}/{{#var: weatherSum}} * 100 round 2}} % | – }}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&amp;lt;/includeonly&amp;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_21 text-center}}&lt;br /&gt;
! Biome !! Clear !! Fog !! Rain !! Foggy rain !! Rainy thunder&amp;amp;shy;storm !! Dry thunder&amp;amp;shy;storm !! Soft snow !! Hard snow !! Gray pall {{AnomalyIcon}} !! Windy {{OdysseyIcon}} !! Tox rain {{OdysseyIcon}} !! Sand&amp;amp;shy;storm {{OdysseyIcon}} !! Blind fog {{OdysseyIcon}} !! Overcast {{OdysseyIcon}} !! Blizzard {{OdysseyIcon}} !! Torrential rain {{OdysseyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Type::Biome]] [[Name::!Lake]] [[Name::!Ocean]]&lt;br /&gt;
 | ?Name = ?Name&lt;br /&gt;
 | ?Clear weather = ?Clear weather&lt;br /&gt;
 | ?Fog weather = ?Fog weather&lt;br /&gt;
 | ?Rain weather = ?Rain weather&lt;br /&gt;
 | ?Foggy rain weather = ?Foggy rain weather&lt;br /&gt;
 | ?Rainy thunderstorm weather = ?Rainy thunderstorm weather&lt;br /&gt;
 | ?Dry thunderstorm weather = ?Dry thunderstorm weather&lt;br /&gt;
 | ?Soft snow weather = ?Soft snow weather&lt;br /&gt;
 | ?Hard snow weather = ?Hard snow weather&lt;br /&gt;
 | ?Gray pall weather = ?Gray pall weather&lt;br /&gt;
 | ?Windy weather = ?Windy weather&lt;br /&gt;
 | ?Tox rain weather = ?Tox rain weather&lt;br /&gt;
 | ?Sandstorm weather = ?Sandstorm weather&lt;br /&gt;
 | ?Blind fog weather = ?Blind fog weather&lt;br /&gt;
 | ?Overcast weather = ?Overcast weather&lt;br /&gt;
 | ?Blizzard weather = ?Blizzard weather&lt;br /&gt;
 | ?Torrential rain weather = ?Torrential rain weather&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = :Environment&lt;br /&gt;
 | named args = true&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lightning ==&lt;br /&gt;
[[File:Dry Thunderstorm.png|400px|thumb|right|Lightning in a [[Environment#Weather|Dry thunderstorm]] ]]&lt;br /&gt;
'''Lightning''' is created either naturally through thunder and flashstorms, or artificially with the [[Flashstorm (psycast)|flashstorm]] psycast{{RoyaltyIcon}}. These do 10 [[Damage types#Flame|Flame]] damage in a 3x3 area (1.9 block radius) and start [[fire]]s to objects in the area of effect that are not under a roof. Dry thunderstorms can be especially dangerous, starting fires around the map without rain to put them out. The flashstorm psycast should be used with caution, preferably in areas without vegetation or during rain. Lightning can also be spawned in with a debug command in [[development mode]].&lt;br /&gt;
&lt;br /&gt;
Lightning is bright enough to momentarily power [[solar generator]]s and grow [[plants]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Weather (rain/fog) now affects chances of hitting a target&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Rain now slowly washes away [[Filth|blood]]. Added rich dirt patches.&lt;br /&gt;
* Beta 19/ 1.0 - Changed deep moving water to chest-deep moving water: walkable but slower than shallow water. Shallow water movement cost 12 -&amp;gt; 22. Sand fertility 6% -&amp;gt; 10%.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Fix: Wind turbines register no wind during windy storm.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Geysers have a deconstruct gizmo in god mode which causes and error when clicked.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Rain sometimes appears pixelated.&lt;br /&gt;
&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Biomes&amp;diff=180595</id>
		<title>Biomes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Biomes&amp;diff=180595"/>
		<updated>2026-05-24T10:15:55Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: New structure&lt;/p&gt;
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{| align=center&lt;br /&gt;
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{{Rewrite|reason=Verification needed. At least a couple of the growing periods for the biomes are wrong, though their exact ranges are unknown.}}&lt;br /&gt;
'''Biomes''' are types of area on a planet, characterized by their terrain properties, [[Weather|climate]], [[Plants|flora]] and [[Animals|fauna]], [[disease]]s and special challenges. Each world tile has one particular biome. There are twelve playable biomes types in RimWorld, which can be divided into three categories: Warm, Hot and Cold. Oceans and lakes appear as world tiles but are not playable biomes. The [[Odyssey DLC]] introduces five new playable biomes, each with a unique gimmick or challenge.&lt;br /&gt;
&lt;br /&gt;
[[File:World overview.png|400px|thumb|right|World Map]]&lt;br /&gt;
&lt;br /&gt;
== Wet biomes ==&lt;br /&gt;
These biomes are rich in flora and fauna, and also have a slightly elevated rate of disease. They generally have year-round growing periods, or longer growing periods at the very least. Traveling speed is fast in normal forests and average in dense forests but slow in marshes and during cold seasons if they have one.&lt;br /&gt;
&lt;br /&gt;
=== Temperate forest ===&lt;br /&gt;
{{Main|Temperate forest}}&lt;br /&gt;
[[File:TemperateForest.png|400px|thumb|right|''{{Q|Temperate forest|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: From all year to 20/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|25}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: {{Q|Temperate forest|Roads and Rivers}}.&lt;br /&gt;
* Movement Difficulty: 1, but sometimes 3 due to winter.&lt;br /&gt;
* Forageability: {{%|{{Q|Temperate forest|Forageability}} }}. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease {{MTB}}: {{Q|Temperate forest|Disease MTB Days}} days.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Temperate Forest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Temperate Forest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Temperate swamp ===&lt;br /&gt;
{{Main|Temperate swamp}}&lt;br /&gt;
[[File:TemperateSwamp.png|400px|thumb|right|''{{Q|Temperate swamp|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
A more wet version of the temperate forest. Like in all swamps, diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: From all year to 20/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|25}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, but sometimes 6 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.5 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Temperate Swamp::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Temperate Swamp::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Tropical rainforest ===&lt;br /&gt;
{{Main|Tropical rainforest}}&lt;br /&gt;
[[File:TropicalRainforest.png|400px|thumb|right|''{{Q|Tropical rainforest|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
Tropical Rainforests are famous for having many diseases, including [[Disease#Sleeping Sickness|Sleeping Sickness]]: a slow-progressing, long-lasting disease that is exclusive to the tropics.  Many trees make it difficult to clear land and rapid plant growth makes it difficult to keep it clear.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 2, rarely 4 due to winter.&lt;br /&gt;
* Forageability: 100%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 1.7 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Tropical Rainforest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Tropical Rainforest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Tropical swamp ===&lt;br /&gt;
{{Main|Tropical swamp}}&lt;br /&gt;
[[File:TropicalSwamp.png|400px|thumb|right|''{{Q|Tropical swamp|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
A more wet version of the Tropical Rainforest. Like in all swamps diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil. Diseases are even more constant here than in Tropical Rainforests, so making a proper hospital and having good doctors is a priority.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, rarely 6 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 2.0 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Tropical Swamp::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Tropical Swamp::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Dry biomes ==&lt;br /&gt;
These biomes become progressively dry as they become more arid. Moderate amount of flora and fauna, which drops off as you pick a more extreme biome. Mostly year-round growing periods. Traveling in those biomes is usually fast and rarely slowed by cold seasons.&lt;br /&gt;
&lt;br /&gt;
=== Arid shrubland ===&lt;br /&gt;
{{Main|Arid shrubland}}&lt;br /&gt;
[[File:AridShrubland.png|400px|thumb|right|''{{Q|Arid shrubland|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, rarely 3 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 0.9 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Arid Shrubland::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Arid Shrubland::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Desert ===&lt;br /&gt;
{{Main|Desert}}&lt;br /&gt;
[[File:Desert.png|400px|thumb|right|''{{Q|Desert|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
With so few animals to hunt, growing crops is a priority on one of the few arable patches.  The hot temperatures can cause problems for colonists and tamed animals.  This biome has patches of soft sand which prevent building, but can be removed with [[moisture pump]]s.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: From all year to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but sometimes 3 due to winter.&lt;br /&gt;
* Forageability: 25%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Desert::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Desert::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Extreme desert ===&lt;br /&gt;
{{Main|Extreme desert}}&lt;br /&gt;
[[File:ExtremeDesert.png|400px|thumb|right|''{{Q|Extreme desert|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
The hot temperatures can cause problems for colonists and tamed animals. Its warm enough for growing plants outdoors, but it has to be done in stony patches around hills and mountains. Even though [[potatoes]] grow better in stony soil, you need to plant [[rice]] first so you will not starve while waiting for [[potatoes]]. [[Berries|Strawberries]] are also a good idea since there is no wood for cooking. Later [[Hydroponics basin|hydroponics]] can be used instead of ground. This biome has patches of soft sand which prevent building, but can be removed with [[moisture pump]]s. Animal migrations may occur, about once every other year.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: From all year to 30/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-5}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, rarely 3 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Extreme Desert::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Extreme Desert::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Cold biomes ==&lt;br /&gt;
These biomes become progressively colder and hostile as they become more intense. Flora and fauna becomes more scarce as you pick a more extreme biome. Mostly seasonal growing periods but may go down to no growing period in more extreme biomes. Traveling in those biomes is usually slow due to marsh and cold seasons which can be very long.&lt;br /&gt;
&lt;br /&gt;
=== Boreal forest ===&lt;br /&gt;
{{Main|Boreal forest}}&lt;br /&gt;
[[File:BorealForest.png|400px|thumb|right|''{{Q|Boreal forest|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: 30/60 days to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|10}} to {{Temperature|-10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-35}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but often 3 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.0 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Boreal Forest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Boreal Forest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Cold bog ===&lt;br /&gt;
{{Main|Cold bog}}&lt;br /&gt;
[[File:Cold Bog.png|400px|thumb|right|''{{Q|Cold bog|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
A more wet version of the Boreal Forest. Like in all swamps, diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: 30/60 days to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|10}} to {{Temperature|-10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-35}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, but often 6 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.3 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Cold Bog::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Cold Bog::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Tundra ===&lt;br /&gt;
{{Main|Tundra}}&lt;br /&gt;
[[File:Tundra.png|400px|thumb|right|''{{Q|Tundra|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
Animal migrations may occur once or twice per year. Growing periods are generally very short or non-existent.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: 20/60 days to never.&lt;br /&gt;
* Average Temperature: {{Temperature|0}} to {{Temperature|-20}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-50}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but most of the time 3 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 0.8 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Tundra::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Tundra::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Ice sheet ===&lt;br /&gt;
{{Main|Ice sheet}}&lt;br /&gt;
[[File:IceSheet.png|400px|thumb|right|''{{Q|Ice sheet|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
The only land possible to farm is stony patches around hills and mountains, but they need to be [[heater|heated]] indoors and also have [[sun lamp]]s. You will need to hunt, trade and cannibalize until you get a [[heater]] and a [[sun lamp]]. Later, [[moisture pump]]s can create larger growable areas and [[Hydroponics basin|hydroponics]] can be used instead of ground. Geothermal vents can be used for free heating. With so few animals here, any predators that roam in will become hungry soon and target your colonists and animals.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: Never.&lt;br /&gt;
* Average Temperature: {{Temperature|-20}} to {{Temperature|-40}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|10}} in summer to {{Temperature|-70}} in winter.&lt;br /&gt;
* Roads and Rivers: No.&lt;br /&gt;
* Movement Difficulty: 1.5, but most of the time 3.5 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Ice Sheet::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Ice Sheet::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sea ice ===&lt;br /&gt;
{{Main|Sea ice}}&lt;br /&gt;
[[File:SeaIce.png|400px|thumb|right|''{{Q|Sea ice|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
Sea ice maps do not have geothermal vents or [[ruins]] (except at [[Landmarks#Ice_dunes|ice dunes]]{{OdysseyIcon}} landmarks and in [[Quests#Ancient_Complex|ancient complex]]{{IdeologyIcon}} sites). [[Deep drill]]s cannot be used. [[Moisture pump]]s will only generate more ice, which means it is impossible to grow anything on the ground. You will need to do hunting, [[fishing]],{{OdysseyIcon}} [[trading]] and cannibalism until you get a [[heater]], a [[sun lamp]] and a [[hydroponics basin]]. It is worth mentioning that Sea Ice was designed to not allow colony building, only to allow traveling in the area, even though it is possible.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: Never.&lt;br /&gt;
* Average Temperature: {{Temperature|-20}} to {{Temperature|-30}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|10}} in summer to {{Temperature|-60}} in winter.&lt;br /&gt;
* Roads and Rivers: No.&lt;br /&gt;
* Movement Difficulty: 1.5, but most of the time 3.5 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Sea Ice::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Sea Ice::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Odyssey biomes ==&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
These are biomes added with the Odyssey DLC enabled. These biomes usually include gimmicks and challenges that are unique from conventional natural climates.&lt;br /&gt;
&lt;br /&gt;
=== Glowforest ===&lt;br /&gt;
{{Main|Glowforest}}&lt;br /&gt;
[[File:Glowforest.jpg|400px|thumb|right|''{{Q|Glowforest|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: From all year to 20/60 days. (Darkened skies)&lt;br /&gt;
* Average Temperature: 25 °C (77 °F) to 0 °C (32 °F).&lt;br /&gt;
* Temperature Variation: From 35 °C (95 °F) in summer to -25 °C (-13 °F) in winter.&lt;br /&gt;
* Roads and Rivers: Yes&lt;br /&gt;
* Movement Difficulty: 2.&lt;br /&gt;
* Forageability: 100%.&lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 1.2 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Glowforest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Glowforest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Scarlands ===&lt;br /&gt;
{{Main|Scarlands}}&lt;br /&gt;
[[File:Scarlands.jpg|400px|thumb|right|''{{Q|Scarlands|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1.&lt;br /&gt;
* Forageability: 25%.&lt;br /&gt;
* Grazable:&lt;br /&gt;
* Disease frequency: 1.2 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Scarlands::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Scarlands::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Grassland ===&lt;br /&gt;
{{Main|Grassland}}&lt;br /&gt;
[[File:Grassland.jpg|400px|thumb|right|''{{Q|Grassland|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1.&lt;br /&gt;
* Forageability: 100%.&lt;br /&gt;
* Grazable:&lt;br /&gt;
* Disease frequency: 1.2 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Grassland::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Grassland::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Glacial plain ===&lt;br /&gt;
{{Main|Glacial plain}}&lt;br /&gt;
[[File:GlacialPlains.jpg|400px|thumb|right|''{{Q|Glacial plain|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
There are no [[geyser]]s in glacial plain maps. Frozen ruins are hidden in the glaciers on all maps, with much bigger ruins when a [[frozen ruins]] landmark is present.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1.5.&lt;br /&gt;
* Forageability: 0%.&lt;br /&gt;
* Grazable:&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Glacial Plain::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Glacial Plain::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Lava field ===&lt;br /&gt;
{{Main|Lava field}}&lt;br /&gt;
[[File:Lava Fields.jpg|400px|thumb|right|''{{Q|Lava field|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1.5.&lt;br /&gt;
* Forageability: 50%.&lt;br /&gt;
* Grazable:&lt;br /&gt;
* Disease frequency: 0.9 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Lava Field::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Lava Field::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
There are multiple factors that contribute to the difficulty of biomes:&lt;br /&gt;
&lt;br /&gt;
* '''Growing crops: critical''' – Biomes like [[extreme desert]], [[ice sheet]] and [[sea ice]] have little to no farmable land.&lt;br /&gt;
* '''Temperature: important''' – An average temperature of about {{Temperature|21}} is ideal, since this is the middle between the minimum and maximum comfortable temperature of humans. Besides that warmer biomes are preferable, since they more likely allow for a year-round growing season.&lt;br /&gt;
** ''Easy:'' [[Arid shrubland]],  [[Tropical rainforest]], [[Tropical swamp]] (Average temperature of {{Temperature|21}} and year-round growing season possible.)&lt;br /&gt;
** ''Easy to moderate:'' [[Desert]], [[Extreme desert]], [[Temperate forest]], [[Temperate swamp]] (Average temperature of at least {{Temperature|15}}.)&lt;br /&gt;
** ''Moderate:'' [[Boreal forest]], [[Cold bog]] (Average temperature above {{Temperature|0}} possible.)&lt;br /&gt;
** ''Moderate to difficult:'' [[Tundra]] (Average temperature always below {{Temperature|0}}.)&lt;br /&gt;
** ''Difficult:'' [[Ice sheet]], [[Sea ice]] (Average temperature always below {{Temperature|-20}}.)&lt;br /&gt;
** ''Unknown:'' [[Glacial plain]],{{OdysseyIcon}} [[Glowforest]],{{OdysseyIcon}} [[Grassland]],{{OdysseyIcon}} [[Lava field]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}}&lt;br /&gt;
* '''Wild animals'''&lt;br /&gt;
** '''Hunting: important''' – Especially in the early game or when the supply of food relies on hunting the number and type of occurring animals might be important.&lt;br /&gt;
** '''Predators: circumstantial''' – Predators are especially a problem in biomes with already little other wildlife and available food, notably [[ice sheet]] and [[sea ice]]. In all other biomes they pose only a negligible threat.&lt;br /&gt;
* '''Weather and wildfire: important''' –&lt;br /&gt;
* '''Diseases: circumstantial''' – [[Disease]] occur in some biomes up to three times as often as in other biomes. Also the selection and chance of individual diseases varies. Particularly easy biomes in this regard are [[ice sheet]], [[sea ice]], [[extreme desert]] and [[desert]], while [[tropical swamp]] and [[Tropical rainforest]] are difficult.&lt;br /&gt;
** '''Disease {{MTB}}:'''&lt;br /&gt;
*** ''Easy:'' [[Desert]], [[Extreme desert]], [[Ice sheet]], [[Sea ice]], [[Glacial plain]],{{OdysseyIcon}} [[Lava field]] {{OdysseyIcon}}(90 days)&lt;br /&gt;
*** ''Easy to moderate:'' [[Tundra]] (80 days)&lt;br /&gt;
*** ''Moderate:'' [[Arid shrubland]], [[Boreal forest]], [[Temperate forest]], [[Glowforest]] {{OdysseyIcon}}, [[Grassland]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}} (50-65 days)&lt;br /&gt;
*** ''Moderate to difficult:'' [[Temperate swamp]], [[Cold bog]] (40-45 days)&lt;br /&gt;
*** ''Difficult:'' [[Tropical rainforest]], [[Tropical swamp]] (30-35 days)&lt;br /&gt;
** '''Disease selection:'''&lt;br /&gt;
*** ''Easy:'' [[Cold bog]], [[Tundra]] (Higher chances for [[fibrous mechanites|fibrous]] and [[sensory mechanites]] and therefore less often more serious diseases.)&lt;br /&gt;
*** ''Easy to moderate:'' [[Arid shrubland]], [[Boreal forest]], [[Desert]], [[Extreme desert]], [[Glacial plain]],{{OdysseyIcon}} [[Lava field]] {{OdysseyIcon}}&lt;br /&gt;
*** ''Moderate:'' [[Ice sheet]], [[Sea ice]] (No gut worms and muscle parasites and therefore more often serious diseases.)&lt;br /&gt;
*** ''Moderate to difficult:'' [[Temperate forest]], [[Temperate swamp]], [[Grassland]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}} (Chance for [[malaria]].)&lt;br /&gt;
*** ''Difficult:'' [[Tropical rainforest]], [[Tropical swamp]], [[Glowforest]] {{OdysseyIcon}} (Chance for [[malaria]] and [[sleeping sickness]].)&amp;lt;!-- &lt;br /&gt;
** Combined&lt;br /&gt;
*** ''Easy:'' [[Tundra]], [[Desert]], [[Extreme desert]], [[Glacial plain]],{{OdysseyIcon}} [[Lava field]] {{OdysseyIcon}}&lt;br /&gt;
*** ''Easy to moderate:'' [[Arid shrubland]], [[Boreal forest]], [[Ice sheet]], [[Sea ice]]&lt;br /&gt;
*** ''Moderate:'' [[Cold bog]]&lt;br /&gt;
*** ''Moderate to difficult:'' [[Temperate forest]], [[Temperate swamp]], [[Glowforest]],{{OdysseyIcon}} [[Grassland]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}}&lt;br /&gt;
*** ''Difficult:'' [[Tropical rainforest]], [[Tropical swamp]]--&amp;gt;&lt;br /&gt;
* '''Wild plants''' – For the relative amount of plants in each of the following categories see the table below.&lt;br /&gt;
** '''Wood: important''' – There are plenty of buildings that require wood. Especially in the early game the colony is highly dependant on the wood chopped from wild trees. In some biomes this can be a serious problem.&lt;br /&gt;
*** ''Easy:'' [[Temperate swamp]], [[Tropical swamp]] &amp;lt;!-- 6-10 --&amp;gt;&lt;br /&gt;
*** ''Easy to moderate:'' [[Boreal forest]], [[Cold bog]], [[Temperate forest]], [[Tropical rainforest]] &amp;lt;!-- 0.8-2 --&amp;gt;&lt;br /&gt;
*** ''Moderate:'' [[Glowforest]],{{OdysseyIcon}} [[Lava field]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}} &amp;lt;!-- 0.09-0.2 --&amp;gt;&lt;br /&gt;
*** ''Moderate to difficult:'' [[Arid shrubland]], [[Desert]], [[Temperate forest]], [[Tundra]], [[Grassland]] {{OdysseyIcon}} &amp;lt;!-- 0.03-0.07 --&amp;gt;&lt;br /&gt;
*** ''Difficult:'' [[Extreme desert]], [[Ice sheet]], [[Sea ice]], [[Glacial plain]] {{OdysseyIcon}} &amp;lt;!-- (close to) none --&amp;gt;&lt;br /&gt;
** '''Grazing: important''' – The amount of [[pen animals]] a colony can support by only letting them graze depends mainly on the amount and frequency wild plants are growing. Apart from trees which are inedible for most animals and a few quite rare plants, all wild plants provide the same nutrition. &amp;lt;!-- See table below for the score --&amp;gt;&lt;br /&gt;
*** ''Easy:'' [[Tropical rainforest]], [[Tropical swamp]], [[Glowforest]],{{OdysseyIcon}} [[Grassland]] {{OdysseyIcon}}&lt;br /&gt;
*** ''Easy to moderate:'' [[Cold bog]], [[Temperate forest]], [[Temperate swamp]]&lt;br /&gt;
*** ''Moderate:'' [[Lava field]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}}&lt;br /&gt;
*** ''Moderate to difficult:'' [[Arid shrubland]], [[Boreal forest]], [[Tundra]]&lt;br /&gt;
*** ''Difficult:'' [[Desert]], [[Extreme desert]], [[Ice sheet]], [[Sea ice]], [[Glacial plain]] {{OdysseyIcon}}&lt;br /&gt;
** '''Food: circumstantial''' – &amp;lt;!-- See table below for the score --&amp;gt;&lt;br /&gt;
*** ''Easy:'' [[Temperate swamp]], [[Tropical rainforest]], [[Glowforest]] {{OdysseyIcon}} &amp;lt;!-- 0,26-0.3 --&amp;gt;&lt;br /&gt;
*** ''Easy to moderate:'' [[Arid shrubland]], [[Tropical swamp]], &amp;lt;!-- 0.16-0.23 --&amp;gt;&lt;br /&gt;
*** ''Moderate:'' [[Boreal forest]], [[Temperate forest]], [[Grassland]],{{OdysseyIcon}} [[Lava field]] {{OdysseyIcon}} &amp;lt;!-- 0.06-0.13 --&amp;gt;&lt;br /&gt;
*** ''Moderate to difficult:'' [[Desert]], [[Tundra]], [[Scarlands]] {{OdysseyIcon}} &amp;lt;!-- 0.01-0.05 --&amp;gt;&lt;br /&gt;
*** ''Difficult:'' [[Extreme desert]], [[Ice sheet]], [[Sea ice]], [[Glacial plain]] {{OdysseyIcon}} &amp;lt;!-- (close to) none --&amp;gt;&lt;br /&gt;
** '''Herbal medicine: circumstantial''' – Relying on [[wild healroot]] plants for [[herbal medicine]] production is not advisable, although it might be possible in some biomes:&lt;br /&gt;
*** ''Easy:'' [[Temperate swamp]] &amp;lt;!--  --&amp;gt;&lt;br /&gt;
*** ''Moderate:'' [[Cold bog]], [[Temperate forest]], [[Grassland]] {{OdysseyIcon}}&amp;lt;!--  --&amp;gt;&lt;br /&gt;
*** ''Moderate to difficult:'' [[Boreal forest]], [[Tundra]]&amp;lt;!--  --&amp;gt;&lt;br /&gt;
*** ''Impossible:'' All other biomes.&amp;lt;!--  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
{{Image wanted|reason=Requesting updated versions of biomes intensity, possibly with correct temperature ranges instead of cold/warm/hot|section=true}}&lt;br /&gt;
The following is a simple summary of the biomes by difficulty, overall cold biomes are more challenging than their hot counterparts.&lt;br /&gt;
&lt;br /&gt;
[[File:Rimworld_biomes_difficulty_graph.png|1250px|Biome Intensity Diagram]]&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Overall the biomes can be categorized in roughly the following difficulty lewels. Note that this is only a guideline and heavily depends on difficulty settings, scenario, playstile and the parameters of the specific map:&lt;br /&gt;
&lt;br /&gt;
* '''Easy:'''&lt;br /&gt;
* '''Easy to moderate:'''&lt;br /&gt;
* '''Moderate:'''&lt;br /&gt;
* '''Moderate to difficult:'''&lt;br /&gt;
* '''Difficult:'''&lt;br /&gt;
[[Arid shrubland]], [[Boreal forest]], [[Cold bog]], [[Desert]], [[Extreme desert]], [[Ice sheet]], [[Sea ice]], [[Tropical rainforest]], [[Tropical swamp]], [[Temperate forest]], [[Temperate swamp]], [[Tundra]], [[Glacial plain]],{{OdysseyIcon}} [[Glowforest]],{{OdysseyIcon}} [[Grassland]],{{OdysseyIcon}} [[Lava field]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}} &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Comparison table ==&lt;br /&gt;
&amp;lt;!-- Variables&lt;br /&gt;
--&amp;gt;{{#vardefine:AgaveYield|{{Q|Agave|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:BerryYield|{{Q|Berry bush|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:GlowYield|{{Q|Glowstool|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:AgariYield|{{Q|Agarilux|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:HealrootYield|{{Q|Wild healroot|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:AnimaYield|{{Q|Anima tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:ArcheanYield|{{Q|Archean tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:BambooYield|{{Q|Bamboo tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:BirchYield|{{Q|Birch tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:BonsaiYield|{{Q|Bonsai tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:BurnedYield|{{Q|Burned stump|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:CecropiaYield|{{Q|Cecropia tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:ChoppedYield|{{Q|Chopped stump|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:CypressYield|{{Q|Cypress tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:DragoYield|{{Q|Drago tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:FibercornYield|{{Q|Fibercorn|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:GauranlenYield|{{Q|Gauranlen tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:GraypineYield|{{Q|Gray pine tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:MapleYield|{{Q|Maple tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:OakYield|{{Q|Oak tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:PalmYield|{{Q|Palm tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:PebbleYield|{{Q|Pebble cactus|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:PineYield|{{Q|Pine tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:PoluxYield|{{Q|Polux tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:PoplarYield|{{Q|Poplar tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:RatpalmYield|{{Q|Rat palm tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:SaguaroYield|{{Q|Saguaro cactus|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:SmashedYield|{{Q|Smashed stump|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:SnagrootYield|{{Q|Snagroot tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:TeakYield|{{Q|Teak tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:TimbershroomYield|{{Q|Timbershroom|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:WillowYield|{{Q|Willow tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:WitchwoodYield|{{Q|Witchwood tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;includeonly&amp;gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
|-{{#vardefine:NaMe|{{#switch:{{{?Name}}}|Arid shrubland = Arid Shrubland|Boreal forest = Boreal Forest|Cold bog = Cold Bog|Glacial plain = Glacial Plain|Lava field = Lava Field|Temperate forest = Temperate Forest|Temperate swamp = Temperate Swamp|Tropical rainforest = Tropical Rainforest|Tropical swamp = Tropical Swamp|#default={{{?Name}}}}}}}&lt;br /&gt;
! {{DLC Icons|{{{?Name}}} }}&lt;br /&gt;
| {{{?Animal Density}}}&lt;br /&gt;
| {{{?Plant Density}}}&lt;br /&gt;
| {{{?Wild Plant Regrow Days}}}&lt;br /&gt;
| {{#switch:{{{?Wild Plant Regrow Days}}}|0|?=–|#default={{#expr:(&lt;br /&gt;
{{Q|Agave|Lives In {{#var:NaMe}}|0}}*{{#var:AgaveYield}} + &lt;br /&gt;
{{Q|Berry bush|Lives In {{#var:NaMe}}|0}}*{{#var:BerryYield}} + &lt;br /&gt;
{{Q|Glowstool|Lives In {{#var:NaMe}}|0}}*{{#var:GlowYield}} + &lt;br /&gt;
{{Q|Agarilux|Lives In {{#var:NaMe}}|0}}*{{#var:AgariYield}}&lt;br /&gt;
) / {{{?Flora Commonality Sum}}} * {{{?Plant Density}}} / {{{?Wild Plant Regrow Days}}} * 100 round 2}} }}&lt;br /&gt;
| {{#switch:{{{?Wild Plant Regrow Days}}}|0|?=–|#default={{#if:{{Q|Wild healroot|Lives In {{#var:NaMe}}}}|{{#expr:({{Q|Wild healroot|Lives In {{#var:NaMe}}|0}}*{{#var:HealrootYield}}) / {{{?Flora Commonality Sum}}} * {{{?Plant Density}}} / {{{?Wild Plant Regrow Days}}} * 1000 round 2}}|–}} }}&lt;br /&gt;
| {{#switch:{{{?Wild Plant Regrow Days}}}|0|?=–|#default={{#expr:(&lt;br /&gt;
{{Q|Anima tree|Lives In {{#var:NaMe}}|0}}*{{#var:AnimaYield}} + &lt;br /&gt;
{{Q|Archean tree|Lives In {{#var:NaMe}}|0}}*{{#var:ArcheanYield}} + &lt;br /&gt;
{{Q|Bamboo tree|Lives In {{#var:NaMe}}|0}}*{{#var:BambooYield}} + &lt;br /&gt;
{{Q|Birch tree|Lives In {{#var:NaMe}}|0}}*{{#var:BirchYield}} + &lt;br /&gt;
{{Q|Bonsai tree|Lives In {{#var:NaMe}}|0}}*{{#var:BonsaiYield}} + &lt;br /&gt;
{{Q|Burned stump|Lives In {{#var:NaMe}}|0}}*{{#var:BurnedYield}} + &lt;br /&gt;
{{Q|Cecropia tree|Lives In {{#var:NaMe}}|0}}*{{#var:CecropiaYield}} + &lt;br /&gt;
{{Q|Chopped stump|Lives In {{#var:NaMe}}|0}}*{{#var:ChoppedYield}} + &lt;br /&gt;
{{Q|Cypress tree|Lives In {{#var:NaMe}}|0}}*{{#var:CypressYield}} + &lt;br /&gt;
{{Q|Drago tree|Lives In {{#var:NaMe}}|0}}*{{#var:DragoYield}} + &lt;br /&gt;
{{Q|Fibercorn|Lives In {{#var:NaMe}}|0}}*{{#var:FibercornYield}} + &lt;br /&gt;
{{Q|Gauranlen tree|Lives In {{#var:NaMe}}|0}}*{{#var:GauranlenYield}} + &lt;br /&gt;
{{Q|Gray pine tree|Lives In {{#var:NaMe}}|0}}*{{#var:GraypineYield}} + &lt;br /&gt;
{{Q|Maple tree|Lives In {{#var:NaMe}}|0}}*{{#var:MapleYield}} + &lt;br /&gt;
{{Q|Oak tree|Lives In {{#var:NaMe}}|0}}*{{#var:OakYield}} + &lt;br /&gt;
{{Q|Palm tree|Lives In {{#var:NaMe}}|0}}*{{#var:PalmYield}} + &lt;br /&gt;
{{Q|Pebble cactus|Lives In {{#var:NaMe}}|0}}*{{#var:PebbleYield}} + &lt;br /&gt;
{{Q|Pine tree|Lives In {{#var:NaMe}}|0}}*{{#var:PineYield}} + &lt;br /&gt;
{{Q|Polux tree|Lives In {{#var:NaMe}}|0}}*{{#var:PoluxYield}} + &lt;br /&gt;
{{Q|Poplar tree|Lives In {{#var:NaMe}}|0}}*{{#var:PoplarYield}} + &lt;br /&gt;
{{Q|Rat palm tree|Lives In {{#var:NaMe}}|0}}*{{#var:RatpalmYield}} + &lt;br /&gt;
{{Q|Saguaro cactus|Lives In {{#var:NaMe}}|0}}*{{#var:SaguaroYield}} + &lt;br /&gt;
{{Q|Smashed stump|Lives In {{#var:NaMe}}|0}}*{{#var:SmashedYield}} + &lt;br /&gt;
{{Q|Snagroot tree|Lives In {{#var:NaMe}}|0}}*{{#var:SnagrootYield}} + &lt;br /&gt;
{{Q|Teak tree|Lives In {{#var:NaMe}}|0}}*{{#var:TeakYield}} + &lt;br /&gt;
{{Q|Timbershroom|Lives In {{#var:NaMe}}|0}}*{{#var:TimbershroomYield}} + &lt;br /&gt;
{{Q|Willow tree|Lives In {{#var:NaMe}}|0}}*{{#var:WillowYield}} + &lt;br /&gt;
{{Q|Witchwood tree|Lives In {{#var:NaMe}}|0}}*{{#var:WitchwoodYield}}&lt;br /&gt;
) / {{{?Flora Commonality Sum}}} * {{{?Plant Density}}} / {{{?Wild Plant Regrow Days}}} * 10 round 2}} }}&lt;br /&gt;
| {{#switch:{{{?Wild Plant Regrow Days}}}|0|?=–|#default={{#expr:(&lt;br /&gt;
{{{?Flora Commonality Sum}}} -&lt;br /&gt;
{{Q|Anima tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Archean tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Bamboo tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Birch tree|Lives In {{#var:NaMe}}|0}} - &lt;br /&gt;
{{Q|Bonsai tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Burned stump|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Cecropia tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Chopped stump|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Cypress tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Drago tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Fibercorn|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Gauranlen tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Gray pine tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Maple tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Oak tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Palm tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Pebble cactus|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Pine tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Polux tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Poplar tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Rat palm tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Saguaro cactus|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Smashed stump|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Snagroot tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Teak tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Timbershroom|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Willow tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Witchwood tree|Lives In {{#var:NaMe}}|0}}&lt;br /&gt;
) / {{{?Flora Commonality Sum}}} * {{{?Plant Density}}} / {{{?Wild Plant Regrow Days}}} * 10 round 2}} }}&lt;br /&gt;
| {{{?Forageability}}}&lt;br /&gt;
| {{{?Disease MTB Days}}}&lt;br /&gt;
| {{{?Movement Difficulty}}}&lt;br /&gt;
| {{Temperature|{{{?Min Temperature}}}|{{{?Max Temperature}}} }}&lt;br /&gt;
| {{{?Min rainfall}}}&lt;br /&gt;
| {{{?Max rainfall}}}&lt;br /&gt;
| {{{?Min swampiness}}}&lt;br /&gt;
| {{{?Max swampiness}}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&amp;lt;/includeonly&amp;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_21 text-center}}&lt;br /&gt;
! Biome !! Animal&amp;lt;br/&amp;gt;density !! Plant&amp;lt;br/&amp;gt;density !! Wild plant&amp;lt;br/&amp;gt;regrow (days)&lt;br /&gt;
! Food foraging score&amp;lt;ref&amp;gt;How much raw food can be harvested from wild plants ''relative'' to other biomes. Accounts for plant density, wild plant regrow days and the relative commonality of harvestable plants and their base harvest yield.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Medicine foraging score&amp;lt;ref&amp;gt;How much herbal medicine can be harvested from wild plants ''relative'' to other biomes. Accounts for plant density, wild plant regrow days and the relative commonality of wild healroot plants.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Wood foraging score&amp;lt;ref&amp;gt;How much wood can be harvested from wild plants ''relative'' to other biomes. Accounts for plant density, wild plant regrow days and the relative commonality of harvestable plants and their base harvest yield.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Grazing score&amp;lt;ref&amp;gt;How many grazable wild plants grow ''relative'' to other biomes. Accounts for plant density, wild plant regrow days and substracts the relative commonality of trees.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! [[Forage]]-&amp;lt;br/&amp;gt;ability&amp;lt;ref&amp;gt;How much food a caravan can forage when traveling over a tile of that biome.&amp;lt;/ref&amp;gt; !! Disease&amp;lt;br/&amp;gt;{{MTB}} (days) !! Movement&amp;lt;br/&amp;gt;difficulty !! data-sort-type=&amp;quot;number&amp;quot; | [[Temperature]]&amp;lt;br/&amp;gt;range !! Min.&amp;lt;br/&amp;gt;[[rain]]fall !! Max.&amp;lt;br/&amp;gt;rainfall !! Min.&amp;lt;br/&amp;gt;swampiness !! Max.&amp;lt;br/&amp;gt;swampiness&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Type::Biome]] [[Name::!Lake]] [[Name::!Ocean]]&lt;br /&gt;
 | ?Name = ?Name&lt;br /&gt;
 | ?Animal Density = ?Animal Density&lt;br /&gt;
 | ?Plant Density = ?Plant Density&lt;br /&gt;
 | ?Wild Plant Regrow Days = ?Wild Plant Regrow Days&lt;br /&gt;
 | ?Flora Commonality Sum = ?Flora Commonality Sum&lt;br /&gt;
 | ?Forageability = ?Forageability&lt;br /&gt;
 | ?Disease MTB Days = ?Disease MTB Days&lt;br /&gt;
 | ?Movement Difficulty = ?Movement Difficulty&lt;br /&gt;
 | ?Min Temperature = ?Min Temperature&lt;br /&gt;
 | ?Max Temperature = ?Max Temperature&lt;br /&gt;
 | ?Min rainfall = ?Min rainfall&lt;br /&gt;
 | ?Max rainfall = ?Max rainfall&lt;br /&gt;
 | ?Min swampiness = ?Min swampiness&lt;br /&gt;
 | ?Max swampiness = ?Max swampiness&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = :Biomes&lt;br /&gt;
 | named args = true&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.6.532|0.6.532]] - Added&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Tropical rainforest added.&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Boreal forest and tundra added&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Ice sheet now playable.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Extreme Desert biome added.&lt;br /&gt;
* [[Version/0.16.1393|0.16.1393]] - Sea Ice biome added.&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added Swamp biomes: Tropical swamp, Temperate swamp, Cold bog.&lt;br /&gt;
* [[Odyssey DLC]] release - Added Biomes: Glacial plain, Glowforest, Grassland, Lava field, Scarlands. &lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Environment]][[Category:Biomes]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Biomes&amp;diff=180594</id>
		<title>Biomes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Biomes&amp;diff=180594"/>
		<updated>2026-05-24T09:39:21Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: Moved intensity graph into analysis section. Recoding was done at some point.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{GameCreation_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Rewrite|reason=Verification needed. At least a couple of the growing periods for the biomes are wrong, though their exact ranges are unknown.}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; clear:{{{clear|right}}}; margin-bottom:.5em; padding:.5em 0 .8em 1.4em; background:transparent; max-width:20em;&amp;quot; class=&amp;quot;toclimit-3&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
'''Biomes''' are types of area on a planet, characterized by their terrain properties, [[Weather|climate]], [[Plants|flora]] and [[Animals|fauna]], [[disease]]s and special challenges. Each world tile has one particular biome. There are twelve playable biomes types in RimWorld, which can be divided into three categories: Warm, Hot and Cold. Oceans and lakes appear as world tiles but are not playable biomes. The [[Odyssey DLC]] introduces five new playable biomes, each with a unique gimmick or challenge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;[[File:World overview.png|550px|World Map]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Warm biomes ==&lt;br /&gt;
These biomes are rich in flora and fauna, and also have a slightly elevated rate of disease. They generally have year-round growing periods, or longer growing periods at the very least. Traveling speed is fast in normal forests and average in dense forests but slow in marshes and during cold seasons if they have one.&lt;br /&gt;
&lt;br /&gt;
=== Temperate forest ===&lt;br /&gt;
{{Main|Temperate forest}}&lt;br /&gt;
Forests of deciduous trees interspersed with fertile clearings. Many species of animals move around among the trees and on the plains.&lt;br /&gt;
&lt;br /&gt;
[[File:TemperateForest.png|400px|thumb|right|Temperate Forest]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 20/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|25}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: {{Q|Temperate forest|Roads and Rivers}}.&lt;br /&gt;
* Movement Difficulty: 1, but sometimes 3 due to winter.&lt;br /&gt;
* Forageability: {{%|{{Q|Temperate forest|Forageability}} }}. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease {{MTB}}: {{Q|Temperate forest|Disease MTB Days}} days.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Temperate Forest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Temperate Forest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Temperate swamp ===&lt;br /&gt;
{{Main|Temperate swamp}}&lt;br /&gt;
Wetlands choked with vegetation and disease. Dense overgrowth makes it hard to move around, and clearing areas for building takes a long time. Much of the terrain is too marshy to support heavy structures.&lt;br /&gt;
&lt;br /&gt;
A more wet version of the Temperate Forest. Like in all swamps, diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil.&lt;br /&gt;
&lt;br /&gt;
[[File:TemperateSwamp.png|400px|thumb|right|Temperate Swamp]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 20/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|25}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, but sometimes 6 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.5 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Temperate Swamp::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Temperate Swamp::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Tropical rainforest ===&lt;br /&gt;
{{Main|Tropical rainforest}}&lt;br /&gt;
A thick, moist jungle, buzzing with animal life and infested with disease. Despite its visual beauty, this is a very dangerous biome. Choking overgrowth, aggressive animals, and constant sickness are why some explorers call this the &amp;quot;green hell&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Tropical Rainforests are famous for having many diseases, including [[Disease#Sleeping Sickness|Sleeping Sickness]]: a slow-progressing, long-lasting disease that is exclusive to the tropics.  Many trees make it difficult to clear land and rapid plant growth makes it difficult to keep it clear.&lt;br /&gt;
&lt;br /&gt;
[[File:TropicalRainforest.png|400px|thumb|right|Tropical Rainforest]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 2, rarely 4 due to winter.&lt;br /&gt;
* Forageability: 100%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 1.7 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Tropical Rainforest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Tropical Rainforest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Tropical swamp ===&lt;br /&gt;
{{Main|Tropical swamp}}&lt;br /&gt;
A plant-choked, steamy swamp seething with parasites and pathogens. Much of the land is too marshy to build on. Difficult movement, aggressive animals, and rampant disease make living here a nightmare.&lt;br /&gt;
&lt;br /&gt;
A more wet version of the Tropical Rainforest. Like in all swamps diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil. Diseases are even more constant here than in Tropical Rainforests, so making a proper hospital and having good doctors is a priority.&lt;br /&gt;
&lt;br /&gt;
[[File:TropicalSwamp.png|400px|thumb|right|Tropical Swamp]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, rarely 6 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 2.0 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Tropical Swamp::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Tropical Swamp::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Hot biomes ==&lt;br /&gt;
These biomes become progressively dry as they become more arid. Moderate amount of flora and fauna, which drops off as you pick a more extreme biome. Mostly year-round growing periods. Traveling in those biomes is usually fast and rarely slowed by cold seasons.&lt;br /&gt;
&lt;br /&gt;
=== Arid shrubland ===&lt;br /&gt;
{{Main|Arid shrubland}}&lt;br /&gt;
A dry region, but not dry enough to become a true desert. Open plains with grasses and bushes give way to scattered groves of trees. Plants are hardy and there is a moderate density of animals, but arable soil is hard to find.&lt;br /&gt;
&lt;br /&gt;
[[File:AridShrubland.png|400px|thumb|right|Arid Shrubland]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, rarely 3 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 0.9 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Arid Shrubland::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Arid Shrubland::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Desert ===&lt;br /&gt;
{{Main|Desert}}&lt;br /&gt;
A very dry area which supports little life. There is very little arable land, and animal life is very sparse. Deserts can be hot, or quite cold.&lt;br /&gt;
&lt;br /&gt;
With so few animals to hunt, growing crops is a priority on one of the few arable patches.  The hot temperatures can cause problems for colonists and tamed animals.  This biome has patches of soft sand which prevent building, but can be removed with [[moisture pump]]s.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert.png|400px|thumb|right|Desert]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but sometimes 3 due to winter.&lt;br /&gt;
* Forageability: 25%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Desert::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Desert::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Extreme desert ===&lt;br /&gt;
{{Main|Extreme desert}}&lt;br /&gt;
An extremely hot, dry area, devoid of almost all life. Searing heat and a near total lack of arable land make it very difficult to survive here.&lt;br /&gt;
&lt;br /&gt;
The hot temperatures can cause problems for colonists and tamed animals. Its warm enough for growing plants outdoors, but it has to be done in stony patches around hills and mountains. Even though [[potatoes]] grow better in stony soil, you need to plant [[rice]] first so you will not starve while waiting for [[potatoes]]. [[Berries|Strawberries]] are also a good idea since there is no wood for cooking. Later [[Hydroponics basin|hydroponics]] can be used instead of ground. This biome has patches of soft sand which prevent building, but can be removed with [[moisture pump]]s. Animal migrations may occur, about once every other year.&lt;br /&gt;
&lt;br /&gt;
[[File:ExtremeDesert.png|400px|thumb|right|Extreme Desert]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 30/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-5}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, rarely 3 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Extreme Desert::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Extreme Desert::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Cold biomes ==&lt;br /&gt;
These biomes become progressively colder and hostile as they become more intense. Flora and fauna becomes more scarce as you pick a more extreme biome. Mostly seasonal growing periods but may go down to no growing period in more extreme biomes. Traveling in those biomes is usually slow due to marsh and cold seasons which can be very long.&lt;br /&gt;
&lt;br /&gt;
=== Boreal forest ===&lt;br /&gt;
{{Main|Boreal forest}}&lt;br /&gt;
Forests of coniferous trees. Despite the harsh winters, boreal forests sustain a diverse population of small and large animals, and have warm summers.&lt;br /&gt;
&lt;br /&gt;
[[File:BorealForest.png|400px|thumb|right|Boreal Forest]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: 30/60 days to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|10}} to {{Temperature|-10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-35}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but often 3 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.0 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Boreal Forest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Boreal Forest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Cold bog ===&lt;br /&gt;
{{Main|Cold bog}}&lt;br /&gt;
A wetland packed with trees and vines. Much of the marshy land here can't support heavy structures, moving around is slow due to choking vegetation. Disease is endemic in this dense, wet ecosystem.&lt;br /&gt;
&lt;br /&gt;
A more wet version of the Boreal Forest. Like in all swamps, diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil.&lt;br /&gt;
&lt;br /&gt;
[[File:Cold Bog.png|400px|thumb|right|Cold Bog]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: 30/60 days to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|10}} to {{Temperature|-10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-35}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, but often 6 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.3 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Cold Bog::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Cold Bog::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Tundra ===&lt;br /&gt;
{{Main|Tundra}}&lt;br /&gt;
These mostly-frozen plains bear almost no trees and little vegetation. There are a few small animals interspersed with large herds of migratory grazers and their predators. Animal migrations may occur once or twice per year.&lt;br /&gt;
&lt;br /&gt;
Growing periods are generally very short or non-existent.&lt;br /&gt;
&lt;br /&gt;
[[File:Tundra.png|400px|thumb|right|Tundra]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: 20/60 days to never.&lt;br /&gt;
* Average Temperature: {{Temperature|0}} to {{Temperature|-20}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-50}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but most of the time 3 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 0.8 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Tundra::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Tundra::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Ice sheet ===&lt;br /&gt;
{{Main|Ice sheet}}&lt;br /&gt;
Sheets of ice which can be kilometers thick. There is no soil for plants to grow in. The only animals here are migrating to somewhere else - or badly lost.&lt;br /&gt;
&lt;br /&gt;
The only land possible to farm is stony patches around hills and mountains, but they need to be [[heater|heated]] indoors and also have [[sun lamp]]s. You will need to hunt, trade and cannibalize until you get a [[heater]] and a [[sun lamp]]. Later, [[moisture pump]]s can create larger growable areas and [[Hydroponics basin|hydroponics]] can be used instead of ground. Geothermal vents can be used for free heating. With so few animals here, any predators that roam in will become hungry soon and target your colonists and animals.&lt;br /&gt;
&lt;br /&gt;
[[File:IceSheet.png|400px|thumb|right|Ice Sheet]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: Never.&lt;br /&gt;
* Average Temperature: {{Temperature|-20}} to {{Temperature|-40}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|10}} in summer to {{Temperature|-70}} in winter.&lt;br /&gt;
* Roads and Rivers: No.&lt;br /&gt;
* Movement Difficulty: 1.5, but most of the time 3.5 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Ice Sheet::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Ice Sheet::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Sea ice ===&lt;br /&gt;
{{Main|Sea ice}}&lt;br /&gt;
Permanent ice sheets floating on water. There is no soil for plants to grow, no minerals to mine, and almost no animal life.&lt;br /&gt;
&lt;br /&gt;
Sea Ice maps do not have geothermal vents or [[ruins]] (except at [[Landmarks#Ice_dunes|ice dunes]]{{OdysseyIcon}} landmarks and in [[Quests#Ancient_Complex|ancient complex]]{{IdeologyIcon}} sites). [[Deep drill]]s cannot be used. [[Moisture pump]]s will only generate more ice, which means it is impossible to grow anything on the ground. You will need to do hunting, [[fishing]],{{OdysseyIcon}} [[trading]] and cannibalism until you get a [[heater]], a [[sun lamp]] and a [[hydroponics basin]]. It is worth mentioning that Sea Ice was designed to not allow colony building, only to allow traveling in the area, even though it is possible.&lt;br /&gt;
&lt;br /&gt;
[[File:SeaIce.png|400px|thumb|right|Sea Ice]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: Never.&lt;br /&gt;
* Average Temperature: {{Temperature|-20}} to {{Temperature|-30}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|10}} in summer to {{Temperature|-60}} in winter.&lt;br /&gt;
* Roads and Rivers: No.&lt;br /&gt;
* Movement Difficulty: 1.5, but most of the time 3.5 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Sea Ice::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Sea Ice::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Odyssey biomes ==&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
These are biomes added with the Odyssey DLC enabled. These biomes usually include gimmicks and challenges that are unique from conventional natural climates.&lt;br /&gt;
&lt;br /&gt;
=== Glowforest ===&lt;br /&gt;
{{Main|Glowforest}}&lt;br /&gt;
Geysers spew out massive sulfur clouds that cast the region into permanent darkness. Huge fungal colonies bloom in the dark, fed by the nutrients that the geysers bring to the surface. These areas are alluring and dangerous.&lt;br /&gt;
&lt;br /&gt;
[[File:Glowforest.jpg|400px|thumb|right|Glowforest]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 20/60 days. (Darkened skies)&lt;br /&gt;
* Average Temperature: 25 °C (77 °F) to 0 °C (32 °F).&lt;br /&gt;
* Temperature Variation: From 35 °C (95 °F) in summer to -25 °C (-13 °F) in winter.&lt;br /&gt;
* Roads and Rivers: Yes&lt;br /&gt;
* Movement Difficulty: 2.&lt;br /&gt;
* Forageability: 100%.&lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 1.2 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Glowforest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Glowforest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Scarlands ===&lt;br /&gt;
{{Main|Scarlands}}&lt;br /&gt;
Ruins of an ancient city which was destroyed by weapons of mass destruction. Water here is toxic and scaria runs rampant among the animals. Mechanoids lurk among the shattered buildings, waiting to awaken and kill again.&lt;br /&gt;
&lt;br /&gt;
[[File:Scarlands.jpg|400px|thumb|right|Scarlands]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1.&lt;br /&gt;
* Forageability: 25%.&lt;br /&gt;
* Grazable:&lt;br /&gt;
* Disease frequency: 1.2 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Scarlands::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Scarlands::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Grassland ===&lt;br /&gt;
{{Main|Grassland}}&lt;br /&gt;
An open expanse dominated by tall grasses. These areas are good for farming and ranching, except when there's a drought. The lack of trees and other vegetation means there's always a steady breeze. Steam geysers never appear here due to low geothermal activity.&lt;br /&gt;
&lt;br /&gt;
[[File:Grassland.jpg|400px|thumb|right|Grasslands]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1.&lt;br /&gt;
* Forageability: 100%.&lt;br /&gt;
* Grazable:&lt;br /&gt;
* Disease frequency: 1.2 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Grassland::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Grassland::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Glacial plain ===&lt;br /&gt;
{{Main|Glacial plain}}&lt;br /&gt;
An open area scraped clean by the movement of glaciers. While vegetation and soil are sparse, a few hardy species have made their home here.&lt;br /&gt;
&lt;br /&gt;
There are no [[geyser]]s in glacial plain maps. Frozen ruins are hidden in the glaciers on all maps, with much bigger ruins when a [[frozen ruins]] landmark is present.&lt;br /&gt;
&lt;br /&gt;
[[File:GlacialPlains.jpg|400px|thumb|right|Glacial plain]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1.5.&lt;br /&gt;
* Forageability: 0%.&lt;br /&gt;
* Grazable:&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Glacial Plain::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Glacial Plain::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Lava field ===&lt;br /&gt;
{{Main|Lava field}}&lt;br /&gt;
Barren wastes burned clean by volcanic heat. Periodic lava eruptions can burn people and buildings, but also enrich the soil with mineral deposits.&lt;br /&gt;
&lt;br /&gt;
[[File:Lava Fields.jpg|400px|thumb|right|Lava field]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1.5.&lt;br /&gt;
* Forageability: 50%.&lt;br /&gt;
* Grazable:&lt;br /&gt;
* Disease frequency: 0.9 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Lava Field::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Lava Field::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
There are multiple factors that contribute to the difficulty of biomes:&lt;br /&gt;
&lt;br /&gt;
* '''Growing crops: critical''' – Biomes like [[extreme desert]], [[ice sheet]] and [[sea ice]] have little to no farmable land.&lt;br /&gt;
* '''Temperature: important''' – An average temperature of about {{Temperature|21}} is ideal, since this is the middle between the minimum and maximum comfortable temperature of humans. Besides that warmer biomes are preferable, since they more likely allow for a year-round growing season.&lt;br /&gt;
** ''Easy:'' [[Arid shrubland]],  [[Tropical rainforest]], [[Tropical swamp]] (Average temperature of {{Temperature|21}} and year-round growing season possible.)&lt;br /&gt;
** ''Easy to moderate:'' [[Desert]], [[Extreme desert]], [[Temperate forest]], [[Temperate swamp]] (Average temperature of at least {{Temperature|15}}.)&lt;br /&gt;
** ''Moderate:'' [[Boreal forest]], [[Cold bog]] (Average temperature above {{Temperature|0}} possible.)&lt;br /&gt;
** ''Moderate to difficult:'' [[Tundra]] (Average temperature always below {{Temperature|0}}.)&lt;br /&gt;
** ''Difficult:'' [[Ice sheet]], [[Sea ice]] (Average temperature always below {{Temperature|-20}}.)&lt;br /&gt;
** ''Unknown:'' [[Glacial plain]],{{OdysseyIcon}} [[Glowforest]],{{OdysseyIcon}} [[Grassland]],{{OdysseyIcon}} [[Lava field]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}}&lt;br /&gt;
* '''Wild animals'''&lt;br /&gt;
** '''Hunting: important''' – Especially in the early game or when the supply of food relies on hunting the number and type of occurring animals might be important.&lt;br /&gt;
** '''Predators: circumstantial''' – Predators are especially a problem in biomes with already little other wildlife and available food, notably [[ice sheet]] and [[sea ice]]. In all other biomes they pose only a negligible threat.&lt;br /&gt;
* '''Weather and wildfire: important''' –&lt;br /&gt;
* '''Diseases: circumstantial''' – [[Disease]] occur in some biomes up to three times as often as in other biomes. Also the selection and chance of individual diseases varies. Particularly easy biomes in this regard are [[ice sheet]], [[sea ice]], [[extreme desert]] and [[desert]], while [[tropical swamp]] and [[Tropical rainforest]] are difficult.&lt;br /&gt;
** '''Disease {{MTB}}:'''&lt;br /&gt;
*** ''Easy:'' [[Desert]], [[Extreme desert]], [[Ice sheet]], [[Sea ice]], [[Glacial plain]],{{OdysseyIcon}} [[Lava field]] {{OdysseyIcon}}(90 days)&lt;br /&gt;
*** ''Easy to moderate:'' [[Tundra]] (80 days)&lt;br /&gt;
*** ''Moderate:'' [[Arid shrubland]], [[Boreal forest]], [[Temperate forest]], [[Glowforest]] {{OdysseyIcon}}, [[Grassland]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}} (50-65 days)&lt;br /&gt;
*** ''Moderate to difficult:'' [[Temperate swamp]], [[Cold bog]] (40-45 days)&lt;br /&gt;
*** ''Difficult:'' [[Tropical rainforest]], [[Tropical swamp]] (30-35 days)&lt;br /&gt;
** '''Disease selection:'''&lt;br /&gt;
*** ''Easy:'' [[Cold bog]], [[Tundra]] (Higher chances for [[fibrous mechanites|fibrous]] and [[sensory mechanites]] and therefore less often more serious diseases.)&lt;br /&gt;
*** ''Easy to moderate:'' [[Arid shrubland]], [[Boreal forest]], [[Desert]], [[Extreme desert]], [[Glacial plain]],{{OdysseyIcon}} [[Lava field]] {{OdysseyIcon}}&lt;br /&gt;
*** ''Moderate:'' [[Ice sheet]], [[Sea ice]] (No gut worms and muscle parasites and therefore more often serious diseases.)&lt;br /&gt;
*** ''Moderate to difficult:'' [[Temperate forest]], [[Temperate swamp]], [[Grassland]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}} (Chance for [[malaria]].)&lt;br /&gt;
*** ''Difficult:'' [[Tropical rainforest]], [[Tropical swamp]], [[Glowforest]] {{OdysseyIcon}} (Chance for [[malaria]] and [[sleeping sickness]].)&amp;lt;!-- &lt;br /&gt;
** Combined&lt;br /&gt;
*** ''Easy:'' [[Tundra]], [[Desert]], [[Extreme desert]], [[Glacial plain]],{{OdysseyIcon}} [[Lava field]] {{OdysseyIcon}}&lt;br /&gt;
*** ''Easy to moderate:'' [[Arid shrubland]], [[Boreal forest]], [[Ice sheet]], [[Sea ice]]&lt;br /&gt;
*** ''Moderate:'' [[Cold bog]]&lt;br /&gt;
*** ''Moderate to difficult:'' [[Temperate forest]], [[Temperate swamp]], [[Glowforest]],{{OdysseyIcon}} [[Grassland]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}}&lt;br /&gt;
*** ''Difficult:'' [[Tropical rainforest]], [[Tropical swamp]]--&amp;gt;&lt;br /&gt;
* '''Wild plants''' – For the relative amount of plants in each of the following categories see the table below.&lt;br /&gt;
** '''Wood: important''' – There are plenty of buildings that require wood. Especially in the early game the colony is highly dependant on the wood chopped from wild trees. In some biomes this can be a serious problem.&lt;br /&gt;
*** ''Easy:'' [[Temperate swamp]], [[Tropical swamp]] &amp;lt;!-- 6-10 --&amp;gt;&lt;br /&gt;
*** ''Easy to moderate:'' [[Boreal forest]], [[Cold bog]], [[Temperate forest]], [[Tropical rainforest]] &amp;lt;!-- 0.8-2 --&amp;gt;&lt;br /&gt;
*** ''Moderate:'' [[Glowforest]],{{OdysseyIcon}} [[Lava field]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}} &amp;lt;!-- 0.09-0.2 --&amp;gt;&lt;br /&gt;
*** ''Moderate to difficult:'' [[Arid shrubland]], [[Desert]], [[Temperate forest]], [[Tundra]], [[Grassland]] {{OdysseyIcon}} &amp;lt;!-- 0.03-0.07 --&amp;gt;&lt;br /&gt;
*** ''Difficult:'' [[Extreme desert]], [[Ice sheet]], [[Sea ice]], [[Glacial plain]] {{OdysseyIcon}} &amp;lt;!-- (close to) none --&amp;gt;&lt;br /&gt;
** '''Grazing: important''' – The amount of [[pen animals]] a colony can support by only letting them graze depends mainly on the amount and frequency wild plants are growing. Apart from trees which are inedible for most animals and a few quite rare plants, all wild plants provide the same nutrition. &amp;lt;!-- See table below for the score --&amp;gt;&lt;br /&gt;
*** ''Easy:'' [[Tropical rainforest]], [[Tropical swamp]], [[Glowforest]],{{OdysseyIcon}} [[Grassland]] {{OdysseyIcon}}&lt;br /&gt;
*** ''Easy to moderate:'' [[Cold bog]], [[Temperate forest]], [[Temperate swamp]]&lt;br /&gt;
*** ''Moderate:'' [[Lava field]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}}&lt;br /&gt;
*** ''Moderate to difficult:'' [[Arid shrubland]], [[Boreal forest]], [[Tundra]]&lt;br /&gt;
*** ''Difficult:'' [[Desert]], [[Extreme desert]], [[Ice sheet]], [[Sea ice]], [[Glacial plain]] {{OdysseyIcon}}&lt;br /&gt;
** '''Food: circumstantial''' – &amp;lt;!-- See table below for the score --&amp;gt;&lt;br /&gt;
*** ''Easy:'' [[Temperate swamp]], [[Tropical rainforest]], [[Glowforest]] {{OdysseyIcon}} &amp;lt;!-- 0,26-0.3 --&amp;gt;&lt;br /&gt;
*** ''Easy to moderate:'' [[Arid shrubland]], [[Tropical swamp]], &amp;lt;!-- 0.16-0.23 --&amp;gt;&lt;br /&gt;
*** ''Moderate:'' [[Boreal forest]], [[Temperate forest]], [[Grassland]],{{OdysseyIcon}} [[Lava field]] {{OdysseyIcon}} &amp;lt;!-- 0.06-0.13 --&amp;gt;&lt;br /&gt;
*** ''Moderate to difficult:'' [[Desert]], [[Tundra]], [[Scarlands]] {{OdysseyIcon}} &amp;lt;!-- 0.01-0.05 --&amp;gt;&lt;br /&gt;
*** ''Difficult:'' [[Extreme desert]], [[Ice sheet]], [[Sea ice]], [[Glacial plain]] {{OdysseyIcon}} &amp;lt;!-- (close to) none --&amp;gt;&lt;br /&gt;
** '''Herbal medicine: circumstantial''' – Relying on [[wild healroot]] plants for [[herbal medicine]] production is not advisable, although it might be possible in some biomes:&lt;br /&gt;
*** ''Easy:'' [[Temperate swamp]] &amp;lt;!--  --&amp;gt;&lt;br /&gt;
*** ''Moderate:'' [[Cold bog]], [[Temperate forest]], [[Grassland]] {{OdysseyIcon}}&amp;lt;!--  --&amp;gt;&lt;br /&gt;
*** ''Moderate to difficult:'' [[Boreal forest]], [[Tundra]]&amp;lt;!--  --&amp;gt;&lt;br /&gt;
*** ''Impossible:'' All other biomes.&amp;lt;!--  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
{{Image wanted|reason=Requesting updated versions of biomes intensity, possibly with correct temperature ranges instead of cold/warm/hot|section=true}}&lt;br /&gt;
The following is a simple summary of the biomes by difficulty, overall cold biomes are more challenging than their hot counterparts.&lt;br /&gt;
&lt;br /&gt;
[[File:Rimworld_biomes_difficulty_graph.png|1250px|Biome Intensity Diagram]]&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Overall the biomes can be categorized in roughly the following difficulty lewels. Note that this is only a guideline and heavily depends on difficulty settings, scenario, playstile and the parameters of the specific map:&lt;br /&gt;
&lt;br /&gt;
* '''Easy:'''&lt;br /&gt;
* '''Easy to moderate:'''&lt;br /&gt;
* '''Moderate:'''&lt;br /&gt;
* '''Moderate to difficult:'''&lt;br /&gt;
* '''Difficult:'''&lt;br /&gt;
[[Arid shrubland]], [[Boreal forest]], [[Cold bog]], [[Desert]], [[Extreme desert]], [[Ice sheet]], [[Sea ice]], [[Tropical rainforest]], [[Tropical swamp]], [[Temperate forest]], [[Temperate swamp]], [[Tundra]], [[Glacial plain]],{{OdysseyIcon}} [[Glowforest]],{{OdysseyIcon}} [[Grassland]],{{OdysseyIcon}} [[Lava field]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}} &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Comparison table ==&lt;br /&gt;
&amp;lt;!-- Variables&lt;br /&gt;
--&amp;gt;{{#vardefine:AgaveYield|{{Q|Agave|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:BerryYield|{{Q|Berry bush|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:GlowYield|{{Q|Glowstool|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:AgariYield|{{Q|Agarilux|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:HealrootYield|{{Q|Wild healroot|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:AnimaYield|{{Q|Anima tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:ArcheanYield|{{Q|Archean tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:BambooYield|{{Q|Bamboo tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:BirchYield|{{Q|Birch tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:BonsaiYield|{{Q|Bonsai tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:BurnedYield|{{Q|Burned stump|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:CecropiaYield|{{Q|Cecropia tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:ChoppedYield|{{Q|Chopped stump|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:CypressYield|{{Q|Cypress tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:DragoYield|{{Q|Drago tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:FibercornYield|{{Q|Fibercorn|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:GauranlenYield|{{Q|Gauranlen tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:GraypineYield|{{Q|Gray pine tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:MapleYield|{{Q|Maple tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:OakYield|{{Q|Oak tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:PalmYield|{{Q|Palm tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:PebbleYield|{{Q|Pebble cactus|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:PineYield|{{Q|Pine tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:PoluxYield|{{Q|Polux tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:PoplarYield|{{Q|Poplar tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:RatpalmYield|{{Q|Rat palm tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:SaguaroYield|{{Q|Saguaro cactus|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:SmashedYield|{{Q|Smashed stump|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:SnagrootYield|{{Q|Snagroot tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:TeakYield|{{Q|Teak tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:TimbershroomYield|{{Q|Timbershroom|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:WillowYield|{{Q|Willow tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:WitchwoodYield|{{Q|Witchwood tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;includeonly&amp;gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
|-{{#vardefine:NaMe|{{#switch:{{{?Name}}}|Arid shrubland = Arid Shrubland|Boreal forest = Boreal Forest|Cold bog = Cold Bog|Glacial plain = Glacial Plain|Lava field = Lava Field|Temperate forest = Temperate Forest|Temperate swamp = Temperate Swamp|Tropical rainforest = Tropical Rainforest|Tropical swamp = Tropical Swamp|#default={{{?Name}}}}}}}&lt;br /&gt;
! {{DLC Icons|{{{?Name}}} }}&lt;br /&gt;
| {{{?Animal Density}}}&lt;br /&gt;
| {{{?Plant Density}}}&lt;br /&gt;
| {{{?Wild Plant Regrow Days}}}&lt;br /&gt;
| {{#switch:{{{?Wild Plant Regrow Days}}}|0|?=–|#default={{#expr:(&lt;br /&gt;
{{Q|Agave|Lives In {{#var:NaMe}}|0}}*{{#var:AgaveYield}} + &lt;br /&gt;
{{Q|Berry bush|Lives In {{#var:NaMe}}|0}}*{{#var:BerryYield}} + &lt;br /&gt;
{{Q|Glowstool|Lives In {{#var:NaMe}}|0}}*{{#var:GlowYield}} + &lt;br /&gt;
{{Q|Agarilux|Lives In {{#var:NaMe}}|0}}*{{#var:AgariYield}}&lt;br /&gt;
) / {{{?Flora Commonality Sum}}} * {{{?Plant Density}}} / {{{?Wild Plant Regrow Days}}} * 100 round 2}} }}&lt;br /&gt;
| {{#switch:{{{?Wild Plant Regrow Days}}}|0|?=–|#default={{#if:{{Q|Wild healroot|Lives In {{#var:NaMe}}}}|{{#expr:({{Q|Wild healroot|Lives In {{#var:NaMe}}|0}}*{{#var:HealrootYield}}) / {{{?Flora Commonality Sum}}} * {{{?Plant Density}}} / {{{?Wild Plant Regrow Days}}} * 1000 round 2}}|–}} }}&lt;br /&gt;
| {{#switch:{{{?Wild Plant Regrow Days}}}|0|?=–|#default={{#expr:(&lt;br /&gt;
{{Q|Anima tree|Lives In {{#var:NaMe}}|0}}*{{#var:AnimaYield}} + &lt;br /&gt;
{{Q|Archean tree|Lives In {{#var:NaMe}}|0}}*{{#var:ArcheanYield}} + &lt;br /&gt;
{{Q|Bamboo tree|Lives In {{#var:NaMe}}|0}}*{{#var:BambooYield}} + &lt;br /&gt;
{{Q|Birch tree|Lives In {{#var:NaMe}}|0}}*{{#var:BirchYield}} + &lt;br /&gt;
{{Q|Bonsai tree|Lives In {{#var:NaMe}}|0}}*{{#var:BonsaiYield}} + &lt;br /&gt;
{{Q|Burned stump|Lives In {{#var:NaMe}}|0}}*{{#var:BurnedYield}} + &lt;br /&gt;
{{Q|Cecropia tree|Lives In {{#var:NaMe}}|0}}*{{#var:CecropiaYield}} + &lt;br /&gt;
{{Q|Chopped stump|Lives In {{#var:NaMe}}|0}}*{{#var:ChoppedYield}} + &lt;br /&gt;
{{Q|Cypress tree|Lives In {{#var:NaMe}}|0}}*{{#var:CypressYield}} + &lt;br /&gt;
{{Q|Drago tree|Lives In {{#var:NaMe}}|0}}*{{#var:DragoYield}} + &lt;br /&gt;
{{Q|Fibercorn|Lives In {{#var:NaMe}}|0}}*{{#var:FibercornYield}} + &lt;br /&gt;
{{Q|Gauranlen tree|Lives In {{#var:NaMe}}|0}}*{{#var:GauranlenYield}} + &lt;br /&gt;
{{Q|Gray pine tree|Lives In {{#var:NaMe}}|0}}*{{#var:GraypineYield}} + &lt;br /&gt;
{{Q|Maple tree|Lives In {{#var:NaMe}}|0}}*{{#var:MapleYield}} + &lt;br /&gt;
{{Q|Oak tree|Lives In {{#var:NaMe}}|0}}*{{#var:OakYield}} + &lt;br /&gt;
{{Q|Palm tree|Lives In {{#var:NaMe}}|0}}*{{#var:PalmYield}} + &lt;br /&gt;
{{Q|Pebble cactus|Lives In {{#var:NaMe}}|0}}*{{#var:PebbleYield}} + &lt;br /&gt;
{{Q|Pine tree|Lives In {{#var:NaMe}}|0}}*{{#var:PineYield}} + &lt;br /&gt;
{{Q|Polux tree|Lives In {{#var:NaMe}}|0}}*{{#var:PoluxYield}} + &lt;br /&gt;
{{Q|Poplar tree|Lives In {{#var:NaMe}}|0}}*{{#var:PoplarYield}} + &lt;br /&gt;
{{Q|Rat palm tree|Lives In {{#var:NaMe}}|0}}*{{#var:RatpalmYield}} + &lt;br /&gt;
{{Q|Saguaro cactus|Lives In {{#var:NaMe}}|0}}*{{#var:SaguaroYield}} + &lt;br /&gt;
{{Q|Smashed stump|Lives In {{#var:NaMe}}|0}}*{{#var:SmashedYield}} + &lt;br /&gt;
{{Q|Snagroot tree|Lives In {{#var:NaMe}}|0}}*{{#var:SnagrootYield}} + &lt;br /&gt;
{{Q|Teak tree|Lives In {{#var:NaMe}}|0}}*{{#var:TeakYield}} + &lt;br /&gt;
{{Q|Timbershroom|Lives In {{#var:NaMe}}|0}}*{{#var:TimbershroomYield}} + &lt;br /&gt;
{{Q|Willow tree|Lives In {{#var:NaMe}}|0}}*{{#var:WillowYield}} + &lt;br /&gt;
{{Q|Witchwood tree|Lives In {{#var:NaMe}}|0}}*{{#var:WitchwoodYield}}&lt;br /&gt;
) / {{{?Flora Commonality Sum}}} * {{{?Plant Density}}} / {{{?Wild Plant Regrow Days}}} * 10 round 2}} }}&lt;br /&gt;
| {{#switch:{{{?Wild Plant Regrow Days}}}|0|?=–|#default={{#expr:(&lt;br /&gt;
{{{?Flora Commonality Sum}}} -&lt;br /&gt;
{{Q|Anima tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Archean tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Bamboo tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Birch tree|Lives In {{#var:NaMe}}|0}} - &lt;br /&gt;
{{Q|Bonsai tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Burned stump|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Cecropia tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Chopped stump|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Cypress tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Drago tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Fibercorn|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Gauranlen tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Gray pine tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Maple tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Oak tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Palm tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Pebble cactus|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Pine tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Polux tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Poplar tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Rat palm tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Saguaro cactus|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Smashed stump|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Snagroot tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Teak tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Timbershroom|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Willow tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Witchwood tree|Lives In {{#var:NaMe}}|0}}&lt;br /&gt;
) / {{{?Flora Commonality Sum}}} * {{{?Plant Density}}} / {{{?Wild Plant Regrow Days}}} * 10 round 2}} }}&lt;br /&gt;
| {{{?Forageability}}}&lt;br /&gt;
| {{{?Disease MTB Days}}}&lt;br /&gt;
| {{{?Movement Difficulty}}}&lt;br /&gt;
| {{Temperature|{{{?Min Temperature}}}|{{{?Max Temperature}}} }}&lt;br /&gt;
| {{{?Min rainfall}}}&lt;br /&gt;
| {{{?Max rainfall}}}&lt;br /&gt;
| {{{?Min swampiness}}}&lt;br /&gt;
| {{{?Max swampiness}}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&amp;lt;/includeonly&amp;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_21 text-center}}&lt;br /&gt;
! Biome !! Animal&amp;lt;br/&amp;gt;density !! Plant&amp;lt;br/&amp;gt;density !! Wild plant&amp;lt;br/&amp;gt;regrow (days)&lt;br /&gt;
! Food foraging score&amp;lt;ref&amp;gt;How much raw food can be harvested from wild plants ''relative'' to other biomes. Accounts for plant density, wild plant regrow days and the relative commonality of harvestable plants and their base harvest yield.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Medicine foraging score&amp;lt;ref&amp;gt;How much herbal medicine can be harvested from wild plants ''relative'' to other biomes. Accounts for plant density, wild plant regrow days and the relative commonality of wild healroot plants.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Wood foraging score&amp;lt;ref&amp;gt;How much wood can be harvested from wild plants ''relative'' to other biomes. Accounts for plant density, wild plant regrow days and the relative commonality of harvestable plants and their base harvest yield.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Grazing score&amp;lt;ref&amp;gt;How many grazable wild plants grow ''relative'' to other biomes. Accounts for plant density, wild plant regrow days and substracts the relative commonality of trees.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! [[Forage]]-&amp;lt;br/&amp;gt;ability&amp;lt;ref&amp;gt;How much food a caravan can forage when traveling over a tile of that biome.&amp;lt;/ref&amp;gt; !! Disease&amp;lt;br/&amp;gt;{{MTB}} (days) !! Movement&amp;lt;br/&amp;gt;difficulty !! data-sort-type=&amp;quot;number&amp;quot; | [[Temperature]]&amp;lt;br/&amp;gt;range !! Min.&amp;lt;br/&amp;gt;[[rain]]fall !! Max.&amp;lt;br/&amp;gt;rainfall !! Min.&amp;lt;br/&amp;gt;swampiness !! Max.&amp;lt;br/&amp;gt;swampiness&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Type::Biome]] [[Name::!Lake]] [[Name::!Ocean]]&lt;br /&gt;
 | ?Name = ?Name&lt;br /&gt;
 | ?Animal Density = ?Animal Density&lt;br /&gt;
 | ?Plant Density = ?Plant Density&lt;br /&gt;
 | ?Wild Plant Regrow Days = ?Wild Plant Regrow Days&lt;br /&gt;
 | ?Flora Commonality Sum = ?Flora Commonality Sum&lt;br /&gt;
 | ?Forageability = ?Forageability&lt;br /&gt;
 | ?Disease MTB Days = ?Disease MTB Days&lt;br /&gt;
 | ?Movement Difficulty = ?Movement Difficulty&lt;br /&gt;
 | ?Min Temperature = ?Min Temperature&lt;br /&gt;
 | ?Max Temperature = ?Max Temperature&lt;br /&gt;
 | ?Min rainfall = ?Min rainfall&lt;br /&gt;
 | ?Max rainfall = ?Max rainfall&lt;br /&gt;
 | ?Min swampiness = ?Min swampiness&lt;br /&gt;
 | ?Max swampiness = ?Max swampiness&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = :Biomes&lt;br /&gt;
 | named args = true&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.6.532|0.6.532]] - Added&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Tropical rainforest added.&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Boreal forest and tundra added&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Ice sheet now playable.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Extreme Desert biome added.&lt;br /&gt;
* [[Version/0.16.1393|0.16.1393]] - Sea Ice biome added.&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added Swamp biomes: Tropical swamp, Temperate swamp, Cold bog.&lt;br /&gt;
* [[Odyssey DLC]] release - Added Biomes: Glacial plain, Glowforest, Grassland, Lava field, Scarlands. &lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Environment]][[Category:Biomes]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sensory_mechanites&amp;diff=180574</id>
		<title>Sensory mechanites</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sensory_mechanites&amp;diff=180574"/>
		<updated>2026-05-23T05:29:13Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Overview */ pain was actually correct. Hopefully the wording is now clearer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Sensory mechanites''' is a mechanite [[disease]] that boosts a pawn's efficiency, but brings [[pain]] and [[Rest|tiredness]]. This disease does not kill the patient.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Sensory mechanites give massive boosts to [[sight]], [[hearing]], [[talking]] and [[manipulation]], but also give a large increase to [[sleep fall rate]]. The induced [[pain]] results in a [[consciousness]] reduction and will therefore slightly reduce a pawn's actual effectiveness. Pain also gives negative [[mood]]lets to most colonists. However, this &amp;quot;disease&amp;quot; is useful if [[sight]], [[hearing]], [[talking]] and [[manipulation]] are important, like a for a social pawn.&lt;br /&gt;
&lt;br /&gt;
'''Treatment does ''not'' cure the disease''', it only prevents the pain from worsening. The mechanites will only be cured with time, and will remain for the same length regardless of what you do.&lt;br /&gt;
&lt;br /&gt;
Note that the pain will incapacitate pawns with the [[Trait#Wimp|Wimp]] trait. You can install the [[painstopper]] implant, inject them with [[go-juice]], or use the [[painblock]] psycast{{RoyaltyIcon}} to negate the pain, making them mobile.&lt;br /&gt;
&lt;br /&gt;
== Stages ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Severity !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
! Mild&lt;br /&gt;
| 0 - 0.49&lt;br /&gt;
| &lt;br /&gt;
* [[Sleep Fall Rate]]: {{++|70%}}&lt;br /&gt;
* [[Pain]]: {{++|20%}}&lt;br /&gt;
* [[Sight]]: {{+|50%}}&lt;br /&gt;
* [[Hearing]]: {{+|50%}}&lt;br /&gt;
* [[Talking]]: {{+|50%}}&lt;br /&gt;
* [[Manipulation]]: {{+|30%}}&lt;br /&gt;
|-&lt;br /&gt;
! Intense&lt;br /&gt;
| 0.5 - 1&lt;br /&gt;
| &lt;br /&gt;
* [[Sleep Fall Rate]]: {{++|100%}}&lt;br /&gt;
* [[Pain]] {{++|60%}}&lt;br /&gt;
* [[Sight]]: {{+|50%}}&lt;br /&gt;
* [[Hearing]]: {{+|50%}}&lt;br /&gt;
* [[Talking]]: {{+|50%}}&lt;br /&gt;
* [[Manipulation]]: {{+|30%}}&lt;br /&gt;
|}&lt;br /&gt;
=== Note ===&lt;br /&gt;
The early symptom of &amp;quot;Serious&amp;quot; pain is a bit confusing. In the health tab, the pain is described as &amp;quot;Mild Pain&amp;quot; but shows -4% consciousness. While in the needs tab, the pain is described as &amp;quot;Serious,&amp;quot; and has a mood debuff of -10. [[Pain]] is typically described as Minor, Serious, Intense, or Mind-shattering. Sensory mechanites cause a minimum of Serious pain, despite the innocent sounding label of &amp;quot;mild&amp;quot; in the health tab.&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
Severity increases when left untended, and slows or regresses once tended.&lt;br /&gt;
* Minor - Severity: 0 - 0.49&lt;br /&gt;
* Major - Severity: 0.5 - 1&lt;br /&gt;
&lt;br /&gt;
=== Humans ===&lt;br /&gt;
* Severity increases by 0.25 per day when not tended&lt;br /&gt;
* Severity decreases by up to 100% per day when tended; actual rate depends on treatment quality&lt;br /&gt;
&lt;br /&gt;
==Treatment==&lt;br /&gt;
The only cure for this disease is time; it will fade in 1-2 [[Time#In-game_time|quadrums]].&lt;br /&gt;
&lt;br /&gt;
Treatment can be applied every 48 ingame hours (2 days, or {{Ticks|120000}}). Treatment will slow progression or prevent pain from increasing, but will not reduce the duration or positive boosts. &lt;br /&gt;
&lt;br /&gt;
Because of the long duration of this disease and the need for frequent treatment, this can place a long-term strain on medical supplies. Planting [[healroot]] or making other long term plans might be wise at the first sign of this disease.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|disease|wide}}&lt;br /&gt;
[[Category:Disease]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Plants_Per_Pawn_Table&amp;diff=180554</id>
		<title>Template:Plants Per Pawn Table</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Plants_Per_Pawn_Table&amp;diff=180554"/>
		<updated>2026-05-20T06:38:04Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: updated colors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| {{STDT|c_14 sortable}} {{#vardefine:hungerRate|{{{1|1.6}}} }}&lt;br /&gt;
! Nutrient efficiency !! colspan=&amp;quot;4&amp;quot; | 300% ([[Nutrient paste meal]])!! colspan=&amp;quot;4&amp;quot; | 180% ([[Simple meal]]) !! colspan=&amp;quot;4&amp;quot; | 120% ([[Vegetarian fine meal]]) !! colspan=&amp;quot;4&amp;quot; | 80% ([[Vegetarian lavish meal]])&lt;br /&gt;
|- style=&amp;quot;background-color:#85c266;&amp;quot; &lt;br /&gt;
! Fertility&lt;br /&gt;
----&lt;br /&gt;
Name&lt;br /&gt;
!  70%&amp;lt;br/&amp;gt;(Gravel)&lt;br /&gt;
! 100%&amp;lt;br/&amp;gt;(Soil)&lt;br /&gt;
! 140%&amp;lt;br/&amp;gt;(Rich soil)&lt;br /&gt;
! 280%&amp;lt;br/&amp;gt;([[Hydroponics basin|Hydroponics&amp;lt;br/&amp;gt;basin]])&lt;br /&gt;
!  70%&amp;lt;br/&amp;gt;(Gravel)&lt;br /&gt;
! 100%&amp;lt;br/&amp;gt;(Soil)&lt;br /&gt;
! 140%&amp;lt;br/&amp;gt;(Rich soil)&lt;br /&gt;
! 280%&amp;lt;br/&amp;gt;([[Hydroponics basin|Hydroponics&amp;lt;br/&amp;gt;basin]])&lt;br /&gt;
!  70%&amp;lt;br/&amp;gt;(Gravel)&lt;br /&gt;
! 100%&amp;lt;br/&amp;gt;(Soil)&lt;br /&gt;
! 140%&amp;lt;br/&amp;gt;(Rich soil)&lt;br /&gt;
! 280%&amp;lt;br/&amp;gt;([[Hydroponics basin|Hydroponics&amp;lt;br/&amp;gt;basin]])&lt;br /&gt;
!  70%&amp;lt;br/&amp;gt;(Gravel)&lt;br /&gt;
! 100%&amp;lt;br/&amp;gt;(Soil)&lt;br /&gt;
! 140%&amp;lt;br/&amp;gt;(Rich soil)&lt;br /&gt;
! 280%&amp;lt;br/&amp;gt;([[Hydroponics basin|Hydroponics&amp;lt;br/&amp;gt;basin]])&lt;br /&gt;
|-&lt;br /&gt;
! [[Corn plant]]&lt;br /&gt;
{{#vardefine:Corn_70|{{#expr: {{#show: Corn plant|?Harvest Yield Per Day (70)|link=none}} * 0.05 }} }} {{#vardefine:Corn_100|{{#expr: {{#show: Corn plant|?Harvest Yield Per Day (100)|link=none}} * 0.05 }} }} {{#vardefine:Corn_140|{{#expr: {{#show: Corn plant|?Harvest Yield Per Day (140)|link=none}} * 0.05 }} }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Corn_70}} * (0.7/0.9)*  3 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Corn_100}} * (0.7/0.9)*  3 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Corn_140}} * (0.7/0.9)*  3 ) round 1 }}&lt;br /&gt;
| –&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Corn_70}} * (0.7/0.9)* 1.8) round 1}}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Corn_100}} * (0.7/0.9)* 1.8) round 1}}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Corn_140}} * (0.7/0.9)* 1.8) round 1}}&lt;br /&gt;
| –&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Corn_70}} * (0.7/0.9)* 1.2) round 1}}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Corn_100}} * (0.7/0.9)* 1.2) round 1}}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Corn_140}} * (0.7/0.9)* 1.2) round 1}}&lt;br /&gt;
| –&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Corn_70}}* (0.7/1)  * 0.8) round 1}}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Corn_100}}* (0.7/1) * 0.8) round 1}}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Corn_140}}* (0.7/1) * 0.8) round 1}}&lt;br /&gt;
| –&lt;br /&gt;
|-&lt;br /&gt;
! [[Potato plant]]&lt;br /&gt;
{{#vardefine:Potato_70|{{#expr: {{#show: Potato plant|?Harvest Yield Per Day (70)|link=none}} * 0.05 }} }} {{#vardefine:Potato_100|{{#expr: {{#show: Potato plant|?Harvest Yield Per Day (100)|link=none}} * 0.05 }} }} {{#vardefine:Potato_140|{{#expr: {{#show: Potato plant|?Harvest Yield Per Day (140)|link=none}} * 0.05 }} }} {{#vardefine:Potato_280|{{#expr: {{#show: Potato plant|?Harvest Yield Per Day (280)|link=none}} * 0.05 }} }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Potato_70}} * (0.7/0.9)  *  3 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Potato_100}} * (0.7/0.9) *  3 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Potato_140}} * (0.7/0.9) *  3 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Potato_280}} * (0.7/0.9) *  3 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Potato_70}} * (0.7/0.9)  *  1.8 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Potato_100}} * (0.7/0.9) *  1.8 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Potato_140}} * (0.7/0.9) *  1.8 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Potato_280}} * (0.7/0.9) *  1.8 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Potato_70}} * (0.7/0.9)  *  1.2 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Potato_100}} * (0.7/0.9) *  1.2 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Potato_140}} * (0.7/0.9) *  1.2 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Potato_280}} * (0.7/0.9) *  1.2 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Potato_70}} * (0.7/1)  * 0.8 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Potato_100}} * (0.7/1) * 0.8 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Potato_140}} * (0.7/1) * 0.8 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Potato_280}} * (0.7/1) * 0.8 ) round 1 }}&lt;br /&gt;
|-&lt;br /&gt;
! [[Rice plant]]&lt;br /&gt;
{{#vardefine:Rice_70|{{#expr: {{#show: Potato plant|?Harvest Yield Per Day (70)|link=none}} * 0.05 }} }} {{#vardefine:Rice_100|{{#expr: {{#show: Potato plant|?Harvest Yield Per Day (100)|link=none}} * 0.05 }} }} {{#vardefine:Rice_140|{{#expr: {{#show: Potato plant|?Harvest Yield Per Day (140)|link=none}} * 0.05 }} }} {{#vardefine:Rice_280|{{#expr: {{#show: Potato plant|?Harvest Yield Per Day (280)|link=none}} * 0.05 }} }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Rice_70}} * (0.7/0.9)  *  3 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Rice_100}} * (0.7/0.9) *  3 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Rice_140}} * (0.7/0.9) *  3 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Rice_280}} * (0.7/0.9) *  3 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Rice_70}} * (0.7/0.9)  *  1.8 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Rice_100}} * (0.7/0.9) *  1.8 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Rice_140}} * (0.7/0.9) *  1.8 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Rice_280}} * (0.7/0.9) *  1.8 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Rice_70}} * (0.7/0.9)  *  1.2 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Rice_100}} * (0.7/0.9) *  1.2 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Rice_140}} * (0.7/0.9) *  1.2 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Rice_280}} * (0.7/0.9) *  1.2 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Rice_70}} * (0.7/1)  * 0.8 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Rice_100}} * (0.7/1) * 0.8 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Rice_140}} * (0.7/1) * 0.8 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Rice_280}} * (0.7/1) * 0.8 ) round 1 }}&lt;br /&gt;
|-&lt;br /&gt;
! [[Strawberry plant]]&lt;br /&gt;
{{#vardefine:Berry_70|{{#expr: {{#show: Strawberry plant|?Harvest Yield Per Day (70)|link=none}} * 0.05 }} }} {{#vardefine:Berry_100|{{#expr: {{#show: Strawberry plant|?Harvest Yield Per Day (100)|link=none}} * 0.05 }} }} {{#vardefine:Berry_140|{{#expr: {{#show: Strawberry plant|?Harvest Yield Per Day (140)|link=none}} * 0.05 }} }} {{#vardefine:Berry_280|{{#expr: {{#show: Strawberry plant|?Harvest Yield Per Day (280)|link=none}} * 0.05 }} }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Berry_70}} * (0.7/0.9)  *  3 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Berry_100}} * (0.7/0.9) *  3 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Berry_140}} * (0.7/0.9) *  3 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Berry_280}} * (0.7/0.9) *  3 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Berry_70}} * (0.7/0.9)  *  1.8 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Berry_100}} * (0.7/0.9) *  1.8 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Berry_140}} * (0.7/0.9) *  1.8 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Berry_280}} * (0.7/0.9) *  1.8 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Berry_70}} * (0.7/0.9)  *  1.2 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Berry_100}} * (0.7/0.9) *  1.2 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Berry_140}} * (0.7/0.9) *  1.2 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Berry_280}} * (0.7/0.9) *  1.2 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Berry_70}} * (0.7/1)  * 0.8 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Berry_100}} * (0.7/1) * 0.8 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Berry_140}} * (0.7/1) * 0.8 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Berry_280}} * (0.7/1) * 0.8 ) round 1 }}&lt;br /&gt;
|-&lt;br /&gt;
! [[Nutrifungus]] {{IdeologyIcon}}&lt;br /&gt;
{{#vardefine:Fungus_70|{{#expr: {{#show: Nutrifungus|?Harvest Yield Per Day (70)|link=none}} * 0.05 }} }} {{#vardefine:Fungus_100|{{#expr: {{#show: Nutrifungus|?Harvest Yield Per Day (100)|link=none}} * 0.05 }} }} {{#vardefine:Fungus_140|{{#expr: {{#show: Nutrifungus|?Harvest Yield Per Day (140)|link=none}} * 0.05 }} }} {{#vardefine:Fungus_280|{{#expr: {{#show: Nutrifungus|?Harvest Yield Per Day (280)|link=none}} * 0.05 }} }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Fungus_70}} * (0.7/0.9)  *  3 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Fungus_100}} * (0.7/0.9) *  3 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Fungus_140}} * (0.7/0.9) *  3 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Fungus_280}} * (0.7/0.9) *  3 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Fungus_70}} * (0.7/0.9)  *  1.8 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Fungus_100}} * (0.7/0.9) *  1.8 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Fungus_140}} * (0.7/0.9) *  1.8 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Fungus_280}} * (0.7/0.9) *  1.8 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Fungus_70}} * (0.7/0.9)  *  1.2 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Fungus_100}} * (0.7/0.9) *  1.2 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Fungus_140}} * (0.7/0.9) *  1.2 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Fungus_280}} * (0.7/0.9) *  1.2 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Fungus_70}} * (0.7/1)  * 0.8 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Fungus_100}} * (0.7/1) * 0.8 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Fungus_140}} * (0.7/1) * 0.8 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:Fungus_280}} * (0.7/1) * 0.8 ) round 1 }}&lt;br /&gt;
|-&lt;br /&gt;
! [[Toxipotato plant]] {{BiotechIcon}}&lt;br /&gt;
{{#vardefine:ToxPotato_70|{{#expr: {{#show: Toxipotato plant|?Harvest Yield Per Day (70)|link=none}} * 0.05 }} }} {{#vardefine:ToxPotato_100|{{#expr: {{#show: Toxipotato plant|?Harvest Yield Per Day (100)|link=none}} * 0.05 }} }} {{#vardefine:ToxPotato_140|{{#expr: {{#show: Toxipotato plant|?Harvest Yield Per Day (140)|link=none}} * 0.05 }} }} {{#vardefine:ToxPotato_280|{{#expr: {{#show: Toxipotato plant|?Harvest Yield Per Day (280)|link=none}} * 0.05 }} }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:ToxPotato_70}} * (0.7/0.9)  *  3 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:ToxPotato_100}} * (0.7/0.9) *  3 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:ToxPotato_140}} * (0.7/0.9) *  3 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:ToxPotato_280}} * (0.7/0.9) *  3 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:ToxPotato_70}} * (0.7/0.9)  *  1.8 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:ToxPotato_100}} * (0.7/0.9) *  1.8 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:ToxPotato_140}} * (0.7/0.9) *  1.8 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:ToxPotato_280}} * (0.7/0.9) *  1.8 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:ToxPotato_70}} * (0.7/0.9)  *  1.2 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:ToxPotato_100}} * (0.7/0.9) *  1.2 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:ToxPotato_140}} * (0.7/0.9) *  1.2 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:ToxPotato_280}} * (0.7/0.9) *  1.2 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:ToxPotato_70}} * (0.7/1)  * 0.8 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:ToxPotato_100}} * (0.7/1) * 0.8 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:ToxPotato_140}} * (0.7/1) * 0.8 ) round 1 }}&lt;br /&gt;
| {{#expr: {{#var:hungerRate}} / ({{#var:ToxPotato_280}} * (0.7/1) * 0.8 ) round 1 }}&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation|Template:Plants Per Pawn Table/doc}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Social&amp;diff=180539</id>
		<title>Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Social&amp;diff=180539"/>
		<updated>2026-05-18T14:13:52Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Rituals */ added info&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|Social (skill)}}&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 insulting them possible leading to bad mood and a social fight, which will do damage to both and can potentially lead to permanent injury. On the other hand, a colonist needs a minimum opinion of another colonist to pursue a romance with them.&lt;br /&gt;
&lt;br /&gt;
== Opinion ==&lt;br /&gt;
Opinions are affected by a pawns beauty, their traits, random social interaction and actions controllable by the player. The later are significantly expanded by [[rituals]] {{RoyaltyIcon}}/{{IdeologyIcon}} and [[precepts]].{{IdeologyIcon}} For the effects of relations on opinion, see that section below.&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&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;
[[Ascetic]], [[kind]], and [[Sight|blind]] pawns do not gain nor lose any opinion for any other pawn based on their beauty stat.&lt;br /&gt;
{{:Beauty (Pawn)}}&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
{{Main|Traits}}&lt;br /&gt;
There are a number of traits that directly and permanently change the opinion of others.&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}}&lt;br /&gt;
! Trait&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Opinion change&lt;br /&gt;
|-&lt;br /&gt;
! [[Annoying voice]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Bloodlust]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who [[organ harvesting|harvests an organ]],{{IdeologyIcon}} executes a [[prisoner]],{{IdeologyIcon}} or kills a [[child]].{{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Body modder]]&lt;br /&gt;
| data-sort-value=&amp;quot;8&amp;quot; | {{Good|+8}} opinion of other pawns per artificial body part they have, capped at {{Good|+40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
|-&lt;br /&gt;
! [[Body purist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-8&amp;quot; | {{Bad|−8}} opinion of other pawns per artificial body part they have, capped at {{Bad|−40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
|-&lt;br /&gt;
! [[Cannibal]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who eats meat ([[Ideoligion#Meat_eating|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical fascination]]&lt;br /&gt;
| data-sort-value=&amp;quot;-30&amp;quot; | {{Bad|-30}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical interest]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-20}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Creepy breathing]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Hard worker]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Industrious]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misandrist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of men.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misogynist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of women.&lt;br /&gt;
|-&lt;br /&gt;
! [[Nudist]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} : No {{Bad|−10}} opinion loss of someone who has any uncovered body parts.{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychopath]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who kills a child {{BiotechIcon}} or kills an innocent animal ([[Ideoligion#Killing_innocent_animals|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&amp;lt;br/&amp;gt;{{Bad|−}} ''':''' No opinion gain from teaching a [[child]], or taking a lesson (as a child).{{BiotechIcon}}&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Teetotaler]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-25}} opinion of any pawns with any [[addiction]].&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with [[chemical interest]].&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with [[chemical fascination]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Joyous]] {{AnomalyIcon}}&lt;br /&gt;
| data-sort-value=&amp;quot;20&amp;quot; | {{Good|+20}} opinion from other pawns.&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 occur between pawns when they are in each other's vicinity. Whether interactions are good or bad is random but influenced their [[Social#Compatibility|compatibility]].&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Selection weight&lt;br /&gt;
! Restrictions&lt;br /&gt;
|- id=&amp;quot;Chitchat&amp;quot;&lt;br /&gt;
! Chitchat&lt;br /&gt;
| {{Good|+0.66}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| +10 opinion&lt;br /&gt;
| ×1&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot;&amp;gt;[[Psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns can actually be a part of a chitchat or deep talk, they just don't gain any opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Deep talk&amp;quot;&lt;br /&gt;
! Deep talk&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.075&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
Note about deep talk selection weight&lt;br /&gt;
--&amp;gt; The base selection weight for deep talks is as follows muliplied by a chance factor depending of the [[Social#Compatibility|compatibility]] of the two pawns:&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Deep talk interaction chance !! Compatibility !! Chance factor&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | {{Graph:Chart&lt;br /&gt;
| width = 400&lt;br /&gt;
| height = 100&lt;br /&gt;
| type = line&lt;br /&gt;
| x = -1.5, -0.5, 0.5, 1, 2&lt;br /&gt;
| y = 0, 0.1, 1, 1.8, 3&lt;br /&gt;
| xAxisTitle = Compatibility&lt;br /&gt;
| yAxisTitle = Chance&lt;br /&gt;
}}&lt;br /&gt;
| -1.5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| -0.5 || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1.8&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3&lt;br /&gt;
|}&amp;lt;/ref&amp;gt;&amp;lt;!--&lt;br /&gt;
footnote end--&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot; /&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Slighted&amp;quot;&lt;br /&gt;
! Slighted&lt;br /&gt;
| {{Bad|-5}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.02&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
Note about deep talk selection weight&lt;br /&gt;
--&amp;gt;{{Bad|x2.3}} for [[abrasive]] pawns. The base selection weight for insults and slights is also as follows muliplied by chance factors depending on the opinion of the other pawn and the [[Social#Compatibility|compatibility]] of the two pawns:&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Insult/slight interaction chance factor !! Opinion !! Chance factor&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | {{Graph:Chart&lt;br /&gt;
| width = 400&lt;br /&gt;
| height = 100&lt;br /&gt;
| type = line&lt;br /&gt;
| x = -100, -50, -25, 0, 50, 100&lt;br /&gt;
| y = 6, 4, 2, 1, 0.1, 0&lt;br /&gt;
| xAxisTitle = Opinion&lt;br /&gt;
| yAxisTitle = Chance&lt;br /&gt;
}}&lt;br /&gt;
| -100 || 6&lt;br /&gt;
|-&lt;br /&gt;
| -50 || 4&lt;br /&gt;
|-&lt;br /&gt;
| -25 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
! Insult/slight interaction chance factor !! Compatibility !! Chance factor&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | {{Graph:Chart&lt;br /&gt;
| width = 400&lt;br /&gt;
| height = 100&lt;br /&gt;
| type = line&lt;br /&gt;
| x = -2.5, -1.5, -0.5, 0.5, 1, 2, 3&lt;br /&gt;
| y = 4, 3, 2, 1, 0.75, 0.5, 0.4&lt;br /&gt;
| xAxisTitle = Compatibility&lt;br /&gt;
| yAxisTitle = Chance&lt;br /&gt;
}}&lt;br /&gt;
| -2.5 || 4&lt;br /&gt;
|-&lt;br /&gt;
| -1.5 || 3&lt;br /&gt;
|-&lt;br /&gt;
| -0.5 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0.4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/ref&amp;gt;&amp;lt;!--&lt;br /&gt;
footnote end--&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Insulted&amp;quot;&lt;br /&gt;
! Insulted &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot;&amp;gt;Also creates a thought that affects the mood:&lt;br /&gt;
* {{Thought|desc=I've been directly insulted! What an awful person!|value=-5|label=Insulted|stack=10|duration=2}}&lt;br /&gt;
* {{Thought|desc=I've been bestowed with kind words! What a nice person!|value=+5|label=Kind words|stack=10|duration=2|multi=0.9}}&lt;br /&gt;
* {{Thought|desc=An unsettling conversation made me very creeped out. Nobody should think or speak of such things.|value=-4|label=Unsettling conversation|stack=10|duration=1}}&amp;lt;/ref&amp;gt; &amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;These can also be caused by [[insulting spree]] and [[Mental break#targeted insulting spree|targeted insulting spree]].&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.007&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot; /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Kind words&amp;quot;&lt;br /&gt;
! Kind words &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.01&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' Only [[kind]]; not [[inhumanized]] {{AnomalyIcon}}'''&amp;lt;br/&amp;gt;Recipent:''' none&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Even [[psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns gain opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Strange talk&amp;quot;&lt;br /&gt;
! Strange chat {{AnomalyIcon}} &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Bad|-4}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| 1×&lt;br /&gt;
| ×{{Check Tag|?|unknown}}&lt;br /&gt;
| exclusively&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' only [[disturbing]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;[[Void touched]]{{Check Tag|?|unknown}}&amp;lt;br/&amp;gt;Recipent:''' [[inhumanized]] {{AnomalyIcon}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references group=&amp;quot;a&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Social fights ====&lt;br /&gt;
Every insult has a {{Bad|4 %}} chance of starting social fight, slights {{Bad|0.5 %}}. This chance is affected by the following factors:&lt;br /&gt;
* [[Malnutrition]]&lt;br /&gt;
** {{Bad|x1.5}} Trivial&lt;br /&gt;
** {{Bad|x2}} Minor&lt;br /&gt;
** {{Bad|x2.5}} Moderate&lt;br /&gt;
** {{Bad|x3}} Severe&lt;br /&gt;
* {{Bad|x4}} [[Bloodlust]]&lt;br /&gt;
* [[Beer#Alcohol high|Alcohol high]]&lt;br /&gt;
** {{Bad|x1.5}} Warm&lt;br /&gt;
** {{Bad|x2.5}} Tipsy&lt;br /&gt;
** {{Bad|x4}} Drunk&lt;br /&gt;
** {{Bad|x5}} Hammered&lt;br /&gt;
* {{Bad|x3}} [[Psychite tea#Withdrawal|Psychite withdrawal]]&lt;br /&gt;
* {{Bad|x2}} [[Wake-up#Withdrawal|Wake-up withdrawal]]&lt;br /&gt;
* [[Genes#Aggressive|Aggression genes]] {{BiotechIcon}}&lt;br /&gt;
** {{Good|x0}} Dead calm&lt;br /&gt;
** {{Bad|x2}} Aggressive&lt;br /&gt;
** {{Bad|x3}} Hyper-aggressive&lt;br /&gt;
&lt;br /&gt;
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 at least {{Ticks|420}} have passed, 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, including bionics. Pawns that are [[incapable]] of violence can still provoke social fights, but will not fight back during them. If either pawn lands a hit, the victim will gain the {{Bad|-15}} &amp;quot;harmed me&amp;quot; opinion of their attacker for 10 days (see table in section [[Social#Actions|actions]]).&lt;br /&gt;
&lt;br /&gt;
After the pawns calm down, they will decide if the fight was cathartic or angering. This decision is made randomly and is wholly independent of any other factors, with both options being equally likely. A cathartic fight will give a pawn a {{Good|+38}} opinion of their opponent, and an angering fight will give a {{Bad|-22}} opinion. Both opinions last for 20 days.&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
|-&lt;br /&gt;
! Had angering fight&lt;br /&gt;
| {{Bad|-22}}&lt;br /&gt;
| 20&lt;br /&gt;
| 5×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Had cathartic fight&lt;br /&gt;
| {{Good|+38}}&lt;br /&gt;
| 20&lt;br /&gt;
| 5×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
{{Stub|section=true|reason=1) See [[Children#Lesson taking]] and psychopath above. 2) See [[Baby#Social]] and [[Mental_break#Crying]]/[[Mental_break#Giggling]]}}&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&amp;lt;br/&amp;gt;(overall limit)&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Restrictions&lt;br /&gt;
|-&lt;br /&gt;
! Harmed me&lt;br /&gt;
| -15&lt;br /&gt;
| 10&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Botched my surgery&lt;br /&gt;
| -20&lt;br /&gt;
| 90&lt;br /&gt;
| 5× (300×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Regular rescue&amp;quot;&amp;gt;Rescued me&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 3× (300×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Rescued by stranger: I was rescued by someone! I almost thought I was done for back there. I'm so thankful.&amp;quot;&amp;gt;Rescued me&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| 25&lt;br /&gt;
| 30&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| –&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Recruited me&lt;br /&gt;
| 20&lt;br /&gt;
| 120&lt;br /&gt;
| 1× (1×)&lt;br /&gt;
| –&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Crashed together&lt;br /&gt;
| 25&lt;br /&gt;
| 20&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Someone I love was sold to a trader like a piece of meat!&amp;quot;&amp;gt;Sold my loved one&amp;lt;/abbr&amp;gt; &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot;&amp;gt;Also creates a thought that affects the mood.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -10&lt;br /&gt;
| 120&lt;br /&gt;
| 2× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;My special bonded animal was given away!&amp;quot;&amp;gt;Gave away my bonded animal&amp;lt;/abbr&amp;gt; &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -10&lt;br /&gt;
| 60&lt;br /&gt;
| 2× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Forced to take drugs &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -30&lt;br /&gt;
| 60&lt;br /&gt;
| 1× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| Only for [[teetotaler]]&lt;br /&gt;
|-&lt;br /&gt;
! Forced to take luciferium &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -30&lt;br /&gt;
| 120&lt;br /&gt;
| 1× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| Only for [[body purist]]&lt;br /&gt;
|-&lt;br /&gt;
! Killed a child {{BiotechIcon}}&lt;br /&gt;
| -20&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| 5× ({{Check Tag|?|unknown}}×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| Not [[psychopath]] or [[bloodlust]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references group=&amp;quot;b&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rituals ====&lt;br /&gt;
{{Main|Rituals}}&lt;br /&gt;
Pawns listening to a [[leader speech]] {{IdeologyIcon}} or [[throne speech]] {{RoyaltyIcon}} will have the following opinion of the speaker depending on the outcome:&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;
! Duration (days)&lt;br /&gt;
! Stack limit&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
|-&lt;br /&gt;
! Terrible speech&lt;br /&gt;
| {{Bad|-30}}&lt;br /&gt;
| 8&lt;br /&gt;
| 10×&lt;br /&gt;
| ×1&lt;br /&gt;
|-&lt;br /&gt;
! Uninspiring speech&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| 8&lt;br /&gt;
| 10×&lt;br /&gt;
| ×1&lt;br /&gt;
|-&lt;br /&gt;
! Encouraging speech&lt;br /&gt;
| {{Good|+20}}&lt;br /&gt;
| 8&lt;br /&gt;
| 10×&lt;br /&gt;
| ×1&lt;br /&gt;
|-&lt;br /&gt;
! Inspirational speech&lt;br /&gt;
| {{Good|+40}}&lt;br /&gt;
| 8&lt;br /&gt;
| 10×&lt;br /&gt;
| ×1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Precepts ====&lt;br /&gt;
{{Main|Precepts}}&lt;br /&gt;
{{Ideology|section=true}}&lt;br /&gt;
{{Stub|section=true|reason=See [[Precepts]]. When done move info about nudist, bloodlust and canibal out of section traits}}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
There are multiple different types of relations possible between pawns. While familial ties affect the opinion, non-intimate relations are only the result of opinions. Romances are both the result of and a source of opinion.&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;
* A '''rival'''  is every other pawn the pawn has an opinion of -100 to -20.&lt;br /&gt;
* An '''acquaintance''' is every other pawn the pawn has an opinion of -20 to 20.&lt;br /&gt;
* A '''friend''' is every other pawn the pawn has an opinion of 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;
{{Biotech|section=1}}&lt;br /&gt;
{{Rewrite|section=1|reason=&amp;lt;small&amp;gt;1) Tagged after the fact by not the original author - Are all mechanics below biotech or ONLY the force romance command and the factors apply to base romances? 2) Numbers for the factors listed 3) Relative age graphs/mechanics aren't adequately explained and need at the very least worked examples&amp;lt;/small&amp;gt;}}&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 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 list.&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;
| {{Graph:Chart&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;
| {{Graph:Chart&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;
! Spouse&lt;br /&gt;
| {{Good|+30}}&lt;br /&gt;
| {{Bad|-65}}&lt;br /&gt;
|-&lt;br /&gt;
! Fiancé&lt;br /&gt;
| {{Good|+30}}&lt;br /&gt;
| {{Bad|-65}}&lt;br /&gt;
|-&lt;br /&gt;
! Lover&lt;br /&gt;
| {{Good|+35}}&lt;br /&gt;
| {{Bad|-50}}&lt;br /&gt;
|-&lt;br /&gt;
! Stepparent&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Stepchild&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Parent-in-law&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Child-in-law&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Exspouse&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Exlover&lt;br /&gt;
| {{Bad|-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;
==== 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;
&lt;br /&gt;
Pawns that were not [[babies|born]]{{BiotechIcon}} in the colony can also have lovers spawn as NPCs.&lt;br /&gt;
&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''' 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''' 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 &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;
&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;
&lt;br /&gt;
==== Lovin' ====&lt;br /&gt;
{{Rewrite|section=1|reason=adding graphs for the complex options {{t|MTB}}, lovin with slaves and prisoners when in relationship}}&lt;br /&gt;
{{Stub|section=1|reason=Missing mood buff (+8), also note [[love enhancer]]. Use {{t|Thought}}. need stacking info}}&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, bleeding, or in labor, the pawns are in bed, et cetera). Each partner evaluates their mean-time-between separately, taking into account the following:&lt;br /&gt;
&amp;lt;!-- factors all visible in RimWorld.LovePartnerRelationUtility#GetLovinMtbHours--&amp;gt;&lt;br /&gt;
* [[Pain]]: {{MTB}} is multiplied by 100/(100-pain%).&lt;br /&gt;
* [[Consciousness]]: if below 50%, {{MTB}} is multiplied by 50/consciousness%.&lt;br /&gt;
* [[Low libido]]:{{BiotechIcon}} {{MTB}} ×2.&lt;br /&gt;
* [[High libido]]:{{BiotechIcon}} {{MTB}} ×0.5.&lt;br /&gt;
* Own age: MTB is divided by: age 16, 0, age 18 to 25, 1, age 80, 0.2, divisor is interpolated linearly.&lt;br /&gt;
* Partner's age: MTB is divided by: age 16, 0, age 18, 1, divisor is interpolated linearly.&lt;br /&gt;
* Age difference: a penalty is applied when the male pawn is more than 10 years older than the female pawn, or 3 years vice versa; the penalty accumulates quadratically until it reaches {{MTB}} ×25 at age differences equal +30 (older male)/+10 (older female).&lt;br /&gt;
* Own [[beauty]]: below 0, {{MTB}} ×2.3, exactly 0, no effect, above 0, {{MTB}} ×0.3; doesn't matter how far from 0, not nullified even if both pawns &amp;quot;never judge others based on appearance&amp;quot;.&lt;br /&gt;
* Partner's beauty: exactly the same as own beauty, the resulting MTB scalars both apply.&lt;br /&gt;
* Own opinion of the partner: -100, MTB×1.3, +100, MTB×0.7, linear interpolation.&lt;br /&gt;
* Partner's opinion of self: evaluated in the exact same way, the resulting MTB scalars both apply.&lt;br /&gt;
* Own brain affected by [[word of love]] [[psycast]]: {{MTB}} ×0.25.&lt;br /&gt;
* Affected by [[pleasure pulse]]: {{MTB}} ×0.5.&lt;br /&gt;
A session of lovin' will last for between 6 minutes and 1 hour 6 minutes game time (250 and 2750 ticks&amp;lt;ref&amp;gt;RimWorld.JobDriver_Lovin:MakeNewToils&amp;lt;/ref&amp;gt;) and can be interrupted prematurely, which will still give the mood buff for lovin'. This can be repeated to stack the mood buff.&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. In case of a mixed faith relationship, then the Ideology of the adulterer is what determines whether it counts as an affair.&lt;br /&gt;
&lt;br /&gt;
== Compatibility ==&lt;br /&gt;
How good pawns get along is largely determined by their compatibility. This value is hidden but can be seen by turning on [[development mode]] and hovering over the target pawn in the other pawn's social tab. It is calculated by adding a pseudo random number to a score based on the absolute relative biological age. The pseudo random number follows a normal distribution and has an average value of 0.3. It is different for every pair of pawns. The score for the absolute relative biological age can be calculated with the following formula:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Compatibility by absolute relative biological age&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
| width = 400&lt;br /&gt;
| height = 100&lt;br /&gt;
| type = line&lt;br /&gt;
| x = 0, 20, 25&lt;br /&gt;
| y = 0.45, -0.45, -0.45&lt;br /&gt;
| xAxisTitle = Absolute relative biological age&lt;br /&gt;
| yAxisTitle = Score&lt;br /&gt;
}}&lt;br /&gt;
| &amp;lt;pre&amp;gt;Score = 0.45 - (0.9 * absolute_relative_biological_age / 20)&lt;br /&gt;
with&lt;br /&gt;
-0.45 ≤ Score ≤ 0.45&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&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;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed [[genes]] contributing to romance chance still apply.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Lover relationships can generate for pawns who have spent their entire life in the colony.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pawn sibling relationships disappearing when parents are removed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Throne_speech&amp;diff=180537</id>
		<title>Throne speech</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Throne_speech&amp;diff=180537"/>
		<updated>2026-05-18T14:12:56Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: Ickputzdirwech moved page Throne speach to Throne speech&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Rituals#Overview table]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Throne_speech&amp;diff=180536</id>
		<title>Throne speech</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Throne_speech&amp;diff=180536"/>
		<updated>2026-05-18T14:12:38Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: Redirected page to Rituals#Overview table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Rituals#Overview table]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Social&amp;diff=180535</id>
		<title>Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Social&amp;diff=180535"/>
		<updated>2026-05-18T13:49:49Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Random social interactions */ moved all relevant information into the footnotes&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|Social (skill)}}&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 insulting them possible leading to bad mood and a social fight, which will do damage to both and can potentially lead to permanent injury. On the other hand, a colonist needs a minimum opinion of another colonist to pursue a romance with them.&lt;br /&gt;
&lt;br /&gt;
== Opinion ==&lt;br /&gt;
Opinions are affected by a pawns beauty, their traits, random social interaction and actions controllable by the player. The later are significantly expanded by [[rituals]] {{RoyaltyIcon}}/{{IdeologyIcon}} and [[precepts]].{{IdeologyIcon}} For the effects of relations on opinion, see that section below.&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&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;
[[Ascetic]], [[kind]], and [[Sight|blind]] pawns do not gain nor lose any opinion for any other pawn based on their beauty stat.&lt;br /&gt;
{{:Beauty (Pawn)}}&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
{{Main|Traits}}&lt;br /&gt;
There are a number of traits that directly and permanently change the opinion of others.&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}}&lt;br /&gt;
! Trait&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Opinion change&lt;br /&gt;
|-&lt;br /&gt;
! [[Annoying voice]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Bloodlust]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who [[organ harvesting|harvests an organ]],{{IdeologyIcon}} executes a [[prisoner]],{{IdeologyIcon}} or kills a [[child]].{{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Body modder]]&lt;br /&gt;
| data-sort-value=&amp;quot;8&amp;quot; | {{Good|+8}} opinion of other pawns per artificial body part they have, capped at {{Good|+40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
|-&lt;br /&gt;
! [[Body purist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-8&amp;quot; | {{Bad|−8}} opinion of other pawns per artificial body part they have, capped at {{Bad|−40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
|-&lt;br /&gt;
! [[Cannibal]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who eats meat ([[Ideoligion#Meat_eating|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical fascination]]&lt;br /&gt;
| data-sort-value=&amp;quot;-30&amp;quot; | {{Bad|-30}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical interest]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-20}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Creepy breathing]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Hard worker]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Industrious]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misandrist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of men.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misogynist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of women.&lt;br /&gt;
|-&lt;br /&gt;
! [[Nudist]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} : No {{Bad|−10}} opinion loss of someone who has any uncovered body parts.{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychopath]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who kills a child {{BiotechIcon}} or kills an innocent animal ([[Ideoligion#Killing_innocent_animals|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&amp;lt;br/&amp;gt;{{Bad|−}} ''':''' No opinion gain from teaching a [[child]], or taking a lesson (as a child).{{BiotechIcon}}&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Teetotaler]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-25}} opinion of any pawns with any [[addiction]].&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with [[chemical interest]].&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with [[chemical fascination]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Joyous]] {{AnomalyIcon}}&lt;br /&gt;
| data-sort-value=&amp;quot;20&amp;quot; | {{Good|+20}} opinion from other pawns.&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 occur between pawns when they are in each other's vicinity. Whether interactions are good or bad is random but influenced their [[Social#Compatibility|compatibility]].&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Selection weight&lt;br /&gt;
! Restrictions&lt;br /&gt;
|- id=&amp;quot;Chitchat&amp;quot;&lt;br /&gt;
! Chitchat&lt;br /&gt;
| {{Good|+0.66}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| +10 opinion&lt;br /&gt;
| ×1&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot;&amp;gt;[[Psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns can actually be a part of a chitchat or deep talk, they just don't gain any opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Deep talk&amp;quot;&lt;br /&gt;
! Deep talk&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.075&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
Note about deep talk selection weight&lt;br /&gt;
--&amp;gt; The base selection weight for deep talks is as follows muliplied by a chance factor depending of the [[Social#Compatibility|compatibility]] of the two pawns:&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Deep talk interaction chance !! Compatibility !! Chance factor&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | {{Graph:Chart&lt;br /&gt;
| width = 400&lt;br /&gt;
| height = 100&lt;br /&gt;
| type = line&lt;br /&gt;
| x = -1.5, -0.5, 0.5, 1, 2&lt;br /&gt;
| y = 0, 0.1, 1, 1.8, 3&lt;br /&gt;
| xAxisTitle = Compatibility&lt;br /&gt;
| yAxisTitle = Chance&lt;br /&gt;
}}&lt;br /&gt;
| -1.5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| -0.5 || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1.8&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3&lt;br /&gt;
|}&amp;lt;/ref&amp;gt;&amp;lt;!--&lt;br /&gt;
footnote end--&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot; /&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Slighted&amp;quot;&lt;br /&gt;
! Slighted&lt;br /&gt;
| {{Bad|-5}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.02&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
Note about deep talk selection weight&lt;br /&gt;
--&amp;gt;{{Bad|x2.3}} for [[abrasive]] pawns. The base selection weight for insults and slights is also as follows muliplied by chance factors depending on the opinion of the other pawn and the [[Social#Compatibility|compatibility]] of the two pawns:&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Insult/slight interaction chance factor !! Opinion !! Chance factor&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | {{Graph:Chart&lt;br /&gt;
| width = 400&lt;br /&gt;
| height = 100&lt;br /&gt;
| type = line&lt;br /&gt;
| x = -100, -50, -25, 0, 50, 100&lt;br /&gt;
| y = 6, 4, 2, 1, 0.1, 0&lt;br /&gt;
| xAxisTitle = Opinion&lt;br /&gt;
| yAxisTitle = Chance&lt;br /&gt;
}}&lt;br /&gt;
| -100 || 6&lt;br /&gt;
|-&lt;br /&gt;
| -50 || 4&lt;br /&gt;
|-&lt;br /&gt;
| -25 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
! Insult/slight interaction chance factor !! Compatibility !! Chance factor&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | {{Graph:Chart&lt;br /&gt;
| width = 400&lt;br /&gt;
| height = 100&lt;br /&gt;
| type = line&lt;br /&gt;
| x = -2.5, -1.5, -0.5, 0.5, 1, 2, 3&lt;br /&gt;
| y = 4, 3, 2, 1, 0.75, 0.5, 0.4&lt;br /&gt;
| xAxisTitle = Compatibility&lt;br /&gt;
| yAxisTitle = Chance&lt;br /&gt;
}}&lt;br /&gt;
| -2.5 || 4&lt;br /&gt;
|-&lt;br /&gt;
| -1.5 || 3&lt;br /&gt;
|-&lt;br /&gt;
| -0.5 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0.4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/ref&amp;gt;&amp;lt;!--&lt;br /&gt;
footnote end--&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Insulted&amp;quot;&lt;br /&gt;
! Insulted &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot;&amp;gt;Also creates a thought that affects the mood:&lt;br /&gt;
* {{Thought|desc=I've been directly insulted! What an awful person!|value=-5|label=Insulted|stack=10|duration=2}}&lt;br /&gt;
* {{Thought|desc=I've been bestowed with kind words! What a nice person!|value=+5|label=Kind words|stack=10|duration=2|multi=0.9}}&lt;br /&gt;
* {{Thought|desc=An unsettling conversation made me very creeped out. Nobody should think or speak of such things.|value=-4|label=Unsettling conversation|stack=10|duration=1}}&amp;lt;/ref&amp;gt; &amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;These can also be caused by [[insulting spree]] and [[Mental break#targeted insulting spree|targeted insulting spree]].&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.007&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot; /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Kind words&amp;quot;&lt;br /&gt;
! Kind words &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.01&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' Only [[kind]]; not [[inhumanized]] {{AnomalyIcon}}'''&amp;lt;br/&amp;gt;Recipent:''' none&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Even [[psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns gain opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Strange talk&amp;quot;&lt;br /&gt;
! Strange chat {{AnomalyIcon}} &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Bad|-4}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| 1×&lt;br /&gt;
| ×{{Check Tag|?|unknown}}&lt;br /&gt;
| exclusively&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' only [[disturbing]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;[[Void touched]]{{Check Tag|?|unknown}}&amp;lt;br/&amp;gt;Recipent:''' [[inhumanized]] {{AnomalyIcon}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references group=&amp;quot;a&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Social fights ====&lt;br /&gt;
Every insult has a {{Bad|4 %}} chance of starting social fight, slights {{Bad|0.5 %}}. This chance is affected by the following factors:&lt;br /&gt;
* [[Malnutrition]]&lt;br /&gt;
** {{Bad|x1.5}} Trivial&lt;br /&gt;
** {{Bad|x2}} Minor&lt;br /&gt;
** {{Bad|x2.5}} Moderate&lt;br /&gt;
** {{Bad|x3}} Severe&lt;br /&gt;
* {{Bad|x4}} [[Bloodlust]]&lt;br /&gt;
* [[Beer#Alcohol high|Alcohol high]]&lt;br /&gt;
** {{Bad|x1.5}} Warm&lt;br /&gt;
** {{Bad|x2.5}} Tipsy&lt;br /&gt;
** {{Bad|x4}} Drunk&lt;br /&gt;
** {{Bad|x5}} Hammered&lt;br /&gt;
* {{Bad|x3}} [[Psychite tea#Withdrawal|Psychite withdrawal]]&lt;br /&gt;
* {{Bad|x2}} [[Wake-up#Withdrawal|Wake-up withdrawal]]&lt;br /&gt;
* [[Genes#Aggressive|Aggression genes]] {{BiotechIcon}}&lt;br /&gt;
** {{Good|x0}} Dead calm&lt;br /&gt;
** {{Bad|x2}} Aggressive&lt;br /&gt;
** {{Bad|x3}} Hyper-aggressive&lt;br /&gt;
&lt;br /&gt;
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 at least {{Ticks|420}} have passed, 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, including bionics. Pawns that are [[incapable]] of violence can still provoke social fights, but will not fight back during them. If either pawn lands a hit, the victim will gain the {{Bad|-15}} &amp;quot;harmed me&amp;quot; opinion of their attacker for 10 days (see table in section [[Social#Actions|actions]]).&lt;br /&gt;
&lt;br /&gt;
After the pawns calm down, they will decide if the fight was cathartic or angering. This decision is made randomly and is wholly independent of any other factors, with both options being equally likely. A cathartic fight will give a pawn a {{Good|+38}} opinion of their opponent, and an angering fight will give a {{Bad|-22}} opinion. Both opinions last for 20 days.&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
|-&lt;br /&gt;
! Had angering fight&lt;br /&gt;
| {{Bad|-22}}&lt;br /&gt;
| 20&lt;br /&gt;
| 5×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Had cathartic fight&lt;br /&gt;
| {{Good|+38}}&lt;br /&gt;
| 20&lt;br /&gt;
| 5×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
{{Stub|section=true|reason=1) See [[Children#Lesson taking]] and psychopath above. 2) See [[Baby#Social]] and [[Mental_break#Crying]]/[[Mental_break#Giggling]]}}&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&amp;lt;br/&amp;gt;(overall limit)&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Restrictions&lt;br /&gt;
|-&lt;br /&gt;
! Harmed me&lt;br /&gt;
| -15&lt;br /&gt;
| 10&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Botched my surgery&lt;br /&gt;
| -20&lt;br /&gt;
| 90&lt;br /&gt;
| 5× (300×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Regular rescue&amp;quot;&amp;gt;Rescued me&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 3× (300×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Rescued by stranger: I was rescued by someone! I almost thought I was done for back there. I'm so thankful.&amp;quot;&amp;gt;Rescued me&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| 25&lt;br /&gt;
| 30&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| –&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Recruited me&lt;br /&gt;
| 20&lt;br /&gt;
| 120&lt;br /&gt;
| 1× (1×)&lt;br /&gt;
| –&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Crashed together&lt;br /&gt;
| 25&lt;br /&gt;
| 20&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Someone I love was sold to a trader like a piece of meat!&amp;quot;&amp;gt;Sold my loved one&amp;lt;/abbr&amp;gt; &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot;&amp;gt;Also creates a thought that affects the mood.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -10&lt;br /&gt;
| 120&lt;br /&gt;
| 2× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;My special bonded animal was given away!&amp;quot;&amp;gt;Gave away my bonded animal&amp;lt;/abbr&amp;gt; &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -10&lt;br /&gt;
| 60&lt;br /&gt;
| 2× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Forced to take drugs &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -30&lt;br /&gt;
| 60&lt;br /&gt;
| 1× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| Only for [[teetotaler]]&lt;br /&gt;
|-&lt;br /&gt;
! Forced to take luciferium &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -30&lt;br /&gt;
| 120&lt;br /&gt;
| 1× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| Only for [[body purist]]&lt;br /&gt;
|-&lt;br /&gt;
! Killed a child {{BiotechIcon}}&lt;br /&gt;
| -20&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| 5× ({{Check Tag|?|unknown}}×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| Not [[psychopath]] or [[bloodlust]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references group=&amp;quot;b&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rituals ====&lt;br /&gt;
{{Main|Rituals}}&lt;br /&gt;
{{Stub|section=true|reason=See [[Rituals]]}}&lt;br /&gt;
&lt;br /&gt;
==== Precepts ====&lt;br /&gt;
{{Main|Precepts}}&lt;br /&gt;
{{Ideology|section=true}}&lt;br /&gt;
{{Stub|section=true|reason=See [[Precepts]]. When done move info about nudist, bloodlust and canibal out of section traits}}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
There are multiple different types of relations possible between pawns. While familial ties affect the opinion, non-intimate relations are only the result of opinions. Romances are both the result of and a source of opinion.&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;
* A '''rival'''  is every other pawn the pawn has an opinion of -100 to -20.&lt;br /&gt;
* An '''acquaintance''' is every other pawn the pawn has an opinion of -20 to 20.&lt;br /&gt;
* A '''friend''' is every other pawn the pawn has an opinion of 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;
{{Biotech|section=1}}&lt;br /&gt;
{{Rewrite|section=1|reason=&amp;lt;small&amp;gt;1) Tagged after the fact by not the original author - Are all mechanics below biotech or ONLY the force romance command and the factors apply to base romances? 2) Numbers for the factors listed 3) Relative age graphs/mechanics aren't adequately explained and need at the very least worked examples&amp;lt;/small&amp;gt;}}&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 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 list.&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;
| {{Graph:Chart&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;
| {{Graph:Chart&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;
! Spouse&lt;br /&gt;
| {{Good|+30}}&lt;br /&gt;
| {{Bad|-65}}&lt;br /&gt;
|-&lt;br /&gt;
! Fiancé&lt;br /&gt;
| {{Good|+30}}&lt;br /&gt;
| {{Bad|-65}}&lt;br /&gt;
|-&lt;br /&gt;
! Lover&lt;br /&gt;
| {{Good|+35}}&lt;br /&gt;
| {{Bad|-50}}&lt;br /&gt;
|-&lt;br /&gt;
! Stepparent&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Stepchild&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Parent-in-law&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Child-in-law&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Exspouse&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Exlover&lt;br /&gt;
| {{Bad|-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;
==== 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;
&lt;br /&gt;
Pawns that were not [[babies|born]]{{BiotechIcon}} in the colony can also have lovers spawn as NPCs.&lt;br /&gt;
&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''' 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''' 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 &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;
&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;
&lt;br /&gt;
==== Lovin' ====&lt;br /&gt;
{{Rewrite|section=1|reason=adding graphs for the complex options {{t|MTB}}, lovin with slaves and prisoners when in relationship}}&lt;br /&gt;
{{Stub|section=1|reason=Missing mood buff (+8), also note [[love enhancer]]. Use {{t|Thought}}. need stacking info}}&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, bleeding, or in labor, the pawns are in bed, et cetera). Each partner evaluates their mean-time-between separately, taking into account the following:&lt;br /&gt;
&amp;lt;!-- factors all visible in RimWorld.LovePartnerRelationUtility#GetLovinMtbHours--&amp;gt;&lt;br /&gt;
* [[Pain]]: {{MTB}} is multiplied by 100/(100-pain%).&lt;br /&gt;
* [[Consciousness]]: if below 50%, {{MTB}} is multiplied by 50/consciousness%.&lt;br /&gt;
* [[Low libido]]:{{BiotechIcon}} {{MTB}} ×2.&lt;br /&gt;
* [[High libido]]:{{BiotechIcon}} {{MTB}} ×0.5.&lt;br /&gt;
* Own age: MTB is divided by: age 16, 0, age 18 to 25, 1, age 80, 0.2, divisor is interpolated linearly.&lt;br /&gt;
* Partner's age: MTB is divided by: age 16, 0, age 18, 1, divisor is interpolated linearly.&lt;br /&gt;
* Age difference: a penalty is applied when the male pawn is more than 10 years older than the female pawn, or 3 years vice versa; the penalty accumulates quadratically until it reaches {{MTB}} ×25 at age differences equal +30 (older male)/+10 (older female).&lt;br /&gt;
* Own [[beauty]]: below 0, {{MTB}} ×2.3, exactly 0, no effect, above 0, {{MTB}} ×0.3; doesn't matter how far from 0, not nullified even if both pawns &amp;quot;never judge others based on appearance&amp;quot;.&lt;br /&gt;
* Partner's beauty: exactly the same as own beauty, the resulting MTB scalars both apply.&lt;br /&gt;
* Own opinion of the partner: -100, MTB×1.3, +100, MTB×0.7, linear interpolation.&lt;br /&gt;
* Partner's opinion of self: evaluated in the exact same way, the resulting MTB scalars both apply.&lt;br /&gt;
* Own brain affected by [[word of love]] [[psycast]]: {{MTB}} ×0.25.&lt;br /&gt;
* Affected by [[pleasure pulse]]: {{MTB}} ×0.5.&lt;br /&gt;
A session of lovin' will last for between 6 minutes and 1 hour 6 minutes game time (250 and 2750 ticks&amp;lt;ref&amp;gt;RimWorld.JobDriver_Lovin:MakeNewToils&amp;lt;/ref&amp;gt;) and can be interrupted prematurely, which will still give the mood buff for lovin'. This can be repeated to stack the mood buff.&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. In case of a mixed faith relationship, then the Ideology of the adulterer is what determines whether it counts as an affair.&lt;br /&gt;
&lt;br /&gt;
== Compatibility ==&lt;br /&gt;
How good pawns get along is largely determined by their compatibility. This value is hidden but can be seen by turning on [[development mode]] and hovering over the target pawn in the other pawn's social tab. It is calculated by adding a pseudo random number to a score based on the absolute relative biological age. The pseudo random number follows a normal distribution and has an average value of 0.3. It is different for every pair of pawns. The score for the absolute relative biological age can be calculated with the following formula:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Compatibility by absolute relative biological age&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
| width = 400&lt;br /&gt;
| height = 100&lt;br /&gt;
| type = line&lt;br /&gt;
| x = 0, 20, 25&lt;br /&gt;
| y = 0.45, -0.45, -0.45&lt;br /&gt;
| xAxisTitle = Absolute relative biological age&lt;br /&gt;
| yAxisTitle = Score&lt;br /&gt;
}}&lt;br /&gt;
| &amp;lt;pre&amp;gt;Score = 0.45 - (0.9 * absolute_relative_biological_age / 20)&lt;br /&gt;
with&lt;br /&gt;
-0.45 ≤ Score ≤ 0.45&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&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;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed [[genes]] contributing to romance chance still apply.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Lover relationships can generate for pawns who have spent their entire life in the colony.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pawn sibling relationships disappearing when parents are removed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Social&amp;diff=180534</id>
		<title>Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Social&amp;diff=180534"/>
		<updated>2026-05-18T13:37:28Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Random social interactions */&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|Social (skill)}}&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 insulting them possible leading to bad mood and a social fight, which will do damage to both and can potentially lead to permanent injury. On the other hand, a colonist needs a minimum opinion of another colonist to pursue a romance with them.&lt;br /&gt;
&lt;br /&gt;
== Opinion ==&lt;br /&gt;
Opinions are affected by a pawns beauty, their traits, random social interaction and actions controllable by the player. The later are significantly expanded by [[rituals]] {{RoyaltyIcon}}/{{IdeologyIcon}} and [[precepts]].{{IdeologyIcon}} For the effects of relations on opinion, see that section below.&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&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;
[[Ascetic]], [[kind]], and [[Sight|blind]] pawns do not gain nor lose any opinion for any other pawn based on their beauty stat.&lt;br /&gt;
{{:Beauty (Pawn)}}&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
{{Main|Traits}}&lt;br /&gt;
There are a number of traits that directly and permanently change the opinion of others.&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}}&lt;br /&gt;
! Trait&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Opinion change&lt;br /&gt;
|-&lt;br /&gt;
! [[Annoying voice]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Bloodlust]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who [[organ harvesting|harvests an organ]],{{IdeologyIcon}} executes a [[prisoner]],{{IdeologyIcon}} or kills a [[child]].{{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Body modder]]&lt;br /&gt;
| data-sort-value=&amp;quot;8&amp;quot; | {{Good|+8}} opinion of other pawns per artificial body part they have, capped at {{Good|+40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
|-&lt;br /&gt;
! [[Body purist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-8&amp;quot; | {{Bad|−8}} opinion of other pawns per artificial body part they have, capped at {{Bad|−40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
|-&lt;br /&gt;
! [[Cannibal]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who eats meat ([[Ideoligion#Meat_eating|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical fascination]]&lt;br /&gt;
| data-sort-value=&amp;quot;-30&amp;quot; | {{Bad|-30}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical interest]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-20}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Creepy breathing]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Hard worker]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Industrious]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misandrist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of men.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misogynist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of women.&lt;br /&gt;
|-&lt;br /&gt;
! [[Nudist]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} : No {{Bad|−10}} opinion loss of someone who has any uncovered body parts.{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychopath]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who kills a child {{BiotechIcon}} or kills an innocent animal ([[Ideoligion#Killing_innocent_animals|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&amp;lt;br/&amp;gt;{{Bad|−}} ''':''' No opinion gain from teaching a [[child]], or taking a lesson (as a child).{{BiotechIcon}}&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Teetotaler]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-25}} opinion of any pawns with any [[addiction]].&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with [[chemical interest]].&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with [[chemical fascination]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Joyous]] {{AnomalyIcon}}&lt;br /&gt;
| data-sort-value=&amp;quot;20&amp;quot; | {{Good|+20}} opinion from other pawns.&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 occur between pawns when they are in each other's vicinity. Whether interactions are good or bad is random but influenced their [[Social#Compatibility|compatibility]].&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Selection weight&lt;br /&gt;
! Restrictions&lt;br /&gt;
|- id=&amp;quot;Chitchat&amp;quot;&lt;br /&gt;
! Chitchat&lt;br /&gt;
| {{Good|+0.66}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| +10 opinion&lt;br /&gt;
| ×1&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot;&amp;gt;[[Psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns can actually be a part of a chitchat or deep talk, they just don't gain any opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Deep talk&amp;quot;&lt;br /&gt;
! Deep talk&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.075&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Modified by the relative compatibility of the pawns. See below.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot; /&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Slighted&amp;quot;&lt;br /&gt;
! Slighted&lt;br /&gt;
| {{Bad|-5}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.02&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot;&amp;gt;Modified by the relative opinion and compatibility of the pawns. See below. Also {{Bad|x2.3}} for [[abrasive]] pawns.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Insulted&amp;quot;&lt;br /&gt;
! Insulted &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot;&amp;gt;Also creates a thought that affects the mood.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.007&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot; /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Kind words&amp;quot;&lt;br /&gt;
! Kind words &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.01&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' Only [[kind]]; not [[inhumanized]] {{AnomalyIcon}}'''&amp;lt;br/&amp;gt;Recipent:''' none&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Even [[psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns gain opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Strange talk&amp;quot;&lt;br /&gt;
! Strange talk {{AnomalyIcon}} &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Bad|-4}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| 1×&lt;br /&gt;
| ×{{Check Tag|?|unknown}}&lt;br /&gt;
| exclusively&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' only [[disturbing]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;[[Void touched]]{{Check Tag|?|unknown}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references group=&amp;quot;a&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Chitchat:''' The most common type of social interaction. This increases relation between the two pawns by {{Good|0.66}} opinion each, capping out at 10 opinion. It is nullified for psychopaths and inhumanized {{AnomalyIcon}} pawns.&lt;br /&gt;
* '''Deep talk:''' A type of social interaction that gives a large {{Good|+15}} opinion of each other. It caps out at 10 deep talks and is nullified for psychopaths and inhumanized {{AnomalyIcon}} pawns. The default selection weight of 0.075 is muliplied by a chance factor depending of the [[Social#Compatibility|compatibility]] of the two pawns:&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Deep talk interaction chance !! Compatibility !! Chance factor&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | {{Graph:Chart&lt;br /&gt;
| width = 400&lt;br /&gt;
| height = 100&lt;br /&gt;
| type = line&lt;br /&gt;
| x = -1.5, -0.5, 0.5, 1, 2&lt;br /&gt;
| y = 0, 0.1, 1, 1.8, 3&lt;br /&gt;
| xAxisTitle = Compatibility&lt;br /&gt;
| yAxisTitle = Chance&lt;br /&gt;
}}&lt;br /&gt;
| -1.5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| -0.5 || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1.8&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3&lt;br /&gt;
|}&lt;br /&gt;
* '''Insulted:''' This social interaction provides a {{Bad|-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.{{Thought|desc=I've been directly insulted! What an awful person!|value=-5|label=Insulted|stack=10|duration=2}}. These can also be caused by [[insulting spree]] and [[Mental break#targeted insulting spree|targeted insulting spree]]. The base selection weight of 0.07 is {{Bad|x2.3}} higher for [[abrasive]] pawns and also scaled by the opinion of the other pawn and their relative [[Social#Compatibility|compatibility]] as follows:&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Insult/slight interaction chance factor !! Opinion !! Chance factor&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | {{Graph:Chart&lt;br /&gt;
| width = 400&lt;br /&gt;
| height = 100&lt;br /&gt;
| type = line&lt;br /&gt;
| x = -100, -50, -25, 0, 50, 100&lt;br /&gt;
| y = 6, 4, 2, 1, 0.1, 0&lt;br /&gt;
| xAxisTitle = Opinion&lt;br /&gt;
| yAxisTitle = Chance&lt;br /&gt;
}}&lt;br /&gt;
| -100 || 6&lt;br /&gt;
|-&lt;br /&gt;
| -50 || 4&lt;br /&gt;
|-&lt;br /&gt;
| -25 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
! Insult/slight interaction chance factor !! Compatibility !! Chance factor&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | {{Graph:Chart&lt;br /&gt;
| width = 400&lt;br /&gt;
| height = 100&lt;br /&gt;
| type = line&lt;br /&gt;
| x = -2.5, -1.5, -0.5, 0.5, 1, 2, 3&lt;br /&gt;
| y = 4, 3, 2, 1, 0.75, 0.5, 0.4&lt;br /&gt;
| xAxisTitle = Compatibility&lt;br /&gt;
| yAxisTitle = Chance&lt;br /&gt;
}}&lt;br /&gt;
| -2.5 || 4&lt;br /&gt;
|-&lt;br /&gt;
| -1.5 || 3&lt;br /&gt;
|-&lt;br /&gt;
| -0.5 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0.4&lt;br /&gt;
|}&lt;br /&gt;
* '''Slighted:''' This social interaction is similar to being insulted, except only giving a {{Bad|-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. The base selection weight of 0.02 is scaled by the same factors as the selection weight for insults.&lt;br /&gt;
* '''Kind words:''' This interaction can only be done by [[kind]] pawns that are not inhumanized.{{AnomalyIcon}} The opinion boost of {{Good|+15}} for 20 days can stack up to 10 times from the same kind pawn with 0.9x stacked effect multiplier. Note that psychopaths and inhumanized {{AnomalyIcon}} pawn ''are'' affected by kind words. The affected pawn also gains the {{Thought|desc=I've been bestowed with kind words! What a nice person!|value=5|label=Kind words|stack=10|duration=2|multi=0.9}}, as long as they are not inhumanized.{{AnomalyIcon}}&lt;br /&gt;
* '''Strange chat:''' {{AnomalyIcon}} This social interaction can occur when interacting with a [[Disturbing]] or [[Void touched]] pawn, and gives a -3 &amp;quot;Unsettling conversation&amp;quot; opinion against the strange chatter. The affected pawn also suffers {{Thought|desc=An unsettling conversation made me very creeped out. Nobody should think or speak of such things.|value=-4|label=Unsettling conversation|stack=10|duration=1}}. These debuffs do not affect [[Inhumanized]] colonists.&lt;br /&gt;
&lt;br /&gt;
==== Social fights ====&lt;br /&gt;
Every insult has a {{Bad|4 %}} chance of starting social fight, slights {{Bad|0.5 %}}. This chance is affected by the following factors:&lt;br /&gt;
* [[Malnutrition]]&lt;br /&gt;
** {{Bad|x1.5}} Trivial&lt;br /&gt;
** {{Bad|x2}} Minor&lt;br /&gt;
** {{Bad|x2.5}} Moderate&lt;br /&gt;
** {{Bad|x3}} Severe&lt;br /&gt;
* {{Bad|x4}} [[Bloodlust]]&lt;br /&gt;
* [[Beer#Alcohol high|Alcohol high]]&lt;br /&gt;
** {{Bad|x1.5}} Warm&lt;br /&gt;
** {{Bad|x2.5}} Tipsy&lt;br /&gt;
** {{Bad|x4}} Drunk&lt;br /&gt;
** {{Bad|x5}} Hammered&lt;br /&gt;
* {{Bad|x3}} [[Psychite tea#Withdrawal|Psychite withdrawal]]&lt;br /&gt;
* {{Bad|x2}} [[Wake-up#Withdrawal|Wake-up withdrawal]]&lt;br /&gt;
* [[Genes#Aggressive|Aggression genes]] {{BiotechIcon}}&lt;br /&gt;
** {{Good|x0}} Dead calm&lt;br /&gt;
** {{Bad|x2}} Aggressive&lt;br /&gt;
** {{Bad|x3}} Hyper-aggressive&lt;br /&gt;
&lt;br /&gt;
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 at least {{Ticks|420}} have passed, 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, including bionics. Pawns that are [[incapable]] of violence can still provoke social fights, but will not fight back during them. If either pawn lands a hit, the victim will gain the {{Bad|-15}} &amp;quot;harmed me&amp;quot; opinion of their attacker for 10 days (see table in section [[Social#Actions|actions]]).&lt;br /&gt;
&lt;br /&gt;
After the pawns calm down, they will decide if the fight was cathartic or angering. This decision is made randomly and is wholly independent of any other factors, with both options being equally likely. A cathartic fight will give a pawn a {{Good|+38}} opinion of their opponent, and an angering fight will give a {{Bad|-22}} opinion. Both opinions last for 20 days.&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
|-&lt;br /&gt;
! Had angering fight&lt;br /&gt;
| {{Bad|-22}}&lt;br /&gt;
| 20&lt;br /&gt;
| 5×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Had cathartic fight&lt;br /&gt;
| {{Good|+38}}&lt;br /&gt;
| 20&lt;br /&gt;
| 5×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
{{Stub|section=true|reason=1) See [[Children#Lesson taking]] and psychopath above. 2) See [[Baby#Social]] and [[Mental_break#Crying]]/[[Mental_break#Giggling]]}}&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&amp;lt;br/&amp;gt;(overall limit)&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Restrictions&lt;br /&gt;
|-&lt;br /&gt;
! Harmed me&lt;br /&gt;
| -15&lt;br /&gt;
| 10&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Botched my surgery&lt;br /&gt;
| -20&lt;br /&gt;
| 90&lt;br /&gt;
| 5× (300×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Regular rescue&amp;quot;&amp;gt;Rescued me&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 3× (300×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Rescued by stranger: I was rescued by someone! I almost thought I was done for back there. I'm so thankful.&amp;quot;&amp;gt;Rescued me&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| 25&lt;br /&gt;
| 30&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| –&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Recruited me&lt;br /&gt;
| 20&lt;br /&gt;
| 120&lt;br /&gt;
| 1× (1×)&lt;br /&gt;
| –&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Crashed together&lt;br /&gt;
| 25&lt;br /&gt;
| 20&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Someone I love was sold to a trader like a piece of meat!&amp;quot;&amp;gt;Sold my loved one&amp;lt;/abbr&amp;gt; &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot;&amp;gt;Also creates a thought that affects the mood.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -10&lt;br /&gt;
| 120&lt;br /&gt;
| 2× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;My special bonded animal was given away!&amp;quot;&amp;gt;Gave away my bonded animal&amp;lt;/abbr&amp;gt; &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -10&lt;br /&gt;
| 60&lt;br /&gt;
| 2× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Forced to take drugs &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -30&lt;br /&gt;
| 60&lt;br /&gt;
| 1× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| Only for [[teetotaler]]&lt;br /&gt;
|-&lt;br /&gt;
! Forced to take luciferium &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -30&lt;br /&gt;
| 120&lt;br /&gt;
| 1× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| Only for [[body purist]]&lt;br /&gt;
|-&lt;br /&gt;
! Killed a child {{BiotechIcon}}&lt;br /&gt;
| -20&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| 5× ({{Check Tag|?|unknown}}×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| Not [[psychopath]] or [[bloodlust]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references group=&amp;quot;b&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rituals ====&lt;br /&gt;
{{Main|Rituals}}&lt;br /&gt;
{{Stub|section=true|reason=See [[Rituals]]}}&lt;br /&gt;
&lt;br /&gt;
==== Precepts ====&lt;br /&gt;
{{Main|Precepts}}&lt;br /&gt;
{{Ideology|section=true}}&lt;br /&gt;
{{Stub|section=true|reason=See [[Precepts]]. When done move info about nudist, bloodlust and canibal out of section traits}}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
There are multiple different types of relations possible between pawns. While familial ties affect the opinion, non-intimate relations are only the result of opinions. Romances are both the result of and a source of opinion.&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;
* A '''rival'''  is every other pawn the pawn has an opinion of -100 to -20.&lt;br /&gt;
* An '''acquaintance''' is every other pawn the pawn has an opinion of -20 to 20.&lt;br /&gt;
* A '''friend''' is every other pawn the pawn has an opinion of 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;
{{Biotech|section=1}}&lt;br /&gt;
{{Rewrite|section=1|reason=&amp;lt;small&amp;gt;1) Tagged after the fact by not the original author - Are all mechanics below biotech or ONLY the force romance command and the factors apply to base romances? 2) Numbers for the factors listed 3) Relative age graphs/mechanics aren't adequately explained and need at the very least worked examples&amp;lt;/small&amp;gt;}}&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 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 list.&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;
| {{Graph:Chart&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;
| {{Graph:Chart&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;
! Spouse&lt;br /&gt;
| {{Good|+30}}&lt;br /&gt;
| {{Bad|-65}}&lt;br /&gt;
|-&lt;br /&gt;
! Fiancé&lt;br /&gt;
| {{Good|+30}}&lt;br /&gt;
| {{Bad|-65}}&lt;br /&gt;
|-&lt;br /&gt;
! Lover&lt;br /&gt;
| {{Good|+35}}&lt;br /&gt;
| {{Bad|-50}}&lt;br /&gt;
|-&lt;br /&gt;
! Stepparent&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Stepchild&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Parent-in-law&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Child-in-law&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Exspouse&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Exlover&lt;br /&gt;
| {{Bad|-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;
==== 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;
&lt;br /&gt;
Pawns that were not [[babies|born]]{{BiotechIcon}} in the colony can also have lovers spawn as NPCs.&lt;br /&gt;
&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''' 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''' 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 &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;
&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;
&lt;br /&gt;
==== Lovin' ====&lt;br /&gt;
{{Rewrite|section=1|reason=adding graphs for the complex options {{t|MTB}}, lovin with slaves and prisoners when in relationship}}&lt;br /&gt;
{{Stub|section=1|reason=Missing mood buff (+8), also note [[love enhancer]]. Use {{t|Thought}}. need stacking info}}&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, bleeding, or in labor, the pawns are in bed, et cetera). Each partner evaluates their mean-time-between separately, taking into account the following:&lt;br /&gt;
&amp;lt;!-- factors all visible in RimWorld.LovePartnerRelationUtility#GetLovinMtbHours--&amp;gt;&lt;br /&gt;
* [[Pain]]: {{MTB}} is multiplied by 100/(100-pain%).&lt;br /&gt;
* [[Consciousness]]: if below 50%, {{MTB}} is multiplied by 50/consciousness%.&lt;br /&gt;
* [[Low libido]]:{{BiotechIcon}} {{MTB}} ×2.&lt;br /&gt;
* [[High libido]]:{{BiotechIcon}} {{MTB}} ×0.5.&lt;br /&gt;
* Own age: MTB is divided by: age 16, 0, age 18 to 25, 1, age 80, 0.2, divisor is interpolated linearly.&lt;br /&gt;
* Partner's age: MTB is divided by: age 16, 0, age 18, 1, divisor is interpolated linearly.&lt;br /&gt;
* Age difference: a penalty is applied when the male pawn is more than 10 years older than the female pawn, or 3 years vice versa; the penalty accumulates quadratically until it reaches {{MTB}} ×25 at age differences equal +30 (older male)/+10 (older female).&lt;br /&gt;
* Own [[beauty]]: below 0, {{MTB}} ×2.3, exactly 0, no effect, above 0, {{MTB}} ×0.3; doesn't matter how far from 0, not nullified even if both pawns &amp;quot;never judge others based on appearance&amp;quot;.&lt;br /&gt;
* Partner's beauty: exactly the same as own beauty, the resulting MTB scalars both apply.&lt;br /&gt;
* Own opinion of the partner: -100, MTB×1.3, +100, MTB×0.7, linear interpolation.&lt;br /&gt;
* Partner's opinion of self: evaluated in the exact same way, the resulting MTB scalars both apply.&lt;br /&gt;
* Own brain affected by [[word of love]] [[psycast]]: {{MTB}} ×0.25.&lt;br /&gt;
* Affected by [[pleasure pulse]]: {{MTB}} ×0.5.&lt;br /&gt;
A session of lovin' will last for between 6 minutes and 1 hour 6 minutes game time (250 and 2750 ticks&amp;lt;ref&amp;gt;RimWorld.JobDriver_Lovin:MakeNewToils&amp;lt;/ref&amp;gt;) and can be interrupted prematurely, which will still give the mood buff for lovin'. This can be repeated to stack the mood buff.&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. In case of a mixed faith relationship, then the Ideology of the adulterer is what determines whether it counts as an affair.&lt;br /&gt;
&lt;br /&gt;
== Compatibility ==&lt;br /&gt;
How good pawns get along is largely determined by their compatibility. This value is hidden but can be seen by turning on [[development mode]] and hovering over the target pawn in the other pawn's social tab. It is calculated by adding a pseudo random number to a score based on the absolute relative biological age. The pseudo random number follows a normal distribution and has an average value of 0.3. It is different for every pair of pawns. The score for the absolute relative biological age can be calculated with the following formula:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Compatibility by absolute relative biological age&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
| width = 400&lt;br /&gt;
| height = 100&lt;br /&gt;
| type = line&lt;br /&gt;
| x = 0, 20, 25&lt;br /&gt;
| y = 0.45, -0.45, -0.45&lt;br /&gt;
| xAxisTitle = Absolute relative biological age&lt;br /&gt;
| yAxisTitle = Score&lt;br /&gt;
}}&lt;br /&gt;
| &amp;lt;pre&amp;gt;Score = 0.45 - (0.9 * absolute_relative_biological_age / 20)&lt;br /&gt;
with&lt;br /&gt;
-0.45 ≤ Score ≤ 0.45&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&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;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed [[genes]] contributing to romance chance still apply.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Lover relationships can generate for pawns who have spent their entire life in the colony.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pawn sibling relationships disappearing when parents are removed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Social&amp;diff=180533</id>
		<title>Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Social&amp;diff=180533"/>
		<updated>2026-05-18T13:37:10Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Compatibility */ moved sentence out of section &amp;quot;Random social interactions&amp;quot;&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|Social (skill)}}&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 insulting them possible leading to bad mood and a social fight, which will do damage to both and can potentially lead to permanent injury. On the other hand, a colonist needs a minimum opinion of another colonist to pursue a romance with them.&lt;br /&gt;
&lt;br /&gt;
== Opinion ==&lt;br /&gt;
Opinions are affected by a pawns beauty, their traits, random social interaction and actions controllable by the player. The later are significantly expanded by [[rituals]] {{RoyaltyIcon}}/{{IdeologyIcon}} and [[precepts]].{{IdeologyIcon}} For the effects of relations on opinion, see that section below.&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&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;
[[Ascetic]], [[kind]], and [[Sight|blind]] pawns do not gain nor lose any opinion for any other pawn based on their beauty stat.&lt;br /&gt;
{{:Beauty (Pawn)}}&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
{{Main|Traits}}&lt;br /&gt;
There are a number of traits that directly and permanently change the opinion of others.&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}}&lt;br /&gt;
! Trait&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Opinion change&lt;br /&gt;
|-&lt;br /&gt;
! [[Annoying voice]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Bloodlust]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who [[organ harvesting|harvests an organ]],{{IdeologyIcon}} executes a [[prisoner]],{{IdeologyIcon}} or kills a [[child]].{{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Body modder]]&lt;br /&gt;
| data-sort-value=&amp;quot;8&amp;quot; | {{Good|+8}} opinion of other pawns per artificial body part they have, capped at {{Good|+40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
|-&lt;br /&gt;
! [[Body purist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-8&amp;quot; | {{Bad|−8}} opinion of other pawns per artificial body part they have, capped at {{Bad|−40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
|-&lt;br /&gt;
! [[Cannibal]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who eats meat ([[Ideoligion#Meat_eating|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical fascination]]&lt;br /&gt;
| data-sort-value=&amp;quot;-30&amp;quot; | {{Bad|-30}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical interest]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-20}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Creepy breathing]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Hard worker]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Industrious]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misandrist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of men.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misogynist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of women.&lt;br /&gt;
|-&lt;br /&gt;
! [[Nudist]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} : No {{Bad|−10}} opinion loss of someone who has any uncovered body parts.{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychopath]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who kills a child {{BiotechIcon}} or kills an innocent animal ([[Ideoligion#Killing_innocent_animals|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&amp;lt;br/&amp;gt;{{Bad|−}} ''':''' No opinion gain from teaching a [[child]], or taking a lesson (as a child).{{BiotechIcon}}&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Teetotaler]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-25}} opinion of any pawns with any [[addiction]].&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with [[chemical interest]].&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with [[chemical fascination]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Joyous]] {{AnomalyIcon}}&lt;br /&gt;
| data-sort-value=&amp;quot;20&amp;quot; | {{Good|+20}} opinion from other pawns.&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 occur between pawns when they are in each other's vicinity. Whether interactions are good or bad is random but influenced their &amp;quot;pawn compatibility&amp;quot;. This value is hidden but can be seen by turning on Development Mode and hovering over the target pawn in the other pawn's Social tab.&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Selection weight&lt;br /&gt;
! Restrictions&lt;br /&gt;
|- id=&amp;quot;Chitchat&amp;quot;&lt;br /&gt;
! Chitchat&lt;br /&gt;
| {{Good|+0.66}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| +10 opinion&lt;br /&gt;
| ×1&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot;&amp;gt;[[Psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns can actually be a part of a chitchat or deep talk, they just don't gain any opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Deep talk&amp;quot;&lt;br /&gt;
! Deep talk&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.075&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Modified by the relative compatibility of the pawns.{{Check Tag|Details needed|See InteractionWorker_DeepTalk.}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot; /&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Slighted&amp;quot;&lt;br /&gt;
! Slighted&lt;br /&gt;
| {{Bad|-5}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.02&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot;&amp;gt;Modified by the relative opinion and compatibility of the pawns.{{Check Tag|Details needed|See NegativeInteractionChanceFactor.}} Also {{Bad|x2.3}} for [[abrasive]] pawns.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Insulted&amp;quot;&lt;br /&gt;
! Insulted &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot;&amp;gt;Also creates a thought that affects the mood.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.007&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot; /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Kind words&amp;quot;&lt;br /&gt;
! Kind words &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.01&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' Only [[kind]]; not [[inhumanized]] {{AnomalyIcon}}'''&amp;lt;br/&amp;gt;Recipent:''' none&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Even [[psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns gain opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Strange talk&amp;quot;&lt;br /&gt;
! Strange talk {{AnomalyIcon}} &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Bad|-4}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| 1×&lt;br /&gt;
| ×{{Check Tag|?|unknown}}&lt;br /&gt;
| exclusively&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' only [[disturbing]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;[[Void touched]]{{Check Tag|?|unknown}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references group=&amp;quot;a&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Chitchat:''' The most common type of social interaction. This increases relation between the two pawns by {{Good|0.66}} opinion each, capping out at 10 opinion. It is nullified for psychopaths and inhumanized {{AnomalyIcon}} pawns.&lt;br /&gt;
* '''Deep talk:''' A type of social interaction that gives a large {{Good|+15}} opinion of each other. It caps out at 10 deep talks and is nullified for psychopaths and inhumanized {{AnomalyIcon}} pawns.&lt;br /&gt;
* '''Insulted:''' This social interaction provides a {{Bad|-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.{{Thought|desc=I've been directly insulted! What an awful person!|value=-5|label=Insulted|stack=10|duration=2}}. These can also be caused by [[insulting spree]] and [[Mental break#targeted insulting spree|targeted insulting spree]].&lt;br /&gt;
* '''Slighted:''' This social interaction is similar to being insulted, except only giving a {{Bad|-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;
* '''Kind words:''' This interaction can only be done by [[kind]] pawns that are not inhumanized.{{AnomalyIcon}} The opinion boost of {{Good|+15}} for 20 days can stack up to 10 times from the same kind pawn with 0.9x stacked effect multiplier. Note that psychopaths and inhumanized {{AnomalyIcon}} pawn ''are'' affected by kind words. The affected pawn also gains the {{Thought|desc=I've been bestowed with kind words! What a nice person!|value=5|label=Kind words|stack=10|duration=2|multi=0.9}}, as long as they are not inhumanized.{{AnomalyIcon}}&lt;br /&gt;
* '''Strange chat:''' {{AnomalyIcon}} This social interaction can occur when interacting with a [[Disturbing]] or [[Void touched]] pawn, and gives a -3 &amp;quot;Unsettling conversation&amp;quot; opinion against the strange chatter. The affected pawn also suffers {{Thought|desc=An unsettling conversation made me very creeped out. Nobody should think or speak of such things.|value=-4|label=Unsettling conversation|stack=10|duration=1}}. These debuffs do not affect [[Inhumanized]] colonists.&lt;br /&gt;
&lt;br /&gt;
==== Social fights ====&lt;br /&gt;
Every insult has a {{Bad|4 %}} chance of starting social fight, slights {{Bad|0.5 %}}. This chance is affected by the following factors:&lt;br /&gt;
* [[Malnutrition]]&lt;br /&gt;
** {{Bad|x1.5}} Trivial&lt;br /&gt;
** {{Bad|x2}} Minor&lt;br /&gt;
** {{Bad|x2.5}} Moderate&lt;br /&gt;
** {{Bad|x3}} Severe&lt;br /&gt;
* {{Bad|x4}} [[Bloodlust]]&lt;br /&gt;
* [[Beer#Alcohol high|Alcohol high]]&lt;br /&gt;
** {{Bad|x1.5}} Warm&lt;br /&gt;
** {{Bad|x2.5}} Tipsy&lt;br /&gt;
** {{Bad|x4}} Drunk&lt;br /&gt;
** {{Bad|x5}} Hammered&lt;br /&gt;
* {{Bad|x3}} [[Psychite tea#Withdrawal|Psychite withdrawal]]&lt;br /&gt;
* {{Bad|x2}} [[Wake-up#Withdrawal|Wake-up withdrawal]]&lt;br /&gt;
* [[Genes#Aggressive|Aggression genes]] {{BiotechIcon}}&lt;br /&gt;
** {{Good|x0}} Dead calm&lt;br /&gt;
** {{Bad|x2}} Aggressive&lt;br /&gt;
** {{Bad|x3}} Hyper-aggressive&lt;br /&gt;
&lt;br /&gt;
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 at least {{Ticks|420}} have passed, 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, including bionics. Pawns that are [[incapable]] of violence can still provoke social fights, but will not fight back during them. If either pawn lands a hit, the victim will gain the {{Bad|-15}} &amp;quot;harmed me&amp;quot; opinion of their attacker for 10 days (see table in section [[Social#Actions|actions]]).&lt;br /&gt;
&lt;br /&gt;
After the pawns calm down, they will decide if the fight was cathartic or angering. This decision is made randomly and is wholly independent of any other factors, with both options being equally likely. A cathartic fight will give a pawn a {{Good|+38}} opinion of their opponent, and an angering fight will give a {{Bad|-22}} opinion. Both opinions last for 20 days.&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
|-&lt;br /&gt;
! Had angering fight&lt;br /&gt;
| {{Bad|-22}}&lt;br /&gt;
| 20&lt;br /&gt;
| 5×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Had cathartic fight&lt;br /&gt;
| {{Good|+38}}&lt;br /&gt;
| 20&lt;br /&gt;
| 5×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
{{Stub|section=true|reason=1) See [[Children#Lesson taking]] and psychopath above. 2) See [[Baby#Social]] and [[Mental_break#Crying]]/[[Mental_break#Giggling]]}}&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&amp;lt;br/&amp;gt;(overall limit)&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Restrictions&lt;br /&gt;
|-&lt;br /&gt;
! Harmed me&lt;br /&gt;
| -15&lt;br /&gt;
| 10&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Botched my surgery&lt;br /&gt;
| -20&lt;br /&gt;
| 90&lt;br /&gt;
| 5× (300×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Regular rescue&amp;quot;&amp;gt;Rescued me&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 3× (300×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Rescued by stranger: I was rescued by someone! I almost thought I was done for back there. I'm so thankful.&amp;quot;&amp;gt;Rescued me&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| 25&lt;br /&gt;
| 30&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| –&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Recruited me&lt;br /&gt;
| 20&lt;br /&gt;
| 120&lt;br /&gt;
| 1× (1×)&lt;br /&gt;
| –&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Crashed together&lt;br /&gt;
| 25&lt;br /&gt;
| 20&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Someone I love was sold to a trader like a piece of meat!&amp;quot;&amp;gt;Sold my loved one&amp;lt;/abbr&amp;gt; &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot;&amp;gt;Also creates a thought that affects the mood.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -10&lt;br /&gt;
| 120&lt;br /&gt;
| 2× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;My special bonded animal was given away!&amp;quot;&amp;gt;Gave away my bonded animal&amp;lt;/abbr&amp;gt; &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -10&lt;br /&gt;
| 60&lt;br /&gt;
| 2× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Forced to take drugs &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -30&lt;br /&gt;
| 60&lt;br /&gt;
| 1× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| Only for [[teetotaler]]&lt;br /&gt;
|-&lt;br /&gt;
! Forced to take luciferium &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -30&lt;br /&gt;
| 120&lt;br /&gt;
| 1× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| Only for [[body purist]]&lt;br /&gt;
|-&lt;br /&gt;
! Killed a child {{BiotechIcon}}&lt;br /&gt;
| -20&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| 5× ({{Check Tag|?|unknown}}×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| Not [[psychopath]] or [[bloodlust]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references group=&amp;quot;b&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rituals ====&lt;br /&gt;
{{Main|Rituals}}&lt;br /&gt;
{{Stub|section=true|reason=See [[Rituals]]}}&lt;br /&gt;
&lt;br /&gt;
==== Precepts ====&lt;br /&gt;
{{Main|Precepts}}&lt;br /&gt;
{{Ideology|section=true}}&lt;br /&gt;
{{Stub|section=true|reason=See [[Precepts]]. When done move info about nudist, bloodlust and canibal out of section traits}}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
There are multiple different types of relations possible between pawns. While familial ties affect the opinion, non-intimate relations are only the result of opinions. Romances are both the result of and a source of opinion.&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;
* A '''rival'''  is every other pawn the pawn has an opinion of -100 to -20.&lt;br /&gt;
* An '''acquaintance''' is every other pawn the pawn has an opinion of -20 to 20.&lt;br /&gt;
* A '''friend''' is every other pawn the pawn has an opinion of 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;
{{Biotech|section=1}}&lt;br /&gt;
{{Rewrite|section=1|reason=&amp;lt;small&amp;gt;1) Tagged after the fact by not the original author - Are all mechanics below biotech or ONLY the force romance command and the factors apply to base romances? 2) Numbers for the factors listed 3) Relative age graphs/mechanics aren't adequately explained and need at the very least worked examples&amp;lt;/small&amp;gt;}}&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 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 list.&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;
| {{Graph:Chart&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;
| {{Graph:Chart&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;
! Spouse&lt;br /&gt;
| {{Good|+30}}&lt;br /&gt;
| {{Bad|-65}}&lt;br /&gt;
|-&lt;br /&gt;
! Fiancé&lt;br /&gt;
| {{Good|+30}}&lt;br /&gt;
| {{Bad|-65}}&lt;br /&gt;
|-&lt;br /&gt;
! Lover&lt;br /&gt;
| {{Good|+35}}&lt;br /&gt;
| {{Bad|-50}}&lt;br /&gt;
|-&lt;br /&gt;
! Stepparent&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Stepchild&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Parent-in-law&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Child-in-law&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Exspouse&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Exlover&lt;br /&gt;
| {{Bad|-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;
==== 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;
&lt;br /&gt;
Pawns that were not [[babies|born]]{{BiotechIcon}} in the colony can also have lovers spawn as NPCs.&lt;br /&gt;
&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''' 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''' 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 &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;
&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;
&lt;br /&gt;
==== Lovin' ====&lt;br /&gt;
{{Rewrite|section=1|reason=adding graphs for the complex options {{t|MTB}}, lovin with slaves and prisoners when in relationship}}&lt;br /&gt;
{{Stub|section=1|reason=Missing mood buff (+8), also note [[love enhancer]]. Use {{t|Thought}}. need stacking info}}&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, bleeding, or in labor, the pawns are in bed, et cetera). Each partner evaluates their mean-time-between separately, taking into account the following:&lt;br /&gt;
&amp;lt;!-- factors all visible in RimWorld.LovePartnerRelationUtility#GetLovinMtbHours--&amp;gt;&lt;br /&gt;
* [[Pain]]: {{MTB}} is multiplied by 100/(100-pain%).&lt;br /&gt;
* [[Consciousness]]: if below 50%, {{MTB}} is multiplied by 50/consciousness%.&lt;br /&gt;
* [[Low libido]]:{{BiotechIcon}} {{MTB}} ×2.&lt;br /&gt;
* [[High libido]]:{{BiotechIcon}} {{MTB}} ×0.5.&lt;br /&gt;
* Own age: MTB is divided by: age 16, 0, age 18 to 25, 1, age 80, 0.2, divisor is interpolated linearly.&lt;br /&gt;
* Partner's age: MTB is divided by: age 16, 0, age 18, 1, divisor is interpolated linearly.&lt;br /&gt;
* Age difference: a penalty is applied when the male pawn is more than 10 years older than the female pawn, or 3 years vice versa; the penalty accumulates quadratically until it reaches {{MTB}} ×25 at age differences equal +30 (older male)/+10 (older female).&lt;br /&gt;
* Own [[beauty]]: below 0, {{MTB}} ×2.3, exactly 0, no effect, above 0, {{MTB}} ×0.3; doesn't matter how far from 0, not nullified even if both pawns &amp;quot;never judge others based on appearance&amp;quot;.&lt;br /&gt;
* Partner's beauty: exactly the same as own beauty, the resulting MTB scalars both apply.&lt;br /&gt;
* Own opinion of the partner: -100, MTB×1.3, +100, MTB×0.7, linear interpolation.&lt;br /&gt;
* Partner's opinion of self: evaluated in the exact same way, the resulting MTB scalars both apply.&lt;br /&gt;
* Own brain affected by [[word of love]] [[psycast]]: {{MTB}} ×0.25.&lt;br /&gt;
* Affected by [[pleasure pulse]]: {{MTB}} ×0.5.&lt;br /&gt;
A session of lovin' will last for between 6 minutes and 1 hour 6 minutes game time (250 and 2750 ticks&amp;lt;ref&amp;gt;RimWorld.JobDriver_Lovin:MakeNewToils&amp;lt;/ref&amp;gt;) and can be interrupted prematurely, which will still give the mood buff for lovin'. This can be repeated to stack the mood buff.&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. In case of a mixed faith relationship, then the Ideology of the adulterer is what determines whether it counts as an affair.&lt;br /&gt;
&lt;br /&gt;
== Compatibility ==&lt;br /&gt;
How good pawns get along is largely determined by their compatibility. This value is hidden but can be seen by turning on [[development mode]] and hovering over the target pawn in the other pawn's social tab. It is calculated by adding a pseudo random number to a score based on the absolute relative biological age. The pseudo random number follows a normal distribution and has an average value of 0.3. It is different for every pair of pawns. The score for the absolute relative biological age can be calculated with the following formula:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Compatibility by absolute relative biological age&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
| width = 400&lt;br /&gt;
| height = 100&lt;br /&gt;
| type = line&lt;br /&gt;
| x = 0, 20, 25&lt;br /&gt;
| y = 0.45, -0.45, -0.45&lt;br /&gt;
| xAxisTitle = Absolute relative biological age&lt;br /&gt;
| yAxisTitle = Score&lt;br /&gt;
}}&lt;br /&gt;
| &amp;lt;pre&amp;gt;Score = 0.45 - (0.9 * absolute_relative_biological_age / 20)&lt;br /&gt;
with&lt;br /&gt;
-0.45 ≤ Score ≤ 0.45&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&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;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed [[genes]] contributing to romance chance still apply.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Lover relationships can generate for pawns who have spent their entire life in the colony.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pawn sibling relationships disappearing when parents are removed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Social&amp;diff=180532</id>
		<title>Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Social&amp;diff=180532"/>
		<updated>2026-05-18T13:02:06Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Compatibility */&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|Social (skill)}}&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 insulting them possible leading to bad mood and a social fight, which will do damage to both and can potentially lead to permanent injury. On the other hand, a colonist needs a minimum opinion of another colonist to pursue a romance with them.&lt;br /&gt;
&lt;br /&gt;
== Opinion ==&lt;br /&gt;
Opinions are affected by a pawns beauty, their traits, random social interaction and actions controllable by the player. The later are significantly expanded by [[rituals]] {{RoyaltyIcon}}/{{IdeologyIcon}} and [[precepts]].{{IdeologyIcon}} For the effects of relations on opinion, see that section below.&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&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;
[[Ascetic]], [[kind]], and [[Sight|blind]] pawns do not gain nor lose any opinion for any other pawn based on their beauty stat.&lt;br /&gt;
{{:Beauty (Pawn)}}&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
{{Main|Traits}}&lt;br /&gt;
There are a number of traits that directly and permanently change the opinion of others.&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}}&lt;br /&gt;
! Trait&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Opinion change&lt;br /&gt;
|-&lt;br /&gt;
! [[Annoying voice]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Bloodlust]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who [[organ harvesting|harvests an organ]],{{IdeologyIcon}} executes a [[prisoner]],{{IdeologyIcon}} or kills a [[child]].{{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Body modder]]&lt;br /&gt;
| data-sort-value=&amp;quot;8&amp;quot; | {{Good|+8}} opinion of other pawns per artificial body part they have, capped at {{Good|+40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
|-&lt;br /&gt;
! [[Body purist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-8&amp;quot; | {{Bad|−8}} opinion of other pawns per artificial body part they have, capped at {{Bad|−40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
|-&lt;br /&gt;
! [[Cannibal]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who eats meat ([[Ideoligion#Meat_eating|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical fascination]]&lt;br /&gt;
| data-sort-value=&amp;quot;-30&amp;quot; | {{Bad|-30}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical interest]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-20}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Creepy breathing]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Hard worker]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Industrious]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misandrist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of men.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misogynist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of women.&lt;br /&gt;
|-&lt;br /&gt;
! [[Nudist]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} : No {{Bad|−10}} opinion loss of someone who has any uncovered body parts.{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychopath]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who kills a child {{BiotechIcon}} or kills an innocent animal ([[Ideoligion#Killing_innocent_animals|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&amp;lt;br/&amp;gt;{{Bad|−}} ''':''' No opinion gain from teaching a [[child]], or taking a lesson (as a child).{{BiotechIcon}}&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Teetotaler]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-25}} opinion of any pawns with any [[addiction]].&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with [[chemical interest]].&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with [[chemical fascination]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Joyous]] {{AnomalyIcon}}&lt;br /&gt;
| data-sort-value=&amp;quot;20&amp;quot; | {{Good|+20}} opinion from other pawns.&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 occur between pawns when they are in each other's vicinity. Whether interactions are good or bad is random but influenced their &amp;quot;pawn compatibility&amp;quot;. This value is hidden but can be seen by turning on Development Mode and hovering over the target pawn in the other pawn's Social tab.&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Selection weight&lt;br /&gt;
! Restrictions&lt;br /&gt;
|- id=&amp;quot;Chitchat&amp;quot;&lt;br /&gt;
! Chitchat&lt;br /&gt;
| {{Good|+0.66}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| +10 opinion&lt;br /&gt;
| ×1&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot;&amp;gt;[[Psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns can actually be a part of a chitchat or deep talk, they just don't gain any opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Deep talk&amp;quot;&lt;br /&gt;
! Deep talk&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.075&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Modified by the relative compatibility of the pawns.{{Check Tag|Details needed|See InteractionWorker_DeepTalk.}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot; /&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Slighted&amp;quot;&lt;br /&gt;
! Slighted&lt;br /&gt;
| {{Bad|-5}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.02&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot;&amp;gt;Modified by the relative opinion and compatibility of the pawns.{{Check Tag|Details needed|See NegativeInteractionChanceFactor.}} Also {{Bad|x2.3}} for [[abrasive]] pawns.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Insulted&amp;quot;&lt;br /&gt;
! Insulted &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot;&amp;gt;Also creates a thought that affects the mood.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.007&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot; /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Kind words&amp;quot;&lt;br /&gt;
! Kind words &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.01&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' Only [[kind]]; not [[inhumanized]] {{AnomalyIcon}}'''&amp;lt;br/&amp;gt;Recipent:''' none&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Even [[psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns gain opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Strange talk&amp;quot;&lt;br /&gt;
! Strange talk {{AnomalyIcon}} &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Bad|-4}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| 1×&lt;br /&gt;
| ×{{Check Tag|?|unknown}}&lt;br /&gt;
| exclusively&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' only [[disturbing]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;[[Void touched]]{{Check Tag|?|unknown}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references group=&amp;quot;a&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Chitchat:''' The most common type of social interaction. This increases relation between the two pawns by {{Good|0.66}} opinion each, capping out at 10 opinion. It is nullified for psychopaths and inhumanized {{AnomalyIcon}} pawns.&lt;br /&gt;
* '''Deep talk:''' A type of social interaction that gives a large {{Good|+15}} opinion of each other. It caps out at 10 deep talks and is nullified for psychopaths and inhumanized {{AnomalyIcon}} pawns.&lt;br /&gt;
* '''Insulted:''' This social interaction provides a {{Bad|-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.{{Thought|desc=I've been directly insulted! What an awful person!|value=-5|label=Insulted|stack=10|duration=2}}. These can also be caused by [[insulting spree]] and [[Mental break#targeted insulting spree|targeted insulting spree]].&lt;br /&gt;
* '''Slighted:''' This social interaction is similar to being insulted, except only giving a {{Bad|-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;
* '''Kind words:''' This interaction can only be done by [[kind]] pawns that are not inhumanized.{{AnomalyIcon}} The opinion boost of {{Good|+15}} for 20 days can stack up to 10 times from the same kind pawn with 0.9x stacked effect multiplier. Note that psychopaths and inhumanized {{AnomalyIcon}} pawn ''are'' affected by kind words. The affected pawn also gains the {{Thought|desc=I've been bestowed with kind words! What a nice person!|value=5|label=Kind words|stack=10|duration=2|multi=0.9}}, as long as they are not inhumanized.{{AnomalyIcon}}&lt;br /&gt;
* '''Strange chat:''' {{AnomalyIcon}} This social interaction can occur when interacting with a [[Disturbing]] or [[Void touched]] pawn, and gives a -3 &amp;quot;Unsettling conversation&amp;quot; opinion against the strange chatter. The affected pawn also suffers {{Thought|desc=An unsettling conversation made me very creeped out. Nobody should think or speak of such things.|value=-4|label=Unsettling conversation|stack=10|duration=1}}. These debuffs do not affect [[Inhumanized]] colonists.&lt;br /&gt;
&lt;br /&gt;
==== Social fights ====&lt;br /&gt;
Every insult has a {{Bad|4 %}} chance of starting social fight, slights {{Bad|0.5 %}}. This chance is affected by the following factors:&lt;br /&gt;
* [[Malnutrition]]&lt;br /&gt;
** {{Bad|x1.5}} Trivial&lt;br /&gt;
** {{Bad|x2}} Minor&lt;br /&gt;
** {{Bad|x2.5}} Moderate&lt;br /&gt;
** {{Bad|x3}} Severe&lt;br /&gt;
* {{Bad|x4}} [[Bloodlust]]&lt;br /&gt;
* [[Beer#Alcohol high|Alcohol high]]&lt;br /&gt;
** {{Bad|x1.5}} Warm&lt;br /&gt;
** {{Bad|x2.5}} Tipsy&lt;br /&gt;
** {{Bad|x4}} Drunk&lt;br /&gt;
** {{Bad|x5}} Hammered&lt;br /&gt;
* {{Bad|x3}} [[Psychite tea#Withdrawal|Psychite withdrawal]]&lt;br /&gt;
* {{Bad|x2}} [[Wake-up#Withdrawal|Wake-up withdrawal]]&lt;br /&gt;
* [[Genes#Aggressive|Aggression genes]] {{BiotechIcon}}&lt;br /&gt;
** {{Good|x0}} Dead calm&lt;br /&gt;
** {{Bad|x2}} Aggressive&lt;br /&gt;
** {{Bad|x3}} Hyper-aggressive&lt;br /&gt;
&lt;br /&gt;
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 at least {{Ticks|420}} have passed, 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, including bionics. Pawns that are [[incapable]] of violence can still provoke social fights, but will not fight back during them. If either pawn lands a hit, the victim will gain the {{Bad|-15}} &amp;quot;harmed me&amp;quot; opinion of their attacker for 10 days (see table in section [[Social#Actions|actions]]).&lt;br /&gt;
&lt;br /&gt;
After the pawns calm down, they will decide if the fight was cathartic or angering. This decision is made randomly and is wholly independent of any other factors, with both options being equally likely. A cathartic fight will give a pawn a {{Good|+38}} opinion of their opponent, and an angering fight will give a {{Bad|-22}} opinion. Both opinions last for 20 days.&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
|-&lt;br /&gt;
! Had angering fight&lt;br /&gt;
| {{Bad|-22}}&lt;br /&gt;
| 20&lt;br /&gt;
| 5×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Had cathartic fight&lt;br /&gt;
| {{Good|+38}}&lt;br /&gt;
| 20&lt;br /&gt;
| 5×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
{{Stub|section=true|reason=1) See [[Children#Lesson taking]] and psychopath above. 2) See [[Baby#Social]] and [[Mental_break#Crying]]/[[Mental_break#Giggling]]}}&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&amp;lt;br/&amp;gt;(overall limit)&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Restrictions&lt;br /&gt;
|-&lt;br /&gt;
! Harmed me&lt;br /&gt;
| -15&lt;br /&gt;
| 10&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Botched my surgery&lt;br /&gt;
| -20&lt;br /&gt;
| 90&lt;br /&gt;
| 5× (300×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Regular rescue&amp;quot;&amp;gt;Rescued me&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 3× (300×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Rescued by stranger: I was rescued by someone! I almost thought I was done for back there. I'm so thankful.&amp;quot;&amp;gt;Rescued me&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| 25&lt;br /&gt;
| 30&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| –&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Recruited me&lt;br /&gt;
| 20&lt;br /&gt;
| 120&lt;br /&gt;
| 1× (1×)&lt;br /&gt;
| –&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Crashed together&lt;br /&gt;
| 25&lt;br /&gt;
| 20&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Someone I love was sold to a trader like a piece of meat!&amp;quot;&amp;gt;Sold my loved one&amp;lt;/abbr&amp;gt; &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot;&amp;gt;Also creates a thought that affects the mood.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -10&lt;br /&gt;
| 120&lt;br /&gt;
| 2× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;My special bonded animal was given away!&amp;quot;&amp;gt;Gave away my bonded animal&amp;lt;/abbr&amp;gt; &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -10&lt;br /&gt;
| 60&lt;br /&gt;
| 2× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Forced to take drugs &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -30&lt;br /&gt;
| 60&lt;br /&gt;
| 1× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| Only for [[teetotaler]]&lt;br /&gt;
|-&lt;br /&gt;
! Forced to take luciferium &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -30&lt;br /&gt;
| 120&lt;br /&gt;
| 1× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| Only for [[body purist]]&lt;br /&gt;
|-&lt;br /&gt;
! Killed a child {{BiotechIcon}}&lt;br /&gt;
| -20&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| 5× ({{Check Tag|?|unknown}}×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| Not [[psychopath]] or [[bloodlust]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references group=&amp;quot;b&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rituals ====&lt;br /&gt;
{{Main|Rituals}}&lt;br /&gt;
{{Stub|section=true|reason=See [[Rituals]]}}&lt;br /&gt;
&lt;br /&gt;
==== Precepts ====&lt;br /&gt;
{{Main|Precepts}}&lt;br /&gt;
{{Ideology|section=true}}&lt;br /&gt;
{{Stub|section=true|reason=See [[Precepts]]. When done move info about nudist, bloodlust and canibal out of section traits}}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
There are multiple different types of relations possible between pawns. While familial ties affect the opinion, non-intimate relations are only the result of opinions. Romances are both the result of and a source of opinion.&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;
* A '''rival'''  is every other pawn the pawn has an opinion of -100 to -20.&lt;br /&gt;
* An '''acquaintance''' is every other pawn the pawn has an opinion of -20 to 20.&lt;br /&gt;
* A '''friend''' is every other pawn the pawn has an opinion of 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;
{{Biotech|section=1}}&lt;br /&gt;
{{Rewrite|section=1|reason=&amp;lt;small&amp;gt;1) Tagged after the fact by not the original author - Are all mechanics below biotech or ONLY the force romance command and the factors apply to base romances? 2) Numbers for the factors listed 3) Relative age graphs/mechanics aren't adequately explained and need at the very least worked examples&amp;lt;/small&amp;gt;}}&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 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 list.&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;
| {{Graph:Chart&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;
| {{Graph:Chart&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;
! Spouse&lt;br /&gt;
| {{Good|+30}}&lt;br /&gt;
| {{Bad|-65}}&lt;br /&gt;
|-&lt;br /&gt;
! Fiancé&lt;br /&gt;
| {{Good|+30}}&lt;br /&gt;
| {{Bad|-65}}&lt;br /&gt;
|-&lt;br /&gt;
! Lover&lt;br /&gt;
| {{Good|+35}}&lt;br /&gt;
| {{Bad|-50}}&lt;br /&gt;
|-&lt;br /&gt;
! Stepparent&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Stepchild&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Parent-in-law&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Child-in-law&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Exspouse&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Exlover&lt;br /&gt;
| {{Bad|-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;
==== 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;
&lt;br /&gt;
Pawns that were not [[babies|born]]{{BiotechIcon}} in the colony can also have lovers spawn as NPCs.&lt;br /&gt;
&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''' 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''' 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 &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;
&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;
&lt;br /&gt;
==== Lovin' ====&lt;br /&gt;
{{Rewrite|section=1|reason=adding graphs for the complex options {{t|MTB}}, lovin with slaves and prisoners when in relationship}}&lt;br /&gt;
{{Stub|section=1|reason=Missing mood buff (+8), also note [[love enhancer]]. Use {{t|Thought}}. need stacking info}}&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, bleeding, or in labor, the pawns are in bed, et cetera). Each partner evaluates their mean-time-between separately, taking into account the following:&lt;br /&gt;
&amp;lt;!-- factors all visible in RimWorld.LovePartnerRelationUtility#GetLovinMtbHours--&amp;gt;&lt;br /&gt;
* [[Pain]]: {{MTB}} is multiplied by 100/(100-pain%).&lt;br /&gt;
* [[Consciousness]]: if below 50%, {{MTB}} is multiplied by 50/consciousness%.&lt;br /&gt;
* [[Low libido]]:{{BiotechIcon}} {{MTB}} ×2.&lt;br /&gt;
* [[High libido]]:{{BiotechIcon}} {{MTB}} ×0.5.&lt;br /&gt;
* Own age: MTB is divided by: age 16, 0, age 18 to 25, 1, age 80, 0.2, divisor is interpolated linearly.&lt;br /&gt;
* Partner's age: MTB is divided by: age 16, 0, age 18, 1, divisor is interpolated linearly.&lt;br /&gt;
* Age difference: a penalty is applied when the male pawn is more than 10 years older than the female pawn, or 3 years vice versa; the penalty accumulates quadratically until it reaches {{MTB}} ×25 at age differences equal +30 (older male)/+10 (older female).&lt;br /&gt;
* Own [[beauty]]: below 0, {{MTB}} ×2.3, exactly 0, no effect, above 0, {{MTB}} ×0.3; doesn't matter how far from 0, not nullified even if both pawns &amp;quot;never judge others based on appearance&amp;quot;.&lt;br /&gt;
* Partner's beauty: exactly the same as own beauty, the resulting MTB scalars both apply.&lt;br /&gt;
* Own opinion of the partner: -100, MTB×1.3, +100, MTB×0.7, linear interpolation.&lt;br /&gt;
* Partner's opinion of self: evaluated in the exact same way, the resulting MTB scalars both apply.&lt;br /&gt;
* Own brain affected by [[word of love]] [[psycast]]: {{MTB}} ×0.25.&lt;br /&gt;
* Affected by [[pleasure pulse]]: {{MTB}} ×0.5.&lt;br /&gt;
A session of lovin' will last for between 6 minutes and 1 hour 6 minutes game time (250 and 2750 ticks&amp;lt;ref&amp;gt;RimWorld.JobDriver_Lovin:MakeNewToils&amp;lt;/ref&amp;gt;) and can be interrupted prematurely, which will still give the mood buff for lovin'. This can be repeated to stack the mood buff.&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. In case of a mixed faith relationship, then the Ideology of the adulterer is what determines whether it counts as an affair.&lt;br /&gt;
&lt;br /&gt;
== Compatibility ==&lt;br /&gt;
How good pawns get along is largely determined by their compatibility. It is calculated by adding a pseudo random number to a score based on the absolute relative biological age. The pseudo random number follows a normal distribution and has an average value of 0.3. It is different for every pair of pawns. The score for the absolute relative biological age can be calculated with the following formula:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Compatibility by absolute relative biological age&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
| width = 400&lt;br /&gt;
| height = 100&lt;br /&gt;
| type = line&lt;br /&gt;
| x = 0, 20, 25&lt;br /&gt;
| y = 0.45, -0.45, -0.45&lt;br /&gt;
| xAxisTitle = Absolute relative biological age&lt;br /&gt;
| yAxisTitle = Score&lt;br /&gt;
}}&lt;br /&gt;
| &amp;lt;pre&amp;gt;Score = 0.45 - (0.9 * absolute_relative_biological_age / 20)&lt;br /&gt;
with&lt;br /&gt;
-0.45 ≤ Score ≤ 0.45&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&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;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed [[genes]] contributing to romance chance still apply.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Lover relationships can generate for pawns who have spent their entire life in the colony.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pawn sibling relationships disappearing when parents are removed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Social&amp;diff=180531</id>
		<title>Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Social&amp;diff=180531"/>
		<updated>2026-05-18T12:57:59Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Compatibility */&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|Social (skill)}}&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 insulting them possible leading to bad mood and a social fight, which will do damage to both and can potentially lead to permanent injury. On the other hand, a colonist needs a minimum opinion of another colonist to pursue a romance with them.&lt;br /&gt;
&lt;br /&gt;
== Opinion ==&lt;br /&gt;
Opinions are affected by a pawns beauty, their traits, random social interaction and actions controllable by the player. The later are significantly expanded by [[rituals]] {{RoyaltyIcon}}/{{IdeologyIcon}} and [[precepts]].{{IdeologyIcon}} For the effects of relations on opinion, see that section below.&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&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;
[[Ascetic]], [[kind]], and [[Sight|blind]] pawns do not gain nor lose any opinion for any other pawn based on their beauty stat.&lt;br /&gt;
{{:Beauty (Pawn)}}&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
{{Main|Traits}}&lt;br /&gt;
There are a number of traits that directly and permanently change the opinion of others.&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}}&lt;br /&gt;
! Trait&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Opinion change&lt;br /&gt;
|-&lt;br /&gt;
! [[Annoying voice]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Bloodlust]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who [[organ harvesting|harvests an organ]],{{IdeologyIcon}} executes a [[prisoner]],{{IdeologyIcon}} or kills a [[child]].{{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Body modder]]&lt;br /&gt;
| data-sort-value=&amp;quot;8&amp;quot; | {{Good|+8}} opinion of other pawns per artificial body part they have, capped at {{Good|+40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
|-&lt;br /&gt;
! [[Body purist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-8&amp;quot; | {{Bad|−8}} opinion of other pawns per artificial body part they have, capped at {{Bad|−40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
|-&lt;br /&gt;
! [[Cannibal]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who eats meat ([[Ideoligion#Meat_eating|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical fascination]]&lt;br /&gt;
| data-sort-value=&amp;quot;-30&amp;quot; | {{Bad|-30}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical interest]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-20}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Creepy breathing]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Hard worker]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Industrious]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misandrist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of men.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misogynist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of women.&lt;br /&gt;
|-&lt;br /&gt;
! [[Nudist]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} : No {{Bad|−10}} opinion loss of someone who has any uncovered body parts.{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychopath]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who kills a child {{BiotechIcon}} or kills an innocent animal ([[Ideoligion#Killing_innocent_animals|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&amp;lt;br/&amp;gt;{{Bad|−}} ''':''' No opinion gain from teaching a [[child]], or taking a lesson (as a child).{{BiotechIcon}}&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Teetotaler]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-25}} opinion of any pawns with any [[addiction]].&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with [[chemical interest]].&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with [[chemical fascination]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Joyous]] {{AnomalyIcon}}&lt;br /&gt;
| data-sort-value=&amp;quot;20&amp;quot; | {{Good|+20}} opinion from other pawns.&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 occur between pawns when they are in each other's vicinity. Whether interactions are good or bad is random but influenced their &amp;quot;pawn compatibility&amp;quot;. This value is hidden but can be seen by turning on Development Mode and hovering over the target pawn in the other pawn's Social tab.&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Selection weight&lt;br /&gt;
! Restrictions&lt;br /&gt;
|- id=&amp;quot;Chitchat&amp;quot;&lt;br /&gt;
! Chitchat&lt;br /&gt;
| {{Good|+0.66}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| +10 opinion&lt;br /&gt;
| ×1&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot;&amp;gt;[[Psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns can actually be a part of a chitchat or deep talk, they just don't gain any opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Deep talk&amp;quot;&lt;br /&gt;
! Deep talk&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.075&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Modified by the relative compatibility of the pawns.{{Check Tag|Details needed|See InteractionWorker_DeepTalk.}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot; /&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Slighted&amp;quot;&lt;br /&gt;
! Slighted&lt;br /&gt;
| {{Bad|-5}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.02&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot;&amp;gt;Modified by the relative opinion and compatibility of the pawns.{{Check Tag|Details needed|See NegativeInteractionChanceFactor.}} Also {{Bad|x2.3}} for [[abrasive]] pawns.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Insulted&amp;quot;&lt;br /&gt;
! Insulted &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot;&amp;gt;Also creates a thought that affects the mood.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.007&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot; /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Kind words&amp;quot;&lt;br /&gt;
! Kind words &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.01&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' Only [[kind]]; not [[inhumanized]] {{AnomalyIcon}}'''&amp;lt;br/&amp;gt;Recipent:''' none&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Even [[psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns gain opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Strange talk&amp;quot;&lt;br /&gt;
! Strange talk {{AnomalyIcon}} &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Bad|-4}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| 1×&lt;br /&gt;
| ×{{Check Tag|?|unknown}}&lt;br /&gt;
| exclusively&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' only [[disturbing]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;[[Void touched]]{{Check Tag|?|unknown}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references group=&amp;quot;a&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Chitchat:''' The most common type of social interaction. This increases relation between the two pawns by {{Good|0.66}} opinion each, capping out at 10 opinion. It is nullified for psychopaths and inhumanized {{AnomalyIcon}} pawns.&lt;br /&gt;
* '''Deep talk:''' A type of social interaction that gives a large {{Good|+15}} opinion of each other. It caps out at 10 deep talks and is nullified for psychopaths and inhumanized {{AnomalyIcon}} pawns.&lt;br /&gt;
* '''Insulted:''' This social interaction provides a {{Bad|-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.{{Thought|desc=I've been directly insulted! What an awful person!|value=-5|label=Insulted|stack=10|duration=2}}. These can also be caused by [[insulting spree]] and [[Mental break#targeted insulting spree|targeted insulting spree]].&lt;br /&gt;
* '''Slighted:''' This social interaction is similar to being insulted, except only giving a {{Bad|-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;
* '''Kind words:''' This interaction can only be done by [[kind]] pawns that are not inhumanized.{{AnomalyIcon}} The opinion boost of {{Good|+15}} for 20 days can stack up to 10 times from the same kind pawn with 0.9x stacked effect multiplier. Note that psychopaths and inhumanized {{AnomalyIcon}} pawn ''are'' affected by kind words. The affected pawn also gains the {{Thought|desc=I've been bestowed with kind words! What a nice person!|value=5|label=Kind words|stack=10|duration=2|multi=0.9}}, as long as they are not inhumanized.{{AnomalyIcon}}&lt;br /&gt;
* '''Strange chat:''' {{AnomalyIcon}} This social interaction can occur when interacting with a [[Disturbing]] or [[Void touched]] pawn, and gives a -3 &amp;quot;Unsettling conversation&amp;quot; opinion against the strange chatter. The affected pawn also suffers {{Thought|desc=An unsettling conversation made me very creeped out. Nobody should think or speak of such things.|value=-4|label=Unsettling conversation|stack=10|duration=1}}. These debuffs do not affect [[Inhumanized]] colonists.&lt;br /&gt;
&lt;br /&gt;
==== Social fights ====&lt;br /&gt;
Every insult has a {{Bad|4 %}} chance of starting social fight, slights {{Bad|0.5 %}}. This chance is affected by the following factors:&lt;br /&gt;
* [[Malnutrition]]&lt;br /&gt;
** {{Bad|x1.5}} Trivial&lt;br /&gt;
** {{Bad|x2}} Minor&lt;br /&gt;
** {{Bad|x2.5}} Moderate&lt;br /&gt;
** {{Bad|x3}} Severe&lt;br /&gt;
* {{Bad|x4}} [[Bloodlust]]&lt;br /&gt;
* [[Beer#Alcohol high|Alcohol high]]&lt;br /&gt;
** {{Bad|x1.5}} Warm&lt;br /&gt;
** {{Bad|x2.5}} Tipsy&lt;br /&gt;
** {{Bad|x4}} Drunk&lt;br /&gt;
** {{Bad|x5}} Hammered&lt;br /&gt;
* {{Bad|x3}} [[Psychite tea#Withdrawal|Psychite withdrawal]]&lt;br /&gt;
* {{Bad|x2}} [[Wake-up#Withdrawal|Wake-up withdrawal]]&lt;br /&gt;
* [[Genes#Aggressive|Aggression genes]] {{BiotechIcon}}&lt;br /&gt;
** {{Good|x0}} Dead calm&lt;br /&gt;
** {{Bad|x2}} Aggressive&lt;br /&gt;
** {{Bad|x3}} Hyper-aggressive&lt;br /&gt;
&lt;br /&gt;
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 at least {{Ticks|420}} have passed, 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, including bionics. Pawns that are [[incapable]] of violence can still provoke social fights, but will not fight back during them. If either pawn lands a hit, the victim will gain the {{Bad|-15}} &amp;quot;harmed me&amp;quot; opinion of their attacker for 10 days (see table in section [[Social#Actions|actions]]).&lt;br /&gt;
&lt;br /&gt;
After the pawns calm down, they will decide if the fight was cathartic or angering. This decision is made randomly and is wholly independent of any other factors, with both options being equally likely. A cathartic fight will give a pawn a {{Good|+38}} opinion of their opponent, and an angering fight will give a {{Bad|-22}} opinion. Both opinions last for 20 days.&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
|-&lt;br /&gt;
! Had angering fight&lt;br /&gt;
| {{Bad|-22}}&lt;br /&gt;
| 20&lt;br /&gt;
| 5×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Had cathartic fight&lt;br /&gt;
| {{Good|+38}}&lt;br /&gt;
| 20&lt;br /&gt;
| 5×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
{{Stub|section=true|reason=1) See [[Children#Lesson taking]] and psychopath above. 2) See [[Baby#Social]] and [[Mental_break#Crying]]/[[Mental_break#Giggling]]}}&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&amp;lt;br/&amp;gt;(overall limit)&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Restrictions&lt;br /&gt;
|-&lt;br /&gt;
! Harmed me&lt;br /&gt;
| -15&lt;br /&gt;
| 10&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Botched my surgery&lt;br /&gt;
| -20&lt;br /&gt;
| 90&lt;br /&gt;
| 5× (300×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Regular rescue&amp;quot;&amp;gt;Rescued me&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 3× (300×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Rescued by stranger: I was rescued by someone! I almost thought I was done for back there. I'm so thankful.&amp;quot;&amp;gt;Rescued me&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| 25&lt;br /&gt;
| 30&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| –&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Recruited me&lt;br /&gt;
| 20&lt;br /&gt;
| 120&lt;br /&gt;
| 1× (1×)&lt;br /&gt;
| –&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Crashed together&lt;br /&gt;
| 25&lt;br /&gt;
| 20&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Someone I love was sold to a trader like a piece of meat!&amp;quot;&amp;gt;Sold my loved one&amp;lt;/abbr&amp;gt; &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot;&amp;gt;Also creates a thought that affects the mood.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -10&lt;br /&gt;
| 120&lt;br /&gt;
| 2× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;My special bonded animal was given away!&amp;quot;&amp;gt;Gave away my bonded animal&amp;lt;/abbr&amp;gt; &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -10&lt;br /&gt;
| 60&lt;br /&gt;
| 2× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Forced to take drugs &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -30&lt;br /&gt;
| 60&lt;br /&gt;
| 1× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| Only for [[teetotaler]]&lt;br /&gt;
|-&lt;br /&gt;
! Forced to take luciferium &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -30&lt;br /&gt;
| 120&lt;br /&gt;
| 1× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| Only for [[body purist]]&lt;br /&gt;
|-&lt;br /&gt;
! Killed a child {{BiotechIcon}}&lt;br /&gt;
| -20&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| 5× ({{Check Tag|?|unknown}}×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| Not [[psychopath]] or [[bloodlust]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references group=&amp;quot;b&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rituals ====&lt;br /&gt;
{{Main|Rituals}}&lt;br /&gt;
{{Stub|section=true|reason=See [[Rituals]]}}&lt;br /&gt;
&lt;br /&gt;
==== Precepts ====&lt;br /&gt;
{{Main|Precepts}}&lt;br /&gt;
{{Ideology|section=true}}&lt;br /&gt;
{{Stub|section=true|reason=See [[Precepts]]. When done move info about nudist, bloodlust and canibal out of section traits}}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
There are multiple different types of relations possible between pawns. While familial ties affect the opinion, non-intimate relations are only the result of opinions. Romances are both the result of and a source of opinion.&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;
* A '''rival'''  is every other pawn the pawn has an opinion of -100 to -20.&lt;br /&gt;
* An '''acquaintance''' is every other pawn the pawn has an opinion of -20 to 20.&lt;br /&gt;
* A '''friend''' is every other pawn the pawn has an opinion of 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;
{{Biotech|section=1}}&lt;br /&gt;
{{Rewrite|section=1|reason=&amp;lt;small&amp;gt;1) Tagged after the fact by not the original author - Are all mechanics below biotech or ONLY the force romance command and the factors apply to base romances? 2) Numbers for the factors listed 3) Relative age graphs/mechanics aren't adequately explained and need at the very least worked examples&amp;lt;/small&amp;gt;}}&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 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 list.&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;
| {{Graph:Chart&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;
| {{Graph:Chart&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;
! Spouse&lt;br /&gt;
| {{Good|+30}}&lt;br /&gt;
| {{Bad|-65}}&lt;br /&gt;
|-&lt;br /&gt;
! Fiancé&lt;br /&gt;
| {{Good|+30}}&lt;br /&gt;
| {{Bad|-65}}&lt;br /&gt;
|-&lt;br /&gt;
! Lover&lt;br /&gt;
| {{Good|+35}}&lt;br /&gt;
| {{Bad|-50}}&lt;br /&gt;
|-&lt;br /&gt;
! Stepparent&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Stepchild&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Parent-in-law&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Child-in-law&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Exspouse&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Exlover&lt;br /&gt;
| {{Bad|-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;
==== 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;
&lt;br /&gt;
Pawns that were not [[babies|born]]{{BiotechIcon}} in the colony can also have lovers spawn as NPCs.&lt;br /&gt;
&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''' 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''' 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 &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;
&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;
&lt;br /&gt;
==== Lovin' ====&lt;br /&gt;
{{Rewrite|section=1|reason=adding graphs for the complex options {{t|MTB}}, lovin with slaves and prisoners when in relationship}}&lt;br /&gt;
{{Stub|section=1|reason=Missing mood buff (+8), also note [[love enhancer]]. Use {{t|Thought}}. need stacking info}}&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, bleeding, or in labor, the pawns are in bed, et cetera). Each partner evaluates their mean-time-between separately, taking into account the following:&lt;br /&gt;
&amp;lt;!-- factors all visible in RimWorld.LovePartnerRelationUtility#GetLovinMtbHours--&amp;gt;&lt;br /&gt;
* [[Pain]]: {{MTB}} is multiplied by 100/(100-pain%).&lt;br /&gt;
* [[Consciousness]]: if below 50%, {{MTB}} is multiplied by 50/consciousness%.&lt;br /&gt;
* [[Low libido]]:{{BiotechIcon}} {{MTB}} ×2.&lt;br /&gt;
* [[High libido]]:{{BiotechIcon}} {{MTB}} ×0.5.&lt;br /&gt;
* Own age: MTB is divided by: age 16, 0, age 18 to 25, 1, age 80, 0.2, divisor is interpolated linearly.&lt;br /&gt;
* Partner's age: MTB is divided by: age 16, 0, age 18, 1, divisor is interpolated linearly.&lt;br /&gt;
* Age difference: a penalty is applied when the male pawn is more than 10 years older than the female pawn, or 3 years vice versa; the penalty accumulates quadratically until it reaches {{MTB}} ×25 at age differences equal +30 (older male)/+10 (older female).&lt;br /&gt;
* Own [[beauty]]: below 0, {{MTB}} ×2.3, exactly 0, no effect, above 0, {{MTB}} ×0.3; doesn't matter how far from 0, not nullified even if both pawns &amp;quot;never judge others based on appearance&amp;quot;.&lt;br /&gt;
* Partner's beauty: exactly the same as own beauty, the resulting MTB scalars both apply.&lt;br /&gt;
* Own opinion of the partner: -100, MTB×1.3, +100, MTB×0.7, linear interpolation.&lt;br /&gt;
* Partner's opinion of self: evaluated in the exact same way, the resulting MTB scalars both apply.&lt;br /&gt;
* Own brain affected by [[word of love]] [[psycast]]: {{MTB}} ×0.25.&lt;br /&gt;
* Affected by [[pleasure pulse]]: {{MTB}} ×0.5.&lt;br /&gt;
A session of lovin' will last for between 6 minutes and 1 hour 6 minutes game time (250 and 2750 ticks&amp;lt;ref&amp;gt;RimWorld.JobDriver_Lovin:MakeNewToils&amp;lt;/ref&amp;gt;) and can be interrupted prematurely, which will still give the mood buff for lovin'. This can be repeated to stack the mood buff.&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. In case of a mixed faith relationship, then the Ideology of the adulterer is what determines whether it counts as an affair.&lt;br /&gt;
&lt;br /&gt;
== Compatibility ==&lt;br /&gt;
How good pawns get along is largely determined by their compatibility. It is calculated by adding a pseudo random number to a score based on the absolute relative biological age. The pseudo random number follows a normal distribution and has an average value of 0.3. It is different for every pair of pawns. The score for the absolute relative biological age can be calculated with the following formula:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Compatibility by absolute relative biological age&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
| x = 0, 20, 25&lt;br /&gt;
| y = 0.45, -0.45, -0.45&lt;br /&gt;
| xAxisTitle = Absolute relative biological age&lt;br /&gt;
| yAxisTitle = Score&lt;br /&gt;
}}&lt;br /&gt;
| &amp;lt;pre&amp;gt;Score = 0.45 - (0.9 * absolute_relative_biological_age / 20)&lt;br /&gt;
with&lt;br /&gt;
-0.45 ≤ Score ≤ 0.45&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&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;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed [[genes]] contributing to romance chance still apply.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Lover relationships can generate for pawns who have spent their entire life in the colony.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pawn sibling relationships disappearing when parents are removed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Social&amp;diff=180530</id>
		<title>Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Social&amp;diff=180530"/>
		<updated>2026-05-18T12:51:41Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Compatibility */ New section for compatibility&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|Social (skill)}}&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 insulting them possible leading to bad mood and a social fight, which will do damage to both and can potentially lead to permanent injury. On the other hand, a colonist needs a minimum opinion of another colonist to pursue a romance with them.&lt;br /&gt;
&lt;br /&gt;
== Opinion ==&lt;br /&gt;
Opinions are affected by a pawns beauty, their traits, random social interaction and actions controllable by the player. The later are significantly expanded by [[rituals]] {{RoyaltyIcon}}/{{IdeologyIcon}} and [[precepts]].{{IdeologyIcon}} For the effects of relations on opinion, see that section below.&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&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;
[[Ascetic]], [[kind]], and [[Sight|blind]] pawns do not gain nor lose any opinion for any other pawn based on their beauty stat.&lt;br /&gt;
{{:Beauty (Pawn)}}&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
{{Main|Traits}}&lt;br /&gt;
There are a number of traits that directly and permanently change the opinion of others.&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}}&lt;br /&gt;
! Trait&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Opinion change&lt;br /&gt;
|-&lt;br /&gt;
! [[Annoying voice]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Bloodlust]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who [[organ harvesting|harvests an organ]],{{IdeologyIcon}} executes a [[prisoner]],{{IdeologyIcon}} or kills a [[child]].{{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Body modder]]&lt;br /&gt;
| data-sort-value=&amp;quot;8&amp;quot; | {{Good|+8}} opinion of other pawns per artificial body part they have, capped at {{Good|+40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
|-&lt;br /&gt;
! [[Body purist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-8&amp;quot; | {{Bad|−8}} opinion of other pawns per artificial body part they have, capped at {{Bad|−40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
|-&lt;br /&gt;
! [[Cannibal]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who eats meat ([[Ideoligion#Meat_eating|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical fascination]]&lt;br /&gt;
| data-sort-value=&amp;quot;-30&amp;quot; | {{Bad|-30}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical interest]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-20}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Creepy breathing]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Hard worker]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Industrious]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misandrist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of men.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misogynist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of women.&lt;br /&gt;
|-&lt;br /&gt;
! [[Nudist]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} : No {{Bad|−10}} opinion loss of someone who has any uncovered body parts.{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychopath]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who kills a child {{BiotechIcon}} or kills an innocent animal ([[Ideoligion#Killing_innocent_animals|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&amp;lt;br/&amp;gt;{{Bad|−}} ''':''' No opinion gain from teaching a [[child]], or taking a lesson (as a child).{{BiotechIcon}}&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Teetotaler]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-25}} opinion of any pawns with any [[addiction]].&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with [[chemical interest]].&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with [[chemical fascination]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Joyous]] {{AnomalyIcon}}&lt;br /&gt;
| data-sort-value=&amp;quot;20&amp;quot; | {{Good|+20}} opinion from other pawns.&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 occur between pawns when they are in each other's vicinity. Whether interactions are good or bad is random but influenced their &amp;quot;pawn compatibility&amp;quot;. This value is hidden but can be seen by turning on Development Mode and hovering over the target pawn in the other pawn's Social tab.&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Selection weight&lt;br /&gt;
! Restrictions&lt;br /&gt;
|- id=&amp;quot;Chitchat&amp;quot;&lt;br /&gt;
! Chitchat&lt;br /&gt;
| {{Good|+0.66}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| +10 opinion&lt;br /&gt;
| ×1&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot;&amp;gt;[[Psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns can actually be a part of a chitchat or deep talk, they just don't gain any opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Deep talk&amp;quot;&lt;br /&gt;
! Deep talk&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.075&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Modified by the relative compatibility of the pawns.{{Check Tag|Details needed|See InteractionWorker_DeepTalk.}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot; /&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Slighted&amp;quot;&lt;br /&gt;
! Slighted&lt;br /&gt;
| {{Bad|-5}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.02&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot;&amp;gt;Modified by the relative opinion and compatibility of the pawns.{{Check Tag|Details needed|See NegativeInteractionChanceFactor.}} Also {{Bad|x2.3}} for [[abrasive]] pawns.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Insulted&amp;quot;&lt;br /&gt;
! Insulted &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot;&amp;gt;Also creates a thought that affects the mood.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.007&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot; /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Kind words&amp;quot;&lt;br /&gt;
! Kind words &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.01&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' Only [[kind]]; not [[inhumanized]] {{AnomalyIcon}}'''&amp;lt;br/&amp;gt;Recipent:''' none&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Even [[psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns gain opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Strange talk&amp;quot;&lt;br /&gt;
! Strange talk {{AnomalyIcon}} &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Bad|-4}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| 1×&lt;br /&gt;
| ×{{Check Tag|?|unknown}}&lt;br /&gt;
| exclusively&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' only [[disturbing]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;[[Void touched]]{{Check Tag|?|unknown}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references group=&amp;quot;a&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Chitchat:''' The most common type of social interaction. This increases relation between the two pawns by {{Good|0.66}} opinion each, capping out at 10 opinion. It is nullified for psychopaths and inhumanized {{AnomalyIcon}} pawns.&lt;br /&gt;
* '''Deep talk:''' A type of social interaction that gives a large {{Good|+15}} opinion of each other. It caps out at 10 deep talks and is nullified for psychopaths and inhumanized {{AnomalyIcon}} pawns.&lt;br /&gt;
* '''Insulted:''' This social interaction provides a {{Bad|-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.{{Thought|desc=I've been directly insulted! What an awful person!|value=-5|label=Insulted|stack=10|duration=2}}. These can also be caused by [[insulting spree]] and [[Mental break#targeted insulting spree|targeted insulting spree]].&lt;br /&gt;
* '''Slighted:''' This social interaction is similar to being insulted, except only giving a {{Bad|-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;
* '''Kind words:''' This interaction can only be done by [[kind]] pawns that are not inhumanized.{{AnomalyIcon}} The opinion boost of {{Good|+15}} for 20 days can stack up to 10 times from the same kind pawn with 0.9x stacked effect multiplier. Note that psychopaths and inhumanized {{AnomalyIcon}} pawn ''are'' affected by kind words. The affected pawn also gains the {{Thought|desc=I've been bestowed with kind words! What a nice person!|value=5|label=Kind words|stack=10|duration=2|multi=0.9}}, as long as they are not inhumanized.{{AnomalyIcon}}&lt;br /&gt;
* '''Strange chat:''' {{AnomalyIcon}} This social interaction can occur when interacting with a [[Disturbing]] or [[Void touched]] pawn, and gives a -3 &amp;quot;Unsettling conversation&amp;quot; opinion against the strange chatter. The affected pawn also suffers {{Thought|desc=An unsettling conversation made me very creeped out. Nobody should think or speak of such things.|value=-4|label=Unsettling conversation|stack=10|duration=1}}. These debuffs do not affect [[Inhumanized]] colonists.&lt;br /&gt;
&lt;br /&gt;
==== Social fights ====&lt;br /&gt;
Every insult has a {{Bad|4 %}} chance of starting social fight, slights {{Bad|0.5 %}}. This chance is affected by the following factors:&lt;br /&gt;
* [[Malnutrition]]&lt;br /&gt;
** {{Bad|x1.5}} Trivial&lt;br /&gt;
** {{Bad|x2}} Minor&lt;br /&gt;
** {{Bad|x2.5}} Moderate&lt;br /&gt;
** {{Bad|x3}} Severe&lt;br /&gt;
* {{Bad|x4}} [[Bloodlust]]&lt;br /&gt;
* [[Beer#Alcohol high|Alcohol high]]&lt;br /&gt;
** {{Bad|x1.5}} Warm&lt;br /&gt;
** {{Bad|x2.5}} Tipsy&lt;br /&gt;
** {{Bad|x4}} Drunk&lt;br /&gt;
** {{Bad|x5}} Hammered&lt;br /&gt;
* {{Bad|x3}} [[Psychite tea#Withdrawal|Psychite withdrawal]]&lt;br /&gt;
* {{Bad|x2}} [[Wake-up#Withdrawal|Wake-up withdrawal]]&lt;br /&gt;
* [[Genes#Aggressive|Aggression genes]] {{BiotechIcon}}&lt;br /&gt;
** {{Good|x0}} Dead calm&lt;br /&gt;
** {{Bad|x2}} Aggressive&lt;br /&gt;
** {{Bad|x3}} Hyper-aggressive&lt;br /&gt;
&lt;br /&gt;
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 at least {{Ticks|420}} have passed, 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, including bionics. Pawns that are [[incapable]] of violence can still provoke social fights, but will not fight back during them. If either pawn lands a hit, the victim will gain the {{Bad|-15}} &amp;quot;harmed me&amp;quot; opinion of their attacker for 10 days (see table in section [[Social#Actions|actions]]).&lt;br /&gt;
&lt;br /&gt;
After the pawns calm down, they will decide if the fight was cathartic or angering. This decision is made randomly and is wholly independent of any other factors, with both options being equally likely. A cathartic fight will give a pawn a {{Good|+38}} opinion of their opponent, and an angering fight will give a {{Bad|-22}} opinion. Both opinions last for 20 days.&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
|-&lt;br /&gt;
! Had angering fight&lt;br /&gt;
| {{Bad|-22}}&lt;br /&gt;
| 20&lt;br /&gt;
| 5×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Had cathartic fight&lt;br /&gt;
| {{Good|+38}}&lt;br /&gt;
| 20&lt;br /&gt;
| 5×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
{{Stub|section=true|reason=1) See [[Children#Lesson taking]] and psychopath above. 2) See [[Baby#Social]] and [[Mental_break#Crying]]/[[Mental_break#Giggling]]}}&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&amp;lt;br/&amp;gt;(overall limit)&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Restrictions&lt;br /&gt;
|-&lt;br /&gt;
! Harmed me&lt;br /&gt;
| -15&lt;br /&gt;
| 10&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Botched my surgery&lt;br /&gt;
| -20&lt;br /&gt;
| 90&lt;br /&gt;
| 5× (300×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Regular rescue&amp;quot;&amp;gt;Rescued me&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 3× (300×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Rescued by stranger: I was rescued by someone! I almost thought I was done for back there. I'm so thankful.&amp;quot;&amp;gt;Rescued me&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| 25&lt;br /&gt;
| 30&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| –&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Recruited me&lt;br /&gt;
| 20&lt;br /&gt;
| 120&lt;br /&gt;
| 1× (1×)&lt;br /&gt;
| –&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Crashed together&lt;br /&gt;
| 25&lt;br /&gt;
| 20&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Someone I love was sold to a trader like a piece of meat!&amp;quot;&amp;gt;Sold my loved one&amp;lt;/abbr&amp;gt; &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot;&amp;gt;Also creates a thought that affects the mood.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -10&lt;br /&gt;
| 120&lt;br /&gt;
| 2× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;My special bonded animal was given away!&amp;quot;&amp;gt;Gave away my bonded animal&amp;lt;/abbr&amp;gt; &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -10&lt;br /&gt;
| 60&lt;br /&gt;
| 2× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Forced to take drugs &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -30&lt;br /&gt;
| 60&lt;br /&gt;
| 1× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| Only for [[teetotaler]]&lt;br /&gt;
|-&lt;br /&gt;
! Forced to take luciferium &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -30&lt;br /&gt;
| 120&lt;br /&gt;
| 1× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| Only for [[body purist]]&lt;br /&gt;
|-&lt;br /&gt;
! Killed a child {{BiotechIcon}}&lt;br /&gt;
| -20&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| 5× ({{Check Tag|?|unknown}}×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| Not [[psychopath]] or [[bloodlust]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references group=&amp;quot;b&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rituals ====&lt;br /&gt;
{{Main|Rituals}}&lt;br /&gt;
{{Stub|section=true|reason=See [[Rituals]]}}&lt;br /&gt;
&lt;br /&gt;
==== Precepts ====&lt;br /&gt;
{{Main|Precepts}}&lt;br /&gt;
{{Ideology|section=true}}&lt;br /&gt;
{{Stub|section=true|reason=See [[Precepts]]. When done move info about nudist, bloodlust and canibal out of section traits}}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
There are multiple different types of relations possible between pawns. While familial ties affect the opinion, non-intimate relations are only the result of opinions. Romances are both the result of and a source of opinion.&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;
* A '''rival'''  is every other pawn the pawn has an opinion of -100 to -20.&lt;br /&gt;
* An '''acquaintance''' is every other pawn the pawn has an opinion of -20 to 20.&lt;br /&gt;
* A '''friend''' is every other pawn the pawn has an opinion of 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;
{{Biotech|section=1}}&lt;br /&gt;
{{Rewrite|section=1|reason=&amp;lt;small&amp;gt;1) Tagged after the fact by not the original author - Are all mechanics below biotech or ONLY the force romance command and the factors apply to base romances? 2) Numbers for the factors listed 3) Relative age graphs/mechanics aren't adequately explained and need at the very least worked examples&amp;lt;/small&amp;gt;}}&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 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 list.&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;
| {{Graph:Chart&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;
| {{Graph:Chart&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;
! Spouse&lt;br /&gt;
| {{Good|+30}}&lt;br /&gt;
| {{Bad|-65}}&lt;br /&gt;
|-&lt;br /&gt;
! Fiancé&lt;br /&gt;
| {{Good|+30}}&lt;br /&gt;
| {{Bad|-65}}&lt;br /&gt;
|-&lt;br /&gt;
! Lover&lt;br /&gt;
| {{Good|+35}}&lt;br /&gt;
| {{Bad|-50}}&lt;br /&gt;
|-&lt;br /&gt;
! Stepparent&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Stepchild&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Parent-in-law&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Child-in-law&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Exspouse&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Exlover&lt;br /&gt;
| {{Bad|-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;
==== 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;
&lt;br /&gt;
Pawns that were not [[babies|born]]{{BiotechIcon}} in the colony can also have lovers spawn as NPCs.&lt;br /&gt;
&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''' 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''' 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 &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;
&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;
&lt;br /&gt;
==== Lovin' ====&lt;br /&gt;
{{Rewrite|section=1|reason=adding graphs for the complex options {{t|MTB}}, lovin with slaves and prisoners when in relationship}}&lt;br /&gt;
{{Stub|section=1|reason=Missing mood buff (+8), also note [[love enhancer]]. Use {{t|Thought}}. need stacking info}}&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, bleeding, or in labor, the pawns are in bed, et cetera). Each partner evaluates their mean-time-between separately, taking into account the following:&lt;br /&gt;
&amp;lt;!-- factors all visible in RimWorld.LovePartnerRelationUtility#GetLovinMtbHours--&amp;gt;&lt;br /&gt;
* [[Pain]]: {{MTB}} is multiplied by 100/(100-pain%).&lt;br /&gt;
* [[Consciousness]]: if below 50%, {{MTB}} is multiplied by 50/consciousness%.&lt;br /&gt;
* [[Low libido]]:{{BiotechIcon}} {{MTB}} ×2.&lt;br /&gt;
* [[High libido]]:{{BiotechIcon}} {{MTB}} ×0.5.&lt;br /&gt;
* Own age: MTB is divided by: age 16, 0, age 18 to 25, 1, age 80, 0.2, divisor is interpolated linearly.&lt;br /&gt;
* Partner's age: MTB is divided by: age 16, 0, age 18, 1, divisor is interpolated linearly.&lt;br /&gt;
* Age difference: a penalty is applied when the male pawn is more than 10 years older than the female pawn, or 3 years vice versa; the penalty accumulates quadratically until it reaches {{MTB}} ×25 at age differences equal +30 (older male)/+10 (older female).&lt;br /&gt;
* Own [[beauty]]: below 0, {{MTB}} ×2.3, exactly 0, no effect, above 0, {{MTB}} ×0.3; doesn't matter how far from 0, not nullified even if both pawns &amp;quot;never judge others based on appearance&amp;quot;.&lt;br /&gt;
* Partner's beauty: exactly the same as own beauty, the resulting MTB scalars both apply.&lt;br /&gt;
* Own opinion of the partner: -100, MTB×1.3, +100, MTB×0.7, linear interpolation.&lt;br /&gt;
* Partner's opinion of self: evaluated in the exact same way, the resulting MTB scalars both apply.&lt;br /&gt;
* Own brain affected by [[word of love]] [[psycast]]: {{MTB}} ×0.25.&lt;br /&gt;
* Affected by [[pleasure pulse]]: {{MTB}} ×0.5.&lt;br /&gt;
A session of lovin' will last for between 6 minutes and 1 hour 6 minutes game time (250 and 2750 ticks&amp;lt;ref&amp;gt;RimWorld.JobDriver_Lovin:MakeNewToils&amp;lt;/ref&amp;gt;) and can be interrupted prematurely, which will still give the mood buff for lovin'. This can be repeated to stack the mood buff.&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. In case of a mixed faith relationship, then the Ideology of the adulterer is what determines whether it counts as an affair.&lt;br /&gt;
&lt;br /&gt;
== Compatibility ==&lt;br /&gt;
How good pawns get along is largely determined by their compatibility. It is calculated by adding a pseudo random number to a score based on the absolute relative biological age. The pseudo random number follows a normal distribution and has an average value of 0.3. It is different for every pair of pawns. The score for the absolute relative biological age can be calculated with the following formula:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Compatibility by absolute relative biological age&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
| x = 0, 20, 25&lt;br /&gt;
| y = 0.45, -0.45, -0.45&lt;br /&gt;
| xAxisTitle = Absolute relative biological age&lt;br /&gt;
| yAxisTitle = Score&lt;br /&gt;
| domainMin = -0.45&lt;br /&gt;
| domainMax = 0.45&lt;br /&gt;
}}&lt;br /&gt;
| &amp;lt;pre&amp;gt;Score = 0.45 - (0.9 * absolute_relative_biological_age / 20)&lt;br /&gt;
with&lt;br /&gt;
-0.45 ≤ Score ≤ 0.45&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&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;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed [[genes]] contributing to romance chance still apply.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Lover relationships can generate for pawns who have spent their entire life in the colony.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pawn sibling relationships disappearing when parents are removed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Social&amp;diff=180529</id>
		<title>Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Social&amp;diff=180529"/>
		<updated>2026-05-18T12:05:53Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Base opinions */ formatting&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|Social (skill)}}&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 insulting them possible leading to bad mood and a social fight, which will do damage to both and can potentially lead to permanent injury. On the other hand, a colonist needs a minimum opinion of another colonist to pursue a romance with them.&lt;br /&gt;
&lt;br /&gt;
== Opinion ==&lt;br /&gt;
Opinions are affected by a pawns beauty, their traits, random social interaction and actions controllable by the player. The later are significantly expanded by [[rituals]] {{RoyaltyIcon}}/{{IdeologyIcon}} and [[precepts]].{{IdeologyIcon}} For the effects of relations on opinion, see that section below.&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&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;
[[Ascetic]], [[kind]], and [[Sight|blind]] pawns do not gain nor lose any opinion for any other pawn based on their beauty stat.&lt;br /&gt;
{{:Beauty (Pawn)}}&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
{{Main|Traits}}&lt;br /&gt;
There are a number of traits that directly and permanently change the opinion of others.&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}}&lt;br /&gt;
! Trait&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Opinion change&lt;br /&gt;
|-&lt;br /&gt;
! [[Annoying voice]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Bloodlust]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who [[organ harvesting|harvests an organ]],{{IdeologyIcon}} executes a [[prisoner]],{{IdeologyIcon}} or kills a [[child]].{{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Body modder]]&lt;br /&gt;
| data-sort-value=&amp;quot;8&amp;quot; | {{Good|+8}} opinion of other pawns per artificial body part they have, capped at {{Good|+40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
|-&lt;br /&gt;
! [[Body purist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-8&amp;quot; | {{Bad|−8}} opinion of other pawns per artificial body part they have, capped at {{Bad|−40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
|-&lt;br /&gt;
! [[Cannibal]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who eats meat ([[Ideoligion#Meat_eating|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical fascination]]&lt;br /&gt;
| data-sort-value=&amp;quot;-30&amp;quot; | {{Bad|-30}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical interest]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-20}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Creepy breathing]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Hard worker]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Industrious]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misandrist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of men.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misogynist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of women.&lt;br /&gt;
|-&lt;br /&gt;
! [[Nudist]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} : No {{Bad|−10}} opinion loss of someone who has any uncovered body parts.{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychopath]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who kills a child {{BiotechIcon}} or kills an innocent animal ([[Ideoligion#Killing_innocent_animals|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&amp;lt;br/&amp;gt;{{Bad|−}} ''':''' No opinion gain from teaching a [[child]], or taking a lesson (as a child).{{BiotechIcon}}&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Teetotaler]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-25}} opinion of any pawns with any [[addiction]].&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with [[chemical interest]].&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with [[chemical fascination]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Joyous]] {{AnomalyIcon}}&lt;br /&gt;
| data-sort-value=&amp;quot;20&amp;quot; | {{Good|+20}} opinion from other pawns.&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 occur between pawns when they are in each other's vicinity. Whether interactions are good or bad is random but influenced their &amp;quot;pawn compatibility&amp;quot;. This value is hidden but can be seen by turning on Development Mode and hovering over the target pawn in the other pawn's Social tab.&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Selection weight&lt;br /&gt;
! Restrictions&lt;br /&gt;
|- id=&amp;quot;Chitchat&amp;quot;&lt;br /&gt;
! Chitchat&lt;br /&gt;
| {{Good|+0.66}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| +10 opinion&lt;br /&gt;
| ×1&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot;&amp;gt;[[Psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns can actually be a part of a chitchat or deep talk, they just don't gain any opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Deep talk&amp;quot;&lt;br /&gt;
! Deep talk&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.075&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Modified by the relative compatibility of the pawns.{{Check Tag|Details needed|See InteractionWorker_DeepTalk.}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot; /&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Slighted&amp;quot;&lt;br /&gt;
! Slighted&lt;br /&gt;
| {{Bad|-5}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.02&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot;&amp;gt;Modified by the relative opinion and compatibility of the pawns.{{Check Tag|Details needed|See NegativeInteractionChanceFactor.}} Also {{Bad|x2.3}} for [[abrasive]] pawns.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Insulted&amp;quot;&lt;br /&gt;
! Insulted &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot;&amp;gt;Also creates a thought that affects the mood.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.007&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot; /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Kind words&amp;quot;&lt;br /&gt;
! Kind words &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.01&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' Only [[kind]]; not [[inhumanized]] {{AnomalyIcon}}'''&amp;lt;br/&amp;gt;Recipent:''' none&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Even [[psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns gain opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Strange talk&amp;quot;&lt;br /&gt;
! Strange talk {{AnomalyIcon}} &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Bad|-4}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| 1×&lt;br /&gt;
| ×{{Check Tag|?|unknown}}&lt;br /&gt;
| exclusively&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' only [[disturbing]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;[[Void touched]]{{Check Tag|?|unknown}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references group=&amp;quot;a&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Chitchat:''' The most common type of social interaction. This increases relation between the two pawns by {{Good|0.66}} opinion each, capping out at 10 opinion. It is nullified for psychopaths and inhumanized {{AnomalyIcon}} pawns.&lt;br /&gt;
* '''Deep talk:''' A type of social interaction that gives a large {{Good|+15}} opinion of each other. It caps out at 10 deep talks and is nullified for psychopaths and inhumanized {{AnomalyIcon}} pawns.&lt;br /&gt;
* '''Insulted:''' This social interaction provides a {{Bad|-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.{{Thought|desc=I've been directly insulted! What an awful person!|value=-5|label=Insulted|stack=10|duration=2}}. These can also be caused by [[insulting spree]] and [[Mental break#targeted insulting spree|targeted insulting spree]].&lt;br /&gt;
* '''Slighted:''' This social interaction is similar to being insulted, except only giving a {{Bad|-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;
* '''Kind words:''' This interaction can only be done by [[kind]] pawns that are not inhumanized.{{AnomalyIcon}} The opinion boost of {{Good|+15}} for 20 days can stack up to 10 times from the same kind pawn with 0.9x stacked effect multiplier. Note that psychopaths and inhumanized {{AnomalyIcon}} pawn ''are'' affected by kind words. The affected pawn also gains the {{Thought|desc=I've been bestowed with kind words! What a nice person!|value=5|label=Kind words|stack=10|duration=2|multi=0.9}}, as long as they are not inhumanized.{{AnomalyIcon}}&lt;br /&gt;
* '''Strange chat:''' {{AnomalyIcon}} This social interaction can occur when interacting with a [[Disturbing]] or [[Void touched]] pawn, and gives a -3 &amp;quot;Unsettling conversation&amp;quot; opinion against the strange chatter. The affected pawn also suffers {{Thought|desc=An unsettling conversation made me very creeped out. Nobody should think or speak of such things.|value=-4|label=Unsettling conversation|stack=10|duration=1}}. These debuffs do not affect [[Inhumanized]] colonists.&lt;br /&gt;
&lt;br /&gt;
==== Social fights ====&lt;br /&gt;
Every insult has a {{Bad|4 %}} chance of starting social fight, slights {{Bad|0.5 %}}. This chance is affected by the following factors:&lt;br /&gt;
* [[Malnutrition]]&lt;br /&gt;
** {{Bad|x1.5}} Trivial&lt;br /&gt;
** {{Bad|x2}} Minor&lt;br /&gt;
** {{Bad|x2.5}} Moderate&lt;br /&gt;
** {{Bad|x3}} Severe&lt;br /&gt;
* {{Bad|x4}} [[Bloodlust]]&lt;br /&gt;
* [[Beer#Alcohol high|Alcohol high]]&lt;br /&gt;
** {{Bad|x1.5}} Warm&lt;br /&gt;
** {{Bad|x2.5}} Tipsy&lt;br /&gt;
** {{Bad|x4}} Drunk&lt;br /&gt;
** {{Bad|x5}} Hammered&lt;br /&gt;
* {{Bad|x3}} [[Psychite tea#Withdrawal|Psychite withdrawal]]&lt;br /&gt;
* {{Bad|x2}} [[Wake-up#Withdrawal|Wake-up withdrawal]]&lt;br /&gt;
* [[Genes#Aggressive|Aggression genes]] {{BiotechIcon}}&lt;br /&gt;
** {{Good|x0}} Dead calm&lt;br /&gt;
** {{Bad|x2}} Aggressive&lt;br /&gt;
** {{Bad|x3}} Hyper-aggressive&lt;br /&gt;
&lt;br /&gt;
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 at least {{Ticks|420}} have passed, 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, including bionics. Pawns that are [[incapable]] of violence can still provoke social fights, but will not fight back during them. If either pawn lands a hit, the victim will gain the {{Bad|-15}} &amp;quot;harmed me&amp;quot; opinion of their attacker for 10 days (see table in section [[Social#Actions|actions]]).&lt;br /&gt;
&lt;br /&gt;
After the pawns calm down, they will decide if the fight was cathartic or angering. This decision is made randomly and is wholly independent of any other factors, with both options being equally likely. A cathartic fight will give a pawn a {{Good|+38}} opinion of their opponent, and an angering fight will give a {{Bad|-22}} opinion. Both opinions last for 20 days.&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
|-&lt;br /&gt;
! Had angering fight&lt;br /&gt;
| {{Bad|-22}}&lt;br /&gt;
| 20&lt;br /&gt;
| 5×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Had cathartic fight&lt;br /&gt;
| {{Good|+38}}&lt;br /&gt;
| 20&lt;br /&gt;
| 5×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
{{Stub|section=true|reason=1) See [[Children#Lesson taking]] and psychopath above. 2) See [[Baby#Social]] and [[Mental_break#Crying]]/[[Mental_break#Giggling]]}}&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&amp;lt;br/&amp;gt;(overall limit)&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Restrictions&lt;br /&gt;
|-&lt;br /&gt;
! Harmed me&lt;br /&gt;
| -15&lt;br /&gt;
| 10&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Botched my surgery&lt;br /&gt;
| -20&lt;br /&gt;
| 90&lt;br /&gt;
| 5× (300×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Regular rescue&amp;quot;&amp;gt;Rescued me&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 3× (300×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Rescued by stranger: I was rescued by someone! I almost thought I was done for back there. I'm so thankful.&amp;quot;&amp;gt;Rescued me&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| 25&lt;br /&gt;
| 30&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| –&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Recruited me&lt;br /&gt;
| 20&lt;br /&gt;
| 120&lt;br /&gt;
| 1× (1×)&lt;br /&gt;
| –&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Crashed together&lt;br /&gt;
| 25&lt;br /&gt;
| 20&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Someone I love was sold to a trader like a piece of meat!&amp;quot;&amp;gt;Sold my loved one&amp;lt;/abbr&amp;gt; &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot;&amp;gt;Also creates a thought that affects the mood.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -10&lt;br /&gt;
| 120&lt;br /&gt;
| 2× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;My special bonded animal was given away!&amp;quot;&amp;gt;Gave away my bonded animal&amp;lt;/abbr&amp;gt; &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -10&lt;br /&gt;
| 60&lt;br /&gt;
| 2× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Forced to take drugs &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -30&lt;br /&gt;
| 60&lt;br /&gt;
| 1× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| Only for [[teetotaler]]&lt;br /&gt;
|-&lt;br /&gt;
! Forced to take luciferium &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -30&lt;br /&gt;
| 120&lt;br /&gt;
| 1× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| Only for [[body purist]]&lt;br /&gt;
|-&lt;br /&gt;
! Killed a child {{BiotechIcon}}&lt;br /&gt;
| -20&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| 5× ({{Check Tag|?|unknown}}×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| Not [[psychopath]] or [[bloodlust]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references group=&amp;quot;b&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rituals ====&lt;br /&gt;
{{Main|Rituals}}&lt;br /&gt;
{{Stub|section=true|reason=See [[Rituals]]}}&lt;br /&gt;
&lt;br /&gt;
==== Precepts ====&lt;br /&gt;
{{Main|Precepts}}&lt;br /&gt;
{{Ideology|section=true}}&lt;br /&gt;
{{Stub|section=true|reason=See [[Precepts]]. When done move info about nudist, bloodlust and canibal out of section traits}}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
There are multiple different types of relations possible between pawns. While familial ties affect the opinion, non-intimate relations are only the result of opinions. Romances are both the result of and a source of opinion.&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;
* A '''rival'''  is every other pawn the pawn has an opinion of -100 to -20.&lt;br /&gt;
* An '''acquaintance''' is every other pawn the pawn has an opinion of -20 to 20.&lt;br /&gt;
* A '''friend''' is every other pawn the pawn has an opinion of 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;
{{Biotech|section=1}}&lt;br /&gt;
{{Rewrite|section=1|reason=&amp;lt;small&amp;gt;1) Tagged after the fact by not the original author - Are all mechanics below biotech or ONLY the force romance command and the factors apply to base romances? 2) Numbers for the factors listed 3) Relative age graphs/mechanics aren't adequately explained and need at the very least worked examples&amp;lt;/small&amp;gt;}}&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 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 list.&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;
| {{Graph:Chart&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;
| {{Graph:Chart&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;
! Spouse&lt;br /&gt;
| {{Good|+30}}&lt;br /&gt;
| {{Bad|-65}}&lt;br /&gt;
|-&lt;br /&gt;
! Fiancé&lt;br /&gt;
| {{Good|+30}}&lt;br /&gt;
| {{Bad|-65}}&lt;br /&gt;
|-&lt;br /&gt;
! Lover&lt;br /&gt;
| {{Good|+35}}&lt;br /&gt;
| {{Bad|-50}}&lt;br /&gt;
|-&lt;br /&gt;
! Stepparent&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Stepchild&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Parent-in-law&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Child-in-law&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Exspouse&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Exlover&lt;br /&gt;
| {{Bad|-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;
==== 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;
&lt;br /&gt;
Pawns that were not [[babies|born]]{{BiotechIcon}} in the colony can also have lovers spawn as NPCs.&lt;br /&gt;
&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''' 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''' 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 &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;
&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;
&lt;br /&gt;
==== Lovin' ====&lt;br /&gt;
{{Rewrite|section=1|reason=adding graphs for the complex options {{t|MTB}}, lovin with slaves and prisoners when in relationship}}&lt;br /&gt;
{{Stub|section=1|reason=Missing mood buff (+8), also note [[love enhancer]]. Use {{t|Thought}}. need stacking info}}&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, bleeding, or in labor, the pawns are in bed, et cetera). Each partner evaluates their mean-time-between separately, taking into account the following:&lt;br /&gt;
&amp;lt;!-- factors all visible in RimWorld.LovePartnerRelationUtility#GetLovinMtbHours--&amp;gt;&lt;br /&gt;
* [[Pain]]: {{MTB}} is multiplied by 100/(100-pain%).&lt;br /&gt;
* [[Consciousness]]: if below 50%, {{MTB}} is multiplied by 50/consciousness%.&lt;br /&gt;
* [[Low libido]]:{{BiotechIcon}} {{MTB}} ×2.&lt;br /&gt;
* [[High libido]]:{{BiotechIcon}} {{MTB}} ×0.5.&lt;br /&gt;
* Own age: MTB is divided by: age 16, 0, age 18 to 25, 1, age 80, 0.2, divisor is interpolated linearly.&lt;br /&gt;
* Partner's age: MTB is divided by: age 16, 0, age 18, 1, divisor is interpolated linearly.&lt;br /&gt;
* Age difference: a penalty is applied when the male pawn is more than 10 years older than the female pawn, or 3 years vice versa; the penalty accumulates quadratically until it reaches {{MTB}} ×25 at age differences equal +30 (older male)/+10 (older female).&lt;br /&gt;
* Own [[beauty]]: below 0, {{MTB}} ×2.3, exactly 0, no effect, above 0, {{MTB}} ×0.3; doesn't matter how far from 0, not nullified even if both pawns &amp;quot;never judge others based on appearance&amp;quot;.&lt;br /&gt;
* Partner's beauty: exactly the same as own beauty, the resulting MTB scalars both apply.&lt;br /&gt;
* Own opinion of the partner: -100, MTB×1.3, +100, MTB×0.7, linear interpolation.&lt;br /&gt;
* Partner's opinion of self: evaluated in the exact same way, the resulting MTB scalars both apply.&lt;br /&gt;
* Own brain affected by [[word of love]] [[psycast]]: {{MTB}} ×0.25.&lt;br /&gt;
* Affected by [[pleasure pulse]]: {{MTB}} ×0.5.&lt;br /&gt;
A session of lovin' will last for between 6 minutes and 1 hour 6 minutes game time (250 and 2750 ticks&amp;lt;ref&amp;gt;RimWorld.JobDriver_Lovin:MakeNewToils&amp;lt;/ref&amp;gt;) and can be interrupted prematurely, which will still give the mood buff for lovin'. This can be repeated to stack the mood buff.&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. In case of a mixed faith relationship, then the Ideology of the adulterer is what determines whether it counts as an affair.&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;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed [[genes]] contributing to romance chance still apply.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Lover relationships can generate for pawns who have spent their entire life in the colony.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pawn sibling relationships disappearing when parents are removed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Social&amp;diff=180528</id>
		<title>Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Social&amp;diff=180528"/>
		<updated>2026-05-18T10:23:59Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Opinion */ typos&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|Social (skill)}}&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 insulting them possible leading to bad mood and a social fight, which will do damage to both and can potentially lead to permanent injury. On the other hand, a colonist needs a minimum opinion of another colonist to pursue a romance with them.&lt;br /&gt;
&lt;br /&gt;
== Opinion ==&lt;br /&gt;
Opinions are affected by a pawns beauty, their traits, random social interaction and actions controllable by the player. The later are significantly expanded by [[rituals]] {{RoyaltyIcon}}/{{IdeologyIcon}} and [[precepts]].{{IdeologyIcon}} For the effects of relations on opinion, see that section below.&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&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;
[[Ascetic]], [[kind]], and [[Sight|blind]] pawns do not gain nor lose any opinion for any other pawn based on their beauty stat.&lt;br /&gt;
{{:Beauty (Pawn)}}&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
{{Main|Traits}}&lt;br /&gt;
There are a number of traits that directly and permanently change the opinion of others.&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}}&lt;br /&gt;
! Trait&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Opinion change&lt;br /&gt;
|-&lt;br /&gt;
! [[Annoying voice]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Bloodlust]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who [[organ harvesting|harvests an organ]],{{IdeologyIcon}} executes a [[prisoner]],{{IdeologyIcon}} or kills a [[child]].{{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Body modder]]&lt;br /&gt;
| data-sort-value=&amp;quot;8&amp;quot; | {{Good|+8}} opinion of other pawns per artificial body part they have, capped at {{Good|+40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
|-&lt;br /&gt;
! [[Body purist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-8&amp;quot; | {{Bad|−8}} opinion of other pawns per artificial body part they have, capped at {{Bad|−40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
|-&lt;br /&gt;
! [[Cannibal]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who eats meat ([[Ideoligion#Meat_eating|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical fascination]]&lt;br /&gt;
| data-sort-value=&amp;quot;-30&amp;quot; | {{Bad|-30}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical interest]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-20}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Creepy breathing]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Hard worker]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Industrious]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misandrist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of men.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misogynist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of women.&lt;br /&gt;
|-&lt;br /&gt;
! [[Nudist]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} : No {{Bad|−10}} opinion loss of someone who has any uncovered body parts.{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychopath]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who kills a child {{BiotechIcon}} or kills an innocent animal ([[Ideoligion#Killing_innocent_animals|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&amp;lt;br/&amp;gt;{{Bad|−}} ''':''' No opinion gain from teaching a [[child]], or taking a lesson (as a child).{{BiotechIcon}}&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Teetotaler]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-25}} opinion of any pawns with any [[addiction]].&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with [[chemical interest]].&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with [[chemical fascination]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Joyous]] {{AnomalyIcon}}&lt;br /&gt;
| data-sort-value=&amp;quot;20&amp;quot; | {{Good|+20}} opinion from other pawns.&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 occur between pawns when they are in each other's vicinity. Whether interactions are good or bad is random but influenced their &amp;quot;pawn compatibility&amp;quot;. This value is hidden but can be seen by turning on Development Mode and hovering over the target pawn in the other pawn's Social tab.&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Selection weight&lt;br /&gt;
! Restrictions&lt;br /&gt;
|- id=&amp;quot;Chitchat&amp;quot;&lt;br /&gt;
! Chitchat&lt;br /&gt;
| {{Good|+0.66}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| +10 opinion&lt;br /&gt;
| ×1&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot;&amp;gt;[[Psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns can actually be a part of a chitchat or deep talk, they just don't gain any opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Deep talk&amp;quot;&lt;br /&gt;
! Deep talk&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.075&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Modified by the relative compatibility of the pawns.{{Check Tag|Details needed|See InteractionWorker_DeepTalk.}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot; /&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Slighted&amp;quot;&lt;br /&gt;
! Slighted&lt;br /&gt;
| {{Bad|-5}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.02&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot;&amp;gt;Modified by the relative opinion and compatibility of the pawns.{{Check Tag|Details needed|See NegativeInteractionChanceFactor.}} Also {{Bad|x2.3}} for [[abrasive]] pawns.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Insulted&amp;quot;&lt;br /&gt;
! Insulted &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot;&amp;gt;Also creates a thought that affects the mood.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.007&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot; /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Kind words&amp;quot;&lt;br /&gt;
! Kind words &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.01&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' Only [[kind]]; not [[inhumanized]] {{AnomalyIcon}}'''&amp;lt;br/&amp;gt;Recipent:''' none&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Even [[psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns gain opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Strange talk&amp;quot;&lt;br /&gt;
! Strange talk {{AnomalyIcon}} &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Bad|-4}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| 1×&lt;br /&gt;
| ×{{Check Tag|?|unknown}}&lt;br /&gt;
| exclusively&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' only [[disturbing]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;[[Void touched]]{{Check Tag|?|unknown}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references group=&amp;quot;a&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Chitchat:''' The most common type of social interaction. This increases relation between the two pawns by {{Good|0.66}} opinion each, capping out at 10 opinion. It is nullified for psychopaths and inhumanized {{AnomalyIcon}} pawns.&lt;br /&gt;
* '''Deep talk:''' A type of social interaction that gives a large {{Good|+15}} opinion of each other. It caps out at 10 deep talks and is nullified for psychopaths and inhumanized {{AnomalyIcon}} pawns.&lt;br /&gt;
* '''Insulted:''' This social interaction provides a {{Bad|-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.{{Thought|desc=I've been directly insulted! What an awful person!|value=-5|label=Insulted|stack=10|duration=2}}. These can also be caused by [[insulting spree]] and [[Mental break#targeted insulting spree|targeted insulting spree]].&lt;br /&gt;
* '''Slighted:''' This social interaction is similar to being insulted, except only giving a {{Bad|-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;
* '''Kind words:''' This interaction can only be done by [[kind]] pawns that are not inhumanized.{{AnomalyIcon}} The opinion boost of {{Good|+15}} for 20 days can stack up to 10 times from the same kind pawn with 0.9x stacked effect multiplier. Note that psychopaths and inhumanized {{AnomalyIcon}} pawn ''are'' affected by kind words. The affected pawn also gains the {{Thought|desc=I've been bestowed with kind words! What a nice person!|value=5|label=Kind words|stack=10|duration=2|multi=0.9}}, as long as they are not inhumanized.{{AnomalyIcon}}&lt;br /&gt;
* '''Strange chat:''' {{AnomalyIcon}} This social interaction can occur when interacting with a [[Disturbing]] or [[Void touched]] pawn, and gives a -3 &amp;quot;Unsettling conversation&amp;quot; opinion against the strange chatter. The affected pawn also suffers {{Thought|desc=An unsettling conversation made me very creeped out. Nobody should think or speak of such things.|value=-4|label=Unsettling conversation|stack=10|duration=1}}. These debuffs do not affect [[Inhumanized]] colonists.&lt;br /&gt;
&lt;br /&gt;
==== Social fights ====&lt;br /&gt;
Every insult has a {{Bad|4 %}} chance of starting social fight, slights {{Bad|0.5 %}}. This chance is affected by the following factors:&lt;br /&gt;
* [[Malnutrition]]&lt;br /&gt;
** {{Bad|x1.5}} Trivial&lt;br /&gt;
** {{Bad|x2}} Minor&lt;br /&gt;
** {{Bad|x2.5}} Moderate&lt;br /&gt;
** {{Bad|x3}} Severe&lt;br /&gt;
* {{Bad|x4}} [[Bloodlust]]&lt;br /&gt;
* [[Beer#Alcohol high|Alcohol high]]&lt;br /&gt;
** {{Bad|x1.5}} Warm&lt;br /&gt;
** {{Bad|x2.5}} Tipsy&lt;br /&gt;
** {{Bad|x4}} Drunk&lt;br /&gt;
** {{Bad|x5}} Hammered&lt;br /&gt;
* {{Bad|x3}} [[Psychite tea#Withdrawal|Psychite withdrawal]]&lt;br /&gt;
* {{Bad|x2}} [[Wake-up#Withdrawal|Wake-up withdrawal]]&lt;br /&gt;
* [[Genes#Aggressive|Aggression genes]] {{BiotechIcon}}&lt;br /&gt;
** {{Good|x0}} Dead calm&lt;br /&gt;
** {{Bad|x2}} Aggressive&lt;br /&gt;
** {{Bad|x3}} Hyper-aggressive&lt;br /&gt;
&lt;br /&gt;
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 at least {{Ticks|420}} have passed, 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, including bionics. Pawns that are [[incapable]] of violence can still provoke social fights, but will not fight back during them. If either pawn lands a hit, the victim will gain the {{Bad|-15}} &amp;quot;harmed me&amp;quot; opinion of their attacker for 10 days (see table in section [[Social#Actions|actions]]).&lt;br /&gt;
&lt;br /&gt;
After the pawns calm down, they will decide if the fight was cathartic or angering. This decision is made randomly and is wholly independent of any other factors, with both options being equally likely. A cathartic fight will give a pawn a {{Good|+38}} opinion of their opponent, and an angering fight will give a {{Bad|-22}} opinion. Both opinions last for 20 days.&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
|-&lt;br /&gt;
! Had angering fight&lt;br /&gt;
| {{Bad|-22}}&lt;br /&gt;
| 20&lt;br /&gt;
| 5×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Had cathartic fight&lt;br /&gt;
| {{Good|+38}}&lt;br /&gt;
| 20&lt;br /&gt;
| 5×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
{{Stub|section=true|reason=1) See [[Children#Lesson taking]] and psychopath above. 2) See [[Baby#Social]] and [[Mental_break#Crying]]/[[Mental_break#Giggling]]}}&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&amp;lt;br/&amp;gt;(overall limit)&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Restrictions&lt;br /&gt;
|-&lt;br /&gt;
! Harmed me&lt;br /&gt;
| -15&lt;br /&gt;
| 10&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Botched my surgery&lt;br /&gt;
| -20&lt;br /&gt;
| 90&lt;br /&gt;
| 5× (300×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Regular rescue&amp;quot;&amp;gt;Rescued me&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 3× (300×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Rescued by stranger: I was rescued by someone! I almost thought I was done for back there. I'm so thankful.&amp;quot;&amp;gt;Rescued me&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| 25&lt;br /&gt;
| 30&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| –&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Recruited me&lt;br /&gt;
| 20&lt;br /&gt;
| 120&lt;br /&gt;
| 1× (1×)&lt;br /&gt;
| –&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Crashed together&lt;br /&gt;
| 25&lt;br /&gt;
| 20&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Someone I love was sold to a trader like a piece of meat!&amp;quot;&amp;gt;Sold my loved one&amp;lt;/abbr&amp;gt; &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot;&amp;gt;Also creates a thought that affects the mood.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -10&lt;br /&gt;
| 120&lt;br /&gt;
| 2× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;My special bonded animal was given away!&amp;quot;&amp;gt;Gave away my bonded animal&amp;lt;/abbr&amp;gt; &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -10&lt;br /&gt;
| 60&lt;br /&gt;
| 2× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Forced to take drugs &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -30&lt;br /&gt;
| 60&lt;br /&gt;
| 1× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| Only for [[teetotaler]]&lt;br /&gt;
|-&lt;br /&gt;
! Forced to take luciferium &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -30&lt;br /&gt;
| 120&lt;br /&gt;
| 1× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| Only for [[body purist]]&lt;br /&gt;
|-&lt;br /&gt;
! Killed a child {{BiotechIcon}}&lt;br /&gt;
| -20&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| 5× ({{Check Tag|?|unknown}}×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| Not [[psychopath]] or [[bloodlust]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references group=&amp;quot;b&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rituals ====&lt;br /&gt;
{{Main|Rituals}}&lt;br /&gt;
{{Stub|section=true|reason=See [[Rituals]]}}&lt;br /&gt;
&lt;br /&gt;
==== Precepts ====&lt;br /&gt;
{{Main|Precepts}}&lt;br /&gt;
{{Ideology|section=true}}&lt;br /&gt;
{{Stub|section=true|reason=See [[Precepts]]. When done move info about nudist, bloodlust and canibal out of section traits}}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
There are multiple different types of relations possible between pawns. While familial ties affect the opinion, non-intimate relations are only the result of opinions. Romances are both the result of and a source of opinion.&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;
* A '''rival'''  is every other pawn the pawn has an opinion of -100 to -20.&lt;br /&gt;
* An '''acquaintance''' is every other pawn the pawn has an opinion of -20 to 20.&lt;br /&gt;
* A '''friend''' is every other pawn the pawn has an opinion of 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;
{{Biotech|section=1}}&lt;br /&gt;
{{Rewrite|section=1|reason=&amp;lt;small&amp;gt;1) Tagged after the fact by not the original author - Are all mechanics below biotech or ONLY the force romance command and the factors apply to base romances? 2) Numbers for the factors listed 3) Relative age graphs/mechanics aren't adequately explained and need at the very least worked examples&amp;lt;/small&amp;gt;}}&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 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 list.&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;
| {{Graph:Chart&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;
| {{Graph:Chart&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;
&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;
&lt;br /&gt;
Pawns that were not [[babies|born]]{{BiotechIcon}} in the colony can also have lovers spawn as NPCs.&lt;br /&gt;
&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''' 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''' 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 &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;
&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;
&lt;br /&gt;
==== Lovin' ====&lt;br /&gt;
{{Rewrite|section=1|reason=adding graphs for the complex options {{t|MTB}}, lovin with slaves and prisoners when in relationship}}&lt;br /&gt;
{{Stub|section=1|reason=Missing mood buff (+8), also note [[love enhancer]]. Use {{t|Thought}}. need stacking info}}&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, bleeding, or in labor, the pawns are in bed, et cetera). Each partner evaluates their mean-time-between separately, taking into account the following:&lt;br /&gt;
&amp;lt;!-- factors all visible in RimWorld.LovePartnerRelationUtility#GetLovinMtbHours--&amp;gt;&lt;br /&gt;
* [[Pain]]: {{MTB}} is multiplied by 100/(100-pain%).&lt;br /&gt;
* [[Consciousness]]: if below 50%, {{MTB}} is multiplied by 50/consciousness%.&lt;br /&gt;
* [[Low libido]]:{{BiotechIcon}} {{MTB}} ×2.&lt;br /&gt;
* [[High libido]]:{{BiotechIcon}} {{MTB}} ×0.5.&lt;br /&gt;
* Own age: MTB is divided by: age 16, 0, age 18 to 25, 1, age 80, 0.2, divisor is interpolated linearly.&lt;br /&gt;
* Partner's age: MTB is divided by: age 16, 0, age 18, 1, divisor is interpolated linearly.&lt;br /&gt;
* Age difference: a penalty is applied when the male pawn is more than 10 years older than the female pawn, or 3 years vice versa; the penalty accumulates quadratically until it reaches {{MTB}} ×25 at age differences equal +30 (older male)/+10 (older female).&lt;br /&gt;
* Own [[beauty]]: below 0, {{MTB}} ×2.3, exactly 0, no effect, above 0, {{MTB}} ×0.3; doesn't matter how far from 0, not nullified even if both pawns &amp;quot;never judge others based on appearance&amp;quot;.&lt;br /&gt;
* Partner's beauty: exactly the same as own beauty, the resulting MTB scalars both apply.&lt;br /&gt;
* Own opinion of the partner: -100, MTB×1.3, +100, MTB×0.7, linear interpolation.&lt;br /&gt;
* Partner's opinion of self: evaluated in the exact same way, the resulting MTB scalars both apply.&lt;br /&gt;
* Own brain affected by [[word of love]] [[psycast]]: {{MTB}} ×0.25.&lt;br /&gt;
* Affected by [[pleasure pulse]]: {{MTB}} ×0.5.&lt;br /&gt;
A session of lovin' will last for between 6 minutes and 1 hour 6 minutes game time (250 and 2750 ticks&amp;lt;ref&amp;gt;RimWorld.JobDriver_Lovin:MakeNewToils&amp;lt;/ref&amp;gt;) and can be interrupted prematurely, which will still give the mood buff for lovin'. This can be repeated to stack the mood buff.&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. In case of a mixed faith relationship, then the Ideology of the adulterer is what determines whether it counts as an affair.&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;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed [[genes]] contributing to romance chance still apply.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Lover relationships can generate for pawns who have spent their entire life in the colony.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pawn sibling relationships disappearing when parents are removed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Social&amp;diff=180527</id>
		<title>Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Social&amp;diff=180527"/>
		<updated>2026-05-18T10:21:21Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Actions */&lt;/p&gt;
&lt;hr /&gt;
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{| 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|Social (skill)}}&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 insulting them possible leading to bad mood and a social fight, which will do damage to both and can potentially lead to permanent injury. On the other hand, a colonist needs a minimum opinion of another colonist to pursue a romance with them.&lt;br /&gt;
&lt;br /&gt;
== Opinion ==&lt;br /&gt;
Opinions are affected by a pawns beauty, their traits, random social interaction and actions controllable by the player. The later are significantly expanded by [[rituals]] {{RoyaltyIcon}}/{{IdeologyIcon}} and [[precepts]].{{IdeologyIcon}} For the effects of relations on opinion, see that section below.&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&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;
[[Ascetic]], [[kind]], and [[Sight|blind]] pawns do not gain nor lose any opinion for any other pawn based on their beauty stat.&lt;br /&gt;
{{:Beauty (Pawn)}}&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
{{Main|Traits}}&lt;br /&gt;
There are a number of traits that directly and permanently change the opinio of others.&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}}&lt;br /&gt;
! Trait&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Opinion change&lt;br /&gt;
|-&lt;br /&gt;
! [[Annoying voice]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Bloodlust]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who [[organ harvesting|harvests an organ]],{{IdeologyIcon}} executes a [[prisoner]],{{IdeologyIcon}} or kills a [[child]].{{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Body modder]]&lt;br /&gt;
| data-sort-value=&amp;quot;8&amp;quot; | {{Good|+8}} opinion of other pawns per artificial body part they have, capped at {{Good|+40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
|-&lt;br /&gt;
! [[Body purist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-8&amp;quot; | {{Bad|−8}} opinion of other pawns per artificial body part they have, capped at {{Bad|−40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
|-&lt;br /&gt;
! [[Cannibal]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who eats meat ([[Ideoligion#Meat_eating|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical fascination]]&lt;br /&gt;
| data-sort-value=&amp;quot;-30&amp;quot; | {{Bad|-30}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical interest]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-20}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Creepy breathing]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Hard worker]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Industrious]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misandrist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of men.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misogynist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of women.&lt;br /&gt;
|-&lt;br /&gt;
! [[Nudist]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} : No {{Bad|−10}} opinion loss of someone who has any uncovered body parts.{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychopath]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who kills a child {{BiotechIcon}} or kills an innocent animal ([[Ideoligion#Killing_innocent_animals|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&amp;lt;br/&amp;gt;{{Bad|−}} ''':''' No opinion gain from teaching a [[child]], or taking a lesson (as a child).{{BiotechIcon}}&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Teetotaler]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-25}} opinion of any pawns with any [[addiction]].&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with [[chemical interest]].&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with [[chemical fascination]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Joyous]] {{AnomalyIcon}}&lt;br /&gt;
| data-sort-value=&amp;quot;20&amp;quot; | {{Good|+20}} opinion from other pawns.&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 occur between pawns when they are in each other's vicinity. Whether interactions are good or bad is random but influenced their &amp;quot;pawn compatibility&amp;quot;. This value is hidden but can be seen by turning on Development Mode and hovering over the target pawn in the other pawn's Social tab.&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Selection weight&lt;br /&gt;
! Restrictions&lt;br /&gt;
|- id=&amp;quot;Chitchat&amp;quot;&lt;br /&gt;
! Chitchat&lt;br /&gt;
| {{Good|+0.66}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| +10 opinion&lt;br /&gt;
| ×1&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot;&amp;gt;[[Psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns can actually be a part of a chitchat or deep talk, they just don't gain any opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Deep talk&amp;quot;&lt;br /&gt;
! Deep talk&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.075&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Modified by the relativ compatibility of the pawns.{{Check Tag|Details needed|See InteractionWorker_DeepTalk.}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot; /&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Slighted&amp;quot;&lt;br /&gt;
! Slighted&lt;br /&gt;
| {{Bad|-5}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.02&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot;&amp;gt;Modified by the relativ opinion and compatibility of the pawns.{{Check Tag|Details needed|See NegativeInteractionChanceFactor.}} Also {{Bad|x2.3}} for [[abrasive]] pawns.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Insulted&amp;quot;&lt;br /&gt;
! Insulted &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot;&amp;gt;Also creates a thought that affects the mood.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.007&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot; /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Kind words&amp;quot;&lt;br /&gt;
! Kind words &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.01&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' Only [[kind]]; not [[inhumanized]] {{AnomalyIcon}}'''&amp;lt;br/&amp;gt;Recipent:''' none&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Even [[psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns gain opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Strange talk&amp;quot;&lt;br /&gt;
! Strange talk {{AnomalyIcon}} &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Bad|-4}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| 1×&lt;br /&gt;
| ×{{Check Tag|?|unknown}}&lt;br /&gt;
| exclusively&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' only [[disturbing]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;[[Void touched]]{{Check Tag|?|unknown}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references group=&amp;quot;a&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Chitchat:''' The most common type of social interaction. This increases relation between the two pawns by {{Good|0.66}} opinion each, capping out at 10 opinion. It is nullified for psychopaths and inhumanized {{AnomalyIcon}} pawns.&lt;br /&gt;
* '''Deep talk:''' A type of social interaction that gives a large {{Good|+15}} opinion of each other. It caps out at 10 deep talks and is nullified for psychopaths and inhumanized {{AnomalyIcon}} pawns.&lt;br /&gt;
* '''Insulted:''' This social interaction provides a {{Bad|-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.{{Thought|desc=I've been directly insulted! What an awful person!|value=-5|label=Insulted|stack=10|duration=2}}. These can also be caused by [[insulting spree]] and [[Mental break#targeted insulting spree|targeted insulting spree]].&lt;br /&gt;
* '''Slighted:''' This social interaction is similar to being insulted, except only giving a {{Bad|-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;
* '''Kind words:''' This interaction can only be done by [[kind]] pawns that are not inhumanized.{{AnomalyIcon}} The opinion boost of {{Good|+15}} for 20 days can stack up to 10 times from the same kind pawn with 0.9x stacked effect multiplier. Note that psychopaths and inhumanized {{AnomalyIcon}} pawn ''are'' affected by kind words. The affected pawn also gains the {{Thought|desc=I've been bestowed with kind words! What a nice person!|value=5|label=Kind words|stack=10|duration=2|multi=0.9}}, as long as they are not inhumanized.{{AnomalyIcon}}&lt;br /&gt;
* '''Strange chat:''' {{AnomalyIcon}} This social interaction can occur when interacting with a [[Disturbing]] or [[Void touched]] pawn, and gives a -3 &amp;quot;Unsettling conversation&amp;quot; opinion against the strange chatter. The affected pawn also suffers {{Thought|desc=An unsettling conversation made me very creeped out. Nobody should think or speak of such things.|value=-4|label=Unsettling conversation|stack=10|duration=1}}. These debuffs do not affect [[Inhumanized]] colonists.&lt;br /&gt;
&lt;br /&gt;
==== Social fights ====&lt;br /&gt;
Every insult has a {{Bad|4 %}} chance of starting social fight, slights {{Bad|0.5 %}}. This chance is affected by the following factors:&lt;br /&gt;
* [[Malnutrition]]&lt;br /&gt;
** {{Bad|x1.5}} Trivial&lt;br /&gt;
** {{Bad|x2}} Minor&lt;br /&gt;
** {{Bad|x2.5}} Moderate&lt;br /&gt;
** {{Bad|x3}} Severe&lt;br /&gt;
* {{Bad|x4}} [[Bloodlust]]&lt;br /&gt;
* [[Beer#Alcohol high|Alcohol high]]&lt;br /&gt;
** {{Bad|x1.5}} Warm&lt;br /&gt;
** {{Bad|x2.5}} Tipsy&lt;br /&gt;
** {{Bad|x4}} Drunk&lt;br /&gt;
** {{Bad|x5}} Hammered&lt;br /&gt;
* {{Bad|x3}} [[Psychite tea#Withdrawal|Psychite withdrawal]]&lt;br /&gt;
* {{Bad|x2}} [[Wake-up#Withdrawal|Wake-up withdrawal]]&lt;br /&gt;
* [[Genes#Aggressive|Aggression genes]] {{BiotechIcon}}&lt;br /&gt;
** {{Good|x0}} Dead calm&lt;br /&gt;
** {{Bad|x2}} Aggressive&lt;br /&gt;
** {{Bad|x3}} Hyper-aggressive&lt;br /&gt;
&lt;br /&gt;
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 at least {{Ticks|420}} have passed, 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, including bionics. Pawns that are [[incapable]] of violence can still provoke social fights, but will not fight back during them. If either pawn lands a hit, the victim will gain the {{Bad|-15}} &amp;quot;harmed me&amp;quot; opinion of their attacker for 10 days (see table in section [[Social#Actions|actions]]).&lt;br /&gt;
&lt;br /&gt;
After the pawns calm down, they will decide if the fight was cathartic or angering. This decision is made randomly and is wholly independent of any other factors, with both options being equally likely. A cathartic fight will give a pawn a {{Good|+38}} opinion of their opponent, and an angering fight will give a {{Bad|-22}} opinion. Both opinions last for 20 days.&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
|-&lt;br /&gt;
! Had angering fight&lt;br /&gt;
| {{Bad|-22}}&lt;br /&gt;
| 20&lt;br /&gt;
| 5×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Had cathartic fight&lt;br /&gt;
| {{Good|+38}}&lt;br /&gt;
| 20&lt;br /&gt;
| 5×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
{{Stub|section=true|reason=1) See [[Children#Lesson taking]] and psychopath above. 2) See [[Baby#Social]] and [[Mental_break#Crying]]/[[Mental_break#Giggling]]}}&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&amp;lt;br/&amp;gt;(overall limit)&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Restrictions&lt;br /&gt;
|-&lt;br /&gt;
! Harmed me&lt;br /&gt;
| -15&lt;br /&gt;
| 10&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Botched my surgery&lt;br /&gt;
| -20&lt;br /&gt;
| 90&lt;br /&gt;
| 5× (300×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Regular rescue&amp;quot;&amp;gt;Rescued me&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 3× (300×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Rescued by stranger: I was rescued by someone! I almost thought I was done for back there. I'm so thankful.&amp;quot;&amp;gt;Rescued me&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| 25&lt;br /&gt;
| 30&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| –&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Recruited me&lt;br /&gt;
| 20&lt;br /&gt;
| 120&lt;br /&gt;
| 1× (1×)&lt;br /&gt;
| –&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Crashed together&lt;br /&gt;
| 25&lt;br /&gt;
| 20&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Someone I love was sold to a trader like a piece of meat!&amp;quot;&amp;gt;Sold my loved one&amp;lt;/abbr&amp;gt; &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot;&amp;gt;Also creates a thought that affects the mood.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -10&lt;br /&gt;
| 120&lt;br /&gt;
| 2× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;My special bonded animal was given away!&amp;quot;&amp;gt;Gave away my bonded animal&amp;lt;/abbr&amp;gt; &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -10&lt;br /&gt;
| 60&lt;br /&gt;
| 2× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Forced to take drugs &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -30&lt;br /&gt;
| 60&lt;br /&gt;
| 1× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| Only for [[teetotaler]]&lt;br /&gt;
|-&lt;br /&gt;
! Forced to take luciferium &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -30&lt;br /&gt;
| 120&lt;br /&gt;
| 1× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| Only for [[body purist]]&lt;br /&gt;
|-&lt;br /&gt;
! Killed a child {{BiotechIcon}}&lt;br /&gt;
| -20&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| 5× ({{Check Tag|?|unknown}}×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| Not [[psychopath]] or [[bloodlust]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references group=&amp;quot;b&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rituals ====&lt;br /&gt;
{{Main|Rituals}}&lt;br /&gt;
{{Stub|section=true|reason=See [[Rituals]]}}&lt;br /&gt;
&lt;br /&gt;
==== Precepts ====&lt;br /&gt;
{{Main|Precepts}}&lt;br /&gt;
{{Ideology|section=true}}&lt;br /&gt;
{{Stub|section=true|reason=See [[Precepts]]. When done move info about nudist, bloodlust and canibal out of section traits}}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
There are multiple different types of relations possible between pawns. While familial ties affect the opinion, non-intimate relations are only the result of opinions. Romances are both the result of and a source of opinion.&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;
* A '''rival'''  is every other pawn the pawn has an opinion of -100 to -20.&lt;br /&gt;
* An '''acquaintance''' is every other pawn the pawn has an opinion of -20 to 20.&lt;br /&gt;
* A '''friend''' is every other pawn the pawn has an opinion of 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;
{{Biotech|section=1}}&lt;br /&gt;
{{Rewrite|section=1|reason=&amp;lt;small&amp;gt;1) Tagged after the fact by not the original author - Are all mechanics below biotech or ONLY the force romance command and the factors apply to base romances? 2) Numbers for the factors listed 3) Relative age graphs/mechanics aren't adequately explained and need at the very least worked examples&amp;lt;/small&amp;gt;}}&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 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 list.&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;
| {{Graph:Chart&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;
| {{Graph:Chart&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;
&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;
&lt;br /&gt;
Pawns that were not [[babies|born]]{{BiotechIcon}} in the colony can also have lovers spawn as NPCs.&lt;br /&gt;
&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''' 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''' 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 &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;
&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;
&lt;br /&gt;
==== Lovin' ====&lt;br /&gt;
{{Rewrite|section=1|reason=adding graphs for the complex options {{t|MTB}}, lovin with slaves and prisoners when in relationship}}&lt;br /&gt;
{{Stub|section=1|reason=Missing mood buff (+8), also note [[love enhancer]]. Use {{t|Thought}}. need stacking info}}&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, bleeding, or in labor, the pawns are in bed, et cetera). Each partner evaluates their mean-time-between separately, taking into account the following:&lt;br /&gt;
&amp;lt;!-- factors all visible in RimWorld.LovePartnerRelationUtility#GetLovinMtbHours--&amp;gt;&lt;br /&gt;
* [[Pain]]: {{MTB}} is multiplied by 100/(100-pain%).&lt;br /&gt;
* [[Consciousness]]: if below 50%, {{MTB}} is multiplied by 50/consciousness%.&lt;br /&gt;
* [[Low libido]]:{{BiotechIcon}} {{MTB}} ×2.&lt;br /&gt;
* [[High libido]]:{{BiotechIcon}} {{MTB}} ×0.5.&lt;br /&gt;
* Own age: MTB is divided by: age 16, 0, age 18 to 25, 1, age 80, 0.2, divisor is interpolated linearly.&lt;br /&gt;
* Partner's age: MTB is divided by: age 16, 0, age 18, 1, divisor is interpolated linearly.&lt;br /&gt;
* Age difference: a penalty is applied when the male pawn is more than 10 years older than the female pawn, or 3 years vice versa; the penalty accumulates quadratically until it reaches {{MTB}} ×25 at age differences equal +30 (older male)/+10 (older female).&lt;br /&gt;
* Own [[beauty]]: below 0, {{MTB}} ×2.3, exactly 0, no effect, above 0, {{MTB}} ×0.3; doesn't matter how far from 0, not nullified even if both pawns &amp;quot;never judge others based on appearance&amp;quot;.&lt;br /&gt;
* Partner's beauty: exactly the same as own beauty, the resulting MTB scalars both apply.&lt;br /&gt;
* Own opinion of the partner: -100, MTB×1.3, +100, MTB×0.7, linear interpolation.&lt;br /&gt;
* Partner's opinion of self: evaluated in the exact same way, the resulting MTB scalars both apply.&lt;br /&gt;
* Own brain affected by [[word of love]] [[psycast]]: {{MTB}} ×0.25.&lt;br /&gt;
* Affected by [[pleasure pulse]]: {{MTB}} ×0.5.&lt;br /&gt;
A session of lovin' will last for between 6 minutes and 1 hour 6 minutes game time (250 and 2750 ticks&amp;lt;ref&amp;gt;RimWorld.JobDriver_Lovin:MakeNewToils&amp;lt;/ref&amp;gt;) and can be interrupted prematurely, which will still give the mood buff for lovin'. This can be repeated to stack the mood buff.&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. In case of a mixed faith relationship, then the Ideology of the adulterer is what determines whether it counts as an affair.&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;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed [[genes]] contributing to romance chance still apply.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Lover relationships can generate for pawns who have spent their entire life in the colony.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pawn sibling relationships disappearing when parents are removed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Social&amp;diff=180526</id>
		<title>Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Social&amp;diff=180526"/>
		<updated>2026-05-18T10:20:25Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Social fights */ values&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|Social (skill)}}&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 insulting them possible leading to bad mood and a social fight, which will do damage to both and can potentially lead to permanent injury. On the other hand, a colonist needs a minimum opinion of another colonist to pursue a romance with them.&lt;br /&gt;
&lt;br /&gt;
== Opinion ==&lt;br /&gt;
Opinions are affected by a pawns beauty, their traits, random social interaction and actions controllable by the player. The later are significantly expanded by [[rituals]] {{RoyaltyIcon}}/{{IdeologyIcon}} and [[precepts]].{{IdeologyIcon}} For the effects of relations on opinion, see that section below.&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&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;
[[Ascetic]], [[kind]], and [[Sight|blind]] pawns do not gain nor lose any opinion for any other pawn based on their beauty stat.&lt;br /&gt;
{{:Beauty (Pawn)}}&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
{{Main|Traits}}&lt;br /&gt;
There are a number of traits that directly and permanently change the opinio of others.&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}}&lt;br /&gt;
! Trait&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Opinion change&lt;br /&gt;
|-&lt;br /&gt;
! [[Annoying voice]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Bloodlust]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who [[organ harvesting|harvests an organ]],{{IdeologyIcon}} executes a [[prisoner]],{{IdeologyIcon}} or kills a [[child]].{{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Body modder]]&lt;br /&gt;
| data-sort-value=&amp;quot;8&amp;quot; | {{Good|+8}} opinion of other pawns per artificial body part they have, capped at {{Good|+40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
|-&lt;br /&gt;
! [[Body purist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-8&amp;quot; | {{Bad|−8}} opinion of other pawns per artificial body part they have, capped at {{Bad|−40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
|-&lt;br /&gt;
! [[Cannibal]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who eats meat ([[Ideoligion#Meat_eating|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical fascination]]&lt;br /&gt;
| data-sort-value=&amp;quot;-30&amp;quot; | {{Bad|-30}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical interest]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-20}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Creepy breathing]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Hard worker]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Industrious]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misandrist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of men.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misogynist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of women.&lt;br /&gt;
|-&lt;br /&gt;
! [[Nudist]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} : No {{Bad|−10}} opinion loss of someone who has any uncovered body parts.{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychopath]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who kills a child {{BiotechIcon}} or kills an innocent animal ([[Ideoligion#Killing_innocent_animals|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&amp;lt;br/&amp;gt;{{Bad|−}} ''':''' No opinion gain from teaching a [[child]], or taking a lesson (as a child).{{BiotechIcon}}&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Teetotaler]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-25}} opinion of any pawns with any [[addiction]].&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with [[chemical interest]].&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with [[chemical fascination]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Joyous]] {{AnomalyIcon}}&lt;br /&gt;
| data-sort-value=&amp;quot;20&amp;quot; | {{Good|+20}} opinion from other pawns.&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 occur between pawns when they are in each other's vicinity. Whether interactions are good or bad is random but influenced their &amp;quot;pawn compatibility&amp;quot;. This value is hidden but can be seen by turning on Development Mode and hovering over the target pawn in the other pawn's Social tab.&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Selection weight&lt;br /&gt;
! Restrictions&lt;br /&gt;
|- id=&amp;quot;Chitchat&amp;quot;&lt;br /&gt;
! Chitchat&lt;br /&gt;
| {{Good|+0.66}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| +10 opinion&lt;br /&gt;
| ×1&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot;&amp;gt;[[Psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns can actually be a part of a chitchat or deep talk, they just don't gain any opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Deep talk&amp;quot;&lt;br /&gt;
! Deep talk&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.075&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Modified by the relativ compatibility of the pawns.{{Check Tag|Details needed|See InteractionWorker_DeepTalk.}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot; /&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Slighted&amp;quot;&lt;br /&gt;
! Slighted&lt;br /&gt;
| {{Bad|-5}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.02&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot;&amp;gt;Modified by the relativ opinion and compatibility of the pawns.{{Check Tag|Details needed|See NegativeInteractionChanceFactor.}} Also {{Bad|x2.3}} for [[abrasive]] pawns.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Insulted&amp;quot;&lt;br /&gt;
! Insulted &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot;&amp;gt;Also creates a thought that affects the mood.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.007&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot; /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Kind words&amp;quot;&lt;br /&gt;
! Kind words &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.01&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' Only [[kind]]; not [[inhumanized]] {{AnomalyIcon}}'''&amp;lt;br/&amp;gt;Recipent:''' none&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Even [[psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns gain opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Strange talk&amp;quot;&lt;br /&gt;
! Strange talk {{AnomalyIcon}} &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Bad|-4}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| 1×&lt;br /&gt;
| ×{{Check Tag|?|unknown}}&lt;br /&gt;
| exclusively&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' only [[disturbing]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;[[Void touched]]{{Check Tag|?|unknown}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references group=&amp;quot;a&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Chitchat:''' The most common type of social interaction. This increases relation between the two pawns by {{Good|0.66}} opinion each, capping out at 10 opinion. It is nullified for psychopaths and inhumanized {{AnomalyIcon}} pawns.&lt;br /&gt;
* '''Deep talk:''' A type of social interaction that gives a large {{Good|+15}} opinion of each other. It caps out at 10 deep talks and is nullified for psychopaths and inhumanized {{AnomalyIcon}} pawns.&lt;br /&gt;
* '''Insulted:''' This social interaction provides a {{Bad|-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.{{Thought|desc=I've been directly insulted! What an awful person!|value=-5|label=Insulted|stack=10|duration=2}}. These can also be caused by [[insulting spree]] and [[Mental break#targeted insulting spree|targeted insulting spree]].&lt;br /&gt;
* '''Slighted:''' This social interaction is similar to being insulted, except only giving a {{Bad|-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;
* '''Kind words:''' This interaction can only be done by [[kind]] pawns that are not inhumanized.{{AnomalyIcon}} The opinion boost of {{Good|+15}} for 20 days can stack up to 10 times from the same kind pawn with 0.9x stacked effect multiplier. Note that psychopaths and inhumanized {{AnomalyIcon}} pawn ''are'' affected by kind words. The affected pawn also gains the {{Thought|desc=I've been bestowed with kind words! What a nice person!|value=5|label=Kind words|stack=10|duration=2|multi=0.9}}, as long as they are not inhumanized.{{AnomalyIcon}}&lt;br /&gt;
* '''Strange chat:''' {{AnomalyIcon}} This social interaction can occur when interacting with a [[Disturbing]] or [[Void touched]] pawn, and gives a -3 &amp;quot;Unsettling conversation&amp;quot; opinion against the strange chatter. The affected pawn also suffers {{Thought|desc=An unsettling conversation made me very creeped out. Nobody should think or speak of such things.|value=-4|label=Unsettling conversation|stack=10|duration=1}}. These debuffs do not affect [[Inhumanized]] colonists.&lt;br /&gt;
&lt;br /&gt;
==== Social fights ====&lt;br /&gt;
Every insult has a {{Bad|4 %}} chance of starting social fight, slights {{Bad|0.5 %}}. This chance is affected by the following factors:&lt;br /&gt;
* [[Malnutrition]]&lt;br /&gt;
** {{Bad|x1.5}} Trivial&lt;br /&gt;
** {{Bad|x2}} Minor&lt;br /&gt;
** {{Bad|x2.5}} Moderate&lt;br /&gt;
** {{Bad|x3}} Severe&lt;br /&gt;
* {{Bad|x4}} [[Bloodlust]]&lt;br /&gt;
* [[Beer#Alcohol high|Alcohol high]]&lt;br /&gt;
** {{Bad|x1.5}} Warm&lt;br /&gt;
** {{Bad|x2.5}} Tipsy&lt;br /&gt;
** {{Bad|x4}} Drunk&lt;br /&gt;
** {{Bad|x5}} Hammered&lt;br /&gt;
* {{Bad|x3}} [[Psychite tea#Withdrawal|Psychite withdrawal]]&lt;br /&gt;
* {{Bad|x2}} [[Wake-up#Withdrawal|Wake-up withdrawal]]&lt;br /&gt;
* [[Genes#Aggressive|Aggression genes]] {{BiotechIcon}}&lt;br /&gt;
** {{Good|x0}} Dead calm&lt;br /&gt;
** {{Bad|x2}} Aggressive&lt;br /&gt;
** {{Bad|x3}} Hyper-aggressive&lt;br /&gt;
&lt;br /&gt;
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 at least {{Ticks|420}} have passed, 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, including bionics. Pawns that are [[incapable]] of violence can still provoke social fights, but will not fight back during them. If either pawn lands a hit, the victim will gain the {{Bad|-15}} &amp;quot;harmed me&amp;quot; opinion of their attacker for 10 days (see table in section [[Social#Actions|actions]]).&lt;br /&gt;
&lt;br /&gt;
After the pawns calm down, they will decide if the fight was cathartic or angering. This decision is made randomly and is wholly independent of any other factors, with both options being equally likely. A cathartic fight will give a pawn a {{Good|+38}} opinion of their opponent, and an angering fight will give a {{Bad|-22}} opinion. Both opinions last for 20 days.&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
|-&lt;br /&gt;
! Had angering fight&lt;br /&gt;
| {{Bad|-22}}&lt;br /&gt;
| 20&lt;br /&gt;
| 5×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Had cathartic fight&lt;br /&gt;
| {{Good|+38}}&lt;br /&gt;
| 20&lt;br /&gt;
| 5×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
{{Stub|section=true|reason=1) See [[Children#Lesson taking]] and psychopath above. 2) See [[Baby#Social]]}}&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&amp;lt;br/&amp;gt;(overall limit)&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Restrictions&lt;br /&gt;
|-&lt;br /&gt;
! Harmed me&lt;br /&gt;
| -15&lt;br /&gt;
| 10&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Botched my surgery&lt;br /&gt;
| -20&lt;br /&gt;
| 90&lt;br /&gt;
| 5× (300×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Regular rescue&amp;quot;&amp;gt;Rescued me&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 3× (300×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Rescued by stranger: I was rescued by someone! I almost thought I was done for back there. I'm so thankful.&amp;quot;&amp;gt;Rescued me&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| 25&lt;br /&gt;
| 30&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| –&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Recruited me&lt;br /&gt;
| 20&lt;br /&gt;
| 120&lt;br /&gt;
| 1× (1×)&lt;br /&gt;
| –&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Crashed together&lt;br /&gt;
| 25&lt;br /&gt;
| 20&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Someone I love was sold to a trader like a piece of meat!&amp;quot;&amp;gt;Sold my loved one&amp;lt;/abbr&amp;gt; &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot;&amp;gt;Also creates a thought that affects the mood.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -10&lt;br /&gt;
| 120&lt;br /&gt;
| 2× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;My special bonded animal was given away!&amp;quot;&amp;gt;Gave away my bonded animal&amp;lt;/abbr&amp;gt; &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -10&lt;br /&gt;
| 60&lt;br /&gt;
| 2× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Forced to take drugs &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -30&lt;br /&gt;
| 60&lt;br /&gt;
| 1× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| Only for [[teetotaler]]&lt;br /&gt;
|-&lt;br /&gt;
! Forced to take luciferium &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -30&lt;br /&gt;
| 120&lt;br /&gt;
| 1× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| Only for [[body purist]]&lt;br /&gt;
|-&lt;br /&gt;
! Killed a child {{BiotechIcon}}&lt;br /&gt;
| -20&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| 5× ({{Check Tag|?|unknown}}×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| Not [[psychopath]] or [[bloodlust]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references group=&amp;quot;b&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rituals ====&lt;br /&gt;
{{Main|Rituals}}&lt;br /&gt;
{{Stub|section=true|reason=See [[Rituals]]}}&lt;br /&gt;
&lt;br /&gt;
==== Precepts ====&lt;br /&gt;
{{Main|Precepts}}&lt;br /&gt;
{{Ideology|section=true}}&lt;br /&gt;
{{Stub|section=true|reason=See [[Precepts]]. When done move info about nudist, bloodlust and canibal out of section traits}}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
There are multiple different types of relations possible between pawns. While familial ties affect the opinion, non-intimate relations are only the result of opinions. Romances are both the result of and a source of opinion.&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;
* A '''rival'''  is every other pawn the pawn has an opinion of -100 to -20.&lt;br /&gt;
* An '''acquaintance''' is every other pawn the pawn has an opinion of -20 to 20.&lt;br /&gt;
* A '''friend''' is every other pawn the pawn has an opinion of 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;
{{Biotech|section=1}}&lt;br /&gt;
{{Rewrite|section=1|reason=&amp;lt;small&amp;gt;1) Tagged after the fact by not the original author - Are all mechanics below biotech or ONLY the force romance command and the factors apply to base romances? 2) Numbers for the factors listed 3) Relative age graphs/mechanics aren't adequately explained and need at the very least worked examples&amp;lt;/small&amp;gt;}}&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 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 list.&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;
| {{Graph:Chart&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;
| {{Graph:Chart&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;
&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;
&lt;br /&gt;
Pawns that were not [[babies|born]]{{BiotechIcon}} in the colony can also have lovers spawn as NPCs.&lt;br /&gt;
&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''' 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''' 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 &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;
&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;
&lt;br /&gt;
==== Lovin' ====&lt;br /&gt;
{{Rewrite|section=1|reason=adding graphs for the complex options {{t|MTB}}, lovin with slaves and prisoners when in relationship}}&lt;br /&gt;
{{Stub|section=1|reason=Missing mood buff (+8), also note [[love enhancer]]. Use {{t|Thought}}. need stacking info}}&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, bleeding, or in labor, the pawns are in bed, et cetera). Each partner evaluates their mean-time-between separately, taking into account the following:&lt;br /&gt;
&amp;lt;!-- factors all visible in RimWorld.LovePartnerRelationUtility#GetLovinMtbHours--&amp;gt;&lt;br /&gt;
* [[Pain]]: {{MTB}} is multiplied by 100/(100-pain%).&lt;br /&gt;
* [[Consciousness]]: if below 50%, {{MTB}} is multiplied by 50/consciousness%.&lt;br /&gt;
* [[Low libido]]:{{BiotechIcon}} {{MTB}} ×2.&lt;br /&gt;
* [[High libido]]:{{BiotechIcon}} {{MTB}} ×0.5.&lt;br /&gt;
* Own age: MTB is divided by: age 16, 0, age 18 to 25, 1, age 80, 0.2, divisor is interpolated linearly.&lt;br /&gt;
* Partner's age: MTB is divided by: age 16, 0, age 18, 1, divisor is interpolated linearly.&lt;br /&gt;
* Age difference: a penalty is applied when the male pawn is more than 10 years older than the female pawn, or 3 years vice versa; the penalty accumulates quadratically until it reaches {{MTB}} ×25 at age differences equal +30 (older male)/+10 (older female).&lt;br /&gt;
* Own [[beauty]]: below 0, {{MTB}} ×2.3, exactly 0, no effect, above 0, {{MTB}} ×0.3; doesn't matter how far from 0, not nullified even if both pawns &amp;quot;never judge others based on appearance&amp;quot;.&lt;br /&gt;
* Partner's beauty: exactly the same as own beauty, the resulting MTB scalars both apply.&lt;br /&gt;
* Own opinion of the partner: -100, MTB×1.3, +100, MTB×0.7, linear interpolation.&lt;br /&gt;
* Partner's opinion of self: evaluated in the exact same way, the resulting MTB scalars both apply.&lt;br /&gt;
* Own brain affected by [[word of love]] [[psycast]]: {{MTB}} ×0.25.&lt;br /&gt;
* Affected by [[pleasure pulse]]: {{MTB}} ×0.5.&lt;br /&gt;
A session of lovin' will last for between 6 minutes and 1 hour 6 minutes game time (250 and 2750 ticks&amp;lt;ref&amp;gt;RimWorld.JobDriver_Lovin:MakeNewToils&amp;lt;/ref&amp;gt;) and can be interrupted prematurely, which will still give the mood buff for lovin'. This can be repeated to stack the mood buff.&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. In case of a mixed faith relationship, then the Ideology of the adulterer is what determines whether it counts as an affair.&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;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed [[genes]] contributing to romance chance still apply.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Lover relationships can generate for pawns who have spent their entire life in the colony.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pawn sibling relationships disappearing when parents are removed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Beer&amp;diff=180525</id>
		<title>Beer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Beer&amp;diff=180525"/>
		<updated>2026-05-18T10:04:21Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Alcohol high */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|food&lt;br /&gt;
| name = Beer&lt;br /&gt;
| image = Beer b.png&lt;br /&gt;
| description = The first beverage besides water ever consumed by mankind. Beer can taste good, but its main effect is intoxication. Excessive consumption can lead to alcohol blackouts and, over time, addiction.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Drug&lt;br /&gt;
| type2 = Social drug&lt;br /&gt;
| tech level = Neolithic&lt;br /&gt;
| marketvalue = 12&lt;br /&gt;
| stack limit = 25&lt;br /&gt;
| mass base =  0.3&lt;br /&gt;
| hp = 50&lt;br /&gt;
| deterioration = 0.5&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| path cost = 14&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
| mode = Melee&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = Blunt&lt;br /&gt;
| meleeattack1part = Bottle&lt;br /&gt;
| meleeattack1cool = 2&lt;br /&gt;
| meleeattack1ap = 13&lt;br /&gt;
| meleeattack2dmg = 9&lt;br /&gt;
| meleeattack2type = Poke&lt;br /&gt;
| meleeattack2part = Neck&lt;br /&gt;
| meleeattack2cool = 2&lt;br /&gt;
| meleeattack2ap = 13&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| nutrition = 0.08&lt;br /&gt;
| taste = Simple&lt;br /&gt;
| joy offset = 0.17&lt;br /&gt;
| joy kind = Chemical&lt;br /&gt;
| addictiveness = 0.01&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| ingestion time = 0&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| production facility 1 = Fermenting barrel&lt;br /&gt;
| work to make = 0&lt;br /&gt;
| resource 1 = Wort&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Beer&lt;br /&gt;
| has quality = False&lt;br /&gt;
| tradeTags = Drugs&lt;br /&gt;
| preferability = NeverForNutrition&lt;br /&gt;
| drug category = Social&lt;br /&gt;
| is pleasure drug = true&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Beer''' is a beverage that functions as a [[drug]]. It provides some [[recreation]], and inebriates the user. The more intoxicated a pawn is, the greater their [[mood]], but the worse it is for health and performance. In addition to its intoxicating effects, beer is considered [[food]], as it gives a small amount of [[nutrition]].&lt;br /&gt;
&lt;br /&gt;
It can also be used as a somewhat ineffectual [[Weapons#Base melee stats|melee weapon]], doing less {{DPS}} than a [[club]] or even a lump of [[wood]], but still more than a normal [[human]] fist. Conveniently, the beer is not lost after using it as a weapon.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
Beer is produced in three steps. It requires the [[Research#Beer brewing|Beer brewing]] research to create.&lt;br /&gt;
&lt;br /&gt;
# Plant and harvest [[hops]], which is an easy task and can be done without Research (min [[Skills#Plants|Plants Skill]] 3).&lt;br /&gt;
# Turn 25 hops into 5 [[wort]] at a [[brewery]]. This is a [[Work#Cook|Cooking task]], and its [[Drug Cooking Speed|speed]] dependent on cooking skill. There is no chance of [[food poisoning]], so unskilled cooks can create wort, just slower.&lt;br /&gt;
# Place up to 25 units of wort (125 hops) into a [[fermenting barrel]] for 6 days. Filling the barrel is considered a [[Work#Haul|Hauling task]]. Partial loads of wort are possible, but less efficient. The size of the load relatively to total capacity is represented by the length of the bar displayed on the barrel once any wort has been added.&amp;lt;br&amp;gt;If more wort is added to a barrel already fermenting, progress will be delayed proportional to both the wort added and already in the barrel. For example, adding 5 wort to a barrel with 5 wort would halve existing progress. Each wort is converted to 1 beer. If temperatures get too hot or cold, the brewing will fail and no beer will be produced.  &lt;br /&gt;
# When the fermentation is complete, represented by the fill bar changing color from brown to yellow, the completed beer can be removed. This is considered a [[Work#Haul|Hauling task]].&lt;br /&gt;
&lt;br /&gt;
[[File:Fermenting_progress.png|thumb|left|250px|[[Fermenting barrel]]s.&amp;lt;br&amp;gt;Top: Fermenting, 0% progress&amp;lt;br&amp;gt;Bottom: Fermenting, 100% progress&amp;lt;br&amp;gt;Bar ''length'' shows # of wort inside.]]&lt;br /&gt;
&lt;br /&gt;
=== Critical temperature ===&lt;br /&gt;
The process of brewing involves a living organism, so difficulty can increase greatly depending on your biome's weather conditions. Avoiding delays or failure requires following temperature requirements:&lt;br /&gt;
&lt;br /&gt;
: {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Temperature&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| {{Temperature|7|{{Q|Fermenting barrel|Max Safe Temperature}}}}&lt;br /&gt;
| Ideal fermenting temperature range&lt;br /&gt;
|-&lt;br /&gt;
| {{Temperature|{{Q|Fermenting barrel|Min Safe Temperature}}|7}}&lt;br /&gt;
| Temporarily halts fermentation process, process continues when ideal temperature restored&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; {{Temperature|{{Q|Fermenting barrel|Max Safe Temperature}}}}&amp;lt;br&amp;gt; &amp;lt; {{Temperature|{{Q|Fermenting barrel|Min Safe Temperature}}}}&lt;br /&gt;
| Freezing or &amp;quot;too hot&amp;quot; is fatal to the brewing process, all product is lost, all the previous work wasted&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The inspect pane will indicate 'Overheating' or 'Freezing', increasing by {{#expr:{{Q|Fermenting barrel|Spoiling Rate}}*100}}% per {{Temperature|1||delta}} outside the safe temperature range each [[tick]]. This is halted when safe temperature is restored, but not reset. If it reaches 100%, the contents are 'ruined by temperature' and no beer can be obtained.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Beer is a mood enhancing drug that has a variety of effects. These can be broken into effects that occur:&lt;br /&gt;
&lt;br /&gt;
* Instantaneously and one time upon using the drug.&lt;br /&gt;
* While high on the drug.&lt;br /&gt;
* After being high on the drug.&lt;br /&gt;
* While having a built-up tolerance to the drug.&lt;br /&gt;
* While addicted to the drug.&lt;br /&gt;
* While withdrawing from the drug.&lt;br /&gt;
&lt;br /&gt;
=== Upon drinking ===&lt;br /&gt;
A pawn consuming beer will look for a place to sit in a twenty tile radius first, but will also drink it while standing if it doesn't find one. Drinking a beer takes {{ticks|{{P|Ingestion Time}}}}. It has the following one time effects:&lt;br /&gt;
&lt;br /&gt;
* {{+|{{%|{{P|Joy Offset}}}}}} {{P|Joy Kind}} [[recreation]]&lt;br /&gt;
* {{+|{{P|Nutrition}} }} [[Nutrition]]&lt;br /&gt;
* If the pawn has the [[chemical interest]] or [[chemical fascination]] trait:&lt;br /&gt;
** {{+|20%}} [[Chemical need]]&lt;br /&gt;
* '''+{{%|{{#vardefineecho:highSeverity|0.15}} * 0.25}} to +{{%|{{#var:highSeverity}}}}''' Alcohol high severity, depending on tolerance ''(see &amp;quot;Alcohol high&amp;quot; below)''&lt;br /&gt;
* {{++|{{%|{{#vardefineecho:toleranceSeverityOffset|0.016}}}}}} [[Drugs#Tolerance|Tolerance]] severity, divided by body size ''(see &amp;quot;Tolerance&amp;quot; below)''&lt;br /&gt;
* If the pawn has {{%|{{#vardefineecho:minToleranceToAddict|0.25}}}} tolerance already:&lt;br /&gt;
** {{Bad| {{%|{{P|Addictiveness}} * ( 1 + 4 * {{#var:minToleranceToAddict}} / 0.5) }} to {{%|{{P|Addictiveness}} * 15}} }} [[Addiction]] chance ''(see &amp;quot;Addiction&amp;quot; below)''&lt;br /&gt;
* If the pawn has an addiction already:&lt;br /&gt;
** {{+|{{%|{{#vardefineecho:needOffset|0.9}}}}}} Alcohol need ''(see &amp;quot;Addiction&amp;quot; below)''&lt;br /&gt;
** {{--|{{%|{{#vardefineecho:addictionSeverityOffset|0.2}}}}}} Addiction progress ''(see &amp;quot;Addiction&amp;quot; below)''&lt;br /&gt;
&lt;br /&gt;
=== Alcohol high ===&lt;br /&gt;
{{Quote|&amp;quot;Alcohol in the bloodstream. It makes people happy, but reduces capacities.&amp;quot;|Alcohol high description}}&lt;br /&gt;
&lt;br /&gt;
Each beer increases the alcohol high severity by the following formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Increase in severity = {{#var:highSeverity}} * (100 - (tolerance * 75 round 0))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Therefore with 0% tolerance the severity increases by {{%|{{#var:highSeverity}}}}, with 100% tolerance by {{%|{{#var:highSeverity}}*0.25}}. It decreases by {{%|{{#vardefineecho:highSeverityPerDay|0.75}}}} per day again, meaning that the high of a single dose lasts between {{#vardefineecho:highDurationMin|{{#expr: {{#var:highSeverity}}*0.25/({{#var:highSeverityPerDay}}/24) round 1}}}} and '''{{Plural|{{#vardefineecho:highDurationMax|{{#expr: {{#var:highSeverity}}/({{#var:highSeverityPerDay}}/24) round 1}}}}|hour}}'''. The maximum severity of an alcohol high is 100% which is reached with {{#expr: 1/{{#var:highSeverity}} round 1}} to {{#expr:1/{{#var:highSeverity}}/0.25 round 1}}&amp;amp;nbsp;beer.&lt;br /&gt;
&lt;br /&gt;
The alcohol high severity not only sets the length of the high but also affects the symptoms.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right;&amp;quot;&lt;br /&gt;
! Level&lt;br /&gt;
! Alcohol high severity&lt;br /&gt;
! [[Mood]]&lt;br /&gt;
! [[Pain]]&lt;br /&gt;
! [[Consciousness]]&lt;br /&gt;
! [[Moving]]&lt;br /&gt;
! Social fight chance&lt;br /&gt;
! Other effects&lt;br /&gt;
|-&lt;br /&gt;
! Warm&lt;br /&gt;
| &amp;gt;0%&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{Thought|value=+10|stack=1|label=alcohol warmth|desc=I just feel a bit more relaxed after that drink. That's good.}}&lt;br /&gt;
| {{Good|×90%}}&lt;br /&gt;
| – || – || {{Bad|×1.5}}&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{--|2%}} [[Manipulation]]&lt;br /&gt;
|-&lt;br /&gt;
! Tipsy&lt;br /&gt;
| &amp;gt;25%&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{Thought|value=+14|stack=1|label=quite inebriated|desc=I'm a bit wobbly! And this is quite enjoyable.}}&lt;br /&gt;
| {{Good|×80%}}&lt;br /&gt;
| {{Bad|×90%}}&lt;br /&gt;
| {{--|5%}}&lt;br /&gt;
| {{Bad|×2.5}}&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | –&lt;br /&gt;
|-&lt;br /&gt;
! Drunk&lt;br /&gt;
| &amp;gt;40%&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{Thought|value=+20|stack=1|label=drunk|desc=I feel so uninhibited and unafraid! This is a great time!}}&lt;br /&gt;
| {{Good|×50%}}&lt;br /&gt;
| {{Bad|×65%}}&lt;br /&gt;
| {{--|10%}}&lt;br /&gt;
| {{Bad|×4}}&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{Bad|Vomiting:}} on average every 0.75 days.&amp;lt;br/&amp;gt;{{Bad|Hangover}} once the alcohol high severity drops below 40% (see ''&amp;quot;Hangover&amp;quot;'' below).&lt;br /&gt;
|-&lt;br /&gt;
! Hammered&lt;br /&gt;
| &amp;gt;70%&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{Thought|value=+26|stack=1|label=hammered|desc=Wooo! What's going on?}}&lt;br /&gt;
| {{Good|×30%}}&lt;br /&gt;
| {{Bad|×50%}}&lt;br /&gt;
| {{--|10%}}&lt;br /&gt;
| {{Bad|×5}}&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{Bad|Vomiting:}} on average every 0.2 days.&lt;br /&gt;
|-&lt;br /&gt;
! Blackout&lt;br /&gt;
| &amp;gt;90%&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | –&lt;br /&gt;
| {{Good|×10%}}&lt;br /&gt;
| {{Bad|max. 10%}}&lt;br /&gt;
| – || –&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{Bad|Chemical damage (moderate):}}&amp;lt;br/&amp;gt;The [[chemical damage]] occurs on average every 10 days and affects the brain.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Assuming the beers are consumed right after each other with initially 0% tolerance, the different stages last the following times:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Beers Consumed !! Hours Warm !! Hours Tipsy !! Hours Drunk !! Hours Hammered !! Hours Blackout&lt;br /&gt;
|-&lt;br /&gt;
| {{#vardefineecho:doses|1}}{{#vardefine:highSeverityOdd | {{#expr: {{#var:highSeverity}} * (1 - ({{#var:toleranceSeverityOffset}} * ({{#var:doses}}-1) * 0.75 round 2))}} }}&lt;br /&gt;
| {{#expr: {{#ifexpr: {{#var:highSeverityOdd}} &amp;lt; 0.25 | {{#var:highSeverityOdd}} | 0.25}} / {{#vardefineecho:highSeverityPerHour|{{#expr: {{#var:highSeverityPerDay}}/24}} }} round 1}}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityOdd}} &amp;gt; 0.25 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} &amp;lt; 0.4 | {{#var:highSeverityOdd}} | 0.4}} - 0.25)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityOdd}} &amp;gt; 0.4 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} &amp;lt; 0.7 | {{#var:highSeverityOdd}} | 0.7}} - 0.4)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityOdd}} &amp;gt; 0.7 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} &amp;lt; 0.9 | {{#var:highSeverityOdd}} | 0.9}} - 0.7)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityOdd}} &amp;gt; 0.9 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} &amp;lt; 1 | {{#var:highSeverityOdd}} | 1}} - 0.9)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
|-&lt;br /&gt;
| {{#vardefineecho:doses|2}}{{#vardefine:highSeverityEven|{{#expr: {{#var:highSeverityOdd}} + {{#var:highSeverity}} * (1 - ({{#var:toleranceSeverityOffset}} * ({{#var:doses}}-1) * 0.75 round 2))}} }}&lt;br /&gt;
| {{#expr: {{#ifexpr: {{#var:highSeverityEven}} &amp;lt; 0.25 | {{#var:highSeverityEven}} | 0.25}} / {{#var:highSeverityPerHour}} round 1}}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityEven}} &amp;gt; 0.25 | {{#expr: ({{#ifexpr: {{#var:highSeverityEven}} &amp;lt; 0.4 | {{#var:highSeverityEven}} | 0.4}} - 0.25)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityEven}} &amp;gt; 0.4 | {{#expr: ({{#ifexpr: {{#var:highSeverityEven}} &amp;lt; 0.7 | {{#var:highSeverityEven}} | 0.7}} - 0.4)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityEven}} &amp;gt; 0.7 | {{#expr: ({{#ifexpr: {{#var:highSeverityEven}} &amp;lt; 0.9 | {{#var:highSeverityEven}} | 0.9}} - 0.7)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityEven}} &amp;gt; 0.9 | {{#expr: ({{#ifexpr: {{#var:highSeverityEven}} &amp;lt; 1 | {{#var:highSeverityEven}} | 1}} - 0.9)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
|-&lt;br /&gt;
| {{#vardefineecho:doses|3}}{{#vardefine:highSeverityOdd|{{#expr: {{#var:highSeverityEven}} + {{#var:highSeverity}} * (1 - ({{#var:toleranceSeverityOffset}} * ({{#var:doses}}-1) * 0.75 round 2))}} }}&lt;br /&gt;
| {{#expr: {{#ifexpr: {{#var:highSeverityOdd}} &amp;lt; 0.25 | {{#var:highSeverityOdd}} | 0.25}} / {{#var:highSeverityPerHour}} round 1}}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityOdd}} &amp;gt; 0.25 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} &amp;lt; 0.4 | {{#var:highSeverityOdd}} | 0.4}} - 0.25)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityOdd}} &amp;gt; 0.4 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} &amp;lt; 0.7 | {{#var:highSeverityOdd}} | 0.7}} - 0.4)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityOdd}} &amp;gt; 0.7 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} &amp;lt; 0.9 | {{#var:highSeverityOdd}} | 0.9}} - 0.7)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityOdd}} &amp;gt; 0.9 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} &amp;lt; 1 | {{#var:highSeverityOdd}} | 1}} - 0.9)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
|-&lt;br /&gt;
| {{#vardefineecho:doses|4}}{{#vardefine:highSeverityEven|{{#expr: {{#var:highSeverityOdd}} + {{#var:highSeverity}} * (1 - ({{#var:toleranceSeverityOffset}} * ({{#var:doses}}-1) * 0.75 round 2))}} }}&lt;br /&gt;
| {{#expr: {{#ifexpr: {{#var:highSeverityEven}} &amp;lt; 0.25 | {{#var:highSeverityEven}} | 0.25}} / {{#var:highSeverityPerHour}} round 1}}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityEven}} &amp;gt; 0.25 | {{#expr: ({{#ifexpr: {{#var:highSeverityEven}} &amp;lt; 0.4 | {{#var:highSeverityEven}} | 0.4}} - 0.25)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityEven}} &amp;gt; 0.4 | {{#expr: ({{#ifexpr: {{#var:highSeverityEven}} &amp;lt; 0.7 | {{#var:highSeverityEven}} | 0.7}} - 0.4)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityEven}} &amp;gt; 0.7 | {{#expr: ({{#ifexpr: {{#var:highSeverityEven}} &amp;lt; 0.9 | {{#var:highSeverityEven}} | 0.9}} - 0.7)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityEven}} &amp;gt; 0.9 | {{#expr: ({{#ifexpr: {{#var:highSeverityEven}} &amp;lt; 1 | {{#var:highSeverityEven}} | 1}} - 0.9)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
|-&lt;br /&gt;
| {{#vardefineecho:doses|5}}{{#vardefine:highSeverityOdd|{{#expr: {{#var:highSeverityEven}} + {{#var:highSeverity}} * (1 - ({{#var:toleranceSeverityOffset}} * ({{#var:doses}}-1) * 0.75 round 2))}} }}&lt;br /&gt;
| {{#expr: {{#ifexpr: {{#var:highSeverityOdd}} &amp;lt; 0.25 | {{#var:highSeverityOdd}} | 0.25}} / {{#var:highSeverityPerHour}} round 1}}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityOdd}} &amp;gt; 0.25 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} &amp;lt; 0.4 | {{#var:highSeverityOdd}} | 0.4}} - 0.25)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityOdd}} &amp;gt; 0.4 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} &amp;lt; 0.7 | {{#var:highSeverityOdd}} | 0.7}} - 0.4)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityOdd}} &amp;gt; 0.7 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} &amp;lt; 0.9 | {{#var:highSeverityOdd}} | 0.9}} - 0.7)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityOdd}} &amp;gt; 0.9 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} &amp;lt; 1 | {{#var:highSeverityOdd}} | 1}} - 0.9)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
|-&lt;br /&gt;
| {{#vardefineecho:doses|6}}{{#vardefine:highSeverityEven|{{#expr: {{#var:highSeverityOdd}} + {{#var:highSeverity}} * (1 - ({{#var:toleranceSeverityOffset}} * ({{#var:doses}}-1) * 0.75 round 2))}} }}&lt;br /&gt;
| {{#expr: {{#ifexpr: {{#var:highSeverityEven}} &amp;lt; 0.25 | {{#var:highSeverityEven}} | 0.25}} / {{#var:highSeverityPerHour}} round 1}}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityEven}} &amp;gt; 0.25 | {{#expr: ({{#ifexpr: {{#var:highSeverityEven}} &amp;lt; 0.4 | {{#var:highSeverityEven}} | 0.4}} - 0.25)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityEven}} &amp;gt; 0.4 | {{#expr: ({{#ifexpr: {{#var:highSeverityEven}} &amp;lt; 0.7 | {{#var:highSeverityEven}} | 0.7}} - 0.4)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityEven}} &amp;gt; 0.7 | {{#expr: ({{#ifexpr: {{#var:highSeverityEven}} &amp;lt; 0.9 | {{#var:highSeverityEven}} | 0.9}} - 0.7)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityEven}} &amp;gt; 0.9 | {{#expr: ({{#ifexpr: {{#var:highSeverityEven}} &amp;lt; 1 | {{#var:highSeverityEven}} | 1}} - 0.9)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
|-&lt;br /&gt;
| {{#vardefineecho:doses|7}}{{#vardefine:highSeverityOdd|{{#expr: {{#var:highSeverityEven}} + {{#var:highSeverity}} * (1 - ({{#var:toleranceSeverityOffset}} * ({{#var:doses}}-1) * 0.75 round 2))}} }}&lt;br /&gt;
| {{#expr: {{#ifexpr: {{#var:highSeverityOdd}} &amp;lt; 0.25 | {{#var:highSeverityOdd}} | 0.25}} / {{#var:highSeverityPerHour}} round 1}}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityOdd}} &amp;gt; 0.25 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} &amp;lt; 0.4 | {{#var:highSeverityOdd}} | 0.4}} - 0.25)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityOdd}} &amp;gt; 0.4 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} &amp;lt; 0.7 | {{#var:highSeverityOdd}} | 0.7}} - 0.4)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityOdd}} &amp;gt; 0.7 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} &amp;lt; 0.9 | {{#var:highSeverityOdd}} | 0.9}} - 0.7)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityOdd}} &amp;gt; 0.9 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} &amp;lt; 1 | {{#var:highSeverityOdd}} | 1}} - 0.9)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hangover ====&lt;br /&gt;
{{Quote|&amp;quot;An unpleasant delayed after-effect of alcohol intoxication.&amp;quot;|Hangover description}}&lt;br /&gt;
Once a colonist reaches at least the drunk state, they will go through the hangover stages after their alcohol high severity drops below 40% again. It isn't visible until after the alcohol effect is fully gone however. If a colonist drinks beer while hungover they will be both hungover and inebriated. Severity starts at 100% and decreases consistently to 0% over the course of a full day, &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right;&amp;quot;&lt;br /&gt;
! Level !! Severity % !! Mood !! Consciousness !! Other effects&lt;br /&gt;
|-&lt;br /&gt;
! Pounding&lt;br /&gt;
| &amp;gt;40%&lt;br /&gt;
| {{Thought|value=-12|stack=1|label=pounding hangover|desc=It feels like a gaggle of geese are pecking at my skull.}}&lt;br /&gt;
| {{--|18%}} || {{Bad|Vomiting:}} on average every 0.4 days.&lt;br /&gt;
|-&lt;br /&gt;
! Strong/serious&lt;br /&gt;
| &amp;gt;15%&lt;br /&gt;
| {{Thought|value=-6|stack=1|label=serious hangover|desc=My head hurts from all that liquor.}}&lt;br /&gt;
| {{--|8%}} || &lt;br /&gt;
|-&lt;br /&gt;
! Slight/mild&lt;br /&gt;
| &amp;gt;0%&lt;br /&gt;
| {{Thought|value=-3|stack=1|label=mild hangover|desc=The headache is almost gone.}}&lt;br /&gt;
| {{--|3%}} || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tolerance ===&lt;br /&gt;
{{Main|Tolerance}}&lt;br /&gt;
{{Quote|&amp;quot;A built-up tolerance to alcohol. The more severe this tolerance is, the more alcohol it takes to get the same effect.&amp;quot;|Tolerance description}}&lt;br /&gt;
Each beer consumed increases the tolerance of the pawn by the following formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Increase in tolerance = {{%|{{#var:toleranceSeverityOffset}} }} / body size&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thus smaller or not fully grown pawns gain more tolerance per drug use then bigger or fully grown ones. An adult [[human]] has a body size of {{Q|Human|Body Size}}. Tolerance decreases at a rate of {{%|{{#vardefineecho:toleranceSeverityPerDay|0.016}} }} per day.&lt;br /&gt;
&lt;br /&gt;
See sections ''&amp;quot;Alcohol high&amp;quot;'' and ''&amp;quot;Addiction&amp;quot;'' for how tolerance affects alcohol high severity and addiction chance respectively.&lt;br /&gt;
&lt;br /&gt;
If the tolerance is above a certain thresholds it imposes a chance over time to gain the following [[ailments]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;{{Bad|Cirrhosis}}&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Tolerance above 45%'''  imposes a chance to get [[cirrhosis]] in the liver proportional to the tolerance held.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! Tolerance !! Average cirrhosis interval !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| 45% || 99999 Days&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | {{Graph:Chart| width = 400 | height = 100 | type = line | xAxisTitle = Tolerance (%) | yAxisTitle = MTB Cirrhosis (Days) | x = 49, 50, 100 | y =  250, 60, 45 | xAxisMin = 45 | yAxisMax = 250}}&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 60 Days&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 45 Days&lt;br /&gt;
|}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;{{Bad|Carcinoma}}&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Tolerance above 45%''' imposes a chance to get [[carcinoma]] in the liver proportional to the tolerance held.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! Tolerance !! Average carcinoma interval !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| 45% || 99999 Days&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | {{Graph:Chart| width = 400 | height = 100 | type = line | xAxisTitle = Tolerance (%) | yAxisTitle = MTB Carcinoma (Days) | x = 49, 50, 100 | y = 250, 180, 150 | xAxisMin = 45 | yAxisMax = 250}}&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 180 Days&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 150 Days&lt;br /&gt;
|}&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Addiction ===&lt;br /&gt;
{{Quote|&amp;quot;A chemical addiction to alcohol. Long-term presence of alcohol has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug. Without regular doses of alcohol, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction.&amp;quot;|Addiction description}}&lt;br /&gt;
Once a pawn has a alcohol tolerance of {{%|{{#var:minToleranceToAddict}} }} or above, each dose carries a chance of alcohol addiction that scales with tolerance. Due to the minimum tolerance to addict, beer can be safely consumed once every {{Plural|{{#var:toleranceSeverityOffset}}/{{#var:toleranceSeverityPerDay}} round 1|day}} without risking addiction, so long as the pawn has a body size of 1 or higher and their tolerance is not already elevated before starting the schedule.&lt;br /&gt;
&lt;br /&gt;
The chance of addiction is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tolerance !! Addiction chance !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| 0% || 0%&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | {{Graph:Chart&lt;br /&gt;
  | width = 400 | height = 100 | type = line | xAxisTitle = Tolerance (%) | yAxisTitle = Addiction Chance (%)&lt;br /&gt;
  | x = 0, {{#expr:{{#var:minToleranceToAddict}}*100}}, {{#expr:{{#var:minToleranceToAddict}}*100}}, 50, 80, 100&lt;br /&gt;
  | y = 0, 0, {{#expr:{{P|Addictiveness}} * ( 1 + 4 * {{#var:minToleranceToAddict}} / 0.5) * 100}}, {{#expr:{{P|Addictiveness}} * 5 * 100}}, {{#expr:{{P|Addictiveness}} * 15 * 100}}, {{#expr:{{P|Addictiveness}} * 15 * 100}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
| {{%|{{#var:minToleranceToAddict}}}} || {{%|{{P|Addictiveness}} * ( 1 + 4 * {{#var:minToleranceToAddict}} / 0.5) }}&lt;br /&gt;
|-&lt;br /&gt;
| 50% || {{%|{{P|Addictiveness}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| 80% || {{%|{{P|Addictiveness}} * 15}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The addiction progresses by {{%|{{#vardefineecho:addictionSeverityPerDay|0.0333}}}} per day from the initial 50%. Once it reaches 100% the addiction is healed, meaning it takes about {{Plural|0.5/{{#var:addictionSeverityPerDay}} round 1|day}} to overcome the addiction. Drinking beer during an alcohol addiction will reduce the addiction progress by {{%|{{#var:addictionSeverityOffset}}}} again ''(see &amp;quot;Upon drinking&amp;quot; above)''.&lt;br /&gt;
&lt;br /&gt;
Developing an addiction also means a pawn has an alcohol [[Needs#Drug addictions|need]]. The need for alcohol falls by {{%|{{#vardefineecho:needFall|0.5}}}} per day, drinking beer satisfies the need by {{%|{{#var:needOffset}}}} ''(see &amp;quot;Upon drinking&amp;quot; above)'', meaning the pawn will need to drink beer at least every {{Plural|{{#var:needOffset}}/{{#var:needFall}} round 1|day}} to prevent withdrawal symptoms.&lt;br /&gt;
&lt;br /&gt;
=== Withdrawal ===&lt;br /&gt;
{{Quote|&amp;quot;Because of an alcohol addiction, this person needs to regularly consume alcohol to avoid withdrawal symptoms.&amp;quot;|Need description}}&lt;br /&gt;
As soon as the alcohol need reaches 0%, the pawn suffers from the following withdrawal symptoms:&lt;br /&gt;
* {{--|35}} [[Mood]] (''&amp;quot;Feeling shaky. Everything pisses me off. I keep thinking of drinking.&amp;quot;'')&lt;br /&gt;
* {{--|20%}} [[Consciousness]]&lt;br /&gt;
* {{--|30%}} [[Moving]]&lt;br /&gt;
* {{--|50%}} [[Manipulation]]&lt;br /&gt;
* {{Bad|Mental break}} chance:&lt;br /&gt;
** [[Social drug binge]]: on average every {{#vardefineecho:bingeMtb|40}} days. This averages to {{Plural|1/{{#var:addictionSeverityPerDay}}/{{#var:bingeMtb}} round 1|social drug binge}} during each withdrawal.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Beer is one of the most difficult drugs to get addicted to - a pawn at 0% tolerance would need to drink ''15'' beers to get addicted. Therefore, beer is great for [[chemical interest]] pawns and [[Ideoligions#High life|High Life]] [[ideoligion]]s{{IdeologyIcon}}. Note that alcohol binges can still lead to blackouts, which can lead to permanent brain damage.&lt;br /&gt;
&lt;br /&gt;
Even for ordinary pawns, beer can be a good source of mood increase. One beer per day gives {{+|10}} mood for 4.8 hours with no chance for addiction and a tiny {{--|2%}} Manipulation. It is recommended to set the [[drug policy]] to remove &amp;quot;Take for Recreation&amp;quot;. Instead, set a schedule for pawns to take beer once per day. You can also set pawns to drink beer only when mood is low (while still only once per day) to conserve on beer.&lt;br /&gt;
&lt;br /&gt;
In some cases, you can use beer to down animals - they will drink it if they have no other food source. This technique can even down [[thrumbo]]s, allowing for an easy kill. Note that this will take multiple bottles depending on the creature and they will ''only'' attempt to drink the beer when there is no other food source that they can reach. This also applies to colony animals, so watch out.&lt;br /&gt;
&lt;br /&gt;
=== Brewing temperature ===&lt;br /&gt;
Because the &amp;quot;fatal&amp;quot; range is unforgiving even for a moment, it's recommended to keep your temperatures well within the &amp;quot;ideal&amp;quot; range and have a separate, emergency power/temperature system so that an open door or short-term power loss will not cause the loss of the batch. Double-walling your brewery to insulate from extreme temperatures, and/or installing a long* entry hall/room as an &amp;quot;air lock&amp;quot; with doors at each end is not a bad idea. Also, when planning the location of your brewing, be aware that a kitchen will often be quite warm, as active stoves produce excess heat.&lt;br /&gt;
&lt;br /&gt;
: (* 6 tiles long gives time for the first door to shut before your colonist opens the next, so that your brewery is not exposed to &amp;quot;outside&amp;quot; temperatures. [[Autodoor]]s would shorten this required length.)&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
Beer is more or less equal to [[smokeleaf joint]]s. Beer takes {{++|{{%|-1 + (5/4)*({{Q|Smokeleaf plant|Harvest Yield Per Work}}/{{Q|Hop plant|Harvest Yield Per Work}}) round 3}}}} more planter work per item for {{Good|-{{%|(1000/450)/5 round 3}}}} less cook work per item. Beer is worth {{+|{{%|-1+{{Q|Beer|Market Value Base}}/{{Q|Smokeleaf joint|Market Value Base}} round 3}}}} more silver, but it takes longer to load. Therefore, smokeleaf can be better with a better cook, and beer better with a better planter. Beer brewing requires research, though [[drug lab]]s are needed to make smokeleaf at 100% speed, and they are unlocked with [[Research#Drug production|Drug production]] research.&lt;br /&gt;
&lt;br /&gt;
Beer is almost completely inferior to [[flake]] as a trade drug, as beer takes {{++|{{%|-1 + (5/4)*({{Q|Psychoid plant|Harvest Yield Per Work}}/{{Q|Hop plant|Harvest Yield Per Work}}) round 3}}}} more planter work per item, is worth {{--|{{%|-1+{{Q|Flake|Market Value Base}}/{{Q|Beer|Market Value Base}} round 3}}}} less per item, for {{Good|{{%|-1+(200/250) round 3}}}} less work per item created (not including extra loading). Flake creation is based off Intellectual skill, so beer may have a niche if you have a pawn great at Cooking, but no intellectual pawn.&lt;br /&gt;
&lt;br /&gt;
Regardless - if your colony already uses beer, then you can sell any excess beer to traders.&lt;br /&gt;
&lt;br /&gt;
== Production math ==&lt;br /&gt;
Don't worry, we'll walk you through it...&lt;br /&gt;
* 25 [[hops]] makes 5 [[wort]]&lt;br /&gt;
* A single [[fermenting barrel]] can hold up to 25 wort&lt;br /&gt;
* 1 wort = 1 beer&lt;br /&gt;
That means that 125 hops items = 25 wort = 1 full barrel = 25 beer. &lt;br /&gt;
&lt;br /&gt;
* Fermentation takes 6 days for 25 beer.&lt;br /&gt;
* 1 pawn can drink 1 beer/day without risk of [[addiction]].&lt;br /&gt;
Due to inefficiency, let's assume that the entire loading process takes 7 days. 1 barrel can therefore support 3.5 pawns (25 beer/7 days).  It would not be too hard to have everything in place and approach something just over 6 days/run, which, ''if maintained'', would give you a production rate closer to 1 barrel = beer for 4 pawns.&lt;br /&gt;
&lt;br /&gt;
Before [[difficulty]] multipliers and the [[Plant Harvest Yield]] stat, and assuming hops are grown in regular soil: &lt;br /&gt;
* 1 barrel can hold up to 16 [[hop plant]]s' worth of yield at a time.&lt;br /&gt;
* 24 [[hop plant]]s are enough to sustain 1 barrel indefinitely. (This is more than enough to fill a barrel, but hops grow slower than the fermentation process)&lt;br /&gt;
** In Losing is Fun, a grower with 8 Plants skill would require 30 hop plants to fill 1 barrel indefinitely.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
In real life, beer is brewed from malted barley/wheat, not hops. Hops are used in the brewing of beer to provide flavor and as a preservative. &lt;br /&gt;
&lt;br /&gt;
Also unlike its RimWorld counterpart, real beer is typically not flammable as it does not have sufficient alcohol content. In fact, a bottle of beer being placed in a fire would be more likely to extinguish it when the bottle broke.&lt;br /&gt;
&lt;br /&gt;
This, along with [[wood]], is one of only two items that serves dual purposes as both a usable item and an improvised weapons.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Beer a.png|One beer&lt;br /&gt;
Beer b.png|Stack of beer&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Possibly Added. Beer brewing, beer drinking, inebriated thoughts, ability impacts and hangovers added.&lt;br /&gt;
* ? - No longer produced directly from hops at the brewery, now must be placed in barrels to ferment.&lt;br /&gt;
* Beta 19/1.0 - Beer fermenting time 10 days -&amp;gt; 6 days. Buffed beer bottles slightly (~10%) above fists in terms of DPS. Alcohol loses hidden ‘buzzed’ stage;‘warm’ begins from 0 severity. Alcohol severity per day -1.0 -&amp;gt; 0.75, so it lasts longer. Alcohol mood gains all increase +2.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Fix: Pawn with alcohol-induced brain damage are doomed to die.{{Check Tag|Actual change?}}&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Drug tolerance gain is now divided by body size and not body size squared - this also had the effect of making the suggested safe dose intervals for children correct.&lt;br /&gt;
&lt;br /&gt;
{{Nav|drugs|wide}}&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Drug]] [[Category:Social Drug]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Neolithic Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]] [[Category:Blunt Weapons]] [[Category:Improvised Weapons]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Social&amp;diff=180524</id>
		<title>Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Social&amp;diff=180524"/>
		<updated>2026-05-18T09:58:32Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Opinion */&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|Social (skill)}}&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 insulting them possible leading to bad mood and a social fight, which will do damage to both and can potentially lead to permanent injury. On the other hand, a colonist needs a minimum opinion of another colonist to pursue a romance with them.&lt;br /&gt;
&lt;br /&gt;
== Opinion ==&lt;br /&gt;
Opinions are affected by a pawns beauty, their traits, random social interaction and actions controllable by the player. The later are significantly expanded by [[rituals]] {{RoyaltyIcon}}/{{IdeologyIcon}} and [[precepts]].{{IdeologyIcon}} For the effects of relations on opinion, see that section below.&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&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;
[[Ascetic]], [[kind]], and [[Sight|blind]] pawns do not gain nor lose any opinion for any other pawn based on their beauty stat.&lt;br /&gt;
{{:Beauty (Pawn)}}&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
{{Main|Traits}}&lt;br /&gt;
There are a number of traits that directly and permanently change the opinio of others.&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}}&lt;br /&gt;
! Trait&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Opinion change&lt;br /&gt;
|-&lt;br /&gt;
! [[Annoying voice]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Bloodlust]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who [[organ harvesting|harvests an organ]],{{IdeologyIcon}} executes a [[prisoner]],{{IdeologyIcon}} or kills a [[child]].{{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Body modder]]&lt;br /&gt;
| data-sort-value=&amp;quot;8&amp;quot; | {{Good|+8}} opinion of other pawns per artificial body part they have, capped at {{Good|+40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
|-&lt;br /&gt;
! [[Body purist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-8&amp;quot; | {{Bad|−8}} opinion of other pawns per artificial body part they have, capped at {{Bad|−40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
|-&lt;br /&gt;
! [[Cannibal]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who eats meat ([[Ideoligion#Meat_eating|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical fascination]]&lt;br /&gt;
| data-sort-value=&amp;quot;-30&amp;quot; | {{Bad|-30}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical interest]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-20}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Creepy breathing]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Hard worker]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Industrious]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misandrist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of men.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misogynist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of women.&lt;br /&gt;
|-&lt;br /&gt;
! [[Nudist]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} : No {{Bad|−10}} opinion loss of someone who has any uncovered body parts.{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychopath]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who kills a child {{BiotechIcon}} or kills an innocent animal ([[Ideoligion#Killing_innocent_animals|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&amp;lt;br/&amp;gt;{{Bad|−}} ''':''' No opinion gain from teaching a [[child]], or taking a lesson (as a child).{{BiotechIcon}}&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Teetotaler]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-25}} opinion of any pawns with any [[addiction]].&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with [[chemical interest]].&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with [[chemical fascination]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Joyous]] {{AnomalyIcon}}&lt;br /&gt;
| data-sort-value=&amp;quot;20&amp;quot; | {{Good|+20}} opinion from other pawns.&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 occur between pawns when they are in each other's vicinity. Whether interactions are good or bad is random but influenced their &amp;quot;pawn compatibility&amp;quot;. This value is hidden but can be seen by turning on Development Mode and hovering over the target pawn in the other pawn's Social tab.&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Selection weight&lt;br /&gt;
! Restrictions&lt;br /&gt;
|- id=&amp;quot;Chitchat&amp;quot;&lt;br /&gt;
! Chitchat&lt;br /&gt;
| {{Good|+0.66}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| +10 opinion&lt;br /&gt;
| ×1&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot;&amp;gt;[[Psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns can actually be a part of a chitchat or deep talk, they just don't gain any opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Deep talk&amp;quot;&lt;br /&gt;
! Deep talk&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.075&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Modified by the relativ compatibility of the pawns.{{Check Tag|Details needed|See InteractionWorker_DeepTalk.}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot; /&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Slighted&amp;quot;&lt;br /&gt;
! Slighted&lt;br /&gt;
| {{Bad|-5}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.02&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot;&amp;gt;Modified by the relativ opinion and compatibility of the pawns.{{Check Tag|Details needed|See NegativeInteractionChanceFactor.}} Also {{Bad|x2.3}} for [[abrasive]] pawns.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Insulted&amp;quot;&lt;br /&gt;
! Insulted &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot;&amp;gt;Also creates a thought that affects the mood.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.007&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot; /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Kind words&amp;quot;&lt;br /&gt;
! Kind words &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.01&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' Only [[kind]]; not [[inhumanized]] {{AnomalyIcon}}'''&amp;lt;br/&amp;gt;Recipent:''' none&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Even [[psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns gain opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Strange talk&amp;quot;&lt;br /&gt;
! Strange talk {{AnomalyIcon}} &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Bad|-4}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| 1×&lt;br /&gt;
| ×{{Check Tag|?|unknown}}&lt;br /&gt;
| exclusively&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' only [[disturbing]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;[[Void touched]]{{Check Tag|?|unknown}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references group=&amp;quot;a&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Chitchat:''' The most common type of social interaction. This increases relation between the two pawns by {{Good|0.66}} opinion each, capping out at 10 opinion. It is nullified for psychopaths and inhumanized {{AnomalyIcon}} pawns.&lt;br /&gt;
* '''Deep talk:''' A type of social interaction that gives a large {{Good|+15}} opinion of each other. It caps out at 10 deep talks and is nullified for psychopaths and inhumanized {{AnomalyIcon}} pawns.&lt;br /&gt;
* '''Insulted:''' This social interaction provides a {{Bad|-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.{{Thought|desc=I've been directly insulted! What an awful person!|value=-5|label=Insulted|stack=10|duration=2}}. These can also be caused by [[insulting spree]] and [[Mental break#targeted insulting spree|targeted insulting spree]].&lt;br /&gt;
* '''Slighted:''' This social interaction is similar to being insulted, except only giving a {{Bad|-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;
* '''Kind words:''' This interaction can only be done by [[kind]] pawns that are not inhumanized.{{AnomalyIcon}} The opinion boost of {{Good|+15}} for 20 days can stack up to 10 times from the same kind pawn with 0.9x stacked effect multiplier. Note that psychopaths and inhumanized {{AnomalyIcon}} pawn ''are'' affected by kind words. The affected pawn also gains the {{Thought|desc=I've been bestowed with kind words! What a nice person!|value=5|label=Kind words|stack=10|duration=2|multi=0.9}}, as long as they are not inhumanized.{{AnomalyIcon}}&lt;br /&gt;
* '''Strange chat:''' {{AnomalyIcon}} This social interaction can occur when interacting with a [[Disturbing]] or [[Void touched]] pawn, and gives a -3 &amp;quot;Unsettling conversation&amp;quot; opinion against the strange chatter. The affected pawn also suffers {{Thought|desc=An unsettling conversation made me very creeped out. Nobody should think or speak of such things.|value=-4|label=Unsettling conversation|stack=10|duration=1}}. These debuffs do not affect [[Inhumanized]] colonists.&lt;br /&gt;
&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]], a pawn's current level of [[Beer|inebriation]], and [[Genes#Aggressive|Aggression]]{{BiotechIcon}} genes. 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 at least {{Ticks|420}} have passed, 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, including bionics. Pawns that are [[incapable]] of violence can still provoke social fights, but will not fight back during them. If either pawn lands a hit, the victim will gain a {{Bad|-15}} &amp;quot;harmed me&amp;quot; opinion of their attacker for 10 days.&lt;br /&gt;
&lt;br /&gt;
After the pawns calm down, they will decide if the fight was cathartic or angering. This decision is made randomly and is wholly independent of any other factors, with both options being equally likely. A cathartic fight will give a pawn a {{Good|+38}} opinion of their opponent, and an angering fight will give a {{Bad|-22}} opinion. Both opinions last for 20 days.&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;
! 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;
=== Actions ===&lt;br /&gt;
{{Stub|section=true|reason=1) See [[Children#Lesson taking]] and psychopath above. 2) See [[Baby#Social]]}}&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&amp;lt;br/&amp;gt;(overall limit)&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Restrictions&lt;br /&gt;
|-&lt;br /&gt;
! Harmed me&lt;br /&gt;
| -15&lt;br /&gt;
| 10&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Botched my surgery&lt;br /&gt;
| -20&lt;br /&gt;
| 90&lt;br /&gt;
| 5× (300×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Regular rescue&amp;quot;&amp;gt;Rescued me&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 3× (300×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Rescued by stranger: I was rescued by someone! I almost thought I was done for back there. I'm so thankful.&amp;quot;&amp;gt;Rescued me&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| 25&lt;br /&gt;
| 30&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| –&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Recruited me&lt;br /&gt;
| 20&lt;br /&gt;
| 120&lt;br /&gt;
| 1× (1×)&lt;br /&gt;
| –&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Crashed together&lt;br /&gt;
| 25&lt;br /&gt;
| 20&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Someone I love was sold to a trader like a piece of meat!&amp;quot;&amp;gt;Sold my loved one&amp;lt;/abbr&amp;gt; &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot;&amp;gt;Also creates a thought that affects the mood.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -10&lt;br /&gt;
| 120&lt;br /&gt;
| 2× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;My special bonded animal was given away!&amp;quot;&amp;gt;Gave away my bonded animal&amp;lt;/abbr&amp;gt; &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -10&lt;br /&gt;
| 60&lt;br /&gt;
| 2× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Forced to take drugs &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -30&lt;br /&gt;
| 60&lt;br /&gt;
| 1× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| Only for [[teetotaler]]&lt;br /&gt;
|-&lt;br /&gt;
! Forced to take luciferium &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -30&lt;br /&gt;
| 120&lt;br /&gt;
| 1× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| Only for [[body purist]]&lt;br /&gt;
|-&lt;br /&gt;
! Killed a child {{BiotechIcon}}&lt;br /&gt;
| -20&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| 5× ({{Check Tag|?|unknown}}×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| Not [[psychopath]] or [[bloodlust]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references group=&amp;quot;b&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rituals ====&lt;br /&gt;
{{Main|Rituals}}&lt;br /&gt;
{{Stub|section=true|reason=See [[Rituals]]}}&lt;br /&gt;
&lt;br /&gt;
==== Precepts ====&lt;br /&gt;
{{Main|Precepts}}&lt;br /&gt;
{{Ideology|section=true}}&lt;br /&gt;
{{Stub|section=true|reason=See [[Precepts]]. When done move info about nudist, bloodlust and canibal out of section traits}}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
There are multiple different types of relations possible between pawns. While familial ties affect the opinion, non-intimate relations are only the result of opinions. Romances are both the result of and a source of opinion.&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;
* A '''rival'''  is every other pawn the pawn has an opinion of -100 to -20.&lt;br /&gt;
* An '''acquaintance''' is every other pawn the pawn has an opinion of -20 to 20.&lt;br /&gt;
* A '''friend''' is every other pawn the pawn has an opinion of 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;
{{Biotech|section=1}}&lt;br /&gt;
{{Rewrite|section=1|reason=&amp;lt;small&amp;gt;1) Tagged after the fact by not the original author - Are all mechanics below biotech or ONLY the force romance command and the factors apply to base romances? 2) Numbers for the factors listed 3) Relative age graphs/mechanics aren't adequately explained and need at the very least worked examples&amp;lt;/small&amp;gt;}}&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 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 list.&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;
| {{Graph:Chart&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;
| {{Graph:Chart&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;
&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;
&lt;br /&gt;
Pawns that were not [[babies|born]]{{BiotechIcon}} in the colony can also have lovers spawn as NPCs.&lt;br /&gt;
&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''' 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''' 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 &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;
&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;
&lt;br /&gt;
==== Lovin' ====&lt;br /&gt;
{{Rewrite|section=1|reason=adding graphs for the complex options {{t|MTB}}, lovin with slaves and prisoners when in relationship}}&lt;br /&gt;
{{Stub|section=1|reason=Missing mood buff (+8), also note [[love enhancer]]. Use {{t|Thought}}. need stacking info}}&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, bleeding, or in labor, the pawns are in bed, et cetera). Each partner evaluates their mean-time-between separately, taking into account the following:&lt;br /&gt;
&amp;lt;!-- factors all visible in RimWorld.LovePartnerRelationUtility#GetLovinMtbHours--&amp;gt;&lt;br /&gt;
* [[Pain]]: {{MTB}} is multiplied by 100/(100-pain%).&lt;br /&gt;
* [[Consciousness]]: if below 50%, {{MTB}} is multiplied by 50/consciousness%.&lt;br /&gt;
* [[Low libido]]:{{BiotechIcon}} {{MTB}} ×2.&lt;br /&gt;
* [[High libido]]:{{BiotechIcon}} {{MTB}} ×0.5.&lt;br /&gt;
* Own age: MTB is divided by: age 16, 0, age 18 to 25, 1, age 80, 0.2, divisor is interpolated linearly.&lt;br /&gt;
* Partner's age: MTB is divided by: age 16, 0, age 18, 1, divisor is interpolated linearly.&lt;br /&gt;
* Age difference: a penalty is applied when the male pawn is more than 10 years older than the female pawn, or 3 years vice versa; the penalty accumulates quadratically until it reaches {{MTB}} ×25 at age differences equal +30 (older male)/+10 (older female).&lt;br /&gt;
* Own [[beauty]]: below 0, {{MTB}} ×2.3, exactly 0, no effect, above 0, {{MTB}} ×0.3; doesn't matter how far from 0, not nullified even if both pawns &amp;quot;never judge others based on appearance&amp;quot;.&lt;br /&gt;
* Partner's beauty: exactly the same as own beauty, the resulting MTB scalars both apply.&lt;br /&gt;
* Own opinion of the partner: -100, MTB×1.3, +100, MTB×0.7, linear interpolation.&lt;br /&gt;
* Partner's opinion of self: evaluated in the exact same way, the resulting MTB scalars both apply.&lt;br /&gt;
* Own brain affected by [[word of love]] [[psycast]]: {{MTB}} ×0.25.&lt;br /&gt;
* Affected by [[pleasure pulse]]: {{MTB}} ×0.5.&lt;br /&gt;
A session of lovin' will last for between 6 minutes and 1 hour 6 minutes game time (250 and 2750 ticks&amp;lt;ref&amp;gt;RimWorld.JobDriver_Lovin:MakeNewToils&amp;lt;/ref&amp;gt;) and can be interrupted prematurely, which will still give the mood buff for lovin'. This can be repeated to stack the mood buff.&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. In case of a mixed faith relationship, then the Ideology of the adulterer is what determines whether it counts as an affair.&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;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed [[genes]] contributing to romance chance still apply.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Lover relationships can generate for pawns who have spent their entire life in the colony.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pawn sibling relationships disappearing when parents are removed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Social&amp;diff=180523</id>
		<title>Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Social&amp;diff=180523"/>
		<updated>2026-05-18T09:49:48Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Opinion */ section traits should only include permanent opinion changes&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|Social (skill)}}&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 insulting them possible leading to bad mood and a social fight, which will do damage to both and can potentially lead to permanent injury. On the other hand, a colonist needs a minimum opinion of another colonist to pursue a romance with them.&lt;br /&gt;
&lt;br /&gt;
== Opinion ==&lt;br /&gt;
Opinions are affected by a pawns beauty, their traits, random social interaction and actions controllable by the player. The later are significantly expanded by [[rituals]] {{RoyaltyIcon}}/{{IdeologyIcon}} and [[precepts]].{{IdeologyIcon}} For the effects of relations on opinion, see that section below.&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&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;
[[Ascetic]], [[kind]], and [[Sight|blind]] pawns do not gain nor lose any opinion for any other pawn based on their beauty stat.&lt;br /&gt;
{{:Beauty (Pawn)}}&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
{{Main|Traits}}&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}}&lt;br /&gt;
! Trait&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Opinion change&lt;br /&gt;
|-&lt;br /&gt;
! [[Annoying voice]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Bloodlust]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who [[organ harvesting|harvests an organ]], executes a [[prisoner]], or kills a [[child]].{{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Body modder]]&lt;br /&gt;
| data-sort-value=&amp;quot;8&amp;quot; | {{Good|+8}} opinion of other pawns per artificial body part they have, capped at {{Good|+40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
|-&lt;br /&gt;
! [[Body purist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-8&amp;quot; | {{Bad|−8}} opinion of other pawns per artificial body part they have, capped at {{Bad|−40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
|-&lt;br /&gt;
! [[Cannibal]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who eats meat ([[Ideoligion#Meat_eating|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical fascination]]&lt;br /&gt;
| data-sort-value=&amp;quot;-30&amp;quot; | {{Bad|-30}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical interest]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-20}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Creepy breathing]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Hard worker]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Industrious]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misandrist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of men.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misogynist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of women.&lt;br /&gt;
|-&lt;br /&gt;
! [[Nudist]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} : No {{Bad|−10}} opinion loss of someone who has any uncovered body parts.{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychopath]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who kills a child {{BiotechIcon}} or kills an innocent animal ([[Ideoligion#Killing_innocent_animals|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&amp;lt;br/&amp;gt;{{Bad|−}} ''':''' No opinion gain from chitchat and deep talk (still loses opinion from hostile interactions).&amp;lt;br/&amp;gt;{{Bad|−}} ''':''' No opinion gain from teaching a [[child]], or taking a lesson (as a child).{{BiotechIcon}}&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Teetotaler]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-25}} opinion of any pawns with any [[addiction]].&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with [[chemical interest]].&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with [[chemical fascination]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Joyous]] {{AnomalyIcon}}&lt;br /&gt;
| data-sort-value=&amp;quot;20&amp;quot; | {{Good|+20}} opinion from other pawns.&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 occur between pawns when they are in each other's vicinity. Whether interactions are good or bad is random but influenced their &amp;quot;pawn compatibility&amp;quot;. This value is hidden but can be seen by turning on Development Mode and hovering over the target pawn in the other pawn's Social tab.&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Selection weight&lt;br /&gt;
! Restrictions&lt;br /&gt;
|- id=&amp;quot;Chitchat&amp;quot;&lt;br /&gt;
! Chitchat&lt;br /&gt;
| {{Good|+0.66}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| +10 opinion&lt;br /&gt;
| ×1&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot;&amp;gt;[[Psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns can actually be a part of a chitchat or deep talk, they just don't gain any opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Deep talk&amp;quot;&lt;br /&gt;
! Deep talk&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.075&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Modified by the relativ compatibility of the pawns.{{Check Tag|Details needed|See InteractionWorker_DeepTalk.}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot; /&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Slighted&amp;quot;&lt;br /&gt;
! Slighted&lt;br /&gt;
| {{Bad|-5}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.02&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot;&amp;gt;Modified by the relativ opinion and compatibility of the pawns.{{Check Tag|Details needed|See NegativeInteractionChanceFactor.}} Also {{Bad|x2.3}} for [[abrasive]] pawns.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Insulted&amp;quot;&lt;br /&gt;
! Insulted &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot;&amp;gt;Also creates a thought that affects the mood.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.007&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot; /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Kind words&amp;quot;&lt;br /&gt;
! Kind words &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.01&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' Only [[kind]]; not [[inhumanized]] {{AnomalyIcon}}'''&amp;lt;br/&amp;gt;Recipent:''' none&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Even [[psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns gain opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Strange talk&amp;quot;&lt;br /&gt;
! Strange talk {{AnomalyIcon}} &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Bad|-4}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| 1×&lt;br /&gt;
| ×{{Check Tag|?|unknown}}&lt;br /&gt;
| exclusively&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' only [[disturbing]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;[[Void touched]]{{Check Tag|?|unknown}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references group=&amp;quot;a&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Chitchat:''' The most common type of social interaction. This increases relation between the two pawns by {{Good|0.66}} opinion each, capping out at 10 opinion. It is nullified for psychopaths and inhumanized {{AnomalyIcon}} pawns.&lt;br /&gt;
* '''Deep talk:''' A type of social interaction that gives a large {{Good|+15}} opinion of each other. It caps out at 10 deep talks and is nullified for psychopaths and inhumanized {{AnomalyIcon}} pawns.&lt;br /&gt;
* '''Insulted:''' This social interaction provides a {{Bad|-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.{{Thought|desc=I've been directly insulted! What an awful person!|value=-5|label=Insulted|stack=10|duration=2}}. These can also be caused by [[insulting spree]] and [[Mental break#targeted insulting spree|targeted insulting spree]].&lt;br /&gt;
* '''Slighted:''' This social interaction is similar to being insulted, except only giving a {{Bad|-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;
* '''Kind words:''' This interaction can only be done by [[kind]] pawns that are not inhumanized.{{AnomalyIcon}} The opinion boost of {{Good|+15}} for 20 days can stack up to 10 times from the same kind pawn with 0.9x stacked effect multiplier. Note that psychopaths and inhumanized {{AnomalyIcon}} pawn ''are'' affected by kind words. The affected pawn also gains the {{Thought|desc=I've been bestowed with kind words! What a nice person!|value=5|label=Kind words|stack=10|duration=2|multi=0.9}}, as long as they are not inhumanized.{{AnomalyIcon}}&lt;br /&gt;
* '''Strange chat:''' {{AnomalyIcon}} This social interaction can occur when interacting with a [[Disturbing]] or [[Void touched]] pawn, and gives a -3 &amp;quot;Unsettling conversation&amp;quot; opinion against the strange chatter. The affected pawn also suffers {{Thought|desc=An unsettling conversation made me very creeped out. Nobody should think or speak of such things.|value=-4|label=Unsettling conversation|stack=10|duration=1}}. These debuffs do not affect [[Inhumanized]] colonists.&lt;br /&gt;
&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]], a pawn's current level of [[Beer|inebriation]], and [[Genes#Aggressive|Aggression]]{{BiotechIcon}} genes. 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 at least {{Ticks|420}} have passed, 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, including bionics. Pawns that are [[incapable]] of violence can still provoke social fights, but will not fight back during them. If either pawn lands a hit, the victim will gain a {{Bad|-15}} &amp;quot;harmed me&amp;quot; opinion of their attacker for 10 days.&lt;br /&gt;
&lt;br /&gt;
After the pawns calm down, they will decide if the fight was cathartic or angering. This decision is made randomly and is wholly independent of any other factors, with both options being equally likely. A cathartic fight will give a pawn a {{Good|+38}} opinion of their opponent, and an angering fight will give a {{Bad|-22}} opinion. Both opinions last for 20 days.&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;
! 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;
=== Actions ===&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&amp;lt;br/&amp;gt;(overall limit)&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Restrictions&lt;br /&gt;
|-&lt;br /&gt;
! Harmed me&lt;br /&gt;
| -15&lt;br /&gt;
| 10&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Botched my surgery&lt;br /&gt;
| -20&lt;br /&gt;
| 90&lt;br /&gt;
| 5× (300×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Regular rescue&amp;quot;&amp;gt;Rescued me&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 3× (300×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Rescued by stranger: I was rescued by someone! I almost thought I was done for back there. I'm so thankful.&amp;quot;&amp;gt;Rescued me&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| 25&lt;br /&gt;
| 30&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| –&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Recruited me&lt;br /&gt;
| 20&lt;br /&gt;
| 120&lt;br /&gt;
| 1× (1×)&lt;br /&gt;
| –&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Crashed together&lt;br /&gt;
| 25&lt;br /&gt;
| 20&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Someone I love was sold to a trader like a piece of meat!&amp;quot;&amp;gt;Sold my loved one&amp;lt;/abbr&amp;gt; &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot;&amp;gt;Also creates a thought that affects the mood.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -10&lt;br /&gt;
| 120&lt;br /&gt;
| 2× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;My special bonded animal was given away!&amp;quot;&amp;gt;Gave away my bonded animal&amp;lt;/abbr&amp;gt; &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -10&lt;br /&gt;
| 60&lt;br /&gt;
| 2× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Forced to take drugs &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -30&lt;br /&gt;
| 60&lt;br /&gt;
| 1× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| Only for [[teetotaler]]&lt;br /&gt;
|-&lt;br /&gt;
! Forced to take luciferium &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -30&lt;br /&gt;
| 120&lt;br /&gt;
| 1× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| Only for [[body purist]]&lt;br /&gt;
|-&lt;br /&gt;
! Killed a child {{BiotechIcon}}&lt;br /&gt;
| -20&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| 5× ({{Check Tag|?|unknown}}×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| Not [[psychopath]] or [[bloodlust]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references group=&amp;quot;b&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rituals ====&lt;br /&gt;
{{Main|Rituals}}&lt;br /&gt;
{{Stub|section=true|reason=See [[Rituals]]}}&lt;br /&gt;
&lt;br /&gt;
==== Precepts ====&lt;br /&gt;
{{Main|Precepts}}&lt;br /&gt;
{{Ideology|section=true}}&lt;br /&gt;
{{Stub|section=true|reason=See [[Precepts]]. When done move info about nudist and canibal out of section traits}}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
There are multiple different types of relations possible between pawns. While familial ties affect the opinion, non-intimate relations are only the result of opinions. Romances are both the result of and a source of opinion.&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;
* A '''rival'''  is every other pawn the pawn has an opinion of -100 to -20.&lt;br /&gt;
* An '''acquaintance''' is every other pawn the pawn has an opinion of -20 to 20.&lt;br /&gt;
* A '''friend''' is every other pawn the pawn has an opinion of 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;
{{Biotech|section=1}}&lt;br /&gt;
{{Rewrite|section=1|reason=&amp;lt;small&amp;gt;1) Tagged after the fact by not the original author - Are all mechanics below biotech or ONLY the force romance command and the factors apply to base romances? 2) Numbers for the factors listed 3) Relative age graphs/mechanics aren't adequately explained and need at the very least worked examples&amp;lt;/small&amp;gt;}}&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 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 list.&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;
| {{Graph:Chart&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;
| {{Graph:Chart&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;
&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;
&lt;br /&gt;
Pawns that were not [[babies|born]]{{BiotechIcon}} in the colony can also have lovers spawn as NPCs.&lt;br /&gt;
&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''' 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''' 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 &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;
&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;
&lt;br /&gt;
==== Lovin' ====&lt;br /&gt;
{{Rewrite|section=1|reason=adding graphs for the complex options {{t|MTB}}, lovin with slaves and prisoners when in relationship}}&lt;br /&gt;
{{Stub|section=1|reason=Missing mood buff (+8), also note [[love enhancer]]. Use {{t|Thought}}. need stacking info}}&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, bleeding, or in labor, the pawns are in bed, et cetera). Each partner evaluates their mean-time-between separately, taking into account the following:&lt;br /&gt;
&amp;lt;!-- factors all visible in RimWorld.LovePartnerRelationUtility#GetLovinMtbHours--&amp;gt;&lt;br /&gt;
* [[Pain]]: {{MTB}} is multiplied by 100/(100-pain%).&lt;br /&gt;
* [[Consciousness]]: if below 50%, {{MTB}} is multiplied by 50/consciousness%.&lt;br /&gt;
* [[Low libido]]:{{BiotechIcon}} {{MTB}} ×2.&lt;br /&gt;
* [[High libido]]:{{BiotechIcon}} {{MTB}} ×0.5.&lt;br /&gt;
* Own age: MTB is divided by: age 16, 0, age 18 to 25, 1, age 80, 0.2, divisor is interpolated linearly.&lt;br /&gt;
* Partner's age: MTB is divided by: age 16, 0, age 18, 1, divisor is interpolated linearly.&lt;br /&gt;
* Age difference: a penalty is applied when the male pawn is more than 10 years older than the female pawn, or 3 years vice versa; the penalty accumulates quadratically until it reaches {{MTB}} ×25 at age differences equal +30 (older male)/+10 (older female).&lt;br /&gt;
* Own [[beauty]]: below 0, {{MTB}} ×2.3, exactly 0, no effect, above 0, {{MTB}} ×0.3; doesn't matter how far from 0, not nullified even if both pawns &amp;quot;never judge others based on appearance&amp;quot;.&lt;br /&gt;
* Partner's beauty: exactly the same as own beauty, the resulting MTB scalars both apply.&lt;br /&gt;
* Own opinion of the partner: -100, MTB×1.3, +100, MTB×0.7, linear interpolation.&lt;br /&gt;
* Partner's opinion of self: evaluated in the exact same way, the resulting MTB scalars both apply.&lt;br /&gt;
* Own brain affected by [[word of love]] [[psycast]]: {{MTB}} ×0.25.&lt;br /&gt;
* Affected by [[pleasure pulse]]: {{MTB}} ×0.5.&lt;br /&gt;
A session of lovin' will last for between 6 minutes and 1 hour 6 minutes game time (250 and 2750 ticks&amp;lt;ref&amp;gt;RimWorld.JobDriver_Lovin:MakeNewToils&amp;lt;/ref&amp;gt;) and can be interrupted prematurely, which will still give the mood buff for lovin'. This can be repeated to stack the mood buff.&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. In case of a mixed faith relationship, then the Ideology of the adulterer is what determines whether it counts as an affair.&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;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed [[genes]] contributing to romance chance still apply.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Lover relationships can generate for pawns who have spent their entire life in the colony.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pawn sibling relationships disappearing when parents are removed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Social&amp;diff=180522</id>
		<title>Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Social&amp;diff=180522"/>
		<updated>2026-05-18T09:47:12Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Opinion */ structure&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|Social (skill)}}&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 insulting them possible leading to bad mood and a social fight, which will do damage to both and can potentially lead to permanent injury. On the other hand, a colonist needs a minimum opinion of another colonist to pursue a romance with them.&lt;br /&gt;
&lt;br /&gt;
== Opinion ==&lt;br /&gt;
Opinions are affected by a pawns beauty, their traits, random social interaction and actions controllable by the player. The later are significantly expanded by [[rituals]] {{RoyaltyIcon}}/{{IdeologyIcon}} and [[precepts]].{{IdeologyIcon}} For the effects of relations on opinion, see that section below.&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&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;
[[Ascetic]], [[kind]], and [[Sight|blind]] pawns do not gain nor lose any opinion for any other pawn based on their beauty stat.&lt;br /&gt;
{{:Beauty (Pawn)}}&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
{{Main|Traits}}&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}}&lt;br /&gt;
! Trait&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Opinion change&lt;br /&gt;
|-&lt;br /&gt;
! [[Annoying voice]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Bloodlust]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who [[organ harvesting|harvests an organ]], executes a [[prisoner]], or kills a [[child]].{{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Body modder]]&lt;br /&gt;
| data-sort-value=&amp;quot;8&amp;quot; | {{Good|+8}} opinion of other pawns per artificial body part they have, capped at {{Good|+40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
|-&lt;br /&gt;
! [[Body purist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-8&amp;quot; | {{Bad|−8}} opinion of other pawns per artificial body part they have, capped at {{Bad|−40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion for 120 days of the doctor who administered them [[luciferium]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Cannibal]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who eats meat ([[Ideoligion#Meat_eating|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical fascination]]&lt;br /&gt;
| data-sort-value=&amp;quot;-30&amp;quot; | {{Bad|-30}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical interest]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-20}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Creepy breathing]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Hard worker]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Industrious]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misandrist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of men.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misogynist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of women.&lt;br /&gt;
|-&lt;br /&gt;
! [[Nudist]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} : No {{Bad|−10}} opinion loss of someone who has any uncovered body parts.{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychopath]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who kills a child {{BiotechIcon}} or kills an innocent animal ([[Ideoligion#Killing_innocent_animals|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&amp;lt;br/&amp;gt;{{Bad|−}} ''':''' No opinion gain from chitchat and deep talk (still loses opinion from hostile interactions).&amp;lt;br/&amp;gt;{{Bad|−}} ''':''' No opinion gain from teaching a [[child]], or taking a lesson (as a child).{{BiotechIcon}}&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Teetotaler]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-30}} opinion for 60 days of the doctor who administered them a [[drug]].&amp;lt;br/&amp;gt;{{Bad|-25}} opinion of any pawns with any [[addiction]].&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with [[chemical interest]].&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with [[chemical fascination]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Joyous]] {{AnomalyIcon}}&lt;br /&gt;
| data-sort-value=&amp;quot;20&amp;quot; | {{Good|+20}} opinion from other pawns.&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 occur between pawns when they are in each other's vicinity. Whether interactions are good or bad is random but influenced their &amp;quot;pawn compatibility&amp;quot;. This value is hidden but can be seen by turning on Development Mode and hovering over the target pawn in the other pawn's Social tab.&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Selection weight&lt;br /&gt;
! Restrictions&lt;br /&gt;
|- id=&amp;quot;Chitchat&amp;quot;&lt;br /&gt;
! Chitchat&lt;br /&gt;
| {{Good|+0.66}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| +10 opinion&lt;br /&gt;
| ×1&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot;&amp;gt;[[Psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns can actually be a part of a chitchat or deep talk, they just don't gain any opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Deep talk&amp;quot;&lt;br /&gt;
! Deep talk&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.075&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Modified by the relativ compatibility of the pawns.{{Check Tag|Details needed|See InteractionWorker_DeepTalk.}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot; /&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Slighted&amp;quot;&lt;br /&gt;
! Slighted&lt;br /&gt;
| {{Bad|-5}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.02&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot;&amp;gt;Modified by the relativ opinion and compatibility of the pawns.{{Check Tag|Details needed|See NegativeInteractionChanceFactor.}} Also {{Bad|x2.3}} for [[abrasive]] pawns.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Insulted&amp;quot;&lt;br /&gt;
! Insulted &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot;&amp;gt;Also creates a thought that affects the mood.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.007&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot; /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Kind words&amp;quot;&lt;br /&gt;
! Kind words &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.01&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' Only [[kind]]; not [[inhumanized]] {{AnomalyIcon}}'''&amp;lt;br/&amp;gt;Recipent:''' none&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Even [[psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns gain opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Strange talk&amp;quot;&lt;br /&gt;
! Strange talk {{AnomalyIcon}} &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Bad|-4}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| 1×&lt;br /&gt;
| ×{{Check Tag|?|unknown}}&lt;br /&gt;
| exclusively&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' only [[disturbing]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;[[Void touched]]{{Check Tag|?|unknown}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references group=&amp;quot;a&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Chitchat:''' The most common type of social interaction. This increases relation between the two pawns by {{Good|0.66}} opinion each, capping out at 10 opinion. It is nullified for psychopaths and inhumanized {{AnomalyIcon}} pawns.&lt;br /&gt;
* '''Deep talk:''' A type of social interaction that gives a large {{Good|+15}} opinion of each other. It caps out at 10 deep talks and is nullified for psychopaths and inhumanized {{AnomalyIcon}} pawns.&lt;br /&gt;
* '''Insulted:''' This social interaction provides a {{Bad|-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.{{Thought|desc=I've been directly insulted! What an awful person!|value=-5|label=Insulted|stack=10|duration=2}}. These can also be caused by [[insulting spree]] and [[Mental break#targeted insulting spree|targeted insulting spree]].&lt;br /&gt;
* '''Slighted:''' This social interaction is similar to being insulted, except only giving a {{Bad|-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;
* '''Kind words:''' This interaction can only be done by [[kind]] pawns that are not inhumanized.{{AnomalyIcon}} The opinion boost of {{Good|+15}} for 20 days can stack up to 10 times from the same kind pawn with 0.9x stacked effect multiplier. Note that psychopaths and inhumanized {{AnomalyIcon}} pawn ''are'' affected by kind words. The affected pawn also gains the {{Thought|desc=I've been bestowed with kind words! What a nice person!|value=5|label=Kind words|stack=10|duration=2|multi=0.9}}, as long as they are not inhumanized.{{AnomalyIcon}}&lt;br /&gt;
* '''Strange chat:''' {{AnomalyIcon}} This social interaction can occur when interacting with a [[Disturbing]] or [[Void touched]] pawn, and gives a -3 &amp;quot;Unsettling conversation&amp;quot; opinion against the strange chatter. The affected pawn also suffers {{Thought|desc=An unsettling conversation made me very creeped out. Nobody should think or speak of such things.|value=-4|label=Unsettling conversation|stack=10|duration=1}}. These debuffs do not affect [[Inhumanized]] colonists.&lt;br /&gt;
&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]], a pawn's current level of [[Beer|inebriation]], and [[Genes#Aggressive|Aggression]]{{BiotechIcon}} genes. 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 at least {{Ticks|420}} have passed, 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, including bionics. Pawns that are [[incapable]] of violence can still provoke social fights, but will not fight back during them. If either pawn lands a hit, the victim will gain a {{Bad|-15}} &amp;quot;harmed me&amp;quot; opinion of their attacker for 10 days.&lt;br /&gt;
&lt;br /&gt;
After the pawns calm down, they will decide if the fight was cathartic or angering. This decision is made randomly and is wholly independent of any other factors, with both options being equally likely. A cathartic fight will give a pawn a {{Good|+38}} opinion of their opponent, and an angering fight will give a {{Bad|-22}} opinion. Both opinions last for 20 days.&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;
! 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;
=== Actions ===&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&amp;lt;br/&amp;gt;(overall limit)&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Restrictions&lt;br /&gt;
|-&lt;br /&gt;
! Harmed me&lt;br /&gt;
| -15&lt;br /&gt;
| 10&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Botched my surgery&lt;br /&gt;
| -20&lt;br /&gt;
| 90&lt;br /&gt;
| 5× (300×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Regular rescue&amp;quot;&amp;gt;Rescued me&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 3× (300×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Rescued by stranger: I was rescued by someone! I almost thought I was done for back there. I'm so thankful.&amp;quot;&amp;gt;Rescued me&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| 25&lt;br /&gt;
| 30&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| –&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Recruited me&lt;br /&gt;
| 20&lt;br /&gt;
| 120&lt;br /&gt;
| 1× (1×)&lt;br /&gt;
| –&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Crashed together&lt;br /&gt;
| 25&lt;br /&gt;
| 20&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Someone I love was sold to a trader like a piece of meat!&amp;quot;&amp;gt;Sold my loved one&amp;lt;/abbr&amp;gt; &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot;&amp;gt;Also creates a thought that affects the mood.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -10&lt;br /&gt;
| 120&lt;br /&gt;
| 2× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;My special bonded animal was given away!&amp;quot;&amp;gt;Gave away my bonded animal&amp;lt;/abbr&amp;gt; &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -10&lt;br /&gt;
| 60&lt;br /&gt;
| 2× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Forced to take drugs &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -30&lt;br /&gt;
| 60&lt;br /&gt;
| 1× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| Only for [[teetotaler]]&lt;br /&gt;
|-&lt;br /&gt;
! Forced to take luciferium &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -30&lt;br /&gt;
| 120&lt;br /&gt;
| 1× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| Only for [[body purist]]&lt;br /&gt;
|-&lt;br /&gt;
! Killed a child {{BiotechIcon}}&lt;br /&gt;
| -20&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| 5× ({{Check Tag|?|unknown}}×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| Not [[psychopath]] or [[bloodlust]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references group=&amp;quot;b&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rituals ====&lt;br /&gt;
{{Main|Rituals}}&lt;br /&gt;
{{Stub|section=true|reason=See [[Rituals]]}}&lt;br /&gt;
&lt;br /&gt;
==== Precepts ====&lt;br /&gt;
{{Main|Precepts}}&lt;br /&gt;
{{Ideology|section=true}}&lt;br /&gt;
{{Stub|section=true|reason=See [[Precepts]]}}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
There are multiple different types of relations possible between pawns. While familial ties affect the opinion, non-intimate relations are only the result of opinions. Romances are both the result of and a source of opinion.&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;
* A '''rival'''  is every other pawn the pawn has an opinion of -100 to -20.&lt;br /&gt;
* An '''acquaintance''' is every other pawn the pawn has an opinion of -20 to 20.&lt;br /&gt;
* A '''friend''' is every other pawn the pawn has an opinion of 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;
{{Biotech|section=1}}&lt;br /&gt;
{{Rewrite|section=1|reason=&amp;lt;small&amp;gt;1) Tagged after the fact by not the original author - Are all mechanics below biotech or ONLY the force romance command and the factors apply to base romances? 2) Numbers for the factors listed 3) Relative age graphs/mechanics aren't adequately explained and need at the very least worked examples&amp;lt;/small&amp;gt;}}&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 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 list.&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;
| {{Graph:Chart&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;
| {{Graph:Chart&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;
&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;
&lt;br /&gt;
Pawns that were not [[babies|born]]{{BiotechIcon}} in the colony can also have lovers spawn as NPCs.&lt;br /&gt;
&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''' 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''' 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 &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;
&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;
&lt;br /&gt;
==== Lovin' ====&lt;br /&gt;
{{Rewrite|section=1|reason=adding graphs for the complex options {{t|MTB}}, lovin with slaves and prisoners when in relationship}}&lt;br /&gt;
{{Stub|section=1|reason=Missing mood buff (+8), also note [[love enhancer]]. Use {{t|Thought}}. need stacking info}}&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, bleeding, or in labor, the pawns are in bed, et cetera). Each partner evaluates their mean-time-between separately, taking into account the following:&lt;br /&gt;
&amp;lt;!-- factors all visible in RimWorld.LovePartnerRelationUtility#GetLovinMtbHours--&amp;gt;&lt;br /&gt;
* [[Pain]]: {{MTB}} is multiplied by 100/(100-pain%).&lt;br /&gt;
* [[Consciousness]]: if below 50%, {{MTB}} is multiplied by 50/consciousness%.&lt;br /&gt;
* [[Low libido]]:{{BiotechIcon}} {{MTB}} ×2.&lt;br /&gt;
* [[High libido]]:{{BiotechIcon}} {{MTB}} ×0.5.&lt;br /&gt;
* Own age: MTB is divided by: age 16, 0, age 18 to 25, 1, age 80, 0.2, divisor is interpolated linearly.&lt;br /&gt;
* Partner's age: MTB is divided by: age 16, 0, age 18, 1, divisor is interpolated linearly.&lt;br /&gt;
* Age difference: a penalty is applied when the male pawn is more than 10 years older than the female pawn, or 3 years vice versa; the penalty accumulates quadratically until it reaches {{MTB}} ×25 at age differences equal +30 (older male)/+10 (older female).&lt;br /&gt;
* Own [[beauty]]: below 0, {{MTB}} ×2.3, exactly 0, no effect, above 0, {{MTB}} ×0.3; doesn't matter how far from 0, not nullified even if both pawns &amp;quot;never judge others based on appearance&amp;quot;.&lt;br /&gt;
* Partner's beauty: exactly the same as own beauty, the resulting MTB scalars both apply.&lt;br /&gt;
* Own opinion of the partner: -100, MTB×1.3, +100, MTB×0.7, linear interpolation.&lt;br /&gt;
* Partner's opinion of self: evaluated in the exact same way, the resulting MTB scalars both apply.&lt;br /&gt;
* Own brain affected by [[word of love]] [[psycast]]: {{MTB}} ×0.25.&lt;br /&gt;
* Affected by [[pleasure pulse]]: {{MTB}} ×0.5.&lt;br /&gt;
A session of lovin' will last for between 6 minutes and 1 hour 6 minutes game time (250 and 2750 ticks&amp;lt;ref&amp;gt;RimWorld.JobDriver_Lovin:MakeNewToils&amp;lt;/ref&amp;gt;) and can be interrupted prematurely, which will still give the mood buff for lovin'. This can be repeated to stack the mood buff.&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. In case of a mixed faith relationship, then the Ideology of the adulterer is what determines whether it counts as an affair.&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;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed [[genes]] contributing to romance chance still apply.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Lover relationships can generate for pawns who have spent their entire life in the colony.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pawn sibling relationships disappearing when parents are removed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Social&amp;diff=180521</id>
		<title>Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Social&amp;diff=180521"/>
		<updated>2026-05-18T09:46:50Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Actions */ expanded table&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|Social (skill)}}&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 insulting them possible leading to bad mood and a social fight, which will do damage to both and can potentially lead to permanent injury. On the other hand, a colonist needs a minimum opinion of another colonist to pursue a romance with them.&lt;br /&gt;
&lt;br /&gt;
== Opinion ==&lt;br /&gt;
Opinions are affected by a pawns beauty, their traits, random social interaction and actions controllable by the player. The later are significantly expanded by [[rituals]] {{RoyaltyIcon}}/{{IdeologyIcon}} and [[precepts]].{{IdeologyIcon}} For the effects of relations on opinion, see that section below.&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&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;
[[Ascetic]], [[kind]], and [[Sight|blind]] pawns do not gain nor lose any opinion for any other pawn based on their beauty stat.&lt;br /&gt;
{{:Beauty (Pawn)}}&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
{{Main|Traits}}&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}}&lt;br /&gt;
! Trait&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Opinion change&lt;br /&gt;
|-&lt;br /&gt;
! [[Annoying voice]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Bloodlust]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who [[organ harvesting|harvests an organ]], executes a [[prisoner]], or kills a [[child]].{{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Body modder]]&lt;br /&gt;
| data-sort-value=&amp;quot;8&amp;quot; | {{Good|+8}} opinion of other pawns per artificial body part they have, capped at {{Good|+40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
|-&lt;br /&gt;
! [[Body purist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-8&amp;quot; | {{Bad|−8}} opinion of other pawns per artificial body part they have, capped at {{Bad|−40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion for 120 days of the doctor who administered them [[luciferium]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Cannibal]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who eats meat ([[Ideoligion#Meat_eating|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical fascination]]&lt;br /&gt;
| data-sort-value=&amp;quot;-30&amp;quot; | {{Bad|-30}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical interest]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-20}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Creepy breathing]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Hard worker]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Industrious]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misandrist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of men.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misogynist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of women.&lt;br /&gt;
|-&lt;br /&gt;
! [[Nudist]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} : No {{Bad|−10}} opinion loss of someone who has any uncovered body parts.{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychopath]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who kills a child {{BiotechIcon}} or kills an innocent animal ([[Ideoligion#Killing_innocent_animals|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&amp;lt;br/&amp;gt;{{Bad|−}} ''':''' No opinion gain from chitchat and deep talk (still loses opinion from hostile interactions).&amp;lt;br/&amp;gt;{{Bad|−}} ''':''' No opinion gain from teaching a [[child]], or taking a lesson (as a child).{{BiotechIcon}}&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Teetotaler]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-30}} opinion for 60 days of the doctor who administered them a [[drug]].&amp;lt;br/&amp;gt;{{Bad|-25}} opinion of any pawns with any [[addiction]].&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with [[chemical interest]].&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with [[chemical fascination]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Joyous]] {{AnomalyIcon}}&lt;br /&gt;
| data-sort-value=&amp;quot;20&amp;quot; | {{Good|+20}} opinion from other pawns.&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 occur between pawns when they are in each other's vicinity. Whether interactions are good or bad is random but influenced their &amp;quot;pawn compatibility&amp;quot;. This value is hidden but can be seen by turning on Development Mode and hovering over the target pawn in the other pawn's Social tab.&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Selection weight&lt;br /&gt;
! Restrictions&lt;br /&gt;
|- id=&amp;quot;Chitchat&amp;quot;&lt;br /&gt;
! Chitchat&lt;br /&gt;
| {{Good|+0.66}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| +10 opinion&lt;br /&gt;
| ×1&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot;&amp;gt;[[Psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns can actually be a part of a chitchat or deep talk, they just don't gain any opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Deep talk&amp;quot;&lt;br /&gt;
! Deep talk&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.075&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Modified by the relativ compatibility of the pawns.{{Check Tag|Details needed|See InteractionWorker_DeepTalk.}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot; /&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Slighted&amp;quot;&lt;br /&gt;
! Slighted&lt;br /&gt;
| {{Bad|-5}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.02&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot;&amp;gt;Modified by the relativ opinion and compatibility of the pawns.{{Check Tag|Details needed|See NegativeInteractionChanceFactor.}} Also {{Bad|x2.3}} for [[abrasive]] pawns.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Insulted&amp;quot;&lt;br /&gt;
! Insulted &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot;&amp;gt;Also creates a thought that affects the mood.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.007&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot; /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Kind words&amp;quot;&lt;br /&gt;
! Kind words &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.01&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' Only [[kind]]; not [[inhumanized]] {{AnomalyIcon}}'''&amp;lt;br/&amp;gt;Recipent:''' none&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Even [[psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns gain opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Strange talk&amp;quot;&lt;br /&gt;
! Strange talk {{AnomalyIcon}} &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Bad|-4}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| 1×&lt;br /&gt;
| ×{{Check Tag|?|unknown}}&lt;br /&gt;
| exclusively&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' only [[disturbing]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;[[Void touched]]{{Check Tag|?|unknown}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references group=&amp;quot;a&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Chitchat:''' The most common type of social interaction. This increases relation between the two pawns by {{Good|0.66}} opinion each, capping out at 10 opinion. It is nullified for psychopaths and inhumanized {{AnomalyIcon}} pawns.&lt;br /&gt;
* '''Deep talk:''' A type of social interaction that gives a large {{Good|+15}} opinion of each other. It caps out at 10 deep talks and is nullified for psychopaths and inhumanized {{AnomalyIcon}} pawns.&lt;br /&gt;
* '''Insulted:''' This social interaction provides a {{Bad|-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.{{Thought|desc=I've been directly insulted! What an awful person!|value=-5|label=Insulted|stack=10|duration=2}}. These can also be caused by [[insulting spree]] and [[Mental break#targeted insulting spree|targeted insulting spree]].&lt;br /&gt;
* '''Slighted:''' This social interaction is similar to being insulted, except only giving a {{Bad|-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;
* '''Kind words:''' This interaction can only be done by [[kind]] pawns that are not inhumanized.{{AnomalyIcon}} The opinion boost of {{Good|+15}} for 20 days can stack up to 10 times from the same kind pawn with 0.9x stacked effect multiplier. Note that psychopaths and inhumanized {{AnomalyIcon}} pawn ''are'' affected by kind words. The affected pawn also gains the {{Thought|desc=I've been bestowed with kind words! What a nice person!|value=5|label=Kind words|stack=10|duration=2|multi=0.9}}, as long as they are not inhumanized.{{AnomalyIcon}}&lt;br /&gt;
* '''Strange chat:''' {{AnomalyIcon}} This social interaction can occur when interacting with a [[Disturbing]] or [[Void touched]] pawn, and gives a -3 &amp;quot;Unsettling conversation&amp;quot; opinion against the strange chatter. The affected pawn also suffers {{Thought|desc=An unsettling conversation made me very creeped out. Nobody should think or speak of such things.|value=-4|label=Unsettling conversation|stack=10|duration=1}}. These debuffs do not affect [[Inhumanized]] colonists.&lt;br /&gt;
&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]], a pawn's current level of [[Beer|inebriation]], and [[Genes#Aggressive|Aggression]]{{BiotechIcon}} genes. 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 at least {{Ticks|420}} have passed, 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, including bionics. Pawns that are [[incapable]] of violence can still provoke social fights, but will not fight back during them. If either pawn lands a hit, the victim will gain a {{Bad|-15}} &amp;quot;harmed me&amp;quot; opinion of their attacker for 10 days.&lt;br /&gt;
&lt;br /&gt;
After the pawns calm down, they will decide if the fight was cathartic or angering. This decision is made randomly and is wholly independent of any other factors, with both options being equally likely. A cathartic fight will give a pawn a {{Good|+38}} opinion of their opponent, and an angering fight will give a {{Bad|-22}} opinion. Both opinions last for 20 days.&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;
! 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;
=== Actions ===&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&amp;lt;br/&amp;gt;(overall limit)&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Restrictions&lt;br /&gt;
|-&lt;br /&gt;
! Harmed me&lt;br /&gt;
| -15&lt;br /&gt;
| 10&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Botched my surgery&lt;br /&gt;
| -20&lt;br /&gt;
| 90&lt;br /&gt;
| 5× (300×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Regular rescue&amp;quot;&amp;gt;Rescued me&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 3× (300×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Rescued by stranger: I was rescued by someone! I almost thought I was done for back there. I'm so thankful.&amp;quot;&amp;gt;Rescued me&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| 25&lt;br /&gt;
| 30&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| –&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Recruited me&lt;br /&gt;
| 20&lt;br /&gt;
| 120&lt;br /&gt;
| 1× (1×)&lt;br /&gt;
| –&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Crashed together&lt;br /&gt;
| 25&lt;br /&gt;
| 20&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Someone I love was sold to a trader like a piece of meat!&amp;quot;&amp;gt;Sold my loved one&amp;lt;/abbr&amp;gt; &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot;&amp;gt;Also creates a thought that affects the mood.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -10&lt;br /&gt;
| 120&lt;br /&gt;
| 2× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;My special bonded animal was given away!&amp;quot;&amp;gt;Gave away my bonded animal&amp;lt;/abbr&amp;gt; &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -10&lt;br /&gt;
| 60&lt;br /&gt;
| 2× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Forced to take drugs &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -30&lt;br /&gt;
| 60&lt;br /&gt;
| 1× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| Only for [[teetotaler]]&lt;br /&gt;
|-&lt;br /&gt;
! Forced to take luciferium &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -30&lt;br /&gt;
| 120&lt;br /&gt;
| 1× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| Only for [[body purist]]&lt;br /&gt;
|-&lt;br /&gt;
! Killed a child {{BiotechIcon}}&lt;br /&gt;
| -20&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| 5× ({{Check Tag|?|unknown}}×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| Not [[psychopath]] or [[bloodlust]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references group=&amp;quot;b&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rituals ===&lt;br /&gt;
{{Main|Rituals}}&lt;br /&gt;
{{Stub|section=true|reason=See [[Rituals]]}}&lt;br /&gt;
&lt;br /&gt;
=== Precepts ===&lt;br /&gt;
{{Main|Precepts}}&lt;br /&gt;
{{Ideology|section=true}}&lt;br /&gt;
{{Stub|section=true|reason=See [[Precepts]]}}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
There are multiple different types of relations possible between pawns. While familial ties affect the opinion, non-intimate relations are only the result of opinions. Romances are both the result of and a source of opinion.&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;
* A '''rival'''  is every other pawn the pawn has an opinion of -100 to -20.&lt;br /&gt;
* An '''acquaintance''' is every other pawn the pawn has an opinion of -20 to 20.&lt;br /&gt;
* A '''friend''' is every other pawn the pawn has an opinion of 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;
{{Biotech|section=1}}&lt;br /&gt;
{{Rewrite|section=1|reason=&amp;lt;small&amp;gt;1) Tagged after the fact by not the original author - Are all mechanics below biotech or ONLY the force romance command and the factors apply to base romances? 2) Numbers for the factors listed 3) Relative age graphs/mechanics aren't adequately explained and need at the very least worked examples&amp;lt;/small&amp;gt;}}&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 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 list.&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;
| {{Graph:Chart&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;
| {{Graph:Chart&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;
&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;
&lt;br /&gt;
Pawns that were not [[babies|born]]{{BiotechIcon}} in the colony can also have lovers spawn as NPCs.&lt;br /&gt;
&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''' 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''' 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 &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;
&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;
&lt;br /&gt;
==== Lovin' ====&lt;br /&gt;
{{Rewrite|section=1|reason=adding graphs for the complex options {{t|MTB}}, lovin with slaves and prisoners when in relationship}}&lt;br /&gt;
{{Stub|section=1|reason=Missing mood buff (+8), also note [[love enhancer]]. Use {{t|Thought}}. need stacking info}}&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, bleeding, or in labor, the pawns are in bed, et cetera). Each partner evaluates their mean-time-between separately, taking into account the following:&lt;br /&gt;
&amp;lt;!-- factors all visible in RimWorld.LovePartnerRelationUtility#GetLovinMtbHours--&amp;gt;&lt;br /&gt;
* [[Pain]]: {{MTB}} is multiplied by 100/(100-pain%).&lt;br /&gt;
* [[Consciousness]]: if below 50%, {{MTB}} is multiplied by 50/consciousness%.&lt;br /&gt;
* [[Low libido]]:{{BiotechIcon}} {{MTB}} ×2.&lt;br /&gt;
* [[High libido]]:{{BiotechIcon}} {{MTB}} ×0.5.&lt;br /&gt;
* Own age: MTB is divided by: age 16, 0, age 18 to 25, 1, age 80, 0.2, divisor is interpolated linearly.&lt;br /&gt;
* Partner's age: MTB is divided by: age 16, 0, age 18, 1, divisor is interpolated linearly.&lt;br /&gt;
* Age difference: a penalty is applied when the male pawn is more than 10 years older than the female pawn, or 3 years vice versa; the penalty accumulates quadratically until it reaches {{MTB}} ×25 at age differences equal +30 (older male)/+10 (older female).&lt;br /&gt;
* Own [[beauty]]: below 0, {{MTB}} ×2.3, exactly 0, no effect, above 0, {{MTB}} ×0.3; doesn't matter how far from 0, not nullified even if both pawns &amp;quot;never judge others based on appearance&amp;quot;.&lt;br /&gt;
* Partner's beauty: exactly the same as own beauty, the resulting MTB scalars both apply.&lt;br /&gt;
* Own opinion of the partner: -100, MTB×1.3, +100, MTB×0.7, linear interpolation.&lt;br /&gt;
* Partner's opinion of self: evaluated in the exact same way, the resulting MTB scalars both apply.&lt;br /&gt;
* Own brain affected by [[word of love]] [[psycast]]: {{MTB}} ×0.25.&lt;br /&gt;
* Affected by [[pleasure pulse]]: {{MTB}} ×0.5.&lt;br /&gt;
A session of lovin' will last for between 6 minutes and 1 hour 6 minutes game time (250 and 2750 ticks&amp;lt;ref&amp;gt;RimWorld.JobDriver_Lovin:MakeNewToils&amp;lt;/ref&amp;gt;) and can be interrupted prematurely, which will still give the mood buff for lovin'. This can be repeated to stack the mood buff.&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. In case of a mixed faith relationship, then the Ideology of the adulterer is what determines whether it counts as an affair.&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;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed [[genes]] contributing to romance chance still apply.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Lover relationships can generate for pawns who have spent their entire life in the colony.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pawn sibling relationships disappearing when parents are removed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Social&amp;diff=180520</id>
		<title>Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Social&amp;diff=180520"/>
		<updated>2026-05-18T09:19:38Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Opinion */ added sections for rituals and precepts&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|Social (skill)}}&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 insulting them possible leading to bad mood and a social fight, which will do damage to both and can potentially lead to permanent injury. On the other hand, a colonist needs a minimum opinion of another colonist to pursue a romance with them.&lt;br /&gt;
&lt;br /&gt;
== Opinion ==&lt;br /&gt;
Opinions are affected by a pawns beauty, their traits, random social interaction and actions controllable by the player. The later are significantly expanded by [[rituals]] {{RoyaltyIcon}}/{{IdeologyIcon}} and [[precepts]].{{IdeologyIcon}} For the effects of relations on opinion, see that section below.&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&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;
[[Ascetic]], [[kind]], and [[Sight|blind]] pawns do not gain nor lose any opinion for any other pawn based on their beauty stat.&lt;br /&gt;
{{:Beauty (Pawn)}}&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
{{Main|Traits}}&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}}&lt;br /&gt;
! Trait&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Opinion change&lt;br /&gt;
|-&lt;br /&gt;
! [[Annoying voice]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Bloodlust]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who [[organ harvesting|harvests an organ]], executes a [[prisoner]], or kills a [[child]].{{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Body modder]]&lt;br /&gt;
| data-sort-value=&amp;quot;8&amp;quot; | {{Good|+8}} opinion of other pawns per artificial body part they have, capped at {{Good|+40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
|-&lt;br /&gt;
! [[Body purist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-8&amp;quot; | {{Bad|−8}} opinion of other pawns per artificial body part they have, capped at {{Bad|−40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion for 120 days of the doctor who administered them [[luciferium]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Cannibal]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who eats meat ([[Ideoligion#Meat_eating|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical fascination]]&lt;br /&gt;
| data-sort-value=&amp;quot;-30&amp;quot; | {{Bad|-30}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical interest]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-20}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Creepy breathing]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Hard worker]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Industrious]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misandrist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of men.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misogynist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of women.&lt;br /&gt;
|-&lt;br /&gt;
! [[Nudist]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} : No {{Bad|−10}} opinion loss of someone who has any uncovered body parts.{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychopath]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who kills a child {{BiotechIcon}} or kills an innocent animal ([[Ideoligion#Killing_innocent_animals|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&amp;lt;br/&amp;gt;{{Bad|−}} ''':''' No opinion gain from chitchat and deep talk (still loses opinion from hostile interactions).&amp;lt;br/&amp;gt;{{Bad|−}} ''':''' No opinion gain from teaching a [[child]], or taking a lesson (as a child).{{BiotechIcon}}&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Teetotaler]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-30}} opinion for 60 days of the doctor who administered them a [[drug]].&amp;lt;br/&amp;gt;{{Bad|-25}} opinion of any pawns with any [[addiction]].&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with [[chemical interest]].&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with [[chemical fascination]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Joyous]] {{AnomalyIcon}}&lt;br /&gt;
| data-sort-value=&amp;quot;20&amp;quot; | {{Good|+20}} opinion from other pawns.&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 occur between pawns when they are in each other's vicinity. Whether interactions are good or bad is random but influenced their &amp;quot;pawn compatibility&amp;quot;. This value is hidden but can be seen by turning on Development Mode and hovering over the target pawn in the other pawn's Social tab.&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Selection weight&lt;br /&gt;
! Restrictions&lt;br /&gt;
|- id=&amp;quot;Chitchat&amp;quot;&lt;br /&gt;
! Chitchat&lt;br /&gt;
| {{Good|+0.66}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| +10 opinion&lt;br /&gt;
| ×1&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot;&amp;gt;[[Psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns can actually be a part of a chitchat or deep talk, they just don't gain any opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Deep talk&amp;quot;&lt;br /&gt;
! Deep talk&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.075&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Modified by the relativ compatibility of the pawns.{{Check Tag|Details needed|See InteractionWorker_DeepTalk.}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot; /&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Slighted&amp;quot;&lt;br /&gt;
! Slighted&lt;br /&gt;
| {{Bad|-5}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.02&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot;&amp;gt;Modified by the relativ opinion and compatibility of the pawns.{{Check Tag|Details needed|See NegativeInteractionChanceFactor.}} Also {{Bad|x2.3}} for [[abrasive]] pawns.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Insulted&amp;quot;&lt;br /&gt;
! Insulted &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot;&amp;gt;Also creates a thought that affects the mood.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.007&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot; /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Kind words&amp;quot;&lt;br /&gt;
! Kind words &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.01&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' Only [[kind]]; not [[inhumanized]] {{AnomalyIcon}}'''&amp;lt;br/&amp;gt;Recipent:''' none&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Even [[psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns gain opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Strange talk&amp;quot;&lt;br /&gt;
! Strange talk {{AnomalyIcon}} &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Bad|-4}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| 1×&lt;br /&gt;
| ×{{Check Tag|?|unknown}}&lt;br /&gt;
| exclusively&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' only [[disturbing]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;[[Void touched]]{{Check Tag|?|unknown}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references group=&amp;quot;a&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Chitchat:''' The most common type of social interaction. This increases relation between the two pawns by {{Good|0.66}} opinion each, capping out at 10 opinion. It is nullified for psychopaths and inhumanized {{AnomalyIcon}} pawns.&lt;br /&gt;
* '''Deep talk:''' A type of social interaction that gives a large {{Good|+15}} opinion of each other. It caps out at 10 deep talks and is nullified for psychopaths and inhumanized {{AnomalyIcon}} pawns.&lt;br /&gt;
* '''Insulted:''' This social interaction provides a {{Bad|-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.{{Thought|desc=I've been directly insulted! What an awful person!|value=-5|label=Insulted|stack=10|duration=2}}. These can also be caused by [[insulting spree]] and [[Mental break#targeted insulting spree|targeted insulting spree]].&lt;br /&gt;
* '''Slighted:''' This social interaction is similar to being insulted, except only giving a {{Bad|-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;
* '''Kind words:''' This interaction can only be done by [[kind]] pawns that are not inhumanized.{{AnomalyIcon}} The opinion boost of {{Good|+15}} for 20 days can stack up to 10 times from the same kind pawn with 0.9x stacked effect multiplier. Note that psychopaths and inhumanized {{AnomalyIcon}} pawn ''are'' affected by kind words. The affected pawn also gains the {{Thought|desc=I've been bestowed with kind words! What a nice person!|value=5|label=Kind words|stack=10|duration=2|multi=0.9}}, as long as they are not inhumanized.{{AnomalyIcon}}&lt;br /&gt;
* '''Strange chat:''' {{AnomalyIcon}} This social interaction can occur when interacting with a [[Disturbing]] or [[Void touched]] pawn, and gives a -3 &amp;quot;Unsettling conversation&amp;quot; opinion against the strange chatter. The affected pawn also suffers {{Thought|desc=An unsettling conversation made me very creeped out. Nobody should think or speak of such things.|value=-4|label=Unsettling conversation|stack=10|duration=1}}. These debuffs do not affect [[Inhumanized]] colonists.&lt;br /&gt;
&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]], a pawn's current level of [[Beer|inebriation]], and [[Genes#Aggressive|Aggression]]{{BiotechIcon}} genes. 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 at least {{Ticks|420}} have passed, 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, including bionics. Pawns that are [[incapable]] of violence can still provoke social fights, but will not fight back during them. If either pawn lands a hit, the victim will gain a {{Bad|-15}} &amp;quot;harmed me&amp;quot; opinion of their attacker for 10 days.&lt;br /&gt;
&lt;br /&gt;
After the pawns calm down, they will decide if the fight was cathartic or angering. This decision is made randomly and is wholly independent of any other factors, with both options being equally likely. A cathartic fight will give a pawn a {{Good|+38}} opinion of their opponent, and an angering fight will give a {{Bad|-22}} opinion. Both opinions last for 20 days.&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;
! 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;
=== Actions ===&lt;br /&gt;
{{Stub|section=1|reason=Missing &amp;quot;Lovin afterglow&amp;quot;, needs confirmation of exact values, what negates it (if anything) and if it stacks or not}}&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;
! 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*, x0.9 multiplier&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rescued me&lt;br /&gt;
| 15&lt;br /&gt;
| 3, x0.9 multiplier&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;
|-&lt;br /&gt;
! Killed a child&lt;br /&gt;
| -20&lt;br /&gt;
| 5*, x0.9 multiplier&lt;br /&gt;
| [[Psychopath]], [[Bloodlust]]&lt;br /&gt;
&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;
=== Rituals ===&lt;br /&gt;
{{Main|Rituals}}&lt;br /&gt;
{{Stub|section=true|reason=See [[Rituals]]}}&lt;br /&gt;
&lt;br /&gt;
=== Precepts ===&lt;br /&gt;
{{Main|Precepts}}&lt;br /&gt;
{{Ideology|section=true}}&lt;br /&gt;
{{Stub|section=true|reason=See [[Precepts]]}}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
There are multiple different types of relations possible between pawns. While familial ties affect the opinion, non-intimate relations are only the result of opinions. Romances are both the result of and a source of opinion.&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;
* A '''rival'''  is every other pawn the pawn has an opinion of -100 to -20.&lt;br /&gt;
* An '''acquaintance''' is every other pawn the pawn has an opinion of -20 to 20.&lt;br /&gt;
* A '''friend''' is every other pawn the pawn has an opinion of 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;
{{Biotech|section=1}}&lt;br /&gt;
{{Rewrite|section=1|reason=&amp;lt;small&amp;gt;1) Tagged after the fact by not the original author - Are all mechanics below biotech or ONLY the force romance command and the factors apply to base romances? 2) Numbers for the factors listed 3) Relative age graphs/mechanics aren't adequately explained and need at the very least worked examples&amp;lt;/small&amp;gt;}}&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 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 list.&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;
| {{Graph:Chart&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;
| {{Graph:Chart&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;
&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;
&lt;br /&gt;
Pawns that were not [[babies|born]]{{BiotechIcon}} in the colony can also have lovers spawn as NPCs.&lt;br /&gt;
&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''' 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''' 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 &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;
&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;
&lt;br /&gt;
==== Lovin' ====&lt;br /&gt;
{{Rewrite|section=1|reason=adding graphs for the complex options {{t|MTB}}, lovin with slaves and prisoners when in relationship}}&lt;br /&gt;
{{Stub|section=1|reason=Missing mood buff (+8), also note [[love enhancer]]. Use {{t|Thought}}. need stacking info}}&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, bleeding, or in labor, the pawns are in bed, et cetera). Each partner evaluates their mean-time-between separately, taking into account the following:&lt;br /&gt;
&amp;lt;!-- factors all visible in RimWorld.LovePartnerRelationUtility#GetLovinMtbHours--&amp;gt;&lt;br /&gt;
* [[Pain]]: {{MTB}} is multiplied by 100/(100-pain%).&lt;br /&gt;
* [[Consciousness]]: if below 50%, {{MTB}} is multiplied by 50/consciousness%.&lt;br /&gt;
* [[Low libido]]:{{BiotechIcon}} {{MTB}} ×2.&lt;br /&gt;
* [[High libido]]:{{BiotechIcon}} {{MTB}} ×0.5.&lt;br /&gt;
* Own age: MTB is divided by: age 16, 0, age 18 to 25, 1, age 80, 0.2, divisor is interpolated linearly.&lt;br /&gt;
* Partner's age: MTB is divided by: age 16, 0, age 18, 1, divisor is interpolated linearly.&lt;br /&gt;
* Age difference: a penalty is applied when the male pawn is more than 10 years older than the female pawn, or 3 years vice versa; the penalty accumulates quadratically until it reaches {{MTB}} ×25 at age differences equal +30 (older male)/+10 (older female).&lt;br /&gt;
* Own [[beauty]]: below 0, {{MTB}} ×2.3, exactly 0, no effect, above 0, {{MTB}} ×0.3; doesn't matter how far from 0, not nullified even if both pawns &amp;quot;never judge others based on appearance&amp;quot;.&lt;br /&gt;
* Partner's beauty: exactly the same as own beauty, the resulting MTB scalars both apply.&lt;br /&gt;
* Own opinion of the partner: -100, MTB×1.3, +100, MTB×0.7, linear interpolation.&lt;br /&gt;
* Partner's opinion of self: evaluated in the exact same way, the resulting MTB scalars both apply.&lt;br /&gt;
* Own brain affected by [[word of love]] [[psycast]]: {{MTB}} ×0.25.&lt;br /&gt;
* Affected by [[pleasure pulse]]: {{MTB}} ×0.5.&lt;br /&gt;
A session of lovin' will last for between 6 minutes and 1 hour 6 minutes game time (250 and 2750 ticks&amp;lt;ref&amp;gt;RimWorld.JobDriver_Lovin:MakeNewToils&amp;lt;/ref&amp;gt;) and can be interrupted prematurely, which will still give the mood buff for lovin'. This can be repeated to stack the mood buff.&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. In case of a mixed faith relationship, then the Ideology of the adulterer is what determines whether it counts as an affair.&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;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed [[genes]] contributing to romance chance still apply.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Lover relationships can generate for pawns who have spent their entire life in the colony.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pawn sibling relationships disappearing when parents are removed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Social&amp;diff=180519</id>
		<title>Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Social&amp;diff=180519"/>
		<updated>2026-05-18T09:12:14Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Traits */ removed kind, abrasive and disturbing since they don't directly affect opinion. Info is in section &amp;quot;Random social interactions&amp;quot;&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|Social (skill)}}&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 insulting them possible leading to bad mood and a social fight, which will do damage to both and can potentially lead to permanent injury. On the other hand, a colonist needs a minimum opinion of another colonist to pursue a romance with them.&lt;br /&gt;
&lt;br /&gt;
== Opinion ==&lt;br /&gt;
Opinions are affected by a pawns beauty, their traits, random social interaction and actions controllable by the player. For the effects of relations on opinion, see that section below.&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&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;
[[Ascetic]], [[kind]], and [[Sight|blind]] pawns do not gain nor lose any opinion for any other pawn based on their beauty stat.&lt;br /&gt;
{{:Beauty (Pawn)}}&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
{{Main|Traits}}&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}}&lt;br /&gt;
! Trait&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Opinion change&lt;br /&gt;
|-&lt;br /&gt;
! [[Annoying voice]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Bloodlust]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who [[organ harvesting|harvests an organ]], executes a [[prisoner]], or kills a [[child]].{{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Body modder]]&lt;br /&gt;
| data-sort-value=&amp;quot;8&amp;quot; | {{Good|+8}} opinion of other pawns per artificial body part they have, capped at {{Good|+40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
|-&lt;br /&gt;
! [[Body purist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-8&amp;quot; | {{Bad|−8}} opinion of other pawns per artificial body part they have, capped at {{Bad|−40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion for 120 days of the doctor who administered them [[luciferium]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Cannibal]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who eats meat ([[Ideoligion#Meat_eating|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical fascination]]&lt;br /&gt;
| data-sort-value=&amp;quot;-30&amp;quot; | {{Bad|-30}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical interest]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-20}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Creepy breathing]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Hard worker]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Industrious]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misandrist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of men.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misogynist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of women.&lt;br /&gt;
|-&lt;br /&gt;
! [[Nudist]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} : No {{Bad|−10}} opinion loss of someone who has any uncovered body parts.{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychopath]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who kills a child {{BiotechIcon}} or kills an innocent animal ([[Ideoligion#Killing_innocent_animals|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&amp;lt;br/&amp;gt;{{Bad|−}} ''':''' No opinion gain from chitchat and deep talk (still loses opinion from hostile interactions).&amp;lt;br/&amp;gt;{{Bad|−}} ''':''' No opinion gain from teaching a [[child]], or taking a lesson (as a child).{{BiotechIcon}}&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Teetotaler]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-30}} opinion for 60 days of the doctor who administered them a [[drug]].&amp;lt;br/&amp;gt;{{Bad|-25}} opinion of any pawns with any [[addiction]].&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with [[chemical interest]].&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with [[chemical fascination]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Joyous]] {{AnomalyIcon}}&lt;br /&gt;
| data-sort-value=&amp;quot;20&amp;quot; | {{Good|+20}} opinion from other pawns.&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 occur between pawns when they are in each other's vicinity. Whether interactions are good or bad is random but influenced their &amp;quot;pawn compatibility&amp;quot;. This value is hidden but can be seen by turning on Development Mode and hovering over the target pawn in the other pawn's Social tab.&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Selection weight&lt;br /&gt;
! Restrictions&lt;br /&gt;
|- id=&amp;quot;Chitchat&amp;quot;&lt;br /&gt;
! Chitchat&lt;br /&gt;
| {{Good|+0.66}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| +10 opinion&lt;br /&gt;
| ×1&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot;&amp;gt;[[Psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns can actually be a part of a chitchat or deep talk, they just don't gain any opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Deep talk&amp;quot;&lt;br /&gt;
! Deep talk&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.075&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Modified by the relativ compatibility of the pawns.{{Check Tag|Details needed|See InteractionWorker_DeepTalk.}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot; /&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Slighted&amp;quot;&lt;br /&gt;
! Slighted&lt;br /&gt;
| {{Bad|-5}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.02&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot;&amp;gt;Modified by the relativ opinion and compatibility of the pawns.{{Check Tag|Details needed|See NegativeInteractionChanceFactor.}} Also {{Bad|x2.3}} for [[abrasive]] pawns.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Insulted&amp;quot;&lt;br /&gt;
! Insulted &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot;&amp;gt;Also creates a thought that affects the mood.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.007&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot; /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Kind words&amp;quot;&lt;br /&gt;
! Kind words &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.01&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' Only [[kind]]; not [[inhumanized]] {{AnomalyIcon}}'''&amp;lt;br/&amp;gt;Recipent:''' none&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Even [[psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns gain opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Strange talk&amp;quot;&lt;br /&gt;
! Strange talk {{AnomalyIcon}} &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Bad|-4}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| 1×&lt;br /&gt;
| ×{{Check Tag|?|unknown}}&lt;br /&gt;
| exclusively&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' only [[disturbing]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;[[Void touched]]{{Check Tag|?|unknown}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references group=&amp;quot;a&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Chitchat:''' The most common type of social interaction. This increases relation between the two pawns by {{Good|0.66}} opinion each, capping out at 10 opinion. It is nullified for psychopaths and inhumanized {{AnomalyIcon}} pawns.&lt;br /&gt;
* '''Deep talk:''' A type of social interaction that gives a large {{Good|+15}} opinion of each other. It caps out at 10 deep talks and is nullified for psychopaths and inhumanized {{AnomalyIcon}} pawns.&lt;br /&gt;
* '''Insulted:''' This social interaction provides a {{Bad|-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.{{Thought|desc=I've been directly insulted! What an awful person!|value=-5|label=Insulted|stack=10|duration=2}}. These can also be caused by [[insulting spree]] and [[Mental break#targeted insulting spree|targeted insulting spree]].&lt;br /&gt;
* '''Slighted:''' This social interaction is similar to being insulted, except only giving a {{Bad|-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;
* '''Kind words:''' This interaction can only be done by [[kind]] pawns that are not inhumanized.{{AnomalyIcon}} The opinion boost of {{Good|+15}} for 20 days can stack up to 10 times from the same kind pawn with 0.9x stacked effect multiplier. Note that psychopaths and inhumanized {{AnomalyIcon}} pawn ''are'' affected by kind words. The affected pawn also gains the {{Thought|desc=I've been bestowed with kind words! What a nice person!|value=5|label=Kind words|stack=10|duration=2|multi=0.9}}, as long as they are not inhumanized.{{AnomalyIcon}}&lt;br /&gt;
* '''Strange chat:''' {{AnomalyIcon}} This social interaction can occur when interacting with a [[Disturbing]] or [[Void touched]] pawn, and gives a -3 &amp;quot;Unsettling conversation&amp;quot; opinion against the strange chatter. The affected pawn also suffers {{Thought|desc=An unsettling conversation made me very creeped out. Nobody should think or speak of such things.|value=-4|label=Unsettling conversation|stack=10|duration=1}}. These debuffs do not affect [[Inhumanized]] colonists.&lt;br /&gt;
&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]], a pawn's current level of [[Beer|inebriation]], and [[Genes#Aggressive|Aggression]]{{BiotechIcon}} genes. 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 at least {{Ticks|420}} have passed, 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, including bionics. Pawns that are [[incapable]] of violence can still provoke social fights, but will not fight back during them. If either pawn lands a hit, the victim will gain a {{Bad|-15}} &amp;quot;harmed me&amp;quot; opinion of their attacker for 10 days.&lt;br /&gt;
&lt;br /&gt;
After the pawns calm down, they will decide if the fight was cathartic or angering. This decision is made randomly and is wholly independent of any other factors, with both options being equally likely. A cathartic fight will give a pawn a {{Good|+38}} opinion of their opponent, and an angering fight will give a {{Bad|-22}} opinion. Both opinions last for 20 days.&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;
! 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;
=== Actions ===&lt;br /&gt;
{{Stub|section=1|reason=Missing &amp;quot;Lovin afterglow&amp;quot;, needs confirmation of exact values, what negates it (if anything) and if it stacks or not}}&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;
! 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*, x0.9 multiplier&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rescued me&lt;br /&gt;
| 15&lt;br /&gt;
| 3, x0.9 multiplier&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;
|-&lt;br /&gt;
! Killed a child&lt;br /&gt;
| -20&lt;br /&gt;
| 5*, x0.9 multiplier&lt;br /&gt;
| [[Psychopath]], [[Bloodlust]]&lt;br /&gt;
&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;
== Relations ==&lt;br /&gt;
There are multiple different types of relations possible between pawns. While familial ties affect the opinion, non-intimate relations are only the result of opinions. Romances are both the result of and a source of opinion.&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;
* A '''rival'''  is every other pawn the pawn has an opinion of -100 to -20.&lt;br /&gt;
* An '''acquaintance''' is every other pawn the pawn has an opinion of -20 to 20.&lt;br /&gt;
* A '''friend''' is every other pawn the pawn has an opinion of 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;
{{Biotech|section=1}}&lt;br /&gt;
{{Rewrite|section=1|reason=&amp;lt;small&amp;gt;1) Tagged after the fact by not the original author - Are all mechanics below biotech or ONLY the force romance command and the factors apply to base romances? 2) Numbers for the factors listed 3) Relative age graphs/mechanics aren't adequately explained and need at the very least worked examples&amp;lt;/small&amp;gt;}}&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 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 list.&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;
| {{Graph:Chart&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;
| {{Graph:Chart&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;
&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;
&lt;br /&gt;
Pawns that were not [[babies|born]]{{BiotechIcon}} in the colony can also have lovers spawn as NPCs.&lt;br /&gt;
&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''' 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''' 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 &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;
&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;
&lt;br /&gt;
==== Lovin' ====&lt;br /&gt;
{{Rewrite|section=1|reason=adding graphs for the complex options {{t|MTB}}, lovin with slaves and prisoners when in relationship}}&lt;br /&gt;
{{Stub|section=1|reason=Missing mood buff (+8), also note [[love enhancer]]. Use {{t|Thought}}. need stacking info}}&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, bleeding, or in labor, the pawns are in bed, et cetera). Each partner evaluates their mean-time-between separately, taking into account the following:&lt;br /&gt;
&amp;lt;!-- factors all visible in RimWorld.LovePartnerRelationUtility#GetLovinMtbHours--&amp;gt;&lt;br /&gt;
* [[Pain]]: {{MTB}} is multiplied by 100/(100-pain%).&lt;br /&gt;
* [[Consciousness]]: if below 50%, {{MTB}} is multiplied by 50/consciousness%.&lt;br /&gt;
* [[Low libido]]:{{BiotechIcon}} {{MTB}} ×2.&lt;br /&gt;
* [[High libido]]:{{BiotechIcon}} {{MTB}} ×0.5.&lt;br /&gt;
* Own age: MTB is divided by: age 16, 0, age 18 to 25, 1, age 80, 0.2, divisor is interpolated linearly.&lt;br /&gt;
* Partner's age: MTB is divided by: age 16, 0, age 18, 1, divisor is interpolated linearly.&lt;br /&gt;
* Age difference: a penalty is applied when the male pawn is more than 10 years older than the female pawn, or 3 years vice versa; the penalty accumulates quadratically until it reaches {{MTB}} ×25 at age differences equal +30 (older male)/+10 (older female).&lt;br /&gt;
* Own [[beauty]]: below 0, {{MTB}} ×2.3, exactly 0, no effect, above 0, {{MTB}} ×0.3; doesn't matter how far from 0, not nullified even if both pawns &amp;quot;never judge others based on appearance&amp;quot;.&lt;br /&gt;
* Partner's beauty: exactly the same as own beauty, the resulting MTB scalars both apply.&lt;br /&gt;
* Own opinion of the partner: -100, MTB×1.3, +100, MTB×0.7, linear interpolation.&lt;br /&gt;
* Partner's opinion of self: evaluated in the exact same way, the resulting MTB scalars both apply.&lt;br /&gt;
* Own brain affected by [[word of love]] [[psycast]]: {{MTB}} ×0.25.&lt;br /&gt;
* Affected by [[pleasure pulse]]: {{MTB}} ×0.5.&lt;br /&gt;
A session of lovin' will last for between 6 minutes and 1 hour 6 minutes game time (250 and 2750 ticks&amp;lt;ref&amp;gt;RimWorld.JobDriver_Lovin:MakeNewToils&amp;lt;/ref&amp;gt;) and can be interrupted prematurely, which will still give the mood buff for lovin'. This can be repeated to stack the mood buff.&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. In case of a mixed faith relationship, then the Ideology of the adulterer is what determines whether it counts as an affair.&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;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed [[genes]] contributing to romance chance still apply.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Lover relationships can generate for pawns who have spent their entire life in the colony.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pawn sibling relationships disappearing when parents are removed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Social&amp;diff=180518</id>
		<title>Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Social&amp;diff=180518"/>
		<updated>2026-05-18T09:09:18Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Random social interactions */&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|Social (skill)}}&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 insulting them possible leading to bad mood and a social fight, which will do damage to both and can potentially lead to permanent injury. On the other hand, a colonist needs a minimum opinion of another colonist to pursue a romance with them.&lt;br /&gt;
&lt;br /&gt;
== Opinion ==&lt;br /&gt;
Opinions are affected by a pawns beauty, their traits, random social interaction and actions controllable by the player. For the effects of relations on opinion, see that section below.&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&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;
[[Ascetic]], [[kind]], and [[Sight|blind]] pawns do not gain nor lose any opinion for any other pawn based on their beauty stat.&lt;br /&gt;
{{:Beauty (Pawn)}}&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
{{Main|Traits}}&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}}&lt;br /&gt;
! Trait&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Opinion change&lt;br /&gt;
|-&lt;br /&gt;
! [[Abrasive]]&lt;br /&gt;
| data-sort-value=&amp;quot;-1&amp;quot; | {{Bad|−}} ''':''' 2.3x as likely to slight or insult others.&lt;br /&gt;
|-&lt;br /&gt;
! [[Annoying voice]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Bloodlust]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who [[organ harvesting|harvests an organ]], executes a [[prisoner]], or kills a [[child]].{{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Body modder]]&lt;br /&gt;
| data-sort-value=&amp;quot;8&amp;quot; | {{Good|+8}} opinion of other pawns per artificial body part they have, capped at {{Good|+40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
|-&lt;br /&gt;
! [[Body purist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-8&amp;quot; | {{Bad|−8}} opinion of other pawns per artificial body part they have, capped at {{Bad|−40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion for 120 days of the doctor who administered them [[luciferium]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Cannibal]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who eats meat ([[Ideoligion#Meat_eating|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical fascination]]&lt;br /&gt;
| data-sort-value=&amp;quot;-30&amp;quot; | {{Bad|-30}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical interest]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-20}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Creepy breathing]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Hard worker]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Industrious]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Kind]]&lt;br /&gt;
| data-sort-value=&amp;quot;15&amp;quot; | {{Good|+}} ''':''' Can use a unique '''kind words''' social interaction gaining {{Good|+15}} opinion from the recipient for 20 days. The opinion boost can stack up to 10 times from the same kind pawn with 0.9x stacked effect multiplier (for a potential opinion bonus of up to +97.7), and up to 300 stacks can be present overall. When choosing what social interaction to perform, kind words has a weighting of 0.01 (as opposed e.g. to chitchat's weighting of 1.00).&amp;lt;br/&amp;gt;{{Good|+}} ''':''' Will not slight or insult others.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misandrist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of men.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misogynist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of women.&lt;br /&gt;
|-&lt;br /&gt;
! [[Nudist]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} : No {{Bad|−10}} opinion loss of someone who has any uncovered body parts.{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychopath]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who kills a child {{BiotechIcon}} or kills an innocent animal ([[Ideoligion#Killing_innocent_animals|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&amp;lt;br/&amp;gt;{{Bad|−}} ''':''' No opinion gain from chitchat and deep talk (still loses opinion from hostile interactions).&amp;lt;br/&amp;gt;{{Bad|−}} ''':''' No opinion gain from teaching a [[child]], or taking a lesson (as a child).{{BiotechIcon}}&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Teetotaler]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-30}} opinion for 60 days of the doctor who administered them a [[drug]].&amp;lt;br/&amp;gt;{{Bad|-25}} opinion of any pawns with any [[addiction]].&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with [[chemical interest]].&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with [[chemical fascination]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Joyous]] {{AnomalyIcon}}&lt;br /&gt;
| data-sort-value=&amp;quot;20&amp;quot; | {{Good|+20}} opinion from other pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Disturbing]] {{AnomalyIcon}}&lt;br /&gt;
| data-sort-value=&amp;quot;-3&amp;quot; | {{Bad|-}} ''':''' Only ever selects the ''strange chat'' type when doing random social interactions. Non-[[inhumanized]] recipients gain {{Bad|-3}} opinion of the initiator for 1 day. [[Talking]] capacity of 0% prevents rambling.&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 occur between pawns when they are in each other's vicinity. Whether interactions are good or bad is random but influenced their &amp;quot;pawn compatibility&amp;quot;. This value is hidden but can be seen by turning on Development Mode and hovering over the target pawn in the other pawn's Social tab.&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Selection weight&lt;br /&gt;
! Restrictions&lt;br /&gt;
|- id=&amp;quot;Chitchat&amp;quot;&lt;br /&gt;
! Chitchat&lt;br /&gt;
| {{Good|+0.66}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| +10 opinion&lt;br /&gt;
| ×1&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot;&amp;gt;[[Psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns can actually be a part of a chitchat or deep talk, they just don't gain any opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Deep talk&amp;quot;&lt;br /&gt;
! Deep talk&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.075&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Modified by the relativ compatibility of the pawns.{{Check Tag|Details needed|See InteractionWorker_DeepTalk.}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot; /&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Slighted&amp;quot;&lt;br /&gt;
! Slighted&lt;br /&gt;
| {{Bad|-5}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.02&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot;&amp;gt;Modified by the relativ opinion and compatibility of the pawns.{{Check Tag|Details needed|See NegativeInteractionChanceFactor.}} Also {{Bad|x2.3}} for [[abrasive]] pawns.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Insulted&amp;quot;&lt;br /&gt;
! Insulted &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot;&amp;gt;Also creates a thought that affects the mood.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.007&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot; /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Kind words&amp;quot;&lt;br /&gt;
! Kind words &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.01&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' Only [[kind]]; not [[inhumanized]] {{AnomalyIcon}}'''&amp;lt;br/&amp;gt;Recipent:''' none&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Even [[psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns gain opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Strange talk&amp;quot;&lt;br /&gt;
! Strange talk {{AnomalyIcon}} &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Bad|-4}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| 1×&lt;br /&gt;
| ×{{Check Tag|?|unknown}}&lt;br /&gt;
| exclusively&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' only [[disturbing]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;[[Void touched]]{{Check Tag|?|unknown}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references group=&amp;quot;a&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Chitchat:''' The most common type of social interaction. This increases relation between the two pawns by {{Good|0.66}} opinion each, capping out at 10 opinion. It is nullified for psychopaths and inhumanized {{AnomalyIcon}} pawns.&lt;br /&gt;
* '''Deep talk:''' A type of social interaction that gives a large {{Good|+15}} opinion of each other. It caps out at 10 deep talks and is nullified for psychopaths and inhumanized {{AnomalyIcon}} pawns.&lt;br /&gt;
* '''Insulted:''' This social interaction provides a {{Bad|-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.{{Thought|desc=I've been directly insulted! What an awful person!|value=-5|label=Insulted|stack=10|duration=2}}. These can also be caused by [[insulting spree]] and [[Mental break#targeted insulting spree|targeted insulting spree]].&lt;br /&gt;
* '''Slighted:''' This social interaction is similar to being insulted, except only giving a {{Bad|-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;
* '''Kind words:''' This interaction can only be done by [[kind]] pawns that are not inhumanized.{{AnomalyIcon}} The opinion boost of {{Good|+15}} for 20 days can stack up to 10 times from the same kind pawn with 0.9x stacked effect multiplier. Note that psychopaths and inhumanized {{AnomalyIcon}} pawn ''are'' affected by kind words. The affected pawn also gains the {{Thought|desc=I've been bestowed with kind words! What a nice person!|value=5|label=Kind words|stack=10|duration=2|multi=0.9}}, as long as they are not inhumanized.{{AnomalyIcon}}&lt;br /&gt;
* '''Strange chat:''' {{AnomalyIcon}} This social interaction can occur when interacting with a [[Disturbing]] or [[Void touched]] pawn, and gives a -3 &amp;quot;Unsettling conversation&amp;quot; opinion against the strange chatter. The affected pawn also suffers {{Thought|desc=An unsettling conversation made me very creeped out. Nobody should think or speak of such things.|value=-4|label=Unsettling conversation|stack=10|duration=1}}. These debuffs do not affect [[Inhumanized]] colonists.&lt;br /&gt;
&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]], a pawn's current level of [[Beer|inebriation]], and [[Genes#Aggressive|Aggression]]{{BiotechIcon}} genes. 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 at least {{Ticks|420}} have passed, 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, including bionics. Pawns that are [[incapable]] of violence can still provoke social fights, but will not fight back during them. If either pawn lands a hit, the victim will gain a {{Bad|-15}} &amp;quot;harmed me&amp;quot; opinion of their attacker for 10 days.&lt;br /&gt;
&lt;br /&gt;
After the pawns calm down, they will decide if the fight was cathartic or angering. This decision is made randomly and is wholly independent of any other factors, with both options being equally likely. A cathartic fight will give a pawn a {{Good|+38}} opinion of their opponent, and an angering fight will give a {{Bad|-22}} opinion. Both opinions last for 20 days.&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;
! 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;
=== Actions ===&lt;br /&gt;
{{Stub|section=1|reason=Missing &amp;quot;Lovin afterglow&amp;quot;, needs confirmation of exact values, what negates it (if anything) and if it stacks or not}}&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;
! 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*, x0.9 multiplier&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rescued me&lt;br /&gt;
| 15&lt;br /&gt;
| 3, x0.9 multiplier&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;
|-&lt;br /&gt;
! Killed a child&lt;br /&gt;
| -20&lt;br /&gt;
| 5*, x0.9 multiplier&lt;br /&gt;
| [[Psychopath]], [[Bloodlust]]&lt;br /&gt;
&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;
== Relations ==&lt;br /&gt;
There are multiple different types of relations possible between pawns. While familial ties affect the opinion, non-intimate relations are only the result of opinions. Romances are both the result of and a source of opinion.&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;
* A '''rival'''  is every other pawn the pawn has an opinion of -100 to -20.&lt;br /&gt;
* An '''acquaintance''' is every other pawn the pawn has an opinion of -20 to 20.&lt;br /&gt;
* A '''friend''' is every other pawn the pawn has an opinion of 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;
{{Biotech|section=1}}&lt;br /&gt;
{{Rewrite|section=1|reason=&amp;lt;small&amp;gt;1) Tagged after the fact by not the original author - Are all mechanics below biotech or ONLY the force romance command and the factors apply to base romances? 2) Numbers for the factors listed 3) Relative age graphs/mechanics aren't adequately explained and need at the very least worked examples&amp;lt;/small&amp;gt;}}&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 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 list.&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;
| {{Graph:Chart&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;
| {{Graph:Chart&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;
&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;
&lt;br /&gt;
Pawns that were not [[babies|born]]{{BiotechIcon}} in the colony can also have lovers spawn as NPCs.&lt;br /&gt;
&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''' 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''' 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 &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;
&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;
&lt;br /&gt;
==== Lovin' ====&lt;br /&gt;
{{Rewrite|section=1|reason=adding graphs for the complex options {{t|MTB}}, lovin with slaves and prisoners when in relationship}}&lt;br /&gt;
{{Stub|section=1|reason=Missing mood buff (+8), also note [[love enhancer]]. Use {{t|Thought}}. need stacking info}}&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, bleeding, or in labor, the pawns are in bed, et cetera). Each partner evaluates their mean-time-between separately, taking into account the following:&lt;br /&gt;
&amp;lt;!-- factors all visible in RimWorld.LovePartnerRelationUtility#GetLovinMtbHours--&amp;gt;&lt;br /&gt;
* [[Pain]]: {{MTB}} is multiplied by 100/(100-pain%).&lt;br /&gt;
* [[Consciousness]]: if below 50%, {{MTB}} is multiplied by 50/consciousness%.&lt;br /&gt;
* [[Low libido]]:{{BiotechIcon}} {{MTB}} ×2.&lt;br /&gt;
* [[High libido]]:{{BiotechIcon}} {{MTB}} ×0.5.&lt;br /&gt;
* Own age: MTB is divided by: age 16, 0, age 18 to 25, 1, age 80, 0.2, divisor is interpolated linearly.&lt;br /&gt;
* Partner's age: MTB is divided by: age 16, 0, age 18, 1, divisor is interpolated linearly.&lt;br /&gt;
* Age difference: a penalty is applied when the male pawn is more than 10 years older than the female pawn, or 3 years vice versa; the penalty accumulates quadratically until it reaches {{MTB}} ×25 at age differences equal +30 (older male)/+10 (older female).&lt;br /&gt;
* Own [[beauty]]: below 0, {{MTB}} ×2.3, exactly 0, no effect, above 0, {{MTB}} ×0.3; doesn't matter how far from 0, not nullified even if both pawns &amp;quot;never judge others based on appearance&amp;quot;.&lt;br /&gt;
* Partner's beauty: exactly the same as own beauty, the resulting MTB scalars both apply.&lt;br /&gt;
* Own opinion of the partner: -100, MTB×1.3, +100, MTB×0.7, linear interpolation.&lt;br /&gt;
* Partner's opinion of self: evaluated in the exact same way, the resulting MTB scalars both apply.&lt;br /&gt;
* Own brain affected by [[word of love]] [[psycast]]: {{MTB}} ×0.25.&lt;br /&gt;
* Affected by [[pleasure pulse]]: {{MTB}} ×0.5.&lt;br /&gt;
A session of lovin' will last for between 6 minutes and 1 hour 6 minutes game time (250 and 2750 ticks&amp;lt;ref&amp;gt;RimWorld.JobDriver_Lovin:MakeNewToils&amp;lt;/ref&amp;gt;) and can be interrupted prematurely, which will still give the mood buff for lovin'. This can be repeated to stack the mood buff.&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. In case of a mixed faith relationship, then the Ideology of the adulterer is what determines whether it counts as an affair.&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;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed [[genes]] contributing to romance chance still apply.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Lover relationships can generate for pawns who have spent their entire life in the colony.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pawn sibling relationships disappearing when parents are removed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Social&amp;diff=180517</id>
		<title>Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Social&amp;diff=180517"/>
		<updated>2026-05-18T09:06:19Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Random social interactions */ exception&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|Social (skill)}}&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 insulting them possible leading to bad mood and a social fight, which will do damage to both and can potentially lead to permanent injury. On the other hand, a colonist needs a minimum opinion of another colonist to pursue a romance with them.&lt;br /&gt;
&lt;br /&gt;
== Opinion ==&lt;br /&gt;
Opinions are affected by a pawns beauty, their traits, random social interaction and actions controllable by the player. For the effects of relations on opinion, see that section below.&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&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;
[[Ascetic]], [[kind]], and [[Sight|blind]] pawns do not gain nor lose any opinion for any other pawn based on their beauty stat.&lt;br /&gt;
{{:Beauty (Pawn)}}&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
{{Main|Traits}}&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}}&lt;br /&gt;
! Trait&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Opinion change&lt;br /&gt;
|-&lt;br /&gt;
! [[Abrasive]]&lt;br /&gt;
| data-sort-value=&amp;quot;-1&amp;quot; | {{Bad|−}} ''':''' 2.3x as likely to slight or insult others.&lt;br /&gt;
|-&lt;br /&gt;
! [[Annoying voice]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Bloodlust]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who [[organ harvesting|harvests an organ]], executes a [[prisoner]], or kills a [[child]].{{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Body modder]]&lt;br /&gt;
| data-sort-value=&amp;quot;8&amp;quot; | {{Good|+8}} opinion of other pawns per artificial body part they have, capped at {{Good|+40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
|-&lt;br /&gt;
! [[Body purist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-8&amp;quot; | {{Bad|−8}} opinion of other pawns per artificial body part they have, capped at {{Bad|−40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion for 120 days of the doctor who administered them [[luciferium]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Cannibal]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who eats meat ([[Ideoligion#Meat_eating|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical fascination]]&lt;br /&gt;
| data-sort-value=&amp;quot;-30&amp;quot; | {{Bad|-30}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical interest]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-20}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Creepy breathing]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Hard worker]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Industrious]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Kind]]&lt;br /&gt;
| data-sort-value=&amp;quot;15&amp;quot; | {{Good|+}} ''':''' Can use a unique '''kind words''' social interaction gaining {{Good|+15}} opinion from the recipient for 20 days. The opinion boost can stack up to 10 times from the same kind pawn with 0.9x stacked effect multiplier (for a potential opinion bonus of up to +97.7), and up to 300 stacks can be present overall. When choosing what social interaction to perform, kind words has a weighting of 0.01 (as opposed e.g. to chitchat's weighting of 1.00).&amp;lt;br/&amp;gt;{{Good|+}} ''':''' Will not slight or insult others.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misandrist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of men.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misogynist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of women.&lt;br /&gt;
|-&lt;br /&gt;
! [[Nudist]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} : No {{Bad|−10}} opinion loss of someone who has any uncovered body parts.{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychopath]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who kills a child {{BiotechIcon}} or kills an innocent animal ([[Ideoligion#Killing_innocent_animals|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&amp;lt;br/&amp;gt;{{Bad|−}} ''':''' No opinion gain from chitchat and deep talk (still loses opinion from hostile interactions).&amp;lt;br/&amp;gt;{{Bad|−}} ''':''' No opinion gain from teaching a [[child]], or taking a lesson (as a child).{{BiotechIcon}}&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Teetotaler]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-30}} opinion for 60 days of the doctor who administered them a [[drug]].&amp;lt;br/&amp;gt;{{Bad|-25}} opinion of any pawns with any [[addiction]].&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with [[chemical interest]].&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with [[chemical fascination]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Joyous]] {{AnomalyIcon}}&lt;br /&gt;
| data-sort-value=&amp;quot;20&amp;quot; | {{Good|+20}} opinion from other pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Disturbing]] {{AnomalyIcon}}&lt;br /&gt;
| data-sort-value=&amp;quot;-3&amp;quot; | {{Bad|-}} ''':''' Only ever selects the ''strange chat'' type when doing random social interactions. Non-[[inhumanized]] recipients gain {{Bad|-3}} opinion of the initiator for 1 day. [[Talking]] capacity of 0% prevents rambling.&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 occur between pawns when they are in each other's vicinity. Whether interactions are good or bad is random but influenced their &amp;quot;pawn compatibility&amp;quot;. This value is hidden but can be seen by turning on Development Mode and hovering over the target pawn in the other pawn's Social tab.&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Selection weight&lt;br /&gt;
! Restrictions&lt;br /&gt;
|- id=&amp;quot;Chitchat&amp;quot;&lt;br /&gt;
! Chitchat&lt;br /&gt;
| {{Good|+0.66}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| +10 opinion&lt;br /&gt;
| ×1&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot;&amp;gt;[[Psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns can actually be a part of a chitchat or deep talk, they just don't gain any opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Deep talk&amp;quot;&lt;br /&gt;
! Deep talk&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.075&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Modified by the relativ compatibility of the pawns.{{Check Tag|Details needed|See InteractionWorker_DeepTalk.}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot; /&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Slighted&amp;quot;&lt;br /&gt;
! Slighted&lt;br /&gt;
| {{Bad|-5}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.02&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot;&amp;gt;Modified by the relativ opinion and compatibility of the pawns.{{Check Tag|Details needed|See NegativeInteractionChanceFactor.}} Also {{Bad|x2.3}} for [[abrasive]] pawns.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Insulted&amp;quot;&lt;br /&gt;
! Insulted &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot;&amp;gt;Also creates a thought that affects the mood.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.007&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot; /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Kind words&amp;quot;&lt;br /&gt;
! Kind words &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.01&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' Only [[kind]]; not [[inhumanized]] {{AnomalyIcon}}'''&amp;lt;br/&amp;gt;Recipent:''' none&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Even [[psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns gain opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Strange talk&amp;quot;&lt;br /&gt;
! Strange talk {{AnomalyIcon}} &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Bad|-4}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| 1×&lt;br /&gt;
| ×{{Check Tag|?|unknown}}&lt;br /&gt;
| exclusively&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' only [[Inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;[[Void touched]]{{Check Tag|?|unknown}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references group=&amp;quot;a&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Chitchat:''' The most common type of social interaction. This increases relation between the two pawns by {{Good|0.66}} opinion each, capping out at 10 opinion. It is nullified for psychopaths and inhumanized {{AnomalyIcon}} pawns.&lt;br /&gt;
* '''Deep talk:''' A type of social interaction that gives a large {{Good|+15}} opinion of each other. It caps out at 10 deep talks and is nullified for psychopaths and inhumanized {{AnomalyIcon}} pawns.&lt;br /&gt;
* '''Insulted:''' This social interaction provides a {{Bad|-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.{{Thought|desc=I've been directly insulted! What an awful person!|value=-5|label=Insulted|stack=10|duration=2}}. These can also be caused by [[insulting spree]] and [[Mental break#targeted insulting spree|targeted insulting spree]].&lt;br /&gt;
* '''Slighted:''' This social interaction is similar to being insulted, except only giving a {{Bad|-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;
* '''Kind words:''' This interaction can only be done by [[kind]] pawns that are not inhumanized.{{AnomalyIcon}} The opinion boost of {{Good|+15}} for 20 days can stack up to 10 times from the same kind pawn with 0.9x stacked effect multiplier. Note that psychopaths and inhumanized {{AnomalyIcon}} pawn ''are'' affected by kind words. The affected pawn also gains the {{Thought|desc=I've been bestowed with kind words! What a nice person!|value=5|label=Kind words|stack=10|duration=2|multi=0.9}}, as long as they are not inhumanized.{{AnomalyIcon}}&lt;br /&gt;
* '''Strange chat:''' {{AnomalyIcon}} This social interaction can occur when interacting with a [[Disturbing]] or [[Void touched]] pawn, and gives a -3 &amp;quot;Unsettling conversation&amp;quot; opinion against the strange chatter. The affected pawn also suffers {{Thought|desc=An unsettling conversation made me very creeped out. Nobody should think or speak of such things.|value=-4|label=Unsettling conversation|stack=10|duration=1}}. These debuffs do not affect [[Inhumanized]] colonists.&lt;br /&gt;
&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]], a pawn's current level of [[Beer|inebriation]], and [[Genes#Aggressive|Aggression]]{{BiotechIcon}} genes. 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 at least {{Ticks|420}} have passed, 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, including bionics. Pawns that are [[incapable]] of violence can still provoke social fights, but will not fight back during them. If either pawn lands a hit, the victim will gain a {{Bad|-15}} &amp;quot;harmed me&amp;quot; opinion of their attacker for 10 days.&lt;br /&gt;
&lt;br /&gt;
After the pawns calm down, they will decide if the fight was cathartic or angering. This decision is made randomly and is wholly independent of any other factors, with both options being equally likely. A cathartic fight will give a pawn a {{Good|+38}} opinion of their opponent, and an angering fight will give a {{Bad|-22}} opinion. Both opinions last for 20 days.&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;
! 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;
=== Actions ===&lt;br /&gt;
{{Stub|section=1|reason=Missing &amp;quot;Lovin afterglow&amp;quot;, needs confirmation of exact values, what negates it (if anything) and if it stacks or not}}&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;
! 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*, x0.9 multiplier&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rescued me&lt;br /&gt;
| 15&lt;br /&gt;
| 3, x0.9 multiplier&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;
|-&lt;br /&gt;
! Killed a child&lt;br /&gt;
| -20&lt;br /&gt;
| 5*, x0.9 multiplier&lt;br /&gt;
| [[Psychopath]], [[Bloodlust]]&lt;br /&gt;
&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;
== Relations ==&lt;br /&gt;
There are multiple different types of relations possible between pawns. While familial ties affect the opinion, non-intimate relations are only the result of opinions. Romances are both the result of and a source of opinion.&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;
* A '''rival'''  is every other pawn the pawn has an opinion of -100 to -20.&lt;br /&gt;
* An '''acquaintance''' is every other pawn the pawn has an opinion of -20 to 20.&lt;br /&gt;
* A '''friend''' is every other pawn the pawn has an opinion of 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;
{{Biotech|section=1}}&lt;br /&gt;
{{Rewrite|section=1|reason=&amp;lt;small&amp;gt;1) Tagged after the fact by not the original author - Are all mechanics below biotech or ONLY the force romance command and the factors apply to base romances? 2) Numbers for the factors listed 3) Relative age graphs/mechanics aren't adequately explained and need at the very least worked examples&amp;lt;/small&amp;gt;}}&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 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 list.&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;
| {{Graph:Chart&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;
| {{Graph:Chart&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;
&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;
&lt;br /&gt;
Pawns that were not [[babies|born]]{{BiotechIcon}} in the colony can also have lovers spawn as NPCs.&lt;br /&gt;
&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''' 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''' 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 &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;
&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;
&lt;br /&gt;
==== Lovin' ====&lt;br /&gt;
{{Rewrite|section=1|reason=adding graphs for the complex options {{t|MTB}}, lovin with slaves and prisoners when in relationship}}&lt;br /&gt;
{{Stub|section=1|reason=Missing mood buff (+8), also note [[love enhancer]]. Use {{t|Thought}}. need stacking info}}&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, bleeding, or in labor, the pawns are in bed, et cetera). Each partner evaluates their mean-time-between separately, taking into account the following:&lt;br /&gt;
&amp;lt;!-- factors all visible in RimWorld.LovePartnerRelationUtility#GetLovinMtbHours--&amp;gt;&lt;br /&gt;
* [[Pain]]: {{MTB}} is multiplied by 100/(100-pain%).&lt;br /&gt;
* [[Consciousness]]: if below 50%, {{MTB}} is multiplied by 50/consciousness%.&lt;br /&gt;
* [[Low libido]]:{{BiotechIcon}} {{MTB}} ×2.&lt;br /&gt;
* [[High libido]]:{{BiotechIcon}} {{MTB}} ×0.5.&lt;br /&gt;
* Own age: MTB is divided by: age 16, 0, age 18 to 25, 1, age 80, 0.2, divisor is interpolated linearly.&lt;br /&gt;
* Partner's age: MTB is divided by: age 16, 0, age 18, 1, divisor is interpolated linearly.&lt;br /&gt;
* Age difference: a penalty is applied when the male pawn is more than 10 years older than the female pawn, or 3 years vice versa; the penalty accumulates quadratically until it reaches {{MTB}} ×25 at age differences equal +30 (older male)/+10 (older female).&lt;br /&gt;
* Own [[beauty]]: below 0, {{MTB}} ×2.3, exactly 0, no effect, above 0, {{MTB}} ×0.3; doesn't matter how far from 0, not nullified even if both pawns &amp;quot;never judge others based on appearance&amp;quot;.&lt;br /&gt;
* Partner's beauty: exactly the same as own beauty, the resulting MTB scalars both apply.&lt;br /&gt;
* Own opinion of the partner: -100, MTB×1.3, +100, MTB×0.7, linear interpolation.&lt;br /&gt;
* Partner's opinion of self: evaluated in the exact same way, the resulting MTB scalars both apply.&lt;br /&gt;
* Own brain affected by [[word of love]] [[psycast]]: {{MTB}} ×0.25.&lt;br /&gt;
* Affected by [[pleasure pulse]]: {{MTB}} ×0.5.&lt;br /&gt;
A session of lovin' will last for between 6 minutes and 1 hour 6 minutes game time (250 and 2750 ticks&amp;lt;ref&amp;gt;RimWorld.JobDriver_Lovin:MakeNewToils&amp;lt;/ref&amp;gt;) and can be interrupted prematurely, which will still give the mood buff for lovin'. This can be repeated to stack the mood buff.&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. In case of a mixed faith relationship, then the Ideology of the adulterer is what determines whether it counts as an affair.&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;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed [[genes]] contributing to romance chance still apply.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Lover relationships can generate for pawns who have spent their entire life in the colony.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pawn sibling relationships disappearing when parents are removed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Social&amp;diff=180516</id>
		<title>Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Social&amp;diff=180516"/>
		<updated>2026-05-18T09:05:38Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Random social interactions */ added kind words mood and ids&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|Social (skill)}}&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 insulting them possible leading to bad mood and a social fight, which will do damage to both and can potentially lead to permanent injury. On the other hand, a colonist needs a minimum opinion of another colonist to pursue a romance with them.&lt;br /&gt;
&lt;br /&gt;
== Opinion ==&lt;br /&gt;
Opinions are affected by a pawns beauty, their traits, random social interaction and actions controllable by the player. For the effects of relations on opinion, see that section below.&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&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;
[[Ascetic]], [[kind]], and [[Sight|blind]] pawns do not gain nor lose any opinion for any other pawn based on their beauty stat.&lt;br /&gt;
{{:Beauty (Pawn)}}&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
{{Main|Traits}}&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}}&lt;br /&gt;
! Trait&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Opinion change&lt;br /&gt;
|-&lt;br /&gt;
! [[Abrasive]]&lt;br /&gt;
| data-sort-value=&amp;quot;-1&amp;quot; | {{Bad|−}} ''':''' 2.3x as likely to slight or insult others.&lt;br /&gt;
|-&lt;br /&gt;
! [[Annoying voice]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Bloodlust]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who [[organ harvesting|harvests an organ]], executes a [[prisoner]], or kills a [[child]].{{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Body modder]]&lt;br /&gt;
| data-sort-value=&amp;quot;8&amp;quot; | {{Good|+8}} opinion of other pawns per artificial body part they have, capped at {{Good|+40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
|-&lt;br /&gt;
! [[Body purist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-8&amp;quot; | {{Bad|−8}} opinion of other pawns per artificial body part they have, capped at {{Bad|−40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion for 120 days of the doctor who administered them [[luciferium]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Cannibal]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who eats meat ([[Ideoligion#Meat_eating|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical fascination]]&lt;br /&gt;
| data-sort-value=&amp;quot;-30&amp;quot; | {{Bad|-30}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical interest]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-20}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Creepy breathing]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Hard worker]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Industrious]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Kind]]&lt;br /&gt;
| data-sort-value=&amp;quot;15&amp;quot; | {{Good|+}} ''':''' Can use a unique '''kind words''' social interaction gaining {{Good|+15}} opinion from the recipient for 20 days. The opinion boost can stack up to 10 times from the same kind pawn with 0.9x stacked effect multiplier (for a potential opinion bonus of up to +97.7), and up to 300 stacks can be present overall. When choosing what social interaction to perform, kind words has a weighting of 0.01 (as opposed e.g. to chitchat's weighting of 1.00).&amp;lt;br/&amp;gt;{{Good|+}} ''':''' Will not slight or insult others.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misandrist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of men.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misogynist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of women.&lt;br /&gt;
|-&lt;br /&gt;
! [[Nudist]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} : No {{Bad|−10}} opinion loss of someone who has any uncovered body parts.{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychopath]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who kills a child {{BiotechIcon}} or kills an innocent animal ([[Ideoligion#Killing_innocent_animals|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&amp;lt;br/&amp;gt;{{Bad|−}} ''':''' No opinion gain from chitchat and deep talk (still loses opinion from hostile interactions).&amp;lt;br/&amp;gt;{{Bad|−}} ''':''' No opinion gain from teaching a [[child]], or taking a lesson (as a child).{{BiotechIcon}}&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Teetotaler]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-30}} opinion for 60 days of the doctor who administered them a [[drug]].&amp;lt;br/&amp;gt;{{Bad|-25}} opinion of any pawns with any [[addiction]].&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with [[chemical interest]].&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with [[chemical fascination]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Joyous]] {{AnomalyIcon}}&lt;br /&gt;
| data-sort-value=&amp;quot;20&amp;quot; | {{Good|+20}} opinion from other pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Disturbing]] {{AnomalyIcon}}&lt;br /&gt;
| data-sort-value=&amp;quot;-3&amp;quot; | {{Bad|-}} ''':''' Only ever selects the ''strange chat'' type when doing random social interactions. Non-[[inhumanized]] recipients gain {{Bad|-3}} opinion of the initiator for 1 day. [[Talking]] capacity of 0% prevents rambling.&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 occur between pawns when they are in each other's vicinity. Whether interactions are good or bad is random but influenced their &amp;quot;pawn compatibility&amp;quot;. This value is hidden but can be seen by turning on Development Mode and hovering over the target pawn in the other pawn's Social tab.&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Selection weight&lt;br /&gt;
! Restrictions&lt;br /&gt;
|- id=&amp;quot;Chitchat&amp;quot;&lt;br /&gt;
! Chitchat&lt;br /&gt;
| {{Good|+0.66}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| +10 opinion&lt;br /&gt;
| ×1&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot;&amp;gt;[[Psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns can actually be a part of a chitchat or deep talk, they just don't gain any opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Deep talk&amp;quot;&lt;br /&gt;
! Deep talk&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.075&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Modified by the relativ compatibility of the pawns.{{Check Tag|Details needed|See InteractionWorker_DeepTalk.}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot; /&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Slighted&amp;quot;&lt;br /&gt;
! Slighted&lt;br /&gt;
| {{Bad|-5}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.02&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot;&amp;gt;Modified by the relativ opinion and compatibility of the pawns.{{Check Tag|Details needed|See NegativeInteractionChanceFactor.}} Also {{Bad|x2.3}} for [[abrasive]] pawns.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Insulted&amp;quot;&lt;br /&gt;
! Insulted &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot;&amp;gt;Also creates a thought that affects the mood.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.007&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot; /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Kind words&amp;quot;&lt;br /&gt;
! Kind words &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.01&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' Only [[kind]]; not [[inhumanized]] {{AnomalyIcon}}'''&amp;lt;br/&amp;gt;Recipent:''' none&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Even [[psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns gain opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Strange talk&amp;quot;&lt;br /&gt;
! Strange talk {{AnomalyIcon}} &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Bad|-4}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| 1×&lt;br /&gt;
| ×{{Check Tag|?|unknown}}&lt;br /&gt;
| exclusively&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' only [[Inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;[[Void touched]]{{Check Tag|?|unknown}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references group=&amp;quot;a&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Chitchat:''' The most common type of social interaction. This increases relation between the two pawns by {{Good|0.66}} opinion each, capping out at 10 opinion. It is nullified for psychopaths and inhumanized {{AnomalyIcon}} pawns.&lt;br /&gt;
* '''Deep talk:''' A type of social interaction that gives a large {{Good|+15}} opinion of each other. It caps out at 10 deep talks and is nullified for psychopaths and inhumanized {{AnomalyIcon}} pawns.&lt;br /&gt;
* '''Insulted:''' This social interaction provides a {{Bad|-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.{{Thought|desc=I've been directly insulted! What an awful person!|value=-5|label=Insulted|stack=10|duration=2}}. These can also be caused by [[insulting spree]] and [[Mental break#targeted insulting spree|targeted insulting spree]].&lt;br /&gt;
* '''Slighted:''' This social interaction is similar to being insulted, except only giving a {{Bad|-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;
* '''Kind words:''' This interaction can only be done by [[kind]] pawns that are not inhumanized.{{AnomalyIcon}} The opinion boost of {{Good|+15}} for 20 days can stack up to 10 times from the same kind pawn with 0.9x stacked effect multiplier. Note that psychopaths and inhumanized {{AnomalyIcon}} pawn ''are'' affected by kind words. The affected pawn also gains the {{Thought|desc=I've been bestowed with kind words! What a nice person!|value=5|label=Kind words|stack=10|duration=2|multi=0.9}}&lt;br /&gt;
* '''Strange chat:''' {{AnomalyIcon}} This social interaction can occur when interacting with a [[Disturbing]] or [[Void touched]] pawn, and gives a -3 &amp;quot;Unsettling conversation&amp;quot; opinion against the strange chatter. The affected pawn also suffers {{Thought|desc=An unsettling conversation made me very creeped out. Nobody should think or speak of such things.|value=-4|label=Unsettling conversation|stack=10|duration=1}}. These debuffs do not affect [[Inhumanized]] colonists.&lt;br /&gt;
&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]], a pawn's current level of [[Beer|inebriation]], and [[Genes#Aggressive|Aggression]]{{BiotechIcon}} genes. 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 at least {{Ticks|420}} have passed, 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, including bionics. Pawns that are [[incapable]] of violence can still provoke social fights, but will not fight back during them. If either pawn lands a hit, the victim will gain a {{Bad|-15}} &amp;quot;harmed me&amp;quot; opinion of their attacker for 10 days.&lt;br /&gt;
&lt;br /&gt;
After the pawns calm down, they will decide if the fight was cathartic or angering. This decision is made randomly and is wholly independent of any other factors, with both options being equally likely. A cathartic fight will give a pawn a {{Good|+38}} opinion of their opponent, and an angering fight will give a {{Bad|-22}} opinion. Both opinions last for 20 days.&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;
! 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;
=== Actions ===&lt;br /&gt;
{{Stub|section=1|reason=Missing &amp;quot;Lovin afterglow&amp;quot;, needs confirmation of exact values, what negates it (if anything) and if it stacks or not}}&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;
! 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*, x0.9 multiplier&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rescued me&lt;br /&gt;
| 15&lt;br /&gt;
| 3, x0.9 multiplier&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;
|-&lt;br /&gt;
! Killed a child&lt;br /&gt;
| -20&lt;br /&gt;
| 5*, x0.9 multiplier&lt;br /&gt;
| [[Psychopath]], [[Bloodlust]]&lt;br /&gt;
&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;
== Relations ==&lt;br /&gt;
There are multiple different types of relations possible between pawns. While familial ties affect the opinion, non-intimate relations are only the result of opinions. Romances are both the result of and a source of opinion.&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;
* A '''rival'''  is every other pawn the pawn has an opinion of -100 to -20.&lt;br /&gt;
* An '''acquaintance''' is every other pawn the pawn has an opinion of -20 to 20.&lt;br /&gt;
* A '''friend''' is every other pawn the pawn has an opinion of 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;
{{Biotech|section=1}}&lt;br /&gt;
{{Rewrite|section=1|reason=&amp;lt;small&amp;gt;1) Tagged after the fact by not the original author - Are all mechanics below biotech or ONLY the force romance command and the factors apply to base romances? 2) Numbers for the factors listed 3) Relative age graphs/mechanics aren't adequately explained and need at the very least worked examples&amp;lt;/small&amp;gt;}}&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 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 list.&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;
| {{Graph:Chart&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;
| {{Graph:Chart&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;
&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;
&lt;br /&gt;
Pawns that were not [[babies|born]]{{BiotechIcon}} in the colony can also have lovers spawn as NPCs.&lt;br /&gt;
&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''' 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''' 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 &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;
&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;
&lt;br /&gt;
==== Lovin' ====&lt;br /&gt;
{{Rewrite|section=1|reason=adding graphs for the complex options {{t|MTB}}, lovin with slaves and prisoners when in relationship}}&lt;br /&gt;
{{Stub|section=1|reason=Missing mood buff (+8), also note [[love enhancer]]. Use {{t|Thought}}. need stacking info}}&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, bleeding, or in labor, the pawns are in bed, et cetera). Each partner evaluates their mean-time-between separately, taking into account the following:&lt;br /&gt;
&amp;lt;!-- factors all visible in RimWorld.LovePartnerRelationUtility#GetLovinMtbHours--&amp;gt;&lt;br /&gt;
* [[Pain]]: {{MTB}} is multiplied by 100/(100-pain%).&lt;br /&gt;
* [[Consciousness]]: if below 50%, {{MTB}} is multiplied by 50/consciousness%.&lt;br /&gt;
* [[Low libido]]:{{BiotechIcon}} {{MTB}} ×2.&lt;br /&gt;
* [[High libido]]:{{BiotechIcon}} {{MTB}} ×0.5.&lt;br /&gt;
* Own age: MTB is divided by: age 16, 0, age 18 to 25, 1, age 80, 0.2, divisor is interpolated linearly.&lt;br /&gt;
* Partner's age: MTB is divided by: age 16, 0, age 18, 1, divisor is interpolated linearly.&lt;br /&gt;
* Age difference: a penalty is applied when the male pawn is more than 10 years older than the female pawn, or 3 years vice versa; the penalty accumulates quadratically until it reaches {{MTB}} ×25 at age differences equal +30 (older male)/+10 (older female).&lt;br /&gt;
* Own [[beauty]]: below 0, {{MTB}} ×2.3, exactly 0, no effect, above 0, {{MTB}} ×0.3; doesn't matter how far from 0, not nullified even if both pawns &amp;quot;never judge others based on appearance&amp;quot;.&lt;br /&gt;
* Partner's beauty: exactly the same as own beauty, the resulting MTB scalars both apply.&lt;br /&gt;
* Own opinion of the partner: -100, MTB×1.3, +100, MTB×0.7, linear interpolation.&lt;br /&gt;
* Partner's opinion of self: evaluated in the exact same way, the resulting MTB scalars both apply.&lt;br /&gt;
* Own brain affected by [[word of love]] [[psycast]]: {{MTB}} ×0.25.&lt;br /&gt;
* Affected by [[pleasure pulse]]: {{MTB}} ×0.5.&lt;br /&gt;
A session of lovin' will last for between 6 minutes and 1 hour 6 minutes game time (250 and 2750 ticks&amp;lt;ref&amp;gt;RimWorld.JobDriver_Lovin:MakeNewToils&amp;lt;/ref&amp;gt;) and can be interrupted prematurely, which will still give the mood buff for lovin'. This can be repeated to stack the mood buff.&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. In case of a mixed faith relationship, then the Ideology of the adulterer is what determines whether it counts as an affair.&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;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed [[genes]] contributing to romance chance still apply.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Lover relationships can generate for pawns who have spent their entire life in the colony.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pawn sibling relationships disappearing when parents are removed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Social&amp;diff=180515</id>
		<title>Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Social&amp;diff=180515"/>
		<updated>2026-05-18T08:58:11Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Random social interactions */ expanded table about random social interactions&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|Social (skill)}}&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 insulting them possible leading to bad mood and a social fight, which will do damage to both and can potentially lead to permanent injury. On the other hand, a colonist needs a minimum opinion of another colonist to pursue a romance with them.&lt;br /&gt;
&lt;br /&gt;
== Opinion ==&lt;br /&gt;
Opinions are affected by a pawns beauty, their traits, random social interaction and actions controllable by the player. For the effects of relations on opinion, see that section below.&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&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;
[[Ascetic]], [[kind]], and [[Sight|blind]] pawns do not gain nor lose any opinion for any other pawn based on their beauty stat.&lt;br /&gt;
{{:Beauty (Pawn)}}&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
{{Main|Traits}}&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}}&lt;br /&gt;
! Trait&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Opinion change&lt;br /&gt;
|-&lt;br /&gt;
! [[Abrasive]]&lt;br /&gt;
| data-sort-value=&amp;quot;-1&amp;quot; | {{Bad|−}} ''':''' 2.3x as likely to slight or insult others.&lt;br /&gt;
|-&lt;br /&gt;
! [[Annoying voice]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Bloodlust]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who [[organ harvesting|harvests an organ]], executes a [[prisoner]], or kills a [[child]].{{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Body modder]]&lt;br /&gt;
| data-sort-value=&amp;quot;8&amp;quot; | {{Good|+8}} opinion of other pawns per artificial body part they have, capped at {{Good|+40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
|-&lt;br /&gt;
! [[Body purist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-8&amp;quot; | {{Bad|−8}} opinion of other pawns per artificial body part they have, capped at {{Bad|−40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion for 120 days of the doctor who administered them [[luciferium]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Cannibal]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who eats meat ([[Ideoligion#Meat_eating|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical fascination]]&lt;br /&gt;
| data-sort-value=&amp;quot;-30&amp;quot; | {{Bad|-30}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical interest]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-20}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Creepy breathing]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Hard worker]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Industrious]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Kind]]&lt;br /&gt;
| data-sort-value=&amp;quot;15&amp;quot; | {{Good|+}} ''':''' Can use a unique '''kind words''' social interaction gaining {{Good|+15}} opinion from the recipient for 20 days. The opinion boost can stack up to 10 times from the same kind pawn with 0.9x stacked effect multiplier (for a potential opinion bonus of up to +97.7), and up to 300 stacks can be present overall. When choosing what social interaction to perform, kind words has a weighting of 0.01 (as opposed e.g. to chitchat's weighting of 1.00).&amp;lt;br/&amp;gt;{{Good|+}} ''':''' Will not slight or insult others.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misandrist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of men.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misogynist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of women.&lt;br /&gt;
|-&lt;br /&gt;
! [[Nudist]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} : No {{Bad|−10}} opinion loss of someone who has any uncovered body parts.{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychopath]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who kills a child {{BiotechIcon}} or kills an innocent animal ([[Ideoligion#Killing_innocent_animals|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&amp;lt;br/&amp;gt;{{Bad|−}} ''':''' No opinion gain from chitchat and deep talk (still loses opinion from hostile interactions).&amp;lt;br/&amp;gt;{{Bad|−}} ''':''' No opinion gain from teaching a [[child]], or taking a lesson (as a child).{{BiotechIcon}}&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Teetotaler]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-30}} opinion for 60 days of the doctor who administered them a [[drug]].&amp;lt;br/&amp;gt;{{Bad|-25}} opinion of any pawns with any [[addiction]].&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with [[chemical interest]].&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with [[chemical fascination]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Joyous]] {{AnomalyIcon}}&lt;br /&gt;
| data-sort-value=&amp;quot;20&amp;quot; | {{Good|+20}} opinion from other pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Disturbing]] {{AnomalyIcon}}&lt;br /&gt;
| data-sort-value=&amp;quot;-3&amp;quot; | {{Bad|-}} ''':''' Only ever selects the ''strange chat'' type when doing random social interactions. Non-[[inhumanized]] recipients gain {{Bad|-3}} opinion of the initiator for 1 day. [[Talking]] capacity of 0% prevents rambling.&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 occur between pawns when they are in each other's vicinity. Whether interactions are good or bad is random but influenced their &amp;quot;pawn compatibility&amp;quot;. This value is hidden but can be seen by turning on Development Mode and hovering over the target pawn in the other pawn's Social tab.&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;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Selection weight&lt;br /&gt;
! Restrictions&lt;br /&gt;
|-&lt;br /&gt;
! Chitchat&lt;br /&gt;
| {{Good|+0.66}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| +10 opinion&lt;br /&gt;
| ×1&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot;&amp;gt;[[Psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns can actually be a part of a chitchat or deep talk, they just don't gain any opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Deep talk&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.075&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Modified by the relativ compatibility of the pawns.{{Check Tag|Details needed|See InteractionWorker_DeepTalk.}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipent:''' not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot; /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Slighted&lt;br /&gt;
| {{Bad|-5}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.02&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot;&amp;gt;Modified by the relativ opinion and compatibility of the pawns.{{Check Tag|Details needed|See NegativeInteractionChanceFactor.}} Also {{Bad|x2.3}} for [[abrasive]] pawns.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|- id=&amp;quot;Insulted&amp;quot;&lt;br /&gt;
! Insulted &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot;&amp;gt;Also creates a thought that affects the mood.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.007&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot; /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipent:''' none&lt;br /&gt;
|-&lt;br /&gt;
! Kind words &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.01&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' Only [[kind]]; not [[inhumanized]] {{AnomalyIcon}}'''&amp;lt;br/&amp;gt;Recipent:''' none&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Even [[psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns gain opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Strange talk {{AnomalyIcon}} &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Bad|-4}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| 1×&lt;br /&gt;
| ×{{Check Tag|?|unknown}}&lt;br /&gt;
| exclusively&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator:''' only [[Inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;[[Void touched]]{{Check Tag|?|unknown}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references group=&amp;quot;a&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Chitchat:''' The most common type of social interaction. This increases relation between the two pawns by {{Good|0.66}} opinion each, capping out at 10 opinion. It is nullified for psychopaths and inhumanized {{AnomalyIcon}} pawns.&lt;br /&gt;
* '''Deep talk:''' A type of social interaction that gives a large {{Good|+15}} opinion of each other. It caps out at 10 deep talks and is nullified for psychopaths and inhumanized {{AnomalyIcon}} pawns.&lt;br /&gt;
* '''Insulted:''' This social interaction provides a {{Bad|-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.{{Thought|desc=I've been directly insulted! What an awful person!|value=-5|label=Insulted|stack=10|duration=2}}. These can also be caused by [[insulting spree]] and [[Mental break#targeted insulting spree|targeted insulting spree]].&lt;br /&gt;
* '''Slighted:''' This social interaction is similar to being insulted, except only giving a {{Bad|-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;
* '''Kind words:''' This interaction can only be done by [[kind]] pawns that are not inhumanized.{{AnomalyIcon}} The opinion boost of {{Good|+15}} for 20 days can stack up to 10 times from the same kind pawn with 0.9x stacked effect multiplier. Note that psychopaths and inhumanized {{AnomalyIcon}} pawn ''are'' affected by kind words.&lt;br /&gt;
* '''Strange chat:''' {{AnomalyIcon}} This social interaction can occur when interacting with a [[Disturbing]] or [[Void touched]] pawn, and gives a -3 &amp;quot;Unsettling conversation&amp;quot; opinion against the strange chatter. The affected pawn also suffers {{Thought|desc=An unsettling conversation made me very creeped out. Nobody should think or speak of such things.|value=-4|label=Unsettling conversation|stack=10|duration=1}}. These debuffs do not affect [[Inhumanized]] colonists.&lt;br /&gt;
&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]], a pawn's current level of [[Beer|inebriation]], and [[Genes#Aggressive|Aggression]]{{BiotechIcon}} genes. 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 at least {{Ticks|420}} have passed, 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, including bionics. Pawns that are [[incapable]] of violence can still provoke social fights, but will not fight back during them. If either pawn lands a hit, the victim will gain a {{Bad|-15}} &amp;quot;harmed me&amp;quot; opinion of their attacker for 10 days.&lt;br /&gt;
&lt;br /&gt;
After the pawns calm down, they will decide if the fight was cathartic or angering. This decision is made randomly and is wholly independent of any other factors, with both options being equally likely. A cathartic fight will give a pawn a {{Good|+38}} opinion of their opponent, and an angering fight will give a {{Bad|-22}} opinion. Both opinions last for 20 days.&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;
! 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;
=== Actions ===&lt;br /&gt;
{{Stub|section=1|reason=Missing &amp;quot;Lovin afterglow&amp;quot;, needs confirmation of exact values, what negates it (if anything) and if it stacks or not}}&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;
! 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*, x0.9 multiplier&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rescued me&lt;br /&gt;
| 15&lt;br /&gt;
| 3, x0.9 multiplier&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;
|-&lt;br /&gt;
! Killed a child&lt;br /&gt;
| -20&lt;br /&gt;
| 5*, x0.9 multiplier&lt;br /&gt;
| [[Psychopath]], [[Bloodlust]]&lt;br /&gt;
&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;
== Relations ==&lt;br /&gt;
There are multiple different types of relations possible between pawns. While familial ties affect the opinion, non-intimate relations are only the result of opinions. Romances are both the result of and a source of opinion.&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;
* A '''rival'''  is every other pawn the pawn has an opinion of -100 to -20.&lt;br /&gt;
* An '''acquaintance''' is every other pawn the pawn has an opinion of -20 to 20.&lt;br /&gt;
* A '''friend''' is every other pawn the pawn has an opinion of 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;
{{Biotech|section=1}}&lt;br /&gt;
{{Rewrite|section=1|reason=&amp;lt;small&amp;gt;1) Tagged after the fact by not the original author - Are all mechanics below biotech or ONLY the force romance command and the factors apply to base romances? 2) Numbers for the factors listed 3) Relative age graphs/mechanics aren't adequately explained and need at the very least worked examples&amp;lt;/small&amp;gt;}}&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 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 list.&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;
| {{Graph:Chart&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;
| {{Graph:Chart&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;
&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;
&lt;br /&gt;
Pawns that were not [[babies|born]]{{BiotechIcon}} in the colony can also have lovers spawn as NPCs.&lt;br /&gt;
&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''' 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''' 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 &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;
&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;
&lt;br /&gt;
==== Lovin' ====&lt;br /&gt;
{{Rewrite|section=1|reason=adding graphs for the complex options {{t|MTB}}, lovin with slaves and prisoners when in relationship}}&lt;br /&gt;
{{Stub|section=1|reason=Missing mood buff (+8), also note [[love enhancer]]. Use {{t|Thought}}. need stacking info}}&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, bleeding, or in labor, the pawns are in bed, et cetera). Each partner evaluates their mean-time-between separately, taking into account the following:&lt;br /&gt;
&amp;lt;!-- factors all visible in RimWorld.LovePartnerRelationUtility#GetLovinMtbHours--&amp;gt;&lt;br /&gt;
* [[Pain]]: {{MTB}} is multiplied by 100/(100-pain%).&lt;br /&gt;
* [[Consciousness]]: if below 50%, {{MTB}} is multiplied by 50/consciousness%.&lt;br /&gt;
* [[Low libido]]:{{BiotechIcon}} {{MTB}} ×2.&lt;br /&gt;
* [[High libido]]:{{BiotechIcon}} {{MTB}} ×0.5.&lt;br /&gt;
* Own age: MTB is divided by: age 16, 0, age 18 to 25, 1, age 80, 0.2, divisor is interpolated linearly.&lt;br /&gt;
* Partner's age: MTB is divided by: age 16, 0, age 18, 1, divisor is interpolated linearly.&lt;br /&gt;
* Age difference: a penalty is applied when the male pawn is more than 10 years older than the female pawn, or 3 years vice versa; the penalty accumulates quadratically until it reaches {{MTB}} ×25 at age differences equal +30 (older male)/+10 (older female).&lt;br /&gt;
* Own [[beauty]]: below 0, {{MTB}} ×2.3, exactly 0, no effect, above 0, {{MTB}} ×0.3; doesn't matter how far from 0, not nullified even if both pawns &amp;quot;never judge others based on appearance&amp;quot;.&lt;br /&gt;
* Partner's beauty: exactly the same as own beauty, the resulting MTB scalars both apply.&lt;br /&gt;
* Own opinion of the partner: -100, MTB×1.3, +100, MTB×0.7, linear interpolation.&lt;br /&gt;
* Partner's opinion of self: evaluated in the exact same way, the resulting MTB scalars both apply.&lt;br /&gt;
* Own brain affected by [[word of love]] [[psycast]]: {{MTB}} ×0.25.&lt;br /&gt;
* Affected by [[pleasure pulse]]: {{MTB}} ×0.5.&lt;br /&gt;
A session of lovin' will last for between 6 minutes and 1 hour 6 minutes game time (250 and 2750 ticks&amp;lt;ref&amp;gt;RimWorld.JobDriver_Lovin:MakeNewToils&amp;lt;/ref&amp;gt;) and can be interrupted prematurely, which will still give the mood buff for lovin'. This can be repeated to stack the mood buff.&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. In case of a mixed faith relationship, then the Ideology of the adulterer is what determines whether it counts as an affair.&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;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed [[genes]] contributing to romance chance still apply.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Lover relationships can generate for pawns who have spent their entire life in the colony.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pawn sibling relationships disappearing when parents are removed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Social&amp;diff=180508</id>
		<title>Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Social&amp;diff=180508"/>
		<updated>2026-05-18T07:28:07Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Opinion */ moved info about traits that ignore beauty in that section&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|Social (skill)}}&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 insulting them possible leading to bad mood and a social fight, which will do damage to both and can potentially lead to permanent injury. On the other hand, a colonist needs a minimum opinion of another colonist to pursue a romance with them.&lt;br /&gt;
&lt;br /&gt;
== Opinion ==&lt;br /&gt;
Opinions are affected by a pawns beauty, their traits, random social interaction and actions controllable by the player. For the effects of relations on opinion, see that section below.&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&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;
[[Ascetic]], [[kind]], and [[Sight|blind]] pawns do not gain nor lose any opinion for any other pawn based on their beauty stat.&lt;br /&gt;
{{:Beauty (Pawn)}}&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
{{Main|Traits}}&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}}&lt;br /&gt;
! Trait&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Opinion change&lt;br /&gt;
|-&lt;br /&gt;
! [[Abrasive]]&lt;br /&gt;
| data-sort-value=&amp;quot;-1&amp;quot; | {{Bad|−}} ''':''' 2.3x as likely to slight or insult others.&lt;br /&gt;
|-&lt;br /&gt;
! [[Annoying voice]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Bloodlust]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who [[organ harvesting|harvests an organ]], executes a [[prisoner]], or kills a [[child]].{{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Body modder]]&lt;br /&gt;
| data-sort-value=&amp;quot;8&amp;quot; | {{Good|+8}} opinion of other pawns per artificial body part they have, capped at {{Good|+40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
|-&lt;br /&gt;
! [[Body purist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-8&amp;quot; | {{Bad|−8}} opinion of other pawns per artificial body part they have, capped at {{Bad|−40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion for 120 days of the doctor who administered them [[luciferium]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Cannibal]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who eats meat ([[Ideoligion#Meat_eating|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical fascination]]&lt;br /&gt;
| data-sort-value=&amp;quot;-30&amp;quot; | {{Bad|-30}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical interest]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-20}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Creepy breathing]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Hard worker]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Industrious]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Kind]]&lt;br /&gt;
| data-sort-value=&amp;quot;15&amp;quot; | {{Good|+}} ''':''' Can use a unique '''kind words''' social interaction gaining {{Good|+15}} opinion from the recipient for 20 days. The opinion boost can stack up to 10 times from the same kind pawn with 0.9x stacked effect multiplier (for a potential opinion bonus of up to +97.7), and up to 300 stacks can be present overall. When choosing what social interaction to perform, kind words has a weighting of 0.01 (as opposed e.g. to chitchat's weighting of 1.00).&amp;lt;br/&amp;gt;{{Good|+}} ''':''' Will not slight or insult others.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misandrist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of men.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misogynist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of women.&lt;br /&gt;
|-&lt;br /&gt;
! [[Nudist]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} : No {{Bad|−10}} opinion loss of someone who has any uncovered body parts.{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychopath]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who kills a child {{BiotechIcon}} or kills an innocent animal ([[Ideoligion#Killing_innocent_animals|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&amp;lt;br/&amp;gt;{{Bad|−}} ''':''' No opinion gain from chitchat and deep talk (still loses opinion from hostile interactions).&amp;lt;br/&amp;gt;{{Bad|−}} ''':''' No opinion gain from teaching a [[child]], or taking a lesson (as a child).{{BiotechIcon}}&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Teetotaler]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-30}} opinion for 60 days of the doctor who administered them a [[drug]].&amp;lt;br/&amp;gt;{{Bad|-25}} opinion of any pawns with any [[addiction]].&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with [[chemical interest]].&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with [[chemical fascination]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Joyous]] {{AnomalyIcon}}&lt;br /&gt;
| data-sort-value=&amp;quot;20&amp;quot; | {{Good|+20}} opinion from other pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Disturbing]] {{AnomalyIcon}}&lt;br /&gt;
| data-sort-value=&amp;quot;-3&amp;quot; | {{Bad|-}} ''':''' Only ever selects the ''strange chat'' type when doing random social interactions. Non-[[inhumanized]] recipients gain {{Bad|-3}} opinion of the initiator for 1 day. [[Talking]] capacity of 0% prevents rambling.&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 occur between pawns when they are in each other's vicinity. Whether interactions are good or bad is random but influenced their &amp;quot;pawn compatibility&amp;quot;. This value is hidden but can be seen by turning on Development Mode and hovering over the target pawn in the other pawn's Social tab.&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;
! 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;
|- id=&amp;quot;Insulted&amp;quot;&lt;br /&gt;
! Insulted**&lt;br /&gt;
| -15&lt;br /&gt;
| 10*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Strange talk** {{AnomalyIcon}} &lt;br /&gt;
| -4&lt;br /&gt;
| 1*&lt;br /&gt;
| Unknown&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:''' The most common type of social interaction. This increases relation between the two pawns by {{Good|0.67}} opinion each, capping out at 10 chitchats. It is nullified by the psychopath trait.&lt;br /&gt;
* '''Deep talk:''' A type of social interaction that gives a large {{Good|+15}} opinion of each other. It caps out at 10 deep talks and is nullified by the psychopath trait.&lt;br /&gt;
* '''Insulted:''' This social interaction provides a {{Bad|-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.{{Thought|desc=I've been directly insulted! What an awful person!|value=-5|label=Insulted|stack=10|duration=2}}. These can also be &lt;br /&gt;
* '''Slighted:''' This social interaction is similar to being insulted, except only giving a {{Bad|-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;
* '''Strange chat:''' {{AnomalyIcon}} This social interaction can occur when interacting with a [[Disturbing]] or [[Void touched]] pawn, and gives a -3 &amp;quot;Unsettling conversation&amp;quot; opinion against the strange chatter. The affected pawn also suffers {{Thought|desc=An unsettling conversation made me very creeped out. Nobody should think or speak of such things.|value=-4|label=Unsettling conversation|stack=10|duration=1}}. These debuffs do not affect '''[[Inhumanized]]''' colonists.&lt;br /&gt;
&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]], a pawn's current level of [[Beer|inebriation]], and [[Genes#Aggressive|Aggression]]{{BiotechIcon}} genes. 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 at least {{Ticks|420}} have passed, 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, including bionics. Pawns that are [[incapable]] of violence can still provoke social fights, but will not fight back during them. If either pawn lands a hit, the victim will gain a {{Bad|-15}} &amp;quot;harmed me&amp;quot; opinion of their attacker for 10 days.&lt;br /&gt;
&lt;br /&gt;
After the pawns calm down, they will decide if the fight was cathartic or angering. This decision is made randomly and is wholly independent of any other factors, with both options being equally likely. A cathartic fight will give a pawn a {{Good|+38}} opinion of their opponent, and an angering fight will give a {{Bad|-22}} opinion. Both opinions last for 20 days.&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;
! 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;
=== Actions ===&lt;br /&gt;
{{Stub|section=1|reason=Missing &amp;quot;Lovin afterglow&amp;quot;, needs confirmation of exact values, what negates it (if anything) and if it stacks or not}}&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;
! 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*, x0.9 multiplier&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rescued me&lt;br /&gt;
| 15&lt;br /&gt;
| 3, x0.9 multiplier&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;
|-&lt;br /&gt;
! Killed a child&lt;br /&gt;
| -20&lt;br /&gt;
| 5*, x0.9 multiplier&lt;br /&gt;
| [[Psychopath]], [[Bloodlust]]&lt;br /&gt;
&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;
== Relations ==&lt;br /&gt;
There are multiple different types of relations possible between pawns. While familial ties affect the opinion, non-intimate relations are only the result of opinions. Romances are both the result of and a source of opinion.&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;
* A '''rival'''  is every other pawn the pawn has an opinion of -100 to -20.&lt;br /&gt;
* An '''acquaintance''' is every other pawn the pawn has an opinion of -20 to 20.&lt;br /&gt;
* A '''friend''' is every other pawn the pawn has an opinion of 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;
{{Biotech|section=1}}&lt;br /&gt;
{{Rewrite|section=1|reason=&amp;lt;small&amp;gt;1) Tagged after the fact by not the original author - Are all mechanics below biotech or ONLY the force romance command and the factors apply to base romances? 2) Numbers for the factors listed 3) Relative age graphs/mechanics aren't adequately explained and need at the very least worked examples&amp;lt;/small&amp;gt;}}&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 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 list.&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;
| {{Graph:Chart&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;
| {{Graph:Chart&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;
&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;
&lt;br /&gt;
Pawns that were not [[babies|born]]{{BiotechIcon}} in the colony can also have lovers spawn as NPCs.&lt;br /&gt;
&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''' 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''' 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 &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;
&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;
&lt;br /&gt;
==== Lovin' ====&lt;br /&gt;
{{Rewrite|section=1|reason=adding graphs for the complex options {{t|MTB}}, lovin with slaves and prisoners when in relationship}}&lt;br /&gt;
{{Stub|section=1|reason=Missing mood buff (+8), also note [[love enhancer]]. Use {{t|Thought}}. need stacking info}}&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, bleeding, or in labor, the pawns are in bed, et cetera). Each partner evaluates their mean-time-between separately, taking into account the following:&lt;br /&gt;
&amp;lt;!-- factors all visible in RimWorld.LovePartnerRelationUtility#GetLovinMtbHours--&amp;gt;&lt;br /&gt;
* [[Pain]]: {{MTB}} is multiplied by 100/(100-pain%).&lt;br /&gt;
* [[Consciousness]]: if below 50%, {{MTB}} is multiplied by 50/consciousness%.&lt;br /&gt;
* [[Low libido]]:{{BiotechIcon}} {{MTB}} ×2.&lt;br /&gt;
* [[High libido]]:{{BiotechIcon}} {{MTB}} ×0.5.&lt;br /&gt;
* Own age: MTB is divided by: age 16, 0, age 18 to 25, 1, age 80, 0.2, divisor is interpolated linearly.&lt;br /&gt;
* Partner's age: MTB is divided by: age 16, 0, age 18, 1, divisor is interpolated linearly.&lt;br /&gt;
* Age difference: a penalty is applied when the male pawn is more than 10 years older than the female pawn, or 3 years vice versa; the penalty accumulates quadratically until it reaches {{MTB}} ×25 at age differences equal +30 (older male)/+10 (older female).&lt;br /&gt;
* Own [[beauty]]: below 0, {{MTB}} ×2.3, exactly 0, no effect, above 0, {{MTB}} ×0.3; doesn't matter how far from 0, not nullified even if both pawns &amp;quot;never judge others based on appearance&amp;quot;.&lt;br /&gt;
* Partner's beauty: exactly the same as own beauty, the resulting MTB scalars both apply.&lt;br /&gt;
* Own opinion of the partner: -100, MTB×1.3, +100, MTB×0.7, linear interpolation.&lt;br /&gt;
* Partner's opinion of self: evaluated in the exact same way, the resulting MTB scalars both apply.&lt;br /&gt;
* Own brain affected by [[word of love]] [[psycast]]: {{MTB}} ×0.25.&lt;br /&gt;
* Affected by [[pleasure pulse]]: {{MTB}} ×0.5.&lt;br /&gt;
A session of lovin' will last for between 6 minutes and 1 hour 6 minutes game time (250 and 2750 ticks&amp;lt;ref&amp;gt;RimWorld.JobDriver_Lovin:MakeNewToils&amp;lt;/ref&amp;gt;) and can be interrupted prematurely, which will still give the mood buff for lovin'. This can be repeated to stack the mood buff.&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. In case of a mixed faith relationship, then the Ideology of the adulterer is what determines whether it counts as an affair.&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;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed [[genes]] contributing to romance chance still apply.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Lover relationships can generate for pawns who have spent their entire life in the colony.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pawn sibling relationships disappearing when parents are removed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Beauty_(Pawn)&amp;diff=180507</id>
		<title>Beauty (Pawn)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Beauty_(Pawn)&amp;diff=180507"/>
		<updated>2026-05-18T07:24:57Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Factors */ Kind pawns ignore disfigurement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About|the beauty stat of pawns|beauty of all other items|Beauty}}{{Stat&lt;br /&gt;
| default base value = 0&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = How physically attractive this person is. This affects social interactions.&lt;br /&gt;
| category = PawnSocial&lt;br /&gt;
}} Beauty only affects pawns' [[opinion]]s of each other.&lt;br /&gt;
&lt;br /&gt;
Beauty has a base of 0, a maximum of 4 and a minimum of -4. 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, has no effect on gameplay. The beauty of worn equipment has no effect on pawn beauty. Each step of beauty adds {{+|}}/{{--|}}'''20%''' to the market value of a pawn, up to a limit of {{+|}}/{{--|}}'''40%''', in addition to any increases from installed [[Bionic]]s.&lt;br /&gt;
&lt;br /&gt;
[[Ascetic]], [[kind]], and [[Sight|blind]] pawns do not gain nor lose any opinion for any other pawn based on their beauty stat. [[Psychopath]]s do not gain any opinion boost from talking so it's worth trying to improve the beauty stat of pawns in regular contact with psychopaths to avoid constant social fights and insults.&lt;br /&gt;
&lt;br /&gt;
[[Romance]] success chances increase with beauty scores above 0, and decrease with beauty below 0 due to the effects on opinion. Positive beauty stats give an additional {{Good|x230%}} boost to the chances of forming a new [[romance]]. Negative beauty scores do not inflict any additional penalty beyond lower opinion.&lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
All beauty modifiers are cumulative meaning a pawn with {{+|1}} Beauty from the [[Pretty]] trait and {{+|1}} Beauty from the [[aesthetic nose]] {{RoyaltyIcon}} will have a total beauty of {{+|2}}. &lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
[[Disfigurement]] adds {{--|15}} opinion and while it doesn't affect the beauty stat of a pawn, it disables the effect of positive beauty on the pawn. Disfigurement stacks with the effect of negative beauty possibly leading to {{--|55}} opinion on a pawn with less than or equal to {{--|2}} beauty. [[Kind]] pawns ignore disfigurement.&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;
! [[Very attractive]] {{BiotechIcon}}&lt;br /&gt;
| [[Gene]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{+|40}}&lt;br /&gt;
|- &lt;br /&gt;
! [[Attractive]] {{BiotechIcon}}&lt;br /&gt;
| [[Gene]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{+|20}}&lt;br /&gt;
|- &lt;br /&gt;
! [[Unattractive]] {{BiotechIcon}}&lt;br /&gt;
| [[Gene]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{--|20}}&lt;br /&gt;
|- &lt;br /&gt;
! [[Very unattractive]] {{BiotechIcon}}&lt;br /&gt;
| [[Gene]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{--|40}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Flesh tentacle]] {{AnomalyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{--|20}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Flesh whip]] {{AnomalyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{--|20}}&lt;br /&gt;
|}&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Pawn beauty stat is now visible even when the value is zero.&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Social&amp;diff=180506</id>
		<title>Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Social&amp;diff=180506"/>
		<updated>2026-05-18T07:05:51Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Traits */ added table of traits that directly change opinion&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|Social (skill)}}&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 insulting them possible leading to bad mood and a social fight, which will do damage to both and can potentially lead to permanent injury. On the other hand, a colonist needs a minimum opinion of another colonist to pursue a romance with them.&lt;br /&gt;
&lt;br /&gt;
== Opinion ==&lt;br /&gt;
Opinions are affected by a pawns beauty, their traits, random social interaction and actions controllable by the player. For the effects of relations on opinion, see that section below.&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&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;
{{:Beauty (Pawn)}}&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
{{Main|Traits}}&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}}&lt;br /&gt;
! Trait&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Opinion change&lt;br /&gt;
|-&lt;br /&gt;
! [[Abrasive]]&lt;br /&gt;
| data-sort-value=&amp;quot;-1&amp;quot; | {{Bad|−}} ''':''' 2.3x as likely to slight or insult others.&lt;br /&gt;
|-&lt;br /&gt;
! [[Annoying voice]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Ascetic]]&lt;br /&gt;
| data-sort-value=&amp;quot;0&amp;quot; | '''+/- :''' Pawn beauty of others does not change pawn's social opinion on that pawn.&lt;br /&gt;
|-&lt;br /&gt;
! [[Bloodlust]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who [[organ harvesting|harvests an organ]], executes a [[prisoner]], or kills a [[child]].{{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Body modder]]&lt;br /&gt;
| data-sort-value=&amp;quot;8&amp;quot; | {{Good|+8}} opinion of other pawns per artificial body part they have, capped at {{Good|+40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
|-&lt;br /&gt;
! [[Body purist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-8&amp;quot; | {{Bad|−8}} opinion of other pawns per artificial body part they have, capped at {{Bad|−40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion for 120 days of the doctor who administered them [[luciferium]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Cannibal]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who eats meat ([[Ideoligion#Meat_eating|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical fascination]]&lt;br /&gt;
| data-sort-value=&amp;quot;-30&amp;quot; | {{Bad|-30}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical interest]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-20}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Creepy breathing]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Hard worker]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Industrious]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Kind]]&lt;br /&gt;
| data-sort-value=&amp;quot;15&amp;quot; | {{Good|+}} ''':''' Can use a unique '''kind words''' social interaction gaining {{Good|+15}} opinion from the recipient for 20 days. The opinion boost can stack up to 10 times from the same kind pawn with 0.9x stacked effect multiplier (for a potential opinion bonus of up to +97.7), and up to 300 stacks can be present overall. When choosing what social interaction to perform, kind words has a weighting of 0.01 (as opposed e.g. to chitchat's weighting of 1.00).&amp;lt;br/&amp;gt;{{Good|+}} ''':''' Will not slight or insult others&amp;lt;br/&amp;gt;{{Good|+}} ''':''' Opinion of other pawns not changed by [[Beauty (pawn)|beauty]], [[annoying voice]], [[creepy breathing]] or [[disfigurement]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Misandrist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of men.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misogynist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of women.&lt;br /&gt;
|-&lt;br /&gt;
! [[Nudist]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} : No {{Bad|−10}} opinion loss of someone who has any uncovered body parts.{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychopath]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who kills a child {{BiotechIcon}} or kills an innocent animal ([[Ideoligion#Killing_innocent_animals|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&amp;lt;br/&amp;gt;{{Bad|−}} ''':''' No opinion gain from chitchat and deep talk (still loses opinion from hostile interactions).&amp;lt;br/&amp;gt;{{Bad|−}} ''':''' No opinion gain from teaching a [[child]], or taking a lesson (as a child).{{BiotechIcon}}&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Teetotaler]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-30}} opinion for 60 days of the doctor who administered them a [[drug]].&amp;lt;br/&amp;gt;{{Bad|-25}} opinion of any pawns with any [[addiction]].&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with [[chemical interest]].&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with [[chemical fascination]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Joyous]] {{AnomalyIcon}}&lt;br /&gt;
| data-sort-value=&amp;quot;20&amp;quot; | {{Good|+20}} opinion from other pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Disturbing]] {{AnomalyIcon}}&lt;br /&gt;
| data-sort-value=&amp;quot;-3&amp;quot; | {{Bad|-}} ''':''' Only ever selects the ''strange chat'' type when doing random social interactions. Non-[[inhumanized]] recipients gain {{Bad|-3}} opinion of the initiator for 1 day. [[Talking]] capacity of 0% prevents rambling.&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 occur between pawns when they are in each other's vicinity. Whether interactions are good or bad is random but influenced their &amp;quot;pawn compatibility&amp;quot;. This value is hidden but can be seen by turning on Development Mode and hovering over the target pawn in the other pawn's Social tab.&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;
! 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;
|- id=&amp;quot;Insulted&amp;quot;&lt;br /&gt;
! Insulted**&lt;br /&gt;
| -15&lt;br /&gt;
| 10*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Strange talk** {{AnomalyIcon}} &lt;br /&gt;
| -4&lt;br /&gt;
| 1*&lt;br /&gt;
| Unknown&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:''' The most common type of social interaction. This increases relation between the two pawns by {{Good|0.67}} opinion each, capping out at 10 chitchats. It is nullified by the psychopath trait.&lt;br /&gt;
* '''Deep talk:''' A type of social interaction that gives a large {{Good|+15}} opinion of each other. It caps out at 10 deep talks and is nullified by the psychopath trait.&lt;br /&gt;
* '''Insulted:''' This social interaction provides a {{Bad|-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.{{Thought|desc=I've been directly insulted! What an awful person!|value=-5|label=Insulted|stack=10|duration=2}}. These can also be &lt;br /&gt;
* '''Slighted:''' This social interaction is similar to being insulted, except only giving a {{Bad|-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;
* '''Strange chat:''' {{AnomalyIcon}} This social interaction can occur when interacting with a [[Disturbing]] or [[Void touched]] pawn, and gives a -3 &amp;quot;Unsettling conversation&amp;quot; opinion against the strange chatter. The affected pawn also suffers {{Thought|desc=An unsettling conversation made me very creeped out. Nobody should think or speak of such things.|value=-4|label=Unsettling conversation|stack=10|duration=1}}. These debuffs do not affect '''[[Inhumanized]]''' colonists.&lt;br /&gt;
&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]], a pawn's current level of [[Beer|inebriation]], and [[Genes#Aggressive|Aggression]]{{BiotechIcon}} genes. 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 at least {{Ticks|420}} have passed, 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, including bionics. Pawns that are [[incapable]] of violence can still provoke social fights, but will not fight back during them. If either pawn lands a hit, the victim will gain a {{Bad|-15}} &amp;quot;harmed me&amp;quot; opinion of their attacker for 10 days.&lt;br /&gt;
&lt;br /&gt;
After the pawns calm down, they will decide if the fight was cathartic or angering. This decision is made randomly and is wholly independent of any other factors, with both options being equally likely. A cathartic fight will give a pawn a {{Good|+38}} opinion of their opponent, and an angering fight will give a {{Bad|-22}} opinion. Both opinions last for 20 days.&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;
! 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;
=== Actions ===&lt;br /&gt;
{{Stub|section=1|reason=Missing &amp;quot;Lovin afterglow&amp;quot;, needs confirmation of exact values, what negates it (if anything) and if it stacks or not}}&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;
! 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*, x0.9 multiplier&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rescued me&lt;br /&gt;
| 15&lt;br /&gt;
| 3, x0.9 multiplier&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;
|-&lt;br /&gt;
! Killed a child&lt;br /&gt;
| -20&lt;br /&gt;
| 5*, x0.9 multiplier&lt;br /&gt;
| [[Psychopath]], [[Bloodlust]]&lt;br /&gt;
&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;
== Relations ==&lt;br /&gt;
There are multiple different types of relations possible between pawns. While familial ties affect the opinion, non-intimate relations are only the result of opinions. Romances are both the result of and a source of opinion.&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;
* A '''rival'''  is every other pawn the pawn has an opinion of -100 to -20.&lt;br /&gt;
* An '''acquaintance''' is every other pawn the pawn has an opinion of -20 to 20.&lt;br /&gt;
* A '''friend''' is every other pawn the pawn has an opinion of 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;
{{Biotech|section=1}}&lt;br /&gt;
{{Rewrite|section=1|reason=&amp;lt;small&amp;gt;1) Tagged after the fact by not the original author - Are all mechanics below biotech or ONLY the force romance command and the factors apply to base romances? 2) Numbers for the factors listed 3) Relative age graphs/mechanics aren't adequately explained and need at the very least worked examples&amp;lt;/small&amp;gt;}}&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 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 list.&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;
| {{Graph:Chart&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;
| {{Graph:Chart&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;
&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;
&lt;br /&gt;
Pawns that were not [[babies|born]]{{BiotechIcon}} in the colony can also have lovers spawn as NPCs.&lt;br /&gt;
&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''' 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''' 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 &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;
&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;
&lt;br /&gt;
==== Lovin' ====&lt;br /&gt;
{{Rewrite|section=1|reason=adding graphs for the complex options {{t|MTB}}, lovin with slaves and prisoners when in relationship}}&lt;br /&gt;
{{Stub|section=1|reason=Missing mood buff (+8), also note [[love enhancer]]. Use {{t|Thought}}. need stacking info}}&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, bleeding, or in labor, the pawns are in bed, et cetera). Each partner evaluates their mean-time-between separately, taking into account the following:&lt;br /&gt;
&amp;lt;!-- factors all visible in RimWorld.LovePartnerRelationUtility#GetLovinMtbHours--&amp;gt;&lt;br /&gt;
* [[Pain]]: {{MTB}} is multiplied by 100/(100-pain%).&lt;br /&gt;
* [[Consciousness]]: if below 50%, {{MTB}} is multiplied by 50/consciousness%.&lt;br /&gt;
* [[Low libido]]:{{BiotechIcon}} {{MTB}} ×2.&lt;br /&gt;
* [[High libido]]:{{BiotechIcon}} {{MTB}} ×0.5.&lt;br /&gt;
* Own age: MTB is divided by: age 16, 0, age 18 to 25, 1, age 80, 0.2, divisor is interpolated linearly.&lt;br /&gt;
* Partner's age: MTB is divided by: age 16, 0, age 18, 1, divisor is interpolated linearly.&lt;br /&gt;
* Age difference: a penalty is applied when the male pawn is more than 10 years older than the female pawn, or 3 years vice versa; the penalty accumulates quadratically until it reaches {{MTB}} ×25 at age differences equal +30 (older male)/+10 (older female).&lt;br /&gt;
* Own [[beauty]]: below 0, {{MTB}} ×2.3, exactly 0, no effect, above 0, {{MTB}} ×0.3; doesn't matter how far from 0, not nullified even if both pawns &amp;quot;never judge others based on appearance&amp;quot;.&lt;br /&gt;
* Partner's beauty: exactly the same as own beauty, the resulting MTB scalars both apply.&lt;br /&gt;
* Own opinion of the partner: -100, MTB×1.3, +100, MTB×0.7, linear interpolation.&lt;br /&gt;
* Partner's opinion of self: evaluated in the exact same way, the resulting MTB scalars both apply.&lt;br /&gt;
* Own brain affected by [[word of love]] [[psycast]]: {{MTB}} ×0.25.&lt;br /&gt;
* Affected by [[pleasure pulse]]: {{MTB}} ×0.5.&lt;br /&gt;
A session of lovin' will last for between 6 minutes and 1 hour 6 minutes game time (250 and 2750 ticks&amp;lt;ref&amp;gt;RimWorld.JobDriver_Lovin:MakeNewToils&amp;lt;/ref&amp;gt;) and can be interrupted prematurely, which will still give the mood buff for lovin'. This can be repeated to stack the mood buff.&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. In case of a mixed faith relationship, then the Ideology of the adulterer is what determines whether it counts as an affair.&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;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed [[genes]] contributing to romance chance still apply.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Lover relationships can generate for pawns who have spent their entire life in the colony.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pawn sibling relationships disappearing when parents are removed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Social&amp;diff=180505</id>
		<title>Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Social&amp;diff=180505"/>
		<updated>2026-05-18T06:12:06Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: &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|Social (skill)}}&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 insulting them possible leading to bad mood and a social fight, which will do damage to both and can potentially lead to permanent injury. On the other hand, a colonist needs a minimum opinion of another colonist to pursue a romance with them.&lt;br /&gt;
&lt;br /&gt;
== Opinion ==&lt;br /&gt;
Opinions are affected by a pawns beauty, their traits, random social interaction and actions controllable by the player. For the effects of relations on opinion, see that section below.&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&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;
{{:Beauty (Pawn)}}&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
{{Main|Traits}}&lt;br /&gt;
{{Stub|section=1|reason=See opinion changes from [[Traits]]}}&lt;br /&gt;
&lt;br /&gt;
=== Random social interactions ===&lt;br /&gt;
Random social interactions occur between pawns when they are in each other's vicinity. Whether interactions are good or bad is random but influenced their &amp;quot;pawn compatibility&amp;quot;. This value is hidden but can be seen by turning on Development Mode and hovering over the target pawn in the other pawn's Social tab.&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;
! 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;
|- id=&amp;quot;Insulted&amp;quot;&lt;br /&gt;
! Insulted**&lt;br /&gt;
| -15&lt;br /&gt;
| 10*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Strange talk** {{AnomalyIcon}} &lt;br /&gt;
| -4&lt;br /&gt;
| 1*&lt;br /&gt;
| Unknown&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:''' The most common type of social interaction. This increases relation between the two pawns by {{Good|0.67}} opinion each, capping out at 10 chitchats. It is nullified by the psychopath trait.&lt;br /&gt;
* '''Deep talk:''' A type of social interaction that gives a large {{Good|+15}} opinion of each other. It caps out at 10 deep talks and is nullified by the psychopath trait.&lt;br /&gt;
* '''Insulted:''' This social interaction provides a {{Bad|-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.{{Thought|desc=I've been directly insulted! What an awful person!|value=-5|label=Insulted|stack=10|duration=2}}. These can also be &lt;br /&gt;
* '''Slighted:''' This social interaction is similar to being insulted, except only giving a {{Bad|-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;
* '''Strange chat:''' {{AnomalyIcon}} This social interaction can occur when interacting with a [[Disturbing]] or [[Void touched]] pawn, and gives a -3 &amp;quot;Unsettling conversation&amp;quot; opinion against the strange chatter. The affected pawn also suffers {{Thought|desc=An unsettling conversation made me very creeped out. Nobody should think or speak of such things.|value=-4|label=Unsettling conversation|stack=10|duration=1}}. These debuffs do not affect '''[[Inhumanized]]''' colonists.&lt;br /&gt;
&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]], a pawn's current level of [[Beer|inebriation]], and [[Genes#Aggressive|Aggression]]{{BiotechIcon}} genes. 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 at least {{Ticks|420}} have passed, 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, including bionics. Pawns that are [[incapable]] of violence can still provoke social fights, but will not fight back during them. If either pawn lands a hit, the victim will gain a {{Bad|-15}} &amp;quot;harmed me&amp;quot; opinion of their attacker for 10 days.&lt;br /&gt;
&lt;br /&gt;
After the pawns calm down, they will decide if the fight was cathartic or angering. This decision is made randomly and is wholly independent of any other factors, with both options being equally likely. A cathartic fight will give a pawn a {{Good|+38}} opinion of their opponent, and an angering fight will give a {{Bad|-22}} opinion. Both opinions last for 20 days.&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;
! 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;
=== Actions ===&lt;br /&gt;
{{Stub|section=1|reason=Missing &amp;quot;Lovin afterglow&amp;quot;, needs confirmation of exact values, what negates it (if anything) and if it stacks or not}}&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;
! 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*, x0.9 multiplier&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rescued me&lt;br /&gt;
| 15&lt;br /&gt;
| 3, x0.9 multiplier&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;
|-&lt;br /&gt;
! Killed a child&lt;br /&gt;
| -20&lt;br /&gt;
| 5*, x0.9 multiplier&lt;br /&gt;
| [[Psychopath]], [[Bloodlust]]&lt;br /&gt;
&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;
== Relations ==&lt;br /&gt;
There are multiple different types of relations possible between pawns. While familial ties affect the opinion, non-intimate relations are only the result of opinions. Romances are both the result of and a source of opinion.&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;
* A '''rival'''  is every other pawn the pawn has an opinion of -100 to -20.&lt;br /&gt;
* An '''acquaintance''' is every other pawn the pawn has an opinion of -20 to 20.&lt;br /&gt;
* A '''friend''' is every other pawn the pawn has an opinion of 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;
{{Biotech|section=1}}&lt;br /&gt;
{{Rewrite|section=1|reason=&amp;lt;small&amp;gt;1) Tagged after the fact by not the original author - Are all mechanics below biotech or ONLY the force romance command and the factors apply to base romances? 2) Numbers for the factors listed 3) Relative age graphs/mechanics aren't adequately explained and need at the very least worked examples&amp;lt;/small&amp;gt;}}&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 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 list.&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;
| {{Graph:Chart&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;
| {{Graph:Chart&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;
&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;
&lt;br /&gt;
Pawns that were not [[babies|born]]{{BiotechIcon}} in the colony can also have lovers spawn as NPCs.&lt;br /&gt;
&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''' 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''' 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 &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;
&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;
&lt;br /&gt;
==== Lovin' ====&lt;br /&gt;
{{Rewrite|section=1|reason=adding graphs for the complex options {{t|MTB}}, lovin with slaves and prisoners when in relationship}}&lt;br /&gt;
{{Stub|section=1|reason=Missing mood buff (+8), also note [[love enhancer]]. Use {{t|Thought}}. need stacking info}}&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, bleeding, or in labor, the pawns are in bed, et cetera). Each partner evaluates their mean-time-between separately, taking into account the following:&lt;br /&gt;
&amp;lt;!-- factors all visible in RimWorld.LovePartnerRelationUtility#GetLovinMtbHours--&amp;gt;&lt;br /&gt;
* [[Pain]]: {{MTB}} is multiplied by 100/(100-pain%).&lt;br /&gt;
* [[Consciousness]]: if below 50%, {{MTB}} is multiplied by 50/consciousness%.&lt;br /&gt;
* [[Low libido]]:{{BiotechIcon}} {{MTB}} ×2.&lt;br /&gt;
* [[High libido]]:{{BiotechIcon}} {{MTB}} ×0.5.&lt;br /&gt;
* Own age: MTB is divided by: age 16, 0, age 18 to 25, 1, age 80, 0.2, divisor is interpolated linearly.&lt;br /&gt;
* Partner's age: MTB is divided by: age 16, 0, age 18, 1, divisor is interpolated linearly.&lt;br /&gt;
* Age difference: a penalty is applied when the male pawn is more than 10 years older than the female pawn, or 3 years vice versa; the penalty accumulates quadratically until it reaches {{MTB}} ×25 at age differences equal +30 (older male)/+10 (older female).&lt;br /&gt;
* Own [[beauty]]: below 0, {{MTB}} ×2.3, exactly 0, no effect, above 0, {{MTB}} ×0.3; doesn't matter how far from 0, not nullified even if both pawns &amp;quot;never judge others based on appearance&amp;quot;.&lt;br /&gt;
* Partner's beauty: exactly the same as own beauty, the resulting MTB scalars both apply.&lt;br /&gt;
* Own opinion of the partner: -100, MTB×1.3, +100, MTB×0.7, linear interpolation.&lt;br /&gt;
* Partner's opinion of self: evaluated in the exact same way, the resulting MTB scalars both apply.&lt;br /&gt;
* Own brain affected by [[word of love]] [[psycast]]: {{MTB}} ×0.25.&lt;br /&gt;
* Affected by [[pleasure pulse]]: {{MTB}} ×0.5.&lt;br /&gt;
A session of lovin' will last for between 6 minutes and 1 hour 6 minutes game time (250 and 2750 ticks&amp;lt;ref&amp;gt;RimWorld.JobDriver_Lovin:MakeNewToils&amp;lt;/ref&amp;gt;) and can be interrupted prematurely, which will still give the mood buff for lovin'. This can be repeated to stack the mood buff.&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. In case of a mixed faith relationship, then the Ideology of the adulterer is what determines whether it counts as an affair.&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;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed [[genes]] contributing to romance chance still apply.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Lover relationships can generate for pawns who have spent their entire life in the colony.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pawn sibling relationships disappearing when parents are removed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Beauty_(Pawn)&amp;diff=180504</id>
		<title>Beauty (Pawn)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Beauty_(Pawn)&amp;diff=180504"/>
		<updated>2026-05-18T06:11:08Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Factors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About|the beauty stat of pawns|beauty of all other items|Beauty}}{{Stat&lt;br /&gt;
| default base value = 0&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = How physically attractive this person is. This affects social interactions.&lt;br /&gt;
| category = PawnSocial&lt;br /&gt;
}} Beauty only affects pawns' [[opinion]]s of each other.&lt;br /&gt;
&lt;br /&gt;
Beauty has a base of 0, a maximum of 4 and a minimum of -4. 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, has no effect on gameplay. The beauty of worn equipment has no effect on pawn beauty. Each step of beauty adds {{+|}}/{{--|}}'''20%''' to the market value of a pawn, up to a limit of {{+|}}/{{--|}}'''40%''', in addition to any increases from installed [[Bionic]]s.&lt;br /&gt;
&lt;br /&gt;
[[Ascetic]], [[kind]], and [[Sight|blind]] pawns do not gain nor lose any opinion for any other pawn based on their beauty stat. [[Psychopath]]s do not gain any opinion boost from talking so it's worth trying to improve the beauty stat of pawns in regular contact with psychopaths to avoid constant social fights and insults.&lt;br /&gt;
&lt;br /&gt;
[[Romance]] success chances increase with beauty scores above 0, and decrease with beauty below 0 due to the effects on opinion. Positive beauty stats give an additional {{Good|x230%}} boost to the chances of forming a new [[romance]]. Negative beauty scores do not inflict any additional penalty beyond lower opinion.&lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
All beauty modifiers are cumulative meaning a pawn with {{+|1}} Beauty from the [[Pretty]] trait and {{+|1}} Beauty from the [[aesthetic nose]] {{RoyaltyIcon}} will have a total beauty of {{+|2}}. &lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
[[Disfigurement]] adds {{--|15}} opinion and while it doesn't affect the beauty stat of a pawn, it disables the effect of positive beauty on the pawn. Disfigurement stacks with the effect of negative beauty possibly leading to {{--|55}} opinion on a pawn with less than or equal to {{--|2}} beauty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{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;
! [[Very attractive]] {{BiotechIcon}}&lt;br /&gt;
| [[Gene]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{+|40}}&lt;br /&gt;
|- &lt;br /&gt;
! [[Attractive]] {{BiotechIcon}}&lt;br /&gt;
| [[Gene]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{+|20}}&lt;br /&gt;
|- &lt;br /&gt;
! [[Unattractive]] {{BiotechIcon}}&lt;br /&gt;
| [[Gene]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{--|20}}&lt;br /&gt;
|- &lt;br /&gt;
! [[Very unattractive]] {{BiotechIcon}}&lt;br /&gt;
| [[Gene]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{--|40}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Flesh tentacle]] {{AnomalyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{--|20}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Flesh whip]] {{AnomalyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{--|20}}&lt;br /&gt;
|}&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Pawn beauty stat is now visible even when the value is zero.&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Social&amp;diff=180503</id>
		<title>Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Social&amp;diff=180503"/>
		<updated>2026-05-18T06:09:29Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Beauty */ replaced table with transclusion from Beauty (Pawn. Section no longer a stub&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|Social (skill)}}&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 insulting them possible leading to bad mood and a social fight, which will do damage to both and can potentially lead to permanent injury. On the other hand, a colonist needs a minimum opinion of another colonist to pursue a romance with them.&lt;br /&gt;
&lt;br /&gt;
== Opinion ==&lt;br /&gt;
Opinions are affected by a pawns beauty, their traits, random social interaction and actions controllable by the player. For the effects of relations on opinion, see that section below.&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&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;
{{:Beauty (Pawn)}}&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
{{Main|Traits}}&lt;br /&gt;
{{Stub|section=1|reason=See opinion changes from [[Traits]]}}&lt;br /&gt;
&lt;br /&gt;
=== Random social interactions ===&lt;br /&gt;
Random social interactions occur between pawns when they are in each other's vicinity. Whether interactions are good or bad is random but influenced their &amp;quot;pawn compatibility&amp;quot;. This value is hidden but can be seen by turning on Development Mode and hovering over the target pawn in the other pawn's Social tab.&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;
! 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;
|- id=&amp;quot;Insulted&amp;quot;&lt;br /&gt;
! Insulted**&lt;br /&gt;
| -15&lt;br /&gt;
| 10*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Strange talk** {{AnomalyIcon}} &lt;br /&gt;
| -4&lt;br /&gt;
| 1*&lt;br /&gt;
| Unknown&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:''' The most common type of social interaction. This increases relation between the two pawns by {{Good|0.67}} opinion each, capping out at 10 chitchats. It is nullified by the psychopath trait.&lt;br /&gt;
* '''Deep talk:''' A type of social interaction that gives a large {{Good|+15}} opinion of each other. It caps out at 10 deep talks and is nullified by the psychopath trait.&lt;br /&gt;
* '''Insulted:''' This social interaction provides a {{Bad|-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.{{Thought|desc=I've been directly insulted! What an awful person!|value=-5|label=Insulted|stack=10|duration=2}}. These can also be &lt;br /&gt;
* '''Slighted:''' This social interaction is similar to being insulted, except only giving a {{Bad|-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;
* '''Strange chat:''' {{AnomalyIcon}} This social interaction can occur when interacting with a [[Disturbing]] or [[Void touched]] pawn, and gives a -3 &amp;quot;Unsettling conversation&amp;quot; opinion against the strange chatter. The affected pawn also suffers {{Thought|desc=An unsettling conversation made me very creeped out. Nobody should think or speak of such things.|value=-4|label=Unsettling conversation|stack=10|duration=1}}. These debuffs do not affect '''[[Inhumanized]]''' colonists.&lt;br /&gt;
&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]], a pawn's current level of [[Beer|inebriation]], and [[Genes#Aggressive|Aggression]]{{BiotechIcon}} genes. 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 at least {{Ticks|420}} have passed, 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, including bionics. Pawns that are [[incapable]] of violence can still provoke social fights, but will not fight back during them. If either pawn lands a hit, the victim will gain a {{Bad|-15}} &amp;quot;harmed me&amp;quot; opinion of their attacker for 10 days.&lt;br /&gt;
&lt;br /&gt;
After the pawns calm down, they will decide if the fight was cathartic or angering. This decision is made randomly and is wholly independent of any other factors, with both options being equally likely. A cathartic fight will give a pawn a {{Good|+38}} opinion of their opponent, and an angering fight will give a {{Bad|-22}} opinion. Both opinions last for 20 days.&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;
! 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;
=== Actions ===&lt;br /&gt;
{{Stub|section=1|reason=Missing &amp;quot;Lovin afterglow&amp;quot;, needs confirmation of exact values, what negates it (if anything) and if it stacks or not}}&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;
! 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*, x0.9 multiplier&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rescued me&lt;br /&gt;
| 15&lt;br /&gt;
| 3, x0.9 multiplier&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;
|-&lt;br /&gt;
! Killed a child&lt;br /&gt;
| -20&lt;br /&gt;
| 5*, x0.9 multiplier&lt;br /&gt;
| [[Psychopath]], [[Bloodlust]]&lt;br /&gt;
&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;
== Relations ==&lt;br /&gt;
There are multiple different types of relations possible between pawns. While familial ties affect the opinion, non-intimate relations are only the result of opinions. Romances are both the result of and a source of opinion.&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;
* A '''rival'''  is every other pawn the pawn has an opinion of -100 to -20.&lt;br /&gt;
* An '''acquaintance''' is every other pawn the pawn has an opinion of -20 to 20.&lt;br /&gt;
* A '''friend''' is every other pawn the pawn has an opinion of 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;
{{Biotech|section=1}}&lt;br /&gt;
{{Rewrite|section=1|reason=&amp;lt;small&amp;gt;1) Tagged after the fact by not the original author - Are all mechanics below biotech or ONLY the force romance command and the factors apply to base romances? 2) Numbers for the factors listed 3) Relative age graphs/mechanics aren't adequately explained and need at the very least worked examples&amp;lt;/small&amp;gt;}}&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 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 list.&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;
| {{Graph:Chart&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;
| {{Graph:Chart&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;
&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;
&lt;br /&gt;
Pawns that were not [[babies|born]]{{BiotechIcon}} in the colony can also have lovers spawn as NPCs.&lt;br /&gt;
&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''' 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''' 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 &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;
&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;
&lt;br /&gt;
==== Lovin' ====&lt;br /&gt;
{{Rewrite|section=1|reason=adding graphs for the complex options {{t|MTB}}, lovin with slaves and prisoners when in relationship}}&lt;br /&gt;
{{Stub|section=1|reason=Missing mood buff (+8), also note [[love enhancer]]. Use {{t|Thought}}. need stacking info}}&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, bleeding, or in labor, the pawns are in bed, et cetera). Each partner evaluates their mean-time-between separately, taking into account the following:&lt;br /&gt;
&amp;lt;!-- factors all visible in RimWorld.LovePartnerRelationUtility#GetLovinMtbHours--&amp;gt;&lt;br /&gt;
* [[Pain]]: {{MTB}} is multiplied by 100/(100-pain%).&lt;br /&gt;
* [[Consciousness]]: if below 50%, {{MTB}} is multiplied by 50/consciousness%.&lt;br /&gt;
* [[Low libido]]:{{BiotechIcon}} {{MTB}} ×2.&lt;br /&gt;
* [[High libido]]:{{BiotechIcon}} {{MTB}} ×0.5.&lt;br /&gt;
* Own age: MTB is divided by: age 16, 0, age 18 to 25, 1, age 80, 0.2, divisor is interpolated linearly.&lt;br /&gt;
* Partner's age: MTB is divided by: age 16, 0, age 18, 1, divisor is interpolated linearly.&lt;br /&gt;
* Age difference: a penalty is applied when the male pawn is more than 10 years older than the female pawn, or 3 years vice versa; the penalty accumulates quadratically until it reaches {{MTB}} ×25 at age differences equal +30 (older male)/+10 (older female).&lt;br /&gt;
* Own [[beauty]]: below 0, {{MTB}} ×2.3, exactly 0, no effect, above 0, {{MTB}} ×0.3; doesn't matter how far from 0, not nullified even if both pawns &amp;quot;never judge others based on appearance&amp;quot;.&lt;br /&gt;
* Partner's beauty: exactly the same as own beauty, the resulting MTB scalars both apply.&lt;br /&gt;
* Own opinion of the partner: -100, MTB×1.3, +100, MTB×0.7, linear interpolation.&lt;br /&gt;
* Partner's opinion of self: evaluated in the exact same way, the resulting MTB scalars both apply.&lt;br /&gt;
* Own brain affected by [[word of love]] [[psycast]]: {{MTB}} ×0.25.&lt;br /&gt;
* Affected by [[pleasure pulse]]: {{MTB}} ×0.5.&lt;br /&gt;
A session of lovin' will last for between 6 minutes and 1 hour 6 minutes game time (250 and 2750 ticks&amp;lt;ref&amp;gt;RimWorld.JobDriver_Lovin:MakeNewToils&amp;lt;/ref&amp;gt;) and can be interrupted prematurely, which will still give the mood buff for lovin'. This can be repeated to stack the mood buff.&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. In case of a mixed faith relationship, then the Ideology of the adulterer is what determines whether it counts as an affair.&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;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed [[genes]] contributing to romance chance still apply.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Lover relationships can generate for pawns who have spent their entire life in the colony.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pawn sibling relationships disappearing when parents are removed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Beauty_(Pawn)&amp;diff=180502</id>
		<title>Beauty (Pawn)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Beauty_(Pawn)&amp;diff=180502"/>
		<updated>2026-05-18T06:07:00Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Factors */ transcluded parts of the page on Social#Beauty&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About|the beauty stat of pawns|beauty of all other items|Beauty}}{{Stat&lt;br /&gt;
| default base value = 0&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = How physically attractive this person is. This affects social interactions.&lt;br /&gt;
| category = PawnSocial&lt;br /&gt;
}} Beauty only affects pawns' [[opinion]]s of each other.&lt;br /&gt;
&lt;br /&gt;
Beauty has a base of 0, a maximum of 4 and a minimum of -4. 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, has no effect on gameplay. The beauty of worn equipment has no effect on pawn beauty. Each step of beauty adds {{+|}}/{{--|}}'''20%''' to the market value of a pawn, up to a limit of {{+|}}/{{--|}}'''40%''', in addition to any increases from installed [[Bionic]]s.&lt;br /&gt;
&lt;br /&gt;
[[Ascetic]], [[kind]], and [[Sight|blind]] pawns do not gain nor lose any opinion for any other pawn based on their beauty stat. [[Psychopath]]s do not gain any opinion boost from talking so it's worth trying to improve the beauty stat of pawns in regular contact with psychopaths to avoid constant social fights and insults.&lt;br /&gt;
&lt;br /&gt;
[[Romance]] success chances increase with beauty scores above 0, and decrease with beauty below 0 due to the effects on opinion. Positive beauty stats give an additional {{Good|x230%}} boost to the chances of forming a new [[romance]]. Negative beauty scores do not inflict any additional penalty beyond lower opinion.&lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
All beauty modifiers are cumulative meaning a pawn with {{+|1}} Beauty from the [[Pretty]] trait and {{+|1}} Beauty from the [[aesthetic nose]] {{RoyaltyIcon}} will have a total beauty of {{+|2}}. &lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
[[Disfigurement]] adds {{--|15}} opinion and while it doesn't affect the beauty stat of a pawn, it disables the effect of positive beauty on the pawn. Disfigurement stacks with the effect of negative beauty possibly leading to {{--|55}} opinion on a pawn with less than or equal to {{--|2}} beauty.&lt;br /&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;
! [[Very attractive]] {{BiotechIcon}}&lt;br /&gt;
| [[Gene]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{+|40}}&lt;br /&gt;
|- &lt;br /&gt;
! [[Attractive]] {{BiotechIcon}}&lt;br /&gt;
| [[Gene]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{+|20}}&lt;br /&gt;
|- &lt;br /&gt;
! [[Unattractive]] {{BiotechIcon}}&lt;br /&gt;
| [[Gene]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{--|20}}&lt;br /&gt;
|- &lt;br /&gt;
! [[Very unattractive]] {{BiotechIcon}}&lt;br /&gt;
| [[Gene]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{--|40}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Flesh tentacle]] {{AnomalyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{--|20}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Flesh whip]] {{AnomalyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{--|20}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Pawn beauty stat is now visible even when the value is zero.&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Social&amp;diff=180501</id>
		<title>Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Social&amp;diff=180501"/>
		<updated>2026-05-18T06:04:31Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: restructured. Clearer split between opinion&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|Social (skill)}}&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 insulting them possible leading to bad mood and a social fight, which will do damage to both and can potentially lead to permanent injury. On the other hand, a colonist needs a minimum opinion of another colonist to pursue a romance with them.&lt;br /&gt;
&lt;br /&gt;
== Opinion ==&lt;br /&gt;
Opinions are affected by a pawns beauty, their traits, random social interaction and actions controllable by the player. For the effects of relations on opinion, see that section below.&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;
=== Traits ===&lt;br /&gt;
{{Main|Traits}}&lt;br /&gt;
{{Stub|section=1|reason=See opinion changes from [[Traits]]}}&lt;br /&gt;
&lt;br /&gt;
=== Random social interactions ===&lt;br /&gt;
Random social interactions occur between pawns when they are in each other's vicinity. Whether interactions are good or bad is random but influenced their &amp;quot;pawn compatibility&amp;quot;. This value is hidden but can be seen by turning on Development Mode and hovering over the target pawn in the other pawn's Social tab.&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;
! 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;
|- id=&amp;quot;Insulted&amp;quot;&lt;br /&gt;
! Insulted**&lt;br /&gt;
| -15&lt;br /&gt;
| 10*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Strange talk** {{AnomalyIcon}} &lt;br /&gt;
| -4&lt;br /&gt;
| 1*&lt;br /&gt;
| Unknown&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:''' The most common type of social interaction. This increases relation between the two pawns by {{Good|0.67}} opinion each, capping out at 10 chitchats. It is nullified by the psychopath trait.&lt;br /&gt;
* '''Deep talk:''' A type of social interaction that gives a large {{Good|+15}} opinion of each other. It caps out at 10 deep talks and is nullified by the psychopath trait.&lt;br /&gt;
* '''Insulted:''' This social interaction provides a {{Bad|-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.{{Thought|desc=I've been directly insulted! What an awful person!|value=-5|label=Insulted|stack=10|duration=2}}. These can also be &lt;br /&gt;
* '''Slighted:''' This social interaction is similar to being insulted, except only giving a {{Bad|-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;
* '''Strange chat:''' {{AnomalyIcon}} This social interaction can occur when interacting with a [[Disturbing]] or [[Void touched]] pawn, and gives a -3 &amp;quot;Unsettling conversation&amp;quot; opinion against the strange chatter. The affected pawn also suffers {{Thought|desc=An unsettling conversation made me very creeped out. Nobody should think or speak of such things.|value=-4|label=Unsettling conversation|stack=10|duration=1}}. These debuffs do not affect '''[[Inhumanized]]''' colonists.&lt;br /&gt;
&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]], a pawn's current level of [[Beer|inebriation]], and [[Genes#Aggressive|Aggression]]{{BiotechIcon}} genes. 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 at least {{Ticks|420}} have passed, 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, including bionics. Pawns that are [[incapable]] of violence can still provoke social fights, but will not fight back during them. If either pawn lands a hit, the victim will gain a {{Bad|-15}} &amp;quot;harmed me&amp;quot; opinion of their attacker for 10 days.&lt;br /&gt;
&lt;br /&gt;
After the pawns calm down, they will decide if the fight was cathartic or angering. This decision is made randomly and is wholly independent of any other factors, with both options being equally likely. A cathartic fight will give a pawn a {{Good|+38}} opinion of their opponent, and an angering fight will give a {{Bad|-22}} opinion. Both opinions last for 20 days.&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;
! 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;
=== Actions ===&lt;br /&gt;
{{Stub|section=1|reason=Missing &amp;quot;Lovin afterglow&amp;quot;, needs confirmation of exact values, what negates it (if anything) and if it stacks or not}}&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;
! 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*, x0.9 multiplier&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rescued me&lt;br /&gt;
| 15&lt;br /&gt;
| 3, x0.9 multiplier&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;
|-&lt;br /&gt;
! Killed a child&lt;br /&gt;
| -20&lt;br /&gt;
| 5*, x0.9 multiplier&lt;br /&gt;
| [[Psychopath]], [[Bloodlust]]&lt;br /&gt;
&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;
== Relations ==&lt;br /&gt;
There are multiple different types of relations possible between pawns. While familial ties affect the opinion, non-intimate relations are only the result of opinions. Romances are both the result of and a source of opinion.&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;
* A '''rival'''  is every other pawn the pawn has an opinion of -100 to -20.&lt;br /&gt;
* An '''acquaintance''' is every other pawn the pawn has an opinion of -20 to 20.&lt;br /&gt;
* A '''friend''' is every other pawn the pawn has an opinion of 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;
{{Biotech|section=1}}&lt;br /&gt;
{{Rewrite|section=1|reason=&amp;lt;small&amp;gt;1) Tagged after the fact by not the original author - Are all mechanics below biotech or ONLY the force romance command and the factors apply to base romances? 2) Numbers for the factors listed 3) Relative age graphs/mechanics aren't adequately explained and need at the very least worked examples&amp;lt;/small&amp;gt;}}&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 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 list.&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;
| {{Graph:Chart&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;
| {{Graph:Chart&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;
&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;
&lt;br /&gt;
Pawns that were not [[babies|born]]{{BiotechIcon}} in the colony can also have lovers spawn as NPCs.&lt;br /&gt;
&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''' 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''' 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 &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;
&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;
&lt;br /&gt;
==== Lovin' ====&lt;br /&gt;
{{Rewrite|section=1|reason=adding graphs for the complex options {{t|MTB}}, lovin with slaves and prisoners when in relationship}}&lt;br /&gt;
{{Stub|section=1|reason=Missing mood buff (+8), also note [[love enhancer]]. Use {{t|Thought}}. need stacking info}}&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, bleeding, or in labor, the pawns are in bed, et cetera). Each partner evaluates their mean-time-between separately, taking into account the following:&lt;br /&gt;
&amp;lt;!-- factors all visible in RimWorld.LovePartnerRelationUtility#GetLovinMtbHours--&amp;gt;&lt;br /&gt;
* [[Pain]]: {{MTB}} is multiplied by 100/(100-pain%).&lt;br /&gt;
* [[Consciousness]]: if below 50%, {{MTB}} is multiplied by 50/consciousness%.&lt;br /&gt;
* [[Low libido]]:{{BiotechIcon}} {{MTB}} ×2.&lt;br /&gt;
* [[High libido]]:{{BiotechIcon}} {{MTB}} ×0.5.&lt;br /&gt;
* Own age: MTB is divided by: age 16, 0, age 18 to 25, 1, age 80, 0.2, divisor is interpolated linearly.&lt;br /&gt;
* Partner's age: MTB is divided by: age 16, 0, age 18, 1, divisor is interpolated linearly.&lt;br /&gt;
* Age difference: a penalty is applied when the male pawn is more than 10 years older than the female pawn, or 3 years vice versa; the penalty accumulates quadratically until it reaches {{MTB}} ×25 at age differences equal +30 (older male)/+10 (older female).&lt;br /&gt;
* Own [[beauty]]: below 0, {{MTB}} ×2.3, exactly 0, no effect, above 0, {{MTB}} ×0.3; doesn't matter how far from 0, not nullified even if both pawns &amp;quot;never judge others based on appearance&amp;quot;.&lt;br /&gt;
* Partner's beauty: exactly the same as own beauty, the resulting MTB scalars both apply.&lt;br /&gt;
* Own opinion of the partner: -100, MTB×1.3, +100, MTB×0.7, linear interpolation.&lt;br /&gt;
* Partner's opinion of self: evaluated in the exact same way, the resulting MTB scalars both apply.&lt;br /&gt;
* Own brain affected by [[word of love]] [[psycast]]: {{MTB}} ×0.25.&lt;br /&gt;
* Affected by [[pleasure pulse]]: {{MTB}} ×0.5.&lt;br /&gt;
A session of lovin' will last for between 6 minutes and 1 hour 6 minutes game time (250 and 2750 ticks&amp;lt;ref&amp;gt;RimWorld.JobDriver_Lovin:MakeNewToils&amp;lt;/ref&amp;gt;) and can be interrupted prematurely, which will still give the mood buff for lovin'. This can be repeated to stack the mood buff.&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. In case of a mixed faith relationship, then the Ideology of the adulterer is what determines whether it counts as an affair.&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;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed [[genes]] contributing to romance chance still apply.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Lover relationships can generate for pawns who have spent their entire life in the colony.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pawn sibling relationships disappearing when parents are removed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mental_break&amp;diff=180500</id>
		<title>Mental break</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mental_break&amp;diff=180500"/>
		<updated>2026-05-18T05:40:42Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Minor break */ link to insult and social fight&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=1) What are the actual MTBs for breaks? how is frequency calculated? 2) Which breaks are &amp;quot;aggressive&amp;quot; or &amp;quot;violent&amp;quot; and thus affected by [[Dead calm]]/[[Hyper-aggressive]]/[[Aggressive]] - information should be linked to or replicated on [[Genes]] 3) Needs information on non-mood based breaks - e.g. drugs, psychic breakdown, ailments etc. In game times - Days easier to parse than 10000s of ticks. Also needs Biotech mental breaks e.g. Fleeing fire.}}{{About|the mental conditions experienced by unhappy pawn|breaking objects|Max Hit Points}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
A '''mental break''' is a pawn event that may occur when a pawns's '''mood''' drops below the '''mental break threshold'''. Majority types of mental break cause a '''mental state''', during which the pawn will become uncontrollable and shirk work tasks for a short while, or even worse, they will attempt to sabotage the colony. A breaking colonist may be interrupted by arresting or downing them.&lt;br /&gt;
&lt;br /&gt;
A few types of mental break, like catatonic breakdown, run wild, and crisis of belief,{{IdeologyIcon}} do not cause mental state. Some mental states may occur without a mental break, notable examples of sources are [[psychic insanity lance]], [[pyromaniac]] trait, [[gourmand]] trait, [[Alzheimer's]], [[dementia]], [[drug]] withdrawal, and various [[psycast]]s,{{RoyaltyIcon}} some of which enable the player to induce mental states in enemies in battle.&lt;br /&gt;
&lt;br /&gt;
There are three levels of severity for mental break events: '''minor, major,''' and '''extreme'''. Each severity level has a different pool of possible events that may occur at different frequencies. Minor events include hiding in the pawn's room for a day, extreme events include murder. &lt;br /&gt;
&lt;br /&gt;
Colonists, visitors, enemies, tamed, and wild animals all have types of mental breaks.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
=== Mood ===&lt;br /&gt;
[[Mood]] is a visual indicator of how likely your pawn is to have a mental break. It is lowered by negative [[thoughts]] about the pawn's environment and raised by positive thoughts. Mood is found in the [[Needs]] tab of the pawn Inspect pane. &lt;br /&gt;
&lt;br /&gt;
The three mental break severity levels directly correspond to the low mood levels '''Stressed, On edge,''' and '''About to break,''' respectively. Mental break events and frequencies are different for each mood level. &lt;br /&gt;
&lt;br /&gt;
Pawn mood is related to the sum of all the thoughts a pawn has, so minor penalties can quickly add up to large effects on a pawn's stability. Some mental breaks are unavoidable in even the finest, happiest colonies, such as '''Fire Starting Sprees''' by pyromaniac pawns.  &lt;br /&gt;
&lt;br /&gt;
=== Thresholds ===&lt;br /&gt;
{{Main|Mental Break Threshold}}&lt;br /&gt;
A specific pawn's mental break thresholds are affected by various personality [[traits]]. Traits may directly raise or lower mental break threshold, such as [[Steadfast]] or [[Nervous]] respectively. Some traits add permanent negative thoughts, like [[Pessimist]], or conditional negative thoughts, like [[Night owl]]. Multiple traits have an additive effect, but the minor break threshold is capped between 1% and 50%.&lt;br /&gt;
&lt;br /&gt;
The major break threshold is 4/7 of the minor break threshold, while the extreme break threshold is 1/4 of that (1/7 of the minor break threshold). The base mental break threshold stat is 35%, which yields the following:&lt;br /&gt;
* Minor break threshold: 35%&lt;br /&gt;
* Major break threshold: 20%&lt;br /&gt;
* Extreme break threshold: 5%&lt;br /&gt;
&lt;br /&gt;
=== Severity ===&lt;br /&gt;
There are three severity levels of mental break events, each with their own possible events and frequencies.&lt;br /&gt;
&lt;br /&gt;
* Below their base mental break threshold, they will have a minor break in a mean time of 10 days.&lt;br /&gt;
* Below their major break threshold, they will have a major break in a mean time of 3 days.&lt;br /&gt;
* Below their extreme mental break threshold, their mood is ~5% and &amp;quot;About to break.&amp;quot; they will have an extreme break in a mean time of 0.7 days.&lt;br /&gt;
&lt;br /&gt;
=== During ===&lt;br /&gt;
[[File:Colonist icon while Binging on Psychite.png|frame|left|108px|Colonist icon while breaking]]&lt;br /&gt;
While a colonist is experiencing a mental break, their name is displayed &amp;lt;span style=&amp;quot;color:limegreen;&amp;quot;&amp;gt;'''in green'''&amp;lt;/span&amp;gt; in the colonist bar (at the top of the game screen), and you have no direct control over them. They may enter restricted areas, consume restricted food or drugs, attack allies, or destroy objects. [[Arrest]] the misbehaving pawn to interrupt their mischievous actions. The broken colonist has a [[Arrest Success Chance|chance]] based on the arresting pawn's stats to either go berserk, or come quietly and be escorted to the nearest available prison bed - immediately ending their mental breakdown. However, arrest will downgrade their status as a member of your colony to a prisoner. Releasing them will return them to the colony, but replaces the catharsis bonus with a  'was imprisoned' negative thought (-8).&lt;br /&gt;
&lt;br /&gt;
Another more extreme way of ending a mental break is by attacking the offending pawn, such as by beating the pawn with [[Weapons#Melee weapons|blunt-damage melee weapons]] until they are incapacitated by pain, or by inflicting [[brain shock]]. This is the only way to stop a berserk pawn. However, direct violence causes the victim to have a negative opinion of the colonists who beat him up, and you risk killing the pawn if he is already injured. It is ineffective if the pawn feels reduced pain, like those with the [[Painstopper]] implant or high on [[Go-juice]].&lt;br /&gt;
&lt;br /&gt;
The [[word of serenity]] psycast{{RoyaltyIcon}} will instantly end any mental break by forcing the target into a 6 hour coma. The psyfocus cost depends on the level of the mental break the target is experiencing. This cannot be used on [[babies]]{{BiotechIcon}} or [[children]]{{BiotechIcon}}.&lt;br /&gt;
&lt;br /&gt;
While having a break, at the top of the game screen, a colonist will be designated with a small &amp;quot;lightning bolt&amp;quot; icon over their image; yellow for non-aggressive breaks (such as food binge or daze), and red for aggressive ones (such as tantrum or berserk).&lt;br /&gt;
&lt;br /&gt;
=== Aftermath ===&lt;br /&gt;
Once a pawn's mental break ends, they'll revert back to their usual schedule and work and may be drafted again. Their thoughts do not 'reset,' so negative thoughts may still be present. Pawns get the [[Thoughts#Catharsis|'catharsis']] thought, granting a +40 mood for the next 2.5 days. This will generally prevent a pawns from entering a spiral of mental breakdowns in all but the worst scenarios. &lt;br /&gt;
&lt;br /&gt;
Colonists with the [[Tortured artist]] trait will have a constant mood debuff ({{--|8}}) but also have a chance (50%) to receive a creative inspiration after a mental break ends. Note that this does not include the [[#Fleeing fire|Fleeing fire]], [[#Run wild|Run wild]] and [[#Catatonic breakdown|Catatonic breakdown]] breaks.&lt;br /&gt;
&lt;br /&gt;
Colonists may be considered '''guilty''' after particularly destructive breaks and may then be banished or executed with no, or reduced, consequences.&lt;br /&gt;
&lt;br /&gt;
=== Anomalous breaks ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Whenever a mental break happens, there's a chance that an anomalous break will happen over a normal one. If the game attempts to trigger anomalous mental break but is unable to, it will instead attempt to trigger a normal one. [[Creepjoiner|Creepjoiners]] will always trigger an anomalous break, unless none are possible. For every other pawn, the chance for Anomaly break to happen depends on the Anomaly stage.{{Check Tag|Clarification needed|Either links to a page re: what these refer to, or clarification here would be good}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Anomaly stage&lt;br /&gt;
! Chance&lt;br /&gt;
|-&lt;br /&gt;
| Inactive&lt;br /&gt;
| 5%&lt;br /&gt;
|-&lt;br /&gt;
| Stirring&lt;br /&gt;
| 20%&lt;br /&gt;
|-&lt;br /&gt;
| Waking&lt;br /&gt;
| 40%&lt;br /&gt;
|-&lt;br /&gt;
| VoidAwakened&lt;br /&gt;
| 60%&lt;br /&gt;
|-&lt;br /&gt;
| Gleaming&lt;br /&gt;
| 60%&lt;br /&gt;
|-&lt;br /&gt;
| Embraced&lt;br /&gt;
| 20%&lt;br /&gt;
|-&lt;br /&gt;
| Disrupted&lt;br /&gt;
| 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anomalous breaks trigger void catharsis over regular catharsis. The mental breaks which are considered anomalous are:&lt;br /&gt;
&lt;br /&gt;
* [[#Dark visions|Dark visions]]&lt;br /&gt;
* [[#Insane ramblings|Insane ramblings]]&lt;br /&gt;
* [[#Entity slayer|Entity slayer]]&lt;br /&gt;
* [[#Entity liberator|Entity liberator]]&lt;br /&gt;
* [[#Terrifying hallucinations|Terrifying hallucinations]]&lt;br /&gt;
&lt;br /&gt;
== Minor break ==&lt;br /&gt;
&lt;br /&gt;
=== Food binge ===&lt;br /&gt;
[[File:FoodBinge.png|thumb|right|Food Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to pig out on whatever food they can get their hands on.{{Check Tag|Details|Limits, preference, etc}}&lt;br /&gt;
&lt;br /&gt;
This break can only occur when the map the pawn is currently on contains more than 10 human-edible nutrition in a [[stockpile zone]], however an already ongoing binge will not end if all the food is consumed or otherwise removed. Pawns with the [[Trait#Gourmand|Gourmand trait]] will experience this on average once every 50 days.&lt;br /&gt;
&lt;br /&gt;
Pawns may ignore [[food policy]] restrictions during this binge, and will also disregard whether a food item has been disallowed. Pawns tend to prioritize eating higher-quality food regardless of such restrictions.{{Check Tag|Details|Requires more testing to be more specific}} If there is no food, or only low quality (raw (?)) food available in storage, pawns may travel large distances across the map to eat other food on the map, including [[insect jelly]] that is guarded by hostile [[insectoids]]. This can result in pawns being killed by insect hives.&lt;br /&gt;
&lt;br /&gt;
A binge will end as soon as the affected pawn goes to bed, or after a certain amount of time has passed. Note that if [[wake-up]] is available, the pawn will take it during their break down, extending it to its maximum duration.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.8&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sad wander ===&lt;br /&gt;
[[File:SadWander.png|thumb|right|Sad Wander]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander around aimlessly, eventually recovering on their own. Like the [[Mental break#Psychotic wandering (Daze)|Psychotic wandering (Daze)]] event, but shorter.&lt;br /&gt;
&lt;br /&gt;
Wandering colonists can be [[prisoners|arrested]], which can be useful if they are in imminent danger. &lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Hide in room ===&lt;br /&gt;
[[File:HideInRoom.png|thumb|right|Hide in Room]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander about in their room, refusing to come out or satisfy their needs.&lt;br /&gt;
&lt;br /&gt;
This break can only occur if the breaking pawn has a bedroom assigned to them.&lt;br /&gt;
&lt;br /&gt;
This break is relatively short, and usually does not put the pawn in harm's way. At worst, the pawn may suffer from mild starvation or exhaustion.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Insulting spree ===&lt;br /&gt;
Causes the pawn [[Social#Insulted|insult]] nearby colonists at random, making moods worse for everyone affected.&lt;br /&gt;
&lt;br /&gt;
Insults can lead to a [[social fight]], which would then lead to the end of the break.&lt;br /&gt;
&lt;br /&gt;
Requires at least two other pathable colonists to occur.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Targeted insulting spree ===&lt;br /&gt;
Causes the pawn to follow and repeatedly [[Social#Insulted|insult]] one other colonist in particular.&lt;br /&gt;
&lt;br /&gt;
This can totally ruin the victim's mood with an up to {{Bad|-33}} mood penalty through 10 stacked insults, which can potentially trigger a mental break in the victim as well.&lt;br /&gt;
&lt;br /&gt;
Insults can lead to a [[social fight]], which would then lead to the end of the break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Crying ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Babies may randomly cry while awake, being more likely to occur under 50% mood. This mental break is '''silent''' and can only be seen if the name is temporarily changed to green, emitting a random crying surrounding around itself.&lt;br /&gt;
&lt;br /&gt;
Colonist near the baby will experience a negative mood effect &amp;quot;Baby crying&amp;quot; {{Bad|-4}} unless they are a &amp;quot;Psychopath&amp;quot;. Any pawn's opinion of the crying baby will drop by {{Bad|-12}}.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Giggling ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Babies may randomly giggle while awake, being more likely to occur over 50% mood. This mental break is '''silent''' and can only be seen if the name is temporarily changed to green, emitting a rainbow of colorful drawing around itself.&lt;br /&gt;
&lt;br /&gt;
Colonist near the baby will experience a positive mood effect &amp;quot;Baby giggling&amp;quot; {{Good|+4}} unless they are a &amp;quot;Psychopath&amp;quot;. Any pawn's opinion of the giggling baby will increase by {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Dark visions ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Causes the pawn to mindlessly wander around, spouting utter nonsense about things that only they can see every 20-60 seconds, even if the pawn is incapable of talking. This can cause a negative mood effect of {{Bad|-2}} in nearby colonists, which can stack up to four times. &lt;br /&gt;
&lt;br /&gt;
Upon recovery, the colonist will gain a {{Good|+30}} &amp;quot;Void catharsis&amp;quot;{{Check Tag|Thought template}} thought in place of the regular {{Good|+40}} that other mental breaks have.&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Major break==&lt;br /&gt;
&lt;br /&gt;
===Social drug binge===&lt;br /&gt;
{{See also|Mental break#Hard drug binge{{!}}Hard drug binge}}&lt;br /&gt;
[[File:SocialBinge.png|thumb|right|Social Drug Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to drink or smoke their problems away by binging on [[social drugs]] (i.e. [[ambrosia]], [[beer]], [[smokeleaf joint]]s, [[psychite tea]]).&lt;br /&gt;
&lt;br /&gt;
This can only happen if you have social drugs present in your colony.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Teetotaler]] trait will never have this mental break but pawns with [[Ideoligion#Drug_use|Negative drug use]] precept{{IdeologyIcon}} still can, in which case they may get a negative &amp;quot;used drug&amp;quot; moodlet dependent on the precept if they successfully act on the binge.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Psychotic wandering (Daze)===&lt;br /&gt;
[[File:Daze.png|thumb|right|Daze]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander around aimlessly, eventually recovering on their own. The letter informing you of this break refers to it as a &amp;quot;Daze.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Affected colonists can ignore [[food restriction]]s. This can push the colony to collapse, especially with few colonists and without enough automation.&lt;br /&gt;
&lt;br /&gt;
Dazed colonists can be [[prisoners|arrested]], which can be useful if they are in imminent danger.&lt;br /&gt;
&lt;br /&gt;
Unlike sad wandering, [[prisoners]] can stage prison breaks whilst in this mental state. They will still wander around aimlessly, but will be able to open doors. They may still attack colonists if caught in melee.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|70000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|90000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1 (See next)&lt;br /&gt;
&lt;br /&gt;
'''Note:''' It has been observed that if a &amp;quot;dazed&amp;quot; colonist falls asleep, the recovery timer appears to pause until they wake up again.{{Check Tag|Verification|Observed in ver 1.3, Jan '22. But not vanilla, a couple dozen mods, so not 100% clear.}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Daze.png|thumb|right|Daze]]&lt;br /&gt;
&lt;br /&gt;
===Psychotic wandering (Daze) Short===&lt;br /&gt;
Identical to the above, but with a shorter minimum time. Combined with the above break, this effectively doubles the chance of getting a &amp;quot;Psychotic Wandering&amp;quot; break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|2500}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|90000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1 (See previous)&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Tantrum ===&lt;br /&gt;
Causes the pawn to take out their anger on the structures in the colony, randomly punching at (and possibly destroying) them. The attacks may create [[Filth#Building_rubble|building rubble]] in the process.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Targeted tantrum ===&lt;br /&gt;
Causes the pawn to take out their anger on a single structure or stack of items, punching at them until eventually destroyed. The tantrum will redirect to another structure or stack of items if that structure or stack of items is destroyed or made inaccessible.&lt;br /&gt;
&lt;br /&gt;
Targeted tantrums are significantly more dangerous than the non-targeted variety, as the pawn has a much higher chance of actually destroying things instead of simply damaging them. They are especially dangerous when the pawn targets mortar shells (beware the [[antigrain warhead]]), which explode upon destruction, or if they attack important stacks such as stacks of components or medicine that the colony relies upon.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Bedroom tantrum ===&lt;br /&gt;
Causes the pawn to hide in their bedroom and randomly punch at structures within.&lt;br /&gt;
&lt;br /&gt;
Simply unassigning the bedroom of the colonist by switching the bed to either prisoner or slave will stop them from damaging anything after the first hit.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sadistic rage ===&lt;br /&gt;
Causes the pawn to periodically melee attack prisoners for the duration of the mental break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Corpse obsession ===&lt;br /&gt;
[[File:Corpse obsession.png|thumb|right|Corpse obsession]]&lt;br /&gt;
Causes the pawn to go to a grave or sarcophagus, dig up a corpse and drop it on a high-traffic spot, such as a table in a dining room. The obsession will then end.&lt;br /&gt;
&lt;br /&gt;
This break can only occur if you have a filled grave or sarcophagus. The pawn is required to be capable of [[manipulation]].&lt;br /&gt;
&lt;br /&gt;
While this break is somewhat quick, it can potentially bring &amp;quot;Observed corpse&amp;quot; mood debuffs to whoever sees the corpse, and can trigger a colony-wide &amp;quot;Colonist left unburied&amp;quot; mood debuff if the corpse was of a colonist.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|50000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|70000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.4&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Insane ramblings ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Causes the pawn to mindlessly wander around and spout utter nonsense every 10-15 seconds. Essentially a major variation of the dark visions break.&lt;br /&gt;
&lt;br /&gt;
Much like dark visions, nearby colonists will experience negative thoughts, and the rambling pawn will gain a {{Good|+30}} thought upon recovery.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Entity slayer ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Afflicted pawn will try to execute as many captive [[Entity|entities]] as possible.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|2000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Humanity break ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Occurs in place of any mood-related mental break in colonists following an [[Ideoligion]] with the [[Ideoligion#Inhumanizing|Inhumanizing: Required]] precept. The pawn will wander around for some time and after recovery, will receive the [[inhumanized]] permanent hediff that prevents them from experiencing the break instead, among other things. They will gain a permanent {{Good|+8}} thought in place of the standard catharsis thought.&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Extreme break==&lt;br /&gt;
&lt;br /&gt;
===Berserk===&lt;br /&gt;
[[File:BerserkScreenshot.png|thumb|right|Berserk]]&lt;br /&gt;
The pawn will lose total control, melee attacking any living creature near them. They will not intentionally kill anything, although unlucky hits may still result in death, instead redirecting to another target once their current target is downed.&lt;br /&gt;
&lt;br /&gt;
Pawns that are [[Work#Incapable_of_work_types|incapable of violent]] can still go berserk. Berserk colonists are able to use doors that are forbidden, and don't close doors behind them (auto-doors included). Berserk prisoners will bash at doors until they break.&lt;br /&gt;
&lt;br /&gt;
Subduing the berserk pawn with bare fists or a blunt weapon poses the least risk of killing them. Once a berserk pawn is subdued, the break is over. They do not need to be arrested, and can be immediately rescued to recover from their injuries. If the berserker is not in danger and can be safely avoided, it can be best to leave them to rampage by themselves until their berserk rage wears off to avoid injuries.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fire starting spree ===&lt;br /&gt;
[[File:Fire Starting Spree.png|thumb|right|Fire Starting Spree]]&lt;br /&gt;
Causes the pawn to go on a fire starting spree, targeting flammable materials and setting them ablaze. &lt;br /&gt;
&lt;br /&gt;
Only [[pyromaniac]]s can suffer this break. It will replace all extreme breaks that they would otherwise suffer, as well as occur randomly, regardless of mood, with an {{MTB}} of 50 days. Pyromaniacs do not gain the Catharsis thought after these random fire starting sprees but will for sprees caused by low mood.&lt;br /&gt;
&lt;br /&gt;
The [[pyrophobia]] gene{{BiotechIcon}} suppresses the pyromania trait entirely, including this mental break.&lt;br /&gt;
&lt;br /&gt;
Fire-starting sprees are very short and can easily be dealt with by having somebody else &amp;quot;babysit&amp;quot; the pyromaniac, putting out fires as the pyromaniac pawn starts them. However, it is worthwhile to consider that they may also target volatile objects such as [[chemfuel]].&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|2000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|6000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Hard drug binge ===&lt;br /&gt;
{{See also|Mental break#Social drug binge{{!}}Social drug binge}}&lt;br /&gt;
[[File:HardBinge.png|thumb|right|Hard Drug Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to binge on [[hard drugs]] (i.e. [[flake]], [[yayo]], [[go-juice]] and [[wake-up]]).&lt;br /&gt;
&lt;br /&gt;
Hard drug binges are considerably more dangerous for the affected colonist's health than social drug binges, as hard drugs contribute towards [[overdose]]s which are potentially lethal, and can easily lead to an addiction and/or chemical damage. As with social binges, hard binges will either end when the affected colonist goes to bed, or after a certain amount of time has passed. Colonists taking [[penoxycyline]] and [[luciferium]] have nothing to do with the drug binge they are on.&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Teetotaler]] trait will never have this mental break but pawns with [[Ideoligion#Drug_use|Negative drug use]] precept{{IdeologyIcon}} still can, in which case they may get a negative &amp;quot;used drug&amp;quot; moodlet dependent on the precept if they successfully act on the binge.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Catatonic breakdown===&lt;br /&gt;
Causes the pawn to enter a ''catatonic breakdown'' state, where they become incapacitated and need to be rescued.&lt;br /&gt;
&lt;br /&gt;
This is one of the least immediately harmful of the extreme breaks as it does not result in injury or damage to colonists or structures. However, the affected colonist will be down for quite a long time, and unable to perform any work. This can be especially detrimental if the colonist performs a vital task in the colony.&lt;br /&gt;
&lt;br /&gt;
Since catatonic breakdown is technically a health condition, usage of the [[healer mech serum]] or [[unnatural healing]]{{AnomalyIcon}} can instantly bring the affected colonist out of the mental break.&lt;br /&gt;
&lt;br /&gt;
Only colonists can experience this mental break. Pawns from other factions, not under the players control, will not. Temporary colonists from [[quests]] or from [[permits]] {{RoyaltyIcon}} can experience this mental break.&lt;br /&gt;
&lt;br /&gt;
This mental break does not trigger the Inspired Creativity [[mental inspiration]] from the [[Tortured artist]] trait.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|300000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Jailbreaker ===&lt;br /&gt;
[[File:Jailbreaker.png|thumb|right|Jailbreaker]]&lt;br /&gt;
&lt;br /&gt;
The pawn will move to the targeted prisoner, and upon reaching them, a [[prison break]] event will trigger. Afterwards, the mental break will be changed to something else.&lt;br /&gt;
&lt;br /&gt;
The pawn can be arrested or downed before reaching the prison cell.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Slaughterer ===&lt;br /&gt;
Causes the pawn to slaughter tamed animals at random.&lt;br /&gt;
&lt;br /&gt;
If you have a lot of tamed animals this usually won't cause major losses, but there's a chance the maddened colonist may decide to butcher a [[bond]]ed animal, a [[boomalope]], or your favorite tamed [[thrumbo]], none of which are &amp;quot;good&amp;quot; outcomes.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|2000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.75&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Murderous rage ===&lt;br /&gt;
[[File:Murderous rage.png|thumb|right|400px|Murderous rage]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to select a random colonist or prisoner and melee attack them until they are dead. Once the target is killed the break is over.&lt;br /&gt;
&lt;br /&gt;
This requires intervention from other colonists if the life of the victim is to be saved.&lt;br /&gt;
#This can be interrupted by attempting arrest or [[down]]ing the mentally broken pawn. If an arrest is attempted and fails, it will make the pawn [[berserk]], which may be easier as berserked pawns do not attempt to kill.&lt;br /&gt;
#If the murder target is rescued or otherwise becomes unpathable to the maddened colonist, they will instead select a new victim.&lt;br /&gt;
&lt;br /&gt;
This break can occur in pawns placed temporarily under your control, such as those provided by [[quests]] or from [[permits]] {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
It is ten times less likely to occur in a colony with a population of two, and it increases linearly to the normal level at a population of seven or more.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Run wild ===&lt;br /&gt;
Causes the pawn to run into the wild and start acting like an animal. While acting like an animal, the pawn will subsist on wild sources of food, usually berry bushes or agave in arid biomes. They may wander across spike traps and randomly trigger them.&lt;br /&gt;
&lt;br /&gt;
Unlike other breaks, this one lasts indefinitely without intervention. The only way to end it is to have another colonist tame the broken colonist and convince them to act like a human again. Taming a wild man is equivalent to taming an animal of 75% wildness, equivalent to an [[elephant]] or [[fox]], and requiring an [[Skills#Animals|Animals]] skill of 7 or greater.&lt;br /&gt;
&lt;br /&gt;
Damaging them until they are downed isn't an advisable option; since they don't belong to your faction anymore, they will most likely die upon receiving enough damage to become incapacitated. Using a [[psychic shock lance]] to down them will ignore the [[death on downed]] chance, however there is always the risk of brain damage. If rescued, they have a chance to join you upon recovery.&lt;br /&gt;
&lt;br /&gt;
Upon taming, they will have their usual Catharsis moodlet, and will have their Beauty and Comfort needs set to 50%, while their Outdoors needs is set to 100%.&lt;br /&gt;
&lt;br /&gt;
It is much less likely to happen at lower population levels.&lt;br /&gt;
&lt;br /&gt;
Additionally, it appears that this mental break does not trigger the Inspired Creativity [[mental inspiration]] from the [[Tortured artist]] trait, however more testing is needed.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Given up and leaving ===&lt;br /&gt;
Causes the pawn to decide they've had enough with the colony, and leave entirely.&lt;br /&gt;
&lt;br /&gt;
This can be countered either by arresting the colonist, or incapacitating them by force. Sometimes a pawn can decide to return to the colony after having this break, but before they have left the map. For example, this can happen if the colonist is in the [[labyrinth]],{{AnomalyIcon}} which they cannot leave - the colonist will simply wander around the labyrinth for a while before &amp;quot;deciding&amp;quot; to stay in the colony.&lt;br /&gt;
&lt;br /&gt;
Quest lodgers and [[slaves]] cannot get this mental break. It will never occur if there are seven or less members in the colony, and the commonality increases with colonists, 0.2 at 8, 0.4 at 9, 0.6 at 10, 0.8 at 11 and 1 at 12+&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
&lt;br /&gt;
=== Crisis of belief ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{Stub|reason=Confirmation and detail on how the weighting used to choose the replacement ideoligion is calculated - see GetIdeoWeight function}}&lt;br /&gt;
A pawn undergoes a crisis of faith in their [[ideoligion]], losing 50% of their [[Certainty]]. Unlike many forms of Certainty loss, this value is not modified by the pawn's their [[Global Certainty Loss Factor]]. &lt;br /&gt;
&lt;br /&gt;
Should this loss be sufficient to reduce the pawn to 0%, they will instead immediately convert to a different ideoligion. This ideoligion is randomly selected from all ideoligions in the current world, including the player's, with weighting based on the following factors:&lt;br /&gt;
* Every ideoligion has a base value of 1.&lt;br /&gt;
* +1 for each [[faction]] with that ideoligion that is allied to the breaking pawn's faction&lt;br /&gt;
* +1 for each spawned pawn with that ideoligion, on any map, that is the same faction as the breaking pawn&lt;br /&gt;
'''AND EITHER'''&lt;br /&gt;
* +1 for each spawned pawn on the same map from the same faction as the breaking pawn, or from a non-hostile faction.&lt;br /&gt;
'''OR'''&lt;br /&gt;
* +1 for each pawn with the ideoligion currently on a caravan, if the breaking pawn is currently on a caravan.&lt;br /&gt;
The random generator will never return the pawn's current ideoligion.&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Entity liberator ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
The pawn is suddenly allured by a captive [[Entity|entity]], and will free it.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Terrifying hallucinations ===&lt;br /&gt;
[[File:Terrifying Hallucinations Demo.png|thumb|right|Terrifying hallucinations]]&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
The pawn will break down and start to hallucinate, seeing fellow colonists as nightmarish figures and will flee from anyone they perceive as a threat.&lt;br /&gt;
&lt;br /&gt;
Whilst a pawn is in this state, shadowy figures will swirl around the afflicted pawn and they will ramble insane nonsense every 10-30 seconds. Much like other nonsensical rambling mental states, other colonists will be slightly upset by the afflicted pawn's nonsensical gibberish. The break may end when the pawn goes to sleep.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Special ==&lt;br /&gt;
These mental states aren't mood-related, and have certain circumstances required to trigger them.&lt;br /&gt;
&lt;br /&gt;
=== Confusion ===&lt;br /&gt;
[[File:Confusion.png|thumb|right|Confused and wandering]]&lt;br /&gt;
&lt;br /&gt;
Similar to the 'Sad Wandering' mental state, except confused wandering only occurs on a pawn with Alzheimer's or Dementia, as well as those still woozy or recovering from anesthesia.&lt;br /&gt;
&lt;br /&gt;
This mental state is similar to psychotic wandering in the respect that confused pawns are prone to wandering into dangerous situations, however they do not strip off their equipment. This mental state ends after a certain period of time, or when the affected pawn is downed or killed. All normal thoughts are blocked during this time frame.&lt;br /&gt;
&lt;br /&gt;
It can also occur in animals after their [[bond]]ed master dies.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|3500}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Social fighting ===&lt;br /&gt;
[[File:Social fighting.png|thumb|right|Traders social fighting]]&lt;br /&gt;
&lt;br /&gt;
Social fighting is triggered when one pawn slights or insults another (significantly more likely with insulting than slighting), and the affected pawn gets angered. While very brief and usually only resulting in minor-moderate injury, social fighting can also end up with much worse results including a pawn getting downed, disfigured, or uncommonly even outright killed. Social fighting ends after a very short time, or when one of the fighting pawns gets downed or killed. &lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|1200}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|420}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fleeing in panic ===&lt;br /&gt;
[[File:Fleeing in panic.png|thumb|right|Fleeing in panic]]&lt;br /&gt;
&lt;br /&gt;
This sort of mental break happens when half (rounded up) of a group of non-colonist humans are killed; whether it be hostiles, traders, or the like. Pawns affected by this mental state will attempt to leave the map by any means possible as soon as they realize that they're not going to win whatever battle they got caught up in.&lt;br /&gt;
&lt;br /&gt;
This mental state will end once the affected pawn leaves the map, or when they're killed.&lt;br /&gt;
&lt;br /&gt;
Pawns in this state will run indiscriminately towards the closest edge of the map, completely disregarding any hostiles in the way (such as your colonists firing at them), trying to smash down doors even when there is a clear path out next to them.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fleeing fire ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{stub|section=1|reason=Mechanic details + numbers.}}&lt;br /&gt;
This sort of mental break happens when a pawn with [[Pyrophobia]] gene happens to be near the fire. It will cause them to flee far away from the source of fire.&lt;br /&gt;
&lt;br /&gt;
This mental state will end once he or she no longer see fire within their field of vision.&lt;br /&gt;
&lt;br /&gt;
The affected colonist does not gain the [Catharsis] mood buff from fleeing fire. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Manhunter ===&lt;br /&gt;
{{For|the [[event]] that causes a pack of animals affected by this break to spawn on the map|Events#Manhunter pack}}&lt;br /&gt;
Animals may suffer a manhunter mental break, similar to [[Mental break#Berserk|berserk]]. A manhunter animal will seek out and attack any humans and [[Mechanoids]]. Animal pulser maddened animals will attack mechs on the map it can reach, regardless of faction, but will ignore tamed animals. &lt;br /&gt;
&lt;br /&gt;
Manhunters will not spontaneously attempt to break through obstacles to hunt down pawns, but will attack doors if they see someone go through them. They will cease their attack after a short period, but may still successfully break it down in that time. If strong doors are not available to hide behind, try to get out of line of sight before ducking into a nearby building, be ready to repair the door from the inside, or simply accept that the door is only a temporary barrier.&lt;br /&gt;
&lt;br /&gt;
The mental break can be triggered in several ways:&lt;br /&gt;
* Via the [[Events#Mad (Animal)|Mad Animal]] event. Affects 1 wild animal.&lt;br /&gt;
* Via the [[Events#Psychic Wave|Psychic Wave]] event. Affects all wild animals on the relevant map.&lt;br /&gt;
* Via the use of a [[psychic animal pulser]]. Affects all non-player owned animals on the relevant map.&lt;br /&gt;
* Via the use of [[Manhunter pulse|Manhunter Pulse]]. Affects all animals (including player-owned animals) within the target radius.&lt;br /&gt;
* Via injury inflicted by any human pawn. Chance is controlled by the animal's &amp;quot;Manhunter Chance&amp;quot;, the [[hunting stealth]] of the injuring pawn, and the distance between the pawn and the animal. Affects the injured animal, and in the case of certain herd animals, any nearby animals of the same species.&lt;br /&gt;
* Via a failed taming attempt angering the animal. Chance is controlled by the animal's &amp;quot;Manhunter Chance (Taming)&amp;quot;.  Affects the targeted wild animal.{{Check Tag|Herd?|Can this trigger herd revenge as well?}}&lt;br /&gt;
* Via the death of their [[bond]]ed master.{{Check Tag|Chance?}} Affects any tamed and bonded animal &lt;br /&gt;
&lt;br /&gt;
An animal's manhunting rampage will end after a certain amount of time, upon the animal sleeping, or once [[downed]].&lt;br /&gt;
&lt;br /&gt;
Manhunter animals with [[Scaria]] can not be [[tame]]d without first curing them. Attempts to [[prioritize]] the taming task will result instead in a hint saying ''Animal busy''.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|18000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Manhunter Permanent ===&lt;br /&gt;
Permanent manhunter is randomly applied to animals that are part of a [[manhunter pack]]. Affected animals will never snap out of this mental state under normal circumstances, and completely neglect their own needs. Animals in this state will generally leave the area within a few days.&lt;br /&gt;
&lt;br /&gt;
Some manhunter animals, such as [[boomrat]]s, will typically starve to death due to their hunger rate combined with the typical manhunter animal duration.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|99999999}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Roaming ===&lt;br /&gt;
Introduced in 1.3, farm animals (animal species that cannot be controlled via zones) can randomly get this mental break if they are outside of an enclosed pen. This can cause them to leave the map if not roped in immediately. If they are enclosed in a pen, or if they are roped in by a colonist after a valid pen is placed, this mental break will immediately end.&lt;br /&gt;
&lt;br /&gt;
This does not occur on maps where they have recently been brought in, or on maps the other colonist are raiding in.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|99999999}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Berserk (short) ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A shorter variation of the berserk break that occurs due to buildup of [[Blood rain|blood rage]]. Functions identically to its classic variant.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Manhunter (blood rain) ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A variation of the manhunter mental state that occurs due to buildup of [[Blood rain|blood rage]]. Functions identically to its classic variant.&lt;br /&gt;
&lt;br /&gt;
Whilst it eventually comes to an end after the blood rain comes to an end, it will not stop whilst the afflicted animal goes to sleep, is downed, or collapses due to extreme exhaustion.&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cube sculpting ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Randomly happens in pawns with an interest in the [[Golden cube]], where they will build a sculpture on the ground in the shape of a cube. This may be made of sand, dirt, or miscellaneous scrap, depending on the surface. The break will then immediately end.&lt;br /&gt;
&lt;br /&gt;
It is important to mention that these sculptures are affected by [[quality]], therefore a pawn with an Inspired Creativity [[mental inspiration]] may use their inspiration on a cube sculpture.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|20000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|35000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* [[Arrest]]ed [[prisoner]]s and [[prison]]s are more expensive than random damage of most mental breaks, imprisoning is usually more worth it if the mental break needs to end quickly such as during raids and when something needs to be dealt with immediately.&lt;br /&gt;
* Pawns during a mental break are immune to damage from [[Unnatural darkness]]{{AnomalyIcon}}, however once the mental break ends this immunity subsequently ends as well.&lt;br /&gt;
* [[Wimp]]s are easier to deal with during their mental breaks if avoiding imprisonment, because the lower pain shock threshold makes them be downed with less injury. The [[extra pain]] gene{{BiotechIcon}} can be installed on pawns to add the trait.&lt;br /&gt;
* Pawns with [[artificial body parts]] that are subject to [[brain shock]] can be easily, safely, and instantly downed upon any exposure to [[EMP]]. Note that as of the time of writing, the only parts that apply this effect are from the [[Royalty]] DLC.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Mental break probability is much lower.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Binge mental break added&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Dazed broken pawns will now randomly strip off clothes and drop things.&lt;br /&gt;
* [[Version/0.14.1234|0.14.1234]] - Added new class of “minor” mental breaks. Added minor mental break: food binge.&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added the following mental breaks: Insulting spree, Targeted insulting spree, Tantrum, Bedroom tantrum, Targeted tantrum, Sadistic rage, Corpse obsession, Catatonia, Jailbreaker, Slaughterer, Murderous rage, Run wild.&lt;br /&gt;
* Beta 19/ 1.0  - Overhauled mental break probabilities. Aside from some exceptional cases, all mental breaks are more or less equally probable.&lt;br /&gt;
* 1.1 - the way the different mental break thresholds were calculated was changed. Previously the major break thresholds and minor break thresholds were locked to base threshold + 15% and +30% respectively, with the base threshold at 5% for normal pawns; as a result, the mental break thresholds could be reduced by a maximum of 4% only, leading to the Iron-willed and Steadfast [[traits]] being weaker than expected.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: During food binges, sometimes pawns will use recreational drugs.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Quest lodgers can do the &amp;quot;give up and exit&amp;quot; mental break.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Bloodfeed can be used on pawns in mental states.&lt;br /&gt;
&lt;br /&gt;
{{nav|status levels|wide}}&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Megascreen_television&amp;diff=180471</id>
		<title>Megascreen television</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Megascreen_television&amp;diff=180471"/>
		<updated>2026-05-15T17:20:20Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Acquisition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|building|&lt;br /&gt;
| image = Megascreen television.png&lt;br /&gt;
| description = A huge, high-tech television. Gigantic, hyper-vibrant images almost leap out of the screen. Very entertaining. Picks up transmissions from ancient satellites and ubiquitous data cards.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Recreation&lt;br /&gt;
| placeable = True&lt;br /&gt;
| size = 3 ˣ 1&lt;br /&gt;
| hp = 85&lt;br /&gt;
| power = -450&lt;br /&gt;
| marketvalue = 1485&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| mass base = 10&lt;br /&gt;
| cover = 0.35&lt;br /&gt;
| recreation power = 1.6&lt;br /&gt;
| recreation type = Television watching&lt;br /&gt;
| has quality = false&lt;br /&gt;
| page verified for version = 1.2.2900&lt;br /&gt;
| thingCategories = BuildingsJoy&lt;br /&gt;
| thingSetMakerTags = RewardStandardQualitySuper&lt;br /&gt;
| deconstruct yield = {{Icon Small|Steel}} 130 + {{Icon Small|Component}} 11&lt;br /&gt;
| destroyyield = {{Icon Small|Steel}} 55 + {{Icon Small|Component}} 5 - 6&lt;br /&gt;
| tradeTags = Television&lt;br /&gt;
}}&lt;br /&gt;
{{For|a quick comparison of all 3 television types|Television}}&lt;br /&gt;
A '''megascreen television''' is a [[recreation]] item that provides &amp;quot;{{P|Recreation Type}}&amp;quot; recreation to [[colonist]]s in an area in front of it. It is functionally similar to other types of [[television]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Megascreen televisions cannot be constructed. Instead, it can only be bought from traders ({{Traders}}), found in [[ancient shrine]]s, or obtained from a quest.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Television Summary|7|6}}&lt;br /&gt;
[[File:Megascreen tv.jpg|thumb|center|A megascreen television and its area of effect.]]&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
It has a 6×7 area of effect on the other side of a 1 space gap in front of the TV. The seats do not necessarily have to face the television.&lt;br /&gt;
&lt;br /&gt;
These TVs can be placed in front of many [[hospital bed]]s to entertain the patients. The patients will be entertained whether they face the TV or not, as long as the head part of the bed is within the TV's area of effect.&lt;br /&gt;
&lt;br /&gt;
Because of its huge size, it may be hard to find a good position for it.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Despite being uncraftable, there is a partial recipe defined for the megascreen television in the game files. Namely, {{icon Small|steel}} 260 [[steel]] and {{icon Small|Component}} 22 [[component]]s. It is possible this is used to calculate the amount deconstruction returns, or it may simply be cut content.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added. Sick people in bed can now watch TV&lt;br /&gt;
&lt;br /&gt;
{{nav|joy}}&lt;br /&gt;
[[Category:Recreation]] [[Category:Television]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Traders&amp;diff=180470</id>
		<title>Template:Traders</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Traders&amp;diff=180470"/>
		<updated>2026-05-15T17:20:01Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: use pagename as a default&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: itemName | {{{1|{{PAGENAME}}}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: techLevel | {{#show: {{#var:itemName}} | ?Tech Level | default=Neolithic }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: tradeTag1 | {{#explode:{{#show: {{#var:itemName}} | ?TradeTags | default=none }}|,|0}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: tradeTag2 | {{#explode:{{#show: {{#var:itemName}} | ?TradeTags | default=none }}|,|1}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: typeFilter | {{#switch:{{#show: {{#var:itemName}} | ?Type }} | Drug = Drugs | Textile = Textiles | #default=none }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: type2Filter | {{#switch:{{#show: {{#var:itemName}} | ?Type2 }} | Book = Books | Furniture = BuildingsFurniture | Meal = FoodMeals | Medicine = Medicine | Metal | Plant matter | Stone | Wood = ResourcesRaw | Raw food = FoodRaw | Weapons = {{#ifeq:{{#show: {{#var:itemName}} | ?Mode }}|Melee|{{#switch:{{#var:itemName}} | Alpha thrumbo horn | Beer | Elephant tusk | Mastodon tusk | Thrumbo horn | Wood = none | #default = WeaponsMelee}}|none}} | #default=none }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#switch: {{#show: {{#var:itemName}} | ?Tradeability}} | None | Sellable = none | Buyable | All | #default = {{#ask: [[Trades Single::{{#var:itemName}}]] OR [[Trades Tag::{{#var:tradeTag1}}||{{#var:tradeTag1}}]] {{#ifeq:{{#var:techLevel}}|Neolithic||[[Tech Level::!Neolithic]]}} OR [[Sells Tag::{{#var:tradeTag1}}||{{#var:tradeTag1}}]] OR [[Trades Category::{{#var:typeFilter}}||{{#var:type2Filter}}]] {{#ifeq:{{#var:techLevel}}|Neolithic||[[Tech Level::!Neolithic]]}}&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | link = none&lt;br /&gt;
 | named args = true&lt;br /&gt;
 | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 | default = none&lt;br /&gt;
}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Documentation|content=&lt;br /&gt;
== Links to all traiders ==&lt;br /&gt;
{{#ask: [[Trades Single::+]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | link = none&lt;br /&gt;
 | named args = true&lt;br /&gt;
 | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
== Examples ==&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Plural||{{#vardefineecho: PageName | Horse }} }} can be bought from the following traders: {{Traders|{{#var:PageName}} }}.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Plural||{{#vardefineecho: PageName | Horse }} }} can be bought from the following traders: {{Traders|{{#var:PageName}} }}.&lt;br /&gt;
&lt;br /&gt;
{{Plural||{{#vardefineecho: PageName | Steel }} }} can be bought from the following traders: {{Traders|{{#var:PageName}} }}.&lt;br /&gt;
&lt;br /&gt;
{{Plural||{{#vardefineecho: PageName | Flake }} }} can be bought from the following traders: {{Traders|{{#var:PageName}} }}.&lt;br /&gt;
&lt;br /&gt;
{{Plural||{{#vardefineecho: PageName | Chocolate }} }} can be bought from the following traders: {{Traders|{{#var:PageName}} }}.&lt;br /&gt;
&lt;br /&gt;
{{Plural||{{#vardefineecho: PageName | Slave }} }} can be bought from the following traders: {{Traders|{{#var:PageName}} }}.&lt;br /&gt;
&lt;br /&gt;
{{Plural||{{#vardefineecho: PageName | Thrumbo horn }} }} can be bought from the following traders: {{Traders|{{#var:PageName}} }}.&lt;br /&gt;
&lt;br /&gt;
{{Plural||{{#vardefineecho: PageName | Longsword }} }} can be bought from the following traders: {{Traders|{{#var:PageName}} }}.&lt;br /&gt;
&lt;br /&gt;
{{Plural||{{#vardefineecho: PageName | Ambrosia }} }} can be bought from the following traders: {{Traders|{{#var:PageName}} }}.&lt;br /&gt;
}}[[Category:Content templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Acquisition&amp;diff=180469</id>
		<title>Template:Acquisition</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Acquisition&amp;diff=180469"/>
		<updated>2026-05-15T17:03:55Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: removed extra line break&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
VARIABLES&lt;br /&gt;
--&amp;gt;{{#vardefine:pageName      | {{{ 1 | {{PAGENAME}} }}} }}{{#vardefine:displayName|{{Q|{{#var:pageName}}|Name}}}}{{#switch:{{Q|{{#var:pageName}}|Type}}|Psycast=There are two ways to acquire the {{lc:{{#var:displayName}}}} psycast:&lt;br /&gt;
# Upon reaching [[psylink]] level '''{{#vardefineecho:psylinkLevel|{{Q|{{#var:pageName}}|Psylink Level}}}}''', a random psycast of level {{#var:psylinkLevel}} is granted regardless of how this level up is achieved. This won't apply if the psycaster already knew one or more level {{#var:psylinkLevel}} psycast.&lt;br /&gt;
# {{#var:displayName}} can also be acquired from a [[psytrainer]] naming it. See the [[psytrainer]] page for further details.&lt;br /&gt;
|Psychic ritual=The {{lc:{{#var:displayName}}}} psychic ritual can be performed once every {{Ticks/gametime|{{Q|{{#var:pageName}}|Ritual Cooldown}}}} at a [[psychic ritual spot]]{{#if: {{Q|{{#var:pageName}}|Resource 1}}|&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;at the cost of {{Required Resources|{{#var:pageName}}}}}}{{#if:{{#vardefineecho:tech1 | {{Q|{{#var:pageName}}|Required Research}}|}}|, once the [[Research#{{#var:tech1}}|{{#var:tech1}}]] research project has been completed. Note that this research requires [[Research#Anomaly|dark study]] to unlock.}} The ritual takes {{Ticks/gametime|{{Q|{{#var:pageName}}|Ritual Duration}}}} to complete.&lt;br /&gt;
|#default=&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:verb      | {{#switch: {{Q|{{#var:pageName}}|Type}} | Building = constructed | Mechanoid = gestated by a [[mechanitor]] | #default = crafted}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:prodFac1  | {{lc:{{Q|{{#var:pageName}}|Production Facility 1}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:prodFac   | {{#if: {{#var:prodFac1}} | &amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;at a{{#switch:{{#sub:{{#var:prodFac1}}|0|1}}|a|e|i|o|u|y=n}} [[{{#var:prodFac1}}]]&amp;lt;!--&lt;br /&gt;
  --&amp;gt;{{#if: {{Q|{{#var:pageName}}|Production Facility 3}} | , [[{{lc:{{Q|{{#var:pageName}}|Production Facility 2}} }}]], or [[{{lc:{{Q|{{#var:pageName}}|Production Facility 3}} }}]]&lt;br /&gt;
     | {{#if: {{Q|{{#var:pageName}}|Production Facility 2}} | &amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;or [[{{lc:{{Q|{{#var:pageName}}|Production Facility 2}} }}]] }}&lt;br /&gt;
}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:tech           | {{Q|{{#var:pageName}}|Required Research}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:tech1          | {{#explode:{{#var:tech}}|,|0}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:tech2          | {{#explode:{{#var:tech}}|,|1}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:tech3          | {{#explode:{{#var:tech}}|,|2}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:researchRequirementNote  | {{#if: {{#pos:Artificial metabolism, Brain wiring, Circadian influence, Compact weaponry, Flesh shaping, Healing factors, Jump packs, Molecular analysis, Neural computation, Poison synthesis, Specialized limbs, Skin hardening | {{#var:tech}} }} | Note that this research requires a [[techprint]]. | {{#if: {{#pos:Cataphract armor | {{#var:tech}} }} | Note that this research requires two [[techprint]]s.| {{#if: {{#pos:Bioferrite harvesting, Bioferrite shaping, Bioferrite weaponry, Bioferrite generator, Void sculptures, Insanity weaponry, Mutation weaponry, Atmospheric heater, Frenzy inducer, Sleep suppressor, Entity containment, Electroharvester, Disruptor flares, Proximity detector, Void provocation, Draw animals, Draw shamblers, Chronophagy, Psychophagy, Skip abduction, Summon fleshbeasts, Advanced psychic rituals, Provoke pit gate, Death refusal, Philophagy, Pleasure pulse, Neurosis pulse, Blood rain, Brainwipe, Serum synthesis, Metalblood serum, Mind-numb serum, Juggernaut serum, Bliss lobotomy, Ghoul infusion, Ghoul enhancements, Ghoul resurrection, Deadlife dust, Revenant invisibility| {{#var:tech}} }} | Note that this research requires [[Research#Anomaly|dark study]] to unlock.|{{#if: {{#pos:Wastepack atomizer, Ultra mechtech | {{#var:tech}} }} | Note that this research requires a [[nano structuring chip]] to unlock.| {{#if: {{#pos:High mechtech | {{#var:tech}} }} | Note that this research requires a [[powerfocus chip]] to unlock.| {{#if: {{#pos:Standard mechtech | {{#var:tech}} }} | Note that this research requires a [[signal chip]] to unlock.}} }} }} }} }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:work/gestation | {{#switch: {{#expr:{{Q|{{#var:pageName}}|Gestation Cycles}}-1}} | 0 = 1 [[gestation cycle]] taking {{Ticks|1800}} to initiate and lasting a duration dependent on the [[Mech Gestation Speed]] of the mechanitor | -1 = {{Ticks|{{Q|{{#var:pageName}}|Work To Make}} }} of work modified by the {{#switch: {{#var:verb}} | constructed = [[construction speed]] of the builder | crafted = [[{{Q|{{#var:pageName}}|Work Speed Stat|General Labor Speed}}|{{lc:{{Q|{{#var:pageName}}|Work Speed Stat|general labor speed}} }}]] of the crafter}}{{#ifeq:{{Q|{{#var:pageName}}|Resource 1}}|Stuff|&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt; and the {{#switch: {{#var:verb}} | constructed = [[Property:Work To Build Factor|work to build factor]] and [[Property:Work To Build Offset|offset]] | crafted = [[Property:Work To Make Factor|work to make factor]]}} of the material}} | #default = {{Q|{{#var:pageName}}|Gestation Cycles}} [[gestation cycle]]s taking {{Ticks|1800}} each to initiate and lasting a duration dependent on the [[Mech Gestation Speed]] of the mechanitor}} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
TEXT&lt;br /&gt;
--&amp;gt;{{ucfirst:{{Plural||{{#var:displayName}}}} }} can be {{#var:verb}}{{#var:prodFac}}{{#if:{{#var:tech1}}|&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;once the [[Research#{{#var:tech1}}|{{#var:tech1}}]]{{#if: {{#var:tech3}} | , [[Research#{{#var:tech3}}|{{#var:tech3}}]]}}{{#if: {{#var:tech2}} | &amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;and [[Research#{{#var:tech2}}|{{#var:tech2}}]]}} research {{#if: {{#var:tech2}} | projects have | project has}} been completed. {{#var:researchRequirementNote}} Each requires|, each requiring}} {{Required Resources|{{#var:pageName}} }}{{#if: {{Q|{{#var:pageName}}|Skill 1}}|,|&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;and}} {{#var:work/gestation}}{{#if: {{Q|{{#var:pageName}}|Skill 1}}|, and a [[{{lc:{{Q|{{#var:pageName}}|Skill 1}} }}]] skill of {{Q|{{#var:pageName}}|Skill 1 Level}} }}. {{#if:{{Q|{{#var:pageName}}|Bandwidth}}| They take up {{Q|{{#var:pageName}}|Bandwidth}} [[bandwidth]] from their linked mechanitor.}}{{#if:{{Q|{{#var:pageName}}|Style}}|Note that they can only be constructed by pawns that follow [[ideoligion]]s that include the [[{{Q|{{#var:pageName}}|Style}}]] style.{{#if: {{#pos: {{Q| {{#var:pageName}} | From DLC }} | Ideology (DLC) }} ||{{IdeologyIcon}}}}}}&amp;lt;!--Sleep accelerators can only be constructed by colonist with an [[Ideoligion]] containing the [[Ideoligion#Transhumanist|Transhumanist]] meme. --&amp;gt;{{#ifeq: {{Q|{{#var:pageName}}|Minifiable}} | false | &amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once constructed, they cannot be re-installed; they can only be deconstructed.}}&amp;lt;!--&lt;br /&gt;
List of which traders an item can be bought from. See [[Template:Traders]].&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Plural||{{#var:displayName}} }} can {{#ifeq:{{#vardefineecho:traders|{{Traders|{{#var:pageName}} }} }}|none|not be bought from traders|be bought from the following traders: {{#var:traders}} }}. }}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Traders&amp;diff=180468</id>
		<title>Template:Traders</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Traders&amp;diff=180468"/>
		<updated>2026-05-15T16:57:54Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: rolled out to Template:Acquisition&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: itemName | {{{1}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: techLevel | {{#show: {{#var:itemName}} | ?Tech Level | default=Neolithic }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: tradeTag1 | {{#explode:{{#show: {{#var:itemName}} | ?TradeTags | default=none }}|,|0}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: tradeTag2 | {{#explode:{{#show: {{#var:itemName}} | ?TradeTags | default=none }}|,|1}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: typeFilter | {{#switch:{{#show: {{#var:itemName}} | ?Type }} | Drug = Drugs | Textile = Textiles | #default=none }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: type2Filter | {{#switch:{{#show: {{#var:itemName}} | ?Type2 }} | Book = Books | Furniture = BuildingsFurniture | Meal = FoodMeals | Medicine = Medicine | Metal | Plant matter | Stone | Wood = ResourcesRaw | Raw food = FoodRaw | Weapons = {{#ifeq:{{#show: {{#var:itemName}} | ?Mode }}|Melee|{{#switch:{{#var:itemName}} | Alpha thrumbo horn | Beer | Elephant tusk | Mastodon tusk | Thrumbo horn | Wood = none | #default = WeaponsMelee}}|none}} | #default=none }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#switch: {{#show: {{#var:itemName}} | ?Tradeability}} | None | Sellable = none | Buyable | All | #default = {{#ask: [[Trades Single::{{#var:itemName}}]] OR [[Trades Tag::{{#var:tradeTag1}}||{{#var:tradeTag1}}]] {{#ifeq:{{#var:techLevel}}|Neolithic||[[Tech Level::!Neolithic]]}} OR [[Sells Tag::{{#var:tradeTag1}}||{{#var:tradeTag1}}]] OR [[Trades Category::{{#var:typeFilter}}||{{#var:type2Filter}}]] {{#ifeq:{{#var:techLevel}}|Neolithic||[[Tech Level::!Neolithic]]}}&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | link = none&lt;br /&gt;
 | named args = true&lt;br /&gt;
 | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 | default = none&lt;br /&gt;
}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Documentation|content=&lt;br /&gt;
== Links to all traiders ==&lt;br /&gt;
{{#ask: [[Trades Single::+]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | link = none&lt;br /&gt;
 | named args = true&lt;br /&gt;
 | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
== Examples ==&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Plural||{{#vardefineecho: PageName | Horse }} }} can be bought from the following traders: {{Traders|{{#var:PageName}} }}.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Plural||{{#vardefineecho: PageName | Horse }} }} can be bought from the following traders: {{Traders|{{#var:PageName}} }}.&lt;br /&gt;
&lt;br /&gt;
{{Plural||{{#vardefineecho: PageName | Steel }} }} can be bought from the following traders: {{Traders|{{#var:PageName}} }}.&lt;br /&gt;
&lt;br /&gt;
{{Plural||{{#vardefineecho: PageName | Flake }} }} can be bought from the following traders: {{Traders|{{#var:PageName}} }}.&lt;br /&gt;
&lt;br /&gt;
{{Plural||{{#vardefineecho: PageName | Chocolate }} }} can be bought from the following traders: {{Traders|{{#var:PageName}} }}.&lt;br /&gt;
&lt;br /&gt;
{{Plural||{{#vardefineecho: PageName | Slave }} }} can be bought from the following traders: {{Traders|{{#var:PageName}} }}.&lt;br /&gt;
&lt;br /&gt;
{{Plural||{{#vardefineecho: PageName | Thrumbo horn }} }} can be bought from the following traders: {{Traders|{{#var:PageName}} }}.&lt;br /&gt;
&lt;br /&gt;
{{Plural||{{#vardefineecho: PageName | Longsword }} }} can be bought from the following traders: {{Traders|{{#var:PageName}} }}.&lt;br /&gt;
&lt;br /&gt;
{{Plural||{{#vardefineecho: PageName | Ambrosia }} }} can be bought from the following traders: {{Traders|{{#var:PageName}} }}.&lt;br /&gt;
}}[[Category:Content templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Acquisition/doc&amp;diff=180467</id>
		<title>Template:Acquisition/doc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Acquisition/doc&amp;diff=180467"/>
		<updated>2026-05-15T16:53:54Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: updated because of tradeablity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Recode|reason=1) Ideology requirements 2) mech resurrection 3) Mention crafting spot/campfire/hand tailor bench doubling crafting time (e.g. see [[pemmican]]) 4) research section duplicated by psychic ritual section and worse 5) Invoker/Chanter/Target roles desc and numbers for psychic rituals 6) spot &amp;quot;construction&amp;quot; 7) Terrain affordances, but also specifically gravship substructure}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
This template generates the basic and primary paragraph of the Acquisition section of pages using the page properties.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Goal is to be able to automate the initial paragraph of acquisition. Not finished.&lt;br /&gt;
# Whether it can be build or crafted. {{Check}}&lt;br /&gt;
#* Handle things that can be mined {{Cross}}&lt;br /&gt;
#* Handle things that can't be made by the player {{Cross}}&lt;br /&gt;
# Workbench/es {{Check}}&lt;br /&gt;
# Research {{Check}}&lt;br /&gt;
#* Up to three {{Check}}&lt;br /&gt;
#* If it requires a mech commander chip{{Check}}''(hardcoded list)''&lt;br /&gt;
#** Which?{{Check}}''(hardcoded list)''&lt;br /&gt;
#* If is Anomaly research {{Check}} ''(hardcoded list)''&lt;br /&gt;
#* Techprint {{Check}} ''(hardcoded list)''&lt;br /&gt;
#** Number of techprints {{Check}} ''(hardcoded list)''&lt;br /&gt;
# Required resources {{Check}}&lt;br /&gt;
# Crafting time {{Check}}&lt;br /&gt;
#* Note which stats modify the crafting/construction time {{Check}} ''(defaults to [[general labor speed]])''&lt;br /&gt;
# Minimum skill {{Check}}&lt;br /&gt;
# Gestation cycles {{Check}}&lt;br /&gt;
# Ideoligion requirements {{Cross}} ''(requires infobox update)''&lt;br /&gt;
# Note when it can't be minified. {{Check}}&lt;br /&gt;
# Whether it can be bought from traders. {{Check}}&lt;br /&gt;
#* Which traders it can be bought from {{Check}} See [[Template:Traders]]&lt;br /&gt;
&lt;br /&gt;
* Mech resurrection? {{Cross}}?&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
=== Flak vest ===&lt;br /&gt;
{{Acquisition|Flak vest}}&lt;br /&gt;
&lt;br /&gt;
=== Machining table ===&lt;br /&gt;
{{Acquisition|Machining table}}&lt;br /&gt;
&lt;br /&gt;
=== War mask ===&lt;br /&gt;
{{Acquisition|War mask}}&lt;br /&gt;
&lt;br /&gt;
=== Stool ===&lt;br /&gt;
{{Acquisition|Stool}}&lt;br /&gt;
&lt;br /&gt;
=== Cataphract armor ===&lt;br /&gt;
{{Acquisition|Cataphract armor}}&lt;br /&gt;
&lt;br /&gt;
=== Incinerator ===&lt;br /&gt;
{{Acquisition|Incinerator}}&lt;br /&gt;
&lt;br /&gt;
=== Bandwidth pack ===&lt;br /&gt;
{{Acquisition|Bandwidth pack}}&lt;br /&gt;
&lt;br /&gt;
=== Centurion ===&lt;br /&gt;
{{Acquisition|Centurion}}&lt;br /&gt;
&lt;br /&gt;
=== Totemic stone tile ===&lt;br /&gt;
{{Acquisition|Totemic stone tile}}&lt;br /&gt;
&lt;br /&gt;
=== Berserk pulse ===&lt;br /&gt;
{{Acquisition|Berserk pulse}}&lt;br /&gt;
&lt;br /&gt;
=== Chronophagy ===&lt;br /&gt;
{{Acquisition|Chronophagy}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Content templates]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Template documentation]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Acquisition&amp;diff=180466</id>
		<title>Template:Acquisition</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Acquisition&amp;diff=180466"/>
		<updated>2026-05-15T16:50:54Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: activated list of traders an object can be bought from&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
VARIABLES&lt;br /&gt;
--&amp;gt;{{#vardefine:pageName      | {{{ 1 | {{PAGENAME}} }}} }}{{#vardefine:displayName|{{Q|{{#var:pageName}}|Name}}}}{{#switch:{{Q|{{#var:pageName}}|Type}}|Psycast=There are two ways to acquire the {{lc:{{#var:displayName}}}} psycast:&lt;br /&gt;
# Upon reaching [[psylink]] level '''{{#vardefineecho:psylinkLevel|{{Q|{{#var:pageName}}|Psylink Level}}}}''', a random psycast of level {{#var:psylinkLevel}} is granted regardless of how this level up is achieved. This won't apply if the psycaster already knew one or more level {{#var:psylinkLevel}} psycast.&lt;br /&gt;
# {{#var:displayName}} can also be acquired from a [[psytrainer]] naming it. See the [[psytrainer]] page for further details.&lt;br /&gt;
|Psychic ritual=The {{lc:{{#var:displayName}}}} psychic ritual can be performed once every {{Ticks/gametime|{{Q|{{#var:pageName}}|Ritual Cooldown}}}} at a [[psychic ritual spot]]{{#if: {{Q|{{#var:pageName}}|Resource 1}}|&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;at the cost of {{Required Resources|{{#var:pageName}}}}}}{{#if:{{#vardefineecho:tech1 | {{Q|{{#var:pageName}}|Required Research}}|}}|, once the [[Research#{{#var:tech1}}|{{#var:tech1}}]] research project has been completed. Note that this research requires [[Research#Anomaly|dark study]] to unlock.}} The ritual takes {{Ticks/gametime|{{Q|{{#var:pageName}}|Ritual Duration}}}} to complete.&lt;br /&gt;
|#default=&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:verb      | {{#switch: {{Q|{{#var:pageName}}|Type}} | Building = constructed | Mechanoid = gestated by a [[mechanitor]] | #default = crafted}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:prodFac1  | {{lc:{{Q|{{#var:pageName}}|Production Facility 1}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:prodFac   | {{#if: {{#var:prodFac1}} | &amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;at a{{#switch:{{#sub:{{#var:prodFac1}}|0|1}}|a|e|i|o|u|y=n}} [[{{#var:prodFac1}}]]&amp;lt;!--&lt;br /&gt;
  --&amp;gt;{{#if: {{Q|{{#var:pageName}}|Production Facility 3}} | , [[{{lc:{{Q|{{#var:pageName}}|Production Facility 2}} }}]], or [[{{lc:{{Q|{{#var:pageName}}|Production Facility 3}} }}]]&lt;br /&gt;
     | {{#if: {{Q|{{#var:pageName}}|Production Facility 2}} | &amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;or [[{{lc:{{Q|{{#var:pageName}}|Production Facility 2}} }}]] }}&lt;br /&gt;
}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:tech           | {{Q|{{#var:pageName}}|Required Research}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:tech1          | {{#explode:{{#var:tech}}|,|0}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:tech2          | {{#explode:{{#var:tech}}|,|1}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:tech3          | {{#explode:{{#var:tech}}|,|2}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:researchRequirementNote  | {{#if: {{#pos:Artificial metabolism, Brain wiring, Circadian influence, Compact weaponry, Flesh shaping, Healing factors, Jump packs, Molecular analysis, Neural computation, Poison synthesis, Specialized limbs, Skin hardening | {{#var:tech}} }} | Note that this research requires a [[techprint]]. | {{#if: {{#pos:Cataphract armor | {{#var:tech}} }} | Note that this research requires two [[techprint]]s.| {{#if: {{#pos:Bioferrite harvesting, Bioferrite shaping, Bioferrite weaponry, Bioferrite generator, Void sculptures, Insanity weaponry, Mutation weaponry, Atmospheric heater, Frenzy inducer, Sleep suppressor, Entity containment, Electroharvester, Disruptor flares, Proximity detector, Void provocation, Draw animals, Draw shamblers, Chronophagy, Psychophagy, Skip abduction, Summon fleshbeasts, Advanced psychic rituals, Provoke pit gate, Death refusal, Philophagy, Pleasure pulse, Neurosis pulse, Blood rain, Brainwipe, Serum synthesis, Metalblood serum, Mind-numb serum, Juggernaut serum, Bliss lobotomy, Ghoul infusion, Ghoul enhancements, Ghoul resurrection, Deadlife dust, Revenant invisibility| {{#var:tech}} }} | Note that this research requires [[Research#Anomaly|dark study]] to unlock.|{{#if: {{#pos:Wastepack atomizer, Ultra mechtech | {{#var:tech}} }} | Note that this research requires a [[nano structuring chip]] to unlock.| {{#if: {{#pos:High mechtech | {{#var:tech}} }} | Note that this research requires a [[powerfocus chip]] to unlock.| {{#if: {{#pos:Standard mechtech | {{#var:tech}} }} | Note that this research requires a [[signal chip]] to unlock.}} }} }} }} }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:work/gestation | {{#switch: {{#expr:{{Q|{{#var:pageName}}|Gestation Cycles}}-1}} | 0 = 1 [[gestation cycle]] taking {{Ticks|1800}} to initiate and lasting a duration dependent on the [[Mech Gestation Speed]] of the mechanitor | -1 = {{Ticks|{{Q|{{#var:pageName}}|Work To Make}} }} of work modified by the {{#switch: {{#var:verb}} | constructed = [[construction speed]] of the builder | crafted = [[{{Q|{{#var:pageName}}|Work Speed Stat|General Labor Speed}}|{{lc:{{Q|{{#var:pageName}}|Work Speed Stat|general labor speed}} }}]] of the crafter}}{{#ifeq:{{Q|{{#var:pageName}}|Resource 1}}|Stuff|&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt; and the {{#switch: {{#var:verb}} | constructed = [[Property:Work To Build Factor|work to build factor]] and [[Property:Work To Build Offset|offset]] | crafted = [[Property:Work To Make Factor|work to make factor]]}} of the material}} | #default = {{Q|{{#var:pageName}}|Gestation Cycles}} [[gestation cycle]]s taking {{Ticks|1800}} each to initiate and lasting a duration dependent on the [[Mech Gestation Speed]] of the mechanitor}} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
TEXT&lt;br /&gt;
--&amp;gt;{{ucfirst:{{Plural||{{#var:displayName}}}} }} can be {{#var:verb}}{{#var:prodFac}}{{#if:{{#var:tech1}}|&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;once the [[Research#{{#var:tech1}}|{{#var:tech1}}]]{{#if: {{#var:tech3}} | , [[Research#{{#var:tech3}}|{{#var:tech3}}]]}}{{#if: {{#var:tech2}} | &amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;and [[Research#{{#var:tech2}}|{{#var:tech2}}]]}} research {{#if: {{#var:tech2}} | projects have | project has}} been completed. {{#var:researchRequirementNote}} Each requires|, each requiring}} {{Required Resources|{{#var:pageName}} }}{{#if: {{Q|{{#var:pageName}}|Skill 1}}|,|&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;and}} {{#var:work/gestation}}{{#if: {{Q|{{#var:pageName}}|Skill 1}}|, and a [[{{lc:{{Q|{{#var:pageName}}|Skill 1}} }}]] skill of {{Q|{{#var:pageName}}|Skill 1 Level}} }}. {{#if:{{Q|{{#var:pageName}}|Bandwidth}}| They take up {{Q|{{#var:pageName}}|Bandwidth}} [[bandwidth]] from their linked mechanitor.}}{{#if:{{Q|{{#var:pageName}}|Style}}|Note that they can only be constructed by pawns that follow [[ideoligion]]s that include the [[{{Q|{{#var:pageName}}|Style}}]] style.{{#if: {{#pos: {{Q| {{#var:pageName}} | From DLC }} | Ideology (DLC) }} ||{{IdeologyIcon}}}}}}&amp;lt;!--Sleep accelerators can only be constructed by colonist with an [[Ideoligion]] containing the [[Ideoligion#Transhumanist|Transhumanist]] meme. --&amp;gt;{{#ifeq: {{Q|{{#var:pageName}}|Minifiable}} | false | &amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once constructed, they cannot be re-installed; they can only be deconstructed.}}&amp;lt;!--WIP: list of which traders an item can be bought from. See [[Template:Traders]]. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Plural||{{#var:displayName}} }} can {{#ifeq:{{#vardefineecho:traders|{{Traders|{{#var:pageName}} }} }}|none|not be bought from traders|be bought from the following traders: {{#var:traders}} }}. }}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Shield_core&amp;diff=180465</id>
		<title>Shield core</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Shield_core&amp;diff=180465"/>
		<updated>2026-05-15T16:42:31Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: tradetags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Shield core&lt;br /&gt;
| image = BroadshieldCore.png&lt;br /&gt;
| description = A piece of ultratechnology that can generate a momentum-repulsor shield. This can't do anything on its own, but it is necessary to craft some other usable shield items. Shield cores can be obtained by deconstructing mechanoid shield generators.&lt;br /&gt;
| type = Exotic Items&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| hp = 100&lt;br /&gt;
| marketvalue  = 350&lt;br /&gt;
| mass base = 2&lt;br /&gt;
| tradeTags = ExoticMisc&lt;br /&gt;
}}&lt;br /&gt;
A '''shield core''' is an uncraftable item used in the creation of [[low-shield pack]]s sourced from the deconstruction of [[mech high-shield]] and [[mech low-shield]] in [[mechanoid cluster]]s. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Shield cores cannot be crafted. Instead they can only be obtained by deconstructing [[mech high-shield]]s and [[mech low-shield]]s in [[mechanoid cluster]]s, or from [[orbital trader]]s. Note that the cluster must be defeated, with all defenses, [[condition causer]]s, and [[mech assembler]]s destroyed, before you can deconstruct the shields. Destroying the shields will not result in a shield core.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The only uses for a shield core are sale to [[trader]]s and the crafting of [[low-shield pack]]s in the following quantity:&lt;br /&gt;
{{Ingredient List|noCollapse=1}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Acquistition strategy, worth of crafting vs just buying/looting packs, value proposition etc}}&lt;br /&gt;
Should not be relied on as only source of low shield packs, but good for supplementing supplies.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Added, possibly under the name '''broadshield unit'''.{{Check Tag|Verify|Mentioned under the changelog but unknown if actually called as such}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Exotic Item]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Jacket&amp;diff=180464</id>
		<title>Jacket</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Jacket&amp;diff=180464"/>
		<updated>2026-05-15T16:33:18Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: tradetags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main&lt;br /&gt;
| name = Jacket&lt;br /&gt;
| image = Jacket.png&lt;br /&gt;
| description = A tough jacket to stop scrapes and bruises, and keep one warm in chilly weather.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Clothing&lt;br /&gt;
| tech level = Medieval&lt;br /&gt;
| hp = 160&lt;br /&gt;
| production facility 1 = Hand tailor bench&lt;br /&gt;
| production facility 2 = Electric tailor bench&lt;br /&gt;
| research = Complex clothing&lt;br /&gt;
| work to make = 7000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 70&lt;br /&gt;
| stuff tags = Leathery, Fabric&lt;br /&gt;
| insulationheatfactor = 0.3&lt;br /&gt;
| insulationcoldfactor = 0.8&lt;br /&gt;
| armorsharpfactor = 0.3&lt;br /&gt;
| armorbluntfactor = 0.3&lt;br /&gt;
| armorheatfactor = 0.3&lt;br /&gt;
| equipdelay = 1.5&lt;br /&gt;
| mass base = 1.7&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = True&lt;br /&gt;
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm&lt;br /&gt;
| layer = Outer&lt;br /&gt;
| has quality = true&lt;br /&gt;
| thingCategories = Apparel&lt;br /&gt;
| tags = IndustrialAdvanced&lt;br /&gt;
| defaultOutfitTags = Worker&lt;br /&gt;
| tradeTags = BasicClothing, Clothing&lt;br /&gt;
}}&lt;br /&gt;
'''Jackets''' are a middle ground between a [[duster]] and a [[parka]], best suited to moderately cold biomes not extreme enough to require parkas.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} &lt;br /&gt;
&lt;br /&gt;
They can also be [[trade|purchased]] or stripped from Outlanders and Pirates. Starting colonists may also spawn wearing a [[synthread]] jacket.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=See [[Robe]] for additional info}}&lt;br /&gt;
Overall, jackets are a middle-ground between [[duster]]s and [[parka]]s; requiring fewer resources and less work to craft, but offering less value in either extreme cold or extreme heat.&lt;br /&gt;
In warm biomes, dusters are almost always more useful, since dusters cover more body parts and do a better job protecting from heat.&lt;br /&gt;
In extremely cold biomes, parkas are often required to deal with ultra-low temperatures.&lt;br /&gt;
&lt;br /&gt;
In moderately cold biomes though, jackets can be preferable to parkas in some cases.&lt;br /&gt;
Jackets offer better armor than parkas while requiring fewer materials, so if you can get good enough insulation from the cold using jackets you're usually better off doing so.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
{{Ideology|No category}}&lt;br /&gt;
[[Ideoligion]]s allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Jacket.png|Base variant&lt;br /&gt;
Spikecore jacket.png|Spikecore variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.1.334|0.1.334]] - Added&lt;br /&gt;
* [[Ideology DLC]] Release - Received styles via new [[Ideoligion]] [[style]] system. &lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
[[Category:Clothing]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
</feed>