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		<summary type="html">&lt;p&gt;Prios: /* Cooking with the bill system */  Corrected some instructions, and added information about a new product destination option.&lt;/p&gt;
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{{TOCright}}&lt;br /&gt;
{{Move|reason=Guide outside of guide space}}&lt;br /&gt;
This is the guide covering the gameplay '''Basics''' of RimWorld in detail. If you want a ''quick'' guide to the game, check out the [[quickstart guide]].&lt;br /&gt;
&lt;br /&gt;
Brand new players are encouraged to play the Tutorial first, if they haven't already. The tutorial will guide you through the RimWorld UI, help them set up a starter base, and defend against your first [[raid]]. Once you've completed the tutorial, you can set your storyteller and continue the game. The [[learning helper]] can also be a useful tool.&lt;br /&gt;
&lt;br /&gt;
This guide is intended for players that are using the original Crashlanded [[scenario]], and without any [[mod]]s or [[DLC]] enabled. With DLC, things shouldn't be ''too'' different. Note that, for the [[Ideology DLC]] in particular, you'll want to use the &amp;quot;Ideology system inactive&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
==Colony Setup==&lt;br /&gt;
*'''[[Scenario]]''':  Pick the standard '''Crashlanded''' scenario. This starts you off with 3 colonists, some decent weapons, and Electricity. Most tutorials, here and elsewhere, are geared towards this scenario.&lt;br /&gt;
*'''[[Storyteller]]''': Select '''[[Cassandra Classic]]''' or '''[[Phoebe Chillax]]''' on any desired difficulty. The game's suggestions are fairly accurate; if you have trouble picking, then '''Adventure Story''' is a good start.&lt;br /&gt;
*'''World set-up''': The default settings are just fine for gameplay purposes. Just select generate and continue on.&lt;br /&gt;
*'''Starting site''': This consists of multiple factors.&lt;br /&gt;
**'''[[Biome]]''': Pick Temperate Forest for now. It's not too hot, not too cold, has plenty of [[wood]], wildlife, and buildable land, but less disease than a rainforest.&lt;br /&gt;
**'''Climate''': You'll want a &amp;quot;year-round&amp;quot; growing period. This (almost) removes the pressures of winter.&lt;br /&gt;
**'''Terrain''': Flat, Small Hills, or Large Hills will do. It doesn't really matter. The larger the hills, the more ores you'll have, but the less open space for building. Larger hills can also be used for natural defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;left&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
ChooseScenario.png|'''Crashlanded'''&lt;br /&gt;
Storyteller Basics.jpg|'''Cassandra on selected difficulty'''&lt;br /&gt;
Basics_landing_site.png|'''Temperate forest with year-round growing'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Colonists==&lt;br /&gt;
The Crashlanded scenario starts with three colonists. You can randomize them as much as you want, but you can't fully customize them without mods or dev tools. RimWorld is designed around a motley crew - you will not start with perfect colonists, nor should you try. But there are a few aspects worth taking into consideration.&lt;br /&gt;
&lt;br /&gt;
[[File:Basics colonist example.png|thumb|right|450px|Example colonist selection.&amp;lt;br&amp;gt;'''Skills''': Good at Plants and Intellectual, great at Mining and Social. &amp;lt;br&amp;gt;'''Traits:''' [[Undergrounder]] means that they like staying indoors. They'll dislike growing crops outdoors, but this isn't a dealbreaker - still a good planter. &amp;lt;br&amp;gt; [[Fast walker]] is an all-round good trait. &amp;lt;br&amp;gt;'''Health:''' Nothing bad right now, though on the older side. They may get detrimental conditions as they age. Again, not important right now, but a consideration.]]&lt;br /&gt;
:'''Skills''':&amp;lt;br&amp;gt;&lt;br /&gt;
Skills and ''passions'' in a skill are both important to colony wellbeing. Skill level determines proficiency in that skill. Passion determines how fast the skill is learned. Passionate pawns will also be happier when doing a job of that passion.&lt;br /&gt;
&lt;br /&gt;
The most important skills for survival are '''Shooting, Construction, Plants, and Medical'''. Any 1 colony should have a colonist with both a minimum of '''5''' skill points and 1 &amp;quot;flame&amp;quot; of passion each skill. The other skills are useful - each skill will be covered in detail below.&lt;br /&gt;
&lt;br /&gt;
*'''Shooting''' - Defense against [[raider]]s and other threats to your colony. Also helps with hunting. Increasing shooting skill increases accuracy, especially at long ranges.&lt;br /&gt;
*'''Melee''' - Defense against enemies up close. In RimWorld, you cannot fire ''any'' ranged weapon at an enemy in melee range (directly adjacent). This applies to both colonists and enemies. Increasing melee skill will increase the chance to hit and dodge... in melee.&lt;br /&gt;
*'''Construction''' - Creating structures, like [[wall]]s, [[table]]s, and [[bed]]s. A minimum construction (4-6) is required to build [[spike trap]]s and electrical equipment. Increasing construction skill will increase its speed, the [[quality]] of furniture, and reduce the chance of construction failure (&amp;quot;botched&amp;quot; construction).&lt;br /&gt;
*'''Mining''' - Breaking rock and harvesting [[ore]]. Increasing mining skill will increase mining speed and ore yield.&lt;br /&gt;
*'''Cooking''' - Creating [[meal]]s from raw food. Increasing cooking skill will increase cooking speed and decrease the [[food poisoning]] chance.&lt;br /&gt;
*'''Plants''' - Growing [[crop]]s to eat and sell. Plants 8 lets you grow [[healroot]], a source of medicine, right away. Increasing plants skill will increase planting speed and harvest yield.&lt;br /&gt;
*'''Animals''' - Taming and training animals. Many animals have a minimum skill to train them. Increasing animals skill will increase the chance of animal tame/train success. Also reduces the manhunter chance when hunting.&lt;br /&gt;
*'''Crafting''' - Smithing [[armor]] and [[weapon]]s, and tailoring [[apparel]]. Higher crafting skill will increase [[quality]] of crafted items. Does ''not'' increase the speed of crafting. &amp;lt;br&amp;gt;Note that the work types in the &amp;quot;Craft&amp;quot; tab, such as [[stonecutter's table|stonecutting]], [[electric smelter|smelting]], and [[drug]] synthesis, do ''not'' use the crafting skill. Stonecutting is unrelated to any skill and can be done by any colonist capable of Skilled Labor.&lt;br /&gt;
*'''Artistic''' - Creating [[sculpture]]s. Increasing art skill will increase quality of sculptures, but not their speed of creation.&lt;br /&gt;
*'''Medical''' - Tending to injured and sick colonists. Increasing medical skill will increase [[tend quality]], making injuries heal faster and diseases less deadly. Also increases success for surgery.&lt;br /&gt;
*'''Social''' - Trade, recruitment, etc. Increasing social skill will improve trade prices (both buy and sell) and make [[prisoner]]s easier to recruit. Higher social also increases the impact of the daily chats your colonists will have.&lt;br /&gt;
*'''Intellectual''' - Research and [[drug]] synthesis. Increasing intellectual skill will make research faster, as well as drug production.&lt;br /&gt;
&lt;br /&gt;
[[File:Basics team skills.png|thumb|center|600px|A balanced team skills selection.]]&lt;br /&gt;
Of these skills, Animals and Artistic are easily the least important to start with. Crafting isn't needed for ''immediate'' survival, but can be very handy later on. That leaves 9 skills that are important to be at least competent at (4+ skill). Thankfully, the &amp;quot;Team Skills&amp;quot; area at the bottom shows every important skill, except Social.&lt;br /&gt;
&lt;br /&gt;
There are certain skills that you can &amp;quot;skip&amp;quot; if you really wanted to:&lt;br /&gt;
*You can forgo melee for the entire game. However, melee can be very helpful, and one of your 3 weapons will be a [[knife]], a melee weapon.&lt;br /&gt;
*Cooking can be ignored if you plan to use a [[nutrient paste dispenser]].&lt;br /&gt;
&lt;br /&gt;
Don't worry too much about starting skill levels, as characters will [[Skills#Experience Table|get more skilled]] with time (they are not fixed values) when they do relevant work. And other colonists will be joining soon! Being good in a few important skills and competent in others is all you need for now.&lt;br /&gt;
----&lt;br /&gt;
[[File:Basics colonist pyro.png|thumb|350px|right|Brawlers are great melee colonists, but pyromaniac is inherently a downside. If you're willing to handle that downside, then Zach would make a good constructor and fighter.]]&lt;br /&gt;
&lt;br /&gt;
:'''Traits''':&amp;lt;br&amp;gt;&lt;br /&gt;
Some traits can be very bad...&lt;br /&gt;
*Pyromaniacs are liable to cause a fire starting spree at any time. This can be an issue if they're around [[Wood|especially]] [[Chemfuel|flammable]] [[Mortar shell|objects]].&lt;br /&gt;
*Chemical interest and chemical fascination pawns will ignore the player's [[drug policy]] in order to get their fix. However, they no longer go on random drug binges.&lt;br /&gt;
*Depressive and Volatile pawns are more vulnerable to [[mental break]]s. During a mental break, a pawn won't do work, and may cause damage to their surroundings or others.&lt;br /&gt;
&lt;br /&gt;
Others can be very good...&lt;br /&gt;
*Industrious is +35% work speed, forever, for almost any task. Industrious (and hard worker) are one of the few ways to increase the speed of unskilled tasks, like stonecutting.&lt;br /&gt;
*Tough is 50% damage taken, for all damage. This is effectively x2 health forever. No longer will a [[short bow]] instantly kill your colonists. Great for both melee AND ranged fighters.&lt;br /&gt;
*Bloodlust gets an immense mood boost for witnessing a kill, and another one for doing the killing. They also don't mind [[human resources|war crimes]]. More likely to start social fights, however.&lt;br /&gt;
&lt;br /&gt;
Others can be in the middle.&lt;br /&gt;
*Very Neurotic is essentially Industrious and Volatile at the same time. Stacks ''with'' both Industrious and Volatile. Neurotic is a less intense version, as the name suggests.&lt;br /&gt;
*Brawler improves many aspects of melee combat. However, a brawler ''hates'' ranged weapons. A brawler is more upset with holding a ranged weapon than having both of their parents die.&lt;br /&gt;
&lt;br /&gt;
The main takeaway is that very bad traits are ''very'' bad and should generally be avoided, but you don't ''need'' very good traits in order to have a successful colony. If you have a pawn with a great set of traits, keep them. If a pawn has good and bad traits, then they can still be worth it.&lt;br /&gt;
----&lt;br /&gt;
[[File:Basics colonist health.png|thumb|right|350px|Don't take this colonist, regardless of how many good skills or traits they have. They'll move 60% slower and do any type of work 30% slower. Oh, and constant pain, too.]]&lt;br /&gt;
:'''Health conditions:'''&lt;br /&gt;
* Watch out for [[addiction]]s. [[Ambrosia]] addiction is tolerable, but a [[beer]] addict will end up going through a painful [[withdrawal]].&lt;br /&gt;
* A colonist with a chronic condition like [[asthma]], [[artery blockage]], or [[frail]] will be much worse off. Some can be cured with [[artificial body parts]], others like frail require [[luciferium]] or one of few other solutions. &lt;br /&gt;
* For similar reasons, try to avoid colonists with [[peg leg]]s or [[wooden hand]]s. A peg leg equates to 80% movement speed until replaced, which is not something you want.&lt;br /&gt;
A health condition can be tolerated if a colonist is great in other fields. For example, an Industrious Crafter + Researcher is still worth taking despite a peg leg; a researcher won't need to move often, anyways. Otherwise, try to avoid any negative condition as much as possible.&lt;br /&gt;
&lt;br /&gt;
:'''Work (in)capabilities:'''&lt;br /&gt;
* Colonists who are incapable of violence will not be able to fight incoming threats.&lt;br /&gt;
* Colonists who are incapable of dumb labor cannot haul or clean, which are especially important early-game jobs.&lt;br /&gt;
* Colonists who are incapable of firefighting will not be able to extinguish fires, which can destroy your base.&lt;br /&gt;
At a bare minimum, you'll want 2 colonists capable of any work task. Being capable and being ''good'' are 2 separate things. But a colonist can't be any more skilled at Hauling, for instance.&lt;br /&gt;
&lt;br /&gt;
==The Very Beginning==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
You start with 3 weapons:&lt;br /&gt;
*{{icon small|bolt-action rifle|24}} [[Bolt-action rifle]] - A gun with amazing range. Of all the weapons in RimWorld, it has the second best range - only beaten by the [[sniper rifle]]. However, it isn't much stronger than a pistol up close. Because Shooting skill is more important when shooting from far away, '''have the colonist best at Shooting wield the bolt-action rifle'''.&lt;br /&gt;
*{{icon small|knife|24}} [[Plasteel]] [[knife]] - A melee weapon. Knives are one of the weakest melee weapons, but it is made of plasteel, the strongest material in the game. The plasteel knife is roughly equivalent to a [[steel]] [[longsword]] or [[mace]] of normal quality. '''Have your best melee fighter wield the knife''', unless they're also your best shooter.&lt;br /&gt;
*{{icon small|revolver|24}} [[Revolver]] - A pistol, good up close. Better than the bolt-action at close range, though most other firearms are stronger. Remember that you can't fire any ranged weapon in melee. '''Have your remaining colonist wield the revolver'''.&lt;br /&gt;
To summarize: best shooter should get the rifle, then best melee gets the knife, and then the other colonist (if capable of violence) gets the pistol. To equip a weapon, select a colonist and right click a weapon on the ground. To drop a weapon, go to the Gear tab and click the down arrow.&lt;br /&gt;
&lt;br /&gt;
The tutorial forces you to pick weapons without being able to pick your character bios. If you are continuing play after the tutorial, just re-equip them in the desired order.&lt;br /&gt;
&lt;br /&gt;
You don't have to worry about enemies ''just'' yet, since Cassandra gives you a few days to prepare. Enemies shouldn't arrive until you get the &amp;quot;Need Defenses&amp;quot; pop-up on the bottom-right. But since your colonists start near their weapons, you might as well pick them up, right?&lt;br /&gt;
&lt;br /&gt;
Unpause the game, have your colonists equip their gear, and re-pause. There's still things to set up.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Base location===&lt;br /&gt;
[[File:Basics_starter_location.png|thumb|275px|right|Good starter location circled in yellow.]]&lt;br /&gt;
In the tutorial, players are taught to build their first home at the map's center to hasten the lecture. This makes sense, as it's where your colonists start off at. &lt;br /&gt;
&lt;br /&gt;
When creating your base, there are a few things to consider, in rough order of importance:&lt;br /&gt;
#Location - somewhat near the center of the map&lt;br /&gt;
#Near rich soil&lt;br /&gt;
#Somewhat near steam geysers&lt;br /&gt;
#(OPTIONAL) Natural defenses and structures&lt;br /&gt;
&lt;br /&gt;
In the picture to the right:&lt;br /&gt;
*Not pictured: near the center of the map&lt;br /&gt;
*Red: Nearby rich soil&lt;br /&gt;
*Blue: Steam geysers somewhat nearby&lt;br /&gt;
*Yellow: Natural structure to build in&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[File:Fertility overlay menu.png|thumb|200px|right|Fertility overlay.]]&lt;br /&gt;
*'''Location'''&lt;br /&gt;
A central location will be further away from raiders. If you build near the edge on the map, then some raiders can spawn right next to you. No matter how big your walls are, some types of raiders will explicitly [[breacher|breach]] through them.&lt;br /&gt;
&lt;br /&gt;
[[File:Basics fertility overlay.png|thumb|200px|right|Fertility overlay in game.&amp;lt;br&amp;gt;Dark green is rich soil.]]&lt;br /&gt;
*'''Rich Soil'''&lt;br /&gt;
Rich soil increases plant growth speed by 140%. Rich soil is an irreplicable advantage until you can rely entirely on [[hydroponics]]. Even then, certain crops like [[corn plant|corn]] and [[devilstrand mushroom|devilstrand]] cannot grow in hydroponics.&lt;br /&gt;
&lt;br /&gt;
Rich soil is good to use, but not 100% ''necessary''. 14 tiles of regular soil are almost exactly equal to 10 tiles of rich soil. You will get the same yield with regular soil and take the same amount of work for that yield. However, rich soil grows faster - growing faster means the first batch of crops will be ready faster. Since you won't start off with much food, this is important. If your crops are hit by a [[cold snap]], it only takes 4 days rather than 5.5 days to regrow them. And if your climate has a winter, then rich soil lets you grow more before the frost hits.&lt;br /&gt;
&lt;br /&gt;
Rich soil is a darker shade of soil. In order to see the soil more easily, you can use the fertility overlay, in the bottom right corner of the screen. &lt;br /&gt;
&lt;br /&gt;
*'''Steam geysers'''&lt;br /&gt;
Steam geysers allow you to build [[geothermal generator]]s on top of them. Geothermal is one of the best power sources of the game - it gives lots of power and it constantly gives power. You don't need to be right next to steam vents, but you don't want to be too far away.&lt;br /&gt;
&lt;br /&gt;
If you build a room on a steam geyser, then it will create lots of heat. This will overheat your colonists in a temperate biome. But if you're playing in a tundra, the heat of a steam geyser can help.&lt;br /&gt;
&lt;br /&gt;
[[File:Ruins construct.png|thumb|225px|right|&amp;quot;Reconstructing&amp;quot; a ruin can save time.]]&lt;br /&gt;
*'''Natural defenses'''&lt;br /&gt;
Throughout your map, hills and ruined structures will be placed sporadically. Consider using these structures to form the foundation of your base, at least for the first few days. It saves having to build your own walls.&lt;br /&gt;
&lt;br /&gt;
You can also use existing hills, rivers, marsh, etc. to your advantage, by slowing down enemy attackers.&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Set up a basic stockpile===&lt;br /&gt;
[[File:Basics stockpile icon.png|thumb|left|300px|Stockpile zones. (Architect Tab / Zones)]]&lt;br /&gt;
[[File:Basics stockpile hauling.png|thumb|right|300px|If you haven't assigned anything else yet, colonists will haul to the nearest valid stockpile zone.]]&lt;br /&gt;
Once you've found a starting location, you'll want to create a stockpile zone. Colonists will haul items to a designated stockpile.&lt;br /&gt;
&lt;br /&gt;
There are 2 types of stockpiles: the regular [[stockpile zone]], and the [[dumping stockpile zone]]. '''The only differences between the zones are their default names and default configuration'''. Stockpile zones are set to store things that generally should be inside. Dumping stockpile zones are set to store things that generally should be outside.&lt;br /&gt;
&lt;br /&gt;
All the items you'll start with will be stored by a default stockpile zone. Create a stockpile ''roughly'' where you want to settle in for the time being. It's better to first bring the items to you, then start constructing your base.&lt;br /&gt;
&lt;br /&gt;
When left outdoors, most items will slowly [[deteriorate]] over time. It takes months before the items are finally destroyed, so you can leave them outside for a bit while you start building your base.  Constructed buildings and structures never deteriorate. In addition, certain materials like [[steel]] and [[stone block]]s do not ever deteriorate. You can view how fast items deteriorate when selecting the item in question.&lt;br /&gt;
&lt;br /&gt;
Once you've set up a basic stockpile and unpaused the game, then any colonist capable of dumb labor should begin hauling. Once you have some wood available, then you can start the construction process.&lt;br /&gt;
&lt;br /&gt;
==The First Day==&lt;br /&gt;
You'll need 3 things to survive on a rimworld: '''Food''', '''Shelter''', and '''Security'''. &lt;br /&gt;
&lt;br /&gt;
[[Cassandra Classic]] gives you a short grace period before enemies start appearing, so we only need to worry about the first two. With an efficient work flow, we can knock out two of the three needs by day 1 or 2.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Base construction===&lt;br /&gt;
Building a simple base helps with colonist mood and a few other things. You can move most buildings later on. Certain items like walls, doors, and power generators cannot be moved, and must be deconstructed for a loss in resources. Therefore, it is up to player preference whether you want to plan ahead or not. &lt;br /&gt;
&lt;br /&gt;
[[Tree]]s get in the way of buildings, so you'll want to assign the tree to be cut. Then prioritize your planter to cut the tree.&lt;br /&gt;
&lt;br /&gt;
The following is a list of helpful buildings, in order of priority. Treat it like a checklist. You can use the handy searchbar (on the bottom of the Architect tab) to search for items you need.&lt;br /&gt;
&lt;br /&gt;
[[File:Basics_base1.png|thumb|right|400px|Creation of a simple, 7x7 room.&amp;lt;br&amp;gt;[[Tree]]s get in the way of buildings, so order a planter to cut them down.&amp;lt;br&amp;gt;Buildings less important right now are forbidden. Unforbid them later.]]&lt;br /&gt;
[[File:Basics building search.png|thumb|right|300px|Search bar on the bottom of the Architect tab. Searching &amp;quot;table&amp;quot; gets the actual [[table]] types in the furniture tab, as well as a few other items with &amp;quot;table&amp;quot; in their name (like [[end table]]).]]&lt;br /&gt;
&lt;br /&gt;
'''Priority #1'''&lt;br /&gt;
*{{icon small|wall|24}} / {{Icon small|Door|32}} [[Wall]]s and [[door]]s are necessary for constructing a room. Rooms are considered ''indoors''. When ''outdoors'', items will deteriorate, and workshops like the [[hand tailor bench]] will functions at 90% speed. [[Heater]]s and [[cooler]]s can only function with places considered indoors.&lt;br /&gt;
*{{icon small|Bed|24}}  [[Bed]]s are used for sleeping. Not only do they avoid {{--|4}} ''Slept on the ground'' moodlet, but they also increase quality of rest. Compared to sleeping on the ground, a normal quality bed reduces sleep time by ~ 1 hour every day.&lt;br /&gt;
*{{icon small|Table (1x2)|24}} [[Table]]s help avoid the {{--|3}} ''Ate without Table'' moodlet. Later on, tables also give a positive moodlet if they are in an impressive room. There are 4 types of table, the only differences being size and cost. 1x2 should do for right now. You need a seat to eat at a table.&lt;br /&gt;
*{{icon small|Stool|24}} [[Stool]]s are the cheapest form of seating. They take much less work than a [[dining chair]] to make, and allow your colonists to eat at a table.&lt;br /&gt;
*[[Roof]]s are free and will automatically be created after a room is created. You can order roof creation with a [[Build roof area]] and remove it with a [[remove roof area]] (both are in the Zones tab).&lt;br /&gt;
&lt;br /&gt;
'''Priority #2'''&lt;br /&gt;
*{{icon small|Power conduit|24}} [[Power|Electricity]]. Used for a wide variety of appliances, essential for progress. You have 2 options:&lt;br /&gt;
** {{icon small|Wood-fired generator|24}} Build a [[wood-fired generator]] for now. These generators produce a steady supply of power, so long as they are fueled. A temperate forest is filled with lumber, so this shouldn't be an issue. A bigger issue is ''work'' - your colonists will have to cut trees and haul the wood to the generator. Later on, wood-fired generators can be replaced.&lt;br /&gt;
: Electric buildings, like [[standing lamp]]s, can connect to a power generator or power conduit up to 6 tiles away. You'll see a purple line if a connection will be made. [[Power conduit]]s can be used to transport electricity from a further distance. (The conduit has to connect directly to a generator).&lt;br /&gt;
*{{icon small|End table|24}} / {{icon small|Dresser|24}} [[End table]]s and [[dresser]]s increase comfort of nearby beds, which increases colonist mood.&lt;br /&gt;
*{{icon small|Standing lamp|24}} [[Light]]. In the dark, colonists work 80% as fast and move 80% as fast. There are no windows in the game; all roofed rooms are considered dark until lit. A [[torch lamp]] only costs 10 [[wood]] and lasts for 10 days before needing to be refueled. After you get electricity set up, you can build a [[standing lamp]], which costs a trivial amount of electricity to maintain.&lt;br /&gt;
&lt;br /&gt;
'''Priority #3'''&lt;br /&gt;
*{{icon small|Electric stove|48}} The [[electric stove]] is used to cook food. Packaged meals won't last forever, and eating raw food directly gives the {{--|7}} ''Ate raw food'' moodlet. Cooking also reduces the chance for [[food poisoning]] (so long as you have a competent cook), and increases the nutrition you get for the same amount of food.&lt;br /&gt;
*{{icon small|Stonecutter's table|48}} A [[stonecutter's table]] allows you to create [[stone blocks]]. Stone is a great material for walls, as it does not burn and is more durable than steel. As opposed to steel, stone is extremely plentiful, though it takes a long time to work with. (This table works with [[stone chunk]]s, which are ugly and take up a lot of space. It is often worth to take the -10% work speed penalty for the stonecutter's table to outside, closer to stone chunks.)&lt;br /&gt;
*{{icon small|Simple research bench|48}} [[Simple research bench]]es allow you to [[research]], which unlocks many vital technologies. If your colonists have nothing better to do, it's good to let them research. Multiple benches can be used at the same time with no penalties.&lt;br /&gt;
*{{icon small|Dining chair|24}} [[Dining chair]]s are seats that are more comfortable than stools, but take longer to make. Place them on tables and anywhere colonists will sit for long periods of time (like stoves, stonecutter's tables, and research benches).&lt;br /&gt;
*{{icon small|Horseshoes pin|48}} [[Horseshoe pin]]s are a form of Recreation. Colonists will play at the pin from time to time. They can be placed both indoors and outdoors. &lt;br /&gt;
** At the start, place your horseshoe pin outside. This helps increase the unrelated need for colonists to be [[Outdoors]]. &lt;br /&gt;
** Later on, place the pin indoors. This allows colonists to benefit from the ''Impressive recreation room'' mood buff. At the start, your rooms won't be impressive, so there isn't an impressive mood buff.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Planting crops===&lt;br /&gt;
[[File:Growing 5by5.png|thumb|250px|right|A 5x5 [[growing zone]] of rice, 25 tiles big.&amp;lt;br&amp;gt;3 plots are enough food to feed 3 colonists.]]&lt;br /&gt;
Plants are the primary and most consistent source of food in RimWorld. You start with 50 [[packaged survival meal]]s, which are enough to tide colonists over for 8 days. It's best to start growing crops before you run out of food.&lt;br /&gt;
&lt;br /&gt;
To grow crops, you'll want to go to Architect / Zones and select [[growing zone]]. Drag the growing zone around an area, preferably with rich soil. At first, you will want to grow [[rice plant]]s. Rice grows the fastest and is the most stable food crop.&lt;br /&gt;
&lt;br /&gt;
A growing zone of rice '''25 tiles''' large, a 5x5 plot, is more than enough food for ''1'' colonist when...&lt;br /&gt;
# Cooked into [[simple meal]]s.&lt;br /&gt;
# Harvested reasonably quickly (make sure your planter is doing their job!)&lt;br /&gt;
# You can grow crops year-round. (If you have a winter, grow more food before hand)&lt;br /&gt;
In rich soil, you only need 20 tiles of crop per colonist.&lt;br /&gt;
&lt;br /&gt;
This amount of crop can sustain a colonist on Losing is Fun, the hardest difficulty. On any easier difficulty, 25 tiles of crop provides a healthy stockpile of food. So if a [[blight]] happens to destroy your harvest, you'll have plenty of extra food remaining.&lt;br /&gt;
&lt;br /&gt;
Since you start with 3 colonists, make a growing zone 75 tiles (regular soil) or 60 tiles (rich soil) big, set it to rice, and have your grower sow. Well... building a shelter is more important. So have your grower cut the trees in the way of your shelter, ''then'' have them sow.&lt;br /&gt;
&lt;br /&gt;
You will also have to feed your [[animal]]. Grazers like [[yak]]s and [[horse]]s can eat grass. But a [[husky]] or [[yorkshire terrier]] will eat your meals if they have nothing left. For simplicity's' sake, release your starting animal if they can't graze. Otherwise you can forage from [[berry bush]]es or hunt animals to give food.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Specifically, each colonist will consume 2 [[simple meal]]s per day. 2 simple meals are worth 20 units of raw food. So, for 3 colonists, 6 meals or 60 raw food in meals is a day's worth of food. Note that cooking &amp;quot;creates&amp;quot; food. If uncooked, each colonist would instead need 32 units of raw food per day. [[Pemmican]] is also a &amp;quot;small&amp;quot; ingredient; 32 units of pemmican will feed 1 colonist for 1 day. A colonist can survive just under 3 full days without food, however going without food incurs a massive [[mood]] penalty.&amp;lt;/small&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crop choice===&lt;br /&gt;
&lt;br /&gt;
There are 4 food crops in RimWorld. Rice is suggested at first, since it is the fastest growing food crop, and you don't have any food beyond your packaged meals right now.&lt;br /&gt;
&lt;br /&gt;
After your first harvest, you can grow a number of crops...&lt;br /&gt;
&lt;br /&gt;
*{{icon small|Rice|24}} [[Rice]] is the fastest growing crop, but it gives the least food per harvest.&lt;br /&gt;
&lt;br /&gt;
: Since you need to harvest it multiple times, it requires the most colonist work to grow. However, rice has the advantage of ''stability''. Each rice harvest is small. So if a [[blight]] happens, you won't lose as much. There are other uses for its fast grow speed. If winter is fast approaching, you can grow rice as a &amp;quot;last harvest&amp;quot;. It trains the Plants skill the fastest, too.&lt;br /&gt;
&lt;br /&gt;
*{{icon small|Corn|24}} [[Corn]] is the opposite of rice. It grows slowly, but gives the most per harvest. Since it needs to be harvested much less frequently, it takes the least colonist work to grow corn. However, your corn harvest will be impacted more by disasters like blight and fire. &lt;br /&gt;
*{{icon small|Potatoes|24}} [[Potatoes]] are the &amp;quot;inbetween&amp;quot; crop, growing at a medium pace and giving a medium yield/harvest. A more important fact is that potatoes are the least impacted by soil. They benefit the least from rich soil, but are hindered the least by poor/stony soil. So don't grow potatoes on rich soil.&lt;br /&gt;
*{{icon small|Berries|24}} [[Strawberry plant]]s' main niche is that [[berries]] can be eaten raw, without the {{--|7}} ''Ate raw food'' mood penalty. However, strawberries give much less yield per harvest than corn or even potatoes, and they aren't as stable as rice.  Since you'll want to cook food into meals to avoid [[food poisoning]] anyways, berries aren't a great choice.&lt;br /&gt;
&lt;br /&gt;
Rice, corn, and potatoes give about the same yield per day. Rice grows the fastest and gives the least per harvest, and the opposite for corn. Thus, the main difference is the colonist work : stability ratio of these three crops. Strawberries give less yield per day, so they are an inferior crop to the other 3.&lt;br /&gt;
&lt;br /&gt;
Ultimately, the amount of growing work isn't ''that'' big, even when using rice. You can go the entire game just growing rice and be entirely fine.&lt;br /&gt;
&lt;br /&gt;
==Technical Things==&lt;br /&gt;
With the first day sorted out, now we can get into the nitty-gritty of colonist settings.&lt;br /&gt;
&lt;br /&gt;
Colonists have some default work settings and will mostly busy themselves. Eventually, they run out of chores to do and begin to wander or idle. This is because there's a need for adjustments within their tasks.&lt;br /&gt;
&lt;br /&gt;
We can adjust how colonists work, using 2 tabs on the bottom of the screen:&lt;br /&gt;
* '''[[#Work|Work]]''' - What jobs colonists will do when they are assigned to work&lt;br /&gt;
* '''[[#Schedule|Schedule]]''' - How long colonists will work, sleep, etc.&lt;br /&gt;
&lt;br /&gt;
This guide will explain, in detail, how both of these tabs function. You don't need to optimize these tabs, but if you're wondering &amp;quot;why is my colonist doing X and not Y&amp;quot;, you may want to check these sections out.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Work===&lt;br /&gt;
Click the Work tab. Colonists will do assigned tasks from left to right. For further control, most players will activate &amp;quot;Manual priorities&amp;quot;, by clicking the red cross at the top left of the tab. &lt;br /&gt;
&lt;br /&gt;
[[File:Simple priorities.png|1000px|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
*'''How priorities work'''&lt;br /&gt;
Jobs are checked from 1 to 4 (if manual priority is on), then from left to right. For the ''first'' job with an available task, a colonist will do ''every'' possible task related to that job. Then, they will do every possible task in the next column of work. For the most part, colonists do not care about efficiency; they'll do as they're told.&lt;br /&gt;
&lt;br /&gt;
Let's take Bild as an example:&lt;br /&gt;
#Bild will first check for any possible task of Firefight. The &amp;quot;Firefight&amp;quot; task will only check for fires in the [[home area]]. If there are any fires in the home area, then Bild will try to put them out. (If she's busy doing another task, then it might take some time to update.)&lt;br /&gt;
#Then, Bild will check for Patient, Bed rest, Basic, and Warden tasks, in this exact order. Ex. If she is sick or injured, then she will heal in bed as &amp;quot;Work&amp;quot; instead of working, due to both Patient and Bed rest being very high priority.&lt;br /&gt;
#Afterwards, Bild will check for Grow and Plant Cut, in that order. Bild will sow a field in 1 area, then sow a field halfway across the map, before cutting down a tree right next to the original field.&lt;br /&gt;
#Despite Mine being before Plant Cut, because it is '''2''', it will be done only after all Grow, Plant Cut, and Hauling tasks are done.&lt;br /&gt;
#If Bild has nothing better to do, then she will research at an available [[research bench]]. If there are no available places to research, she will become idle.&lt;br /&gt;
To optimize work time, you'll want to minimize work time. Setting work priorities in a smart way can help do so. You can always force-prioritize a colonist to do a specific task. Select the colonist, and right click an important task, like getting your [[bed]]s built.&lt;br /&gt;
&lt;br /&gt;
Only one colonist can work at 1 specific thing at any specific time. Only 1 doctor can operate on a patient, but 2 doctors can operate 2 patients at the same time. 2 growers cannot sow crops at the same tile, but they can sow 2 separate tiles together (even in the same [[growing zone]]).&lt;br /&gt;
&lt;br /&gt;
*'''Job titles are not always descriptive'''&lt;br /&gt;
{{Main|Work#Work types}}&lt;br /&gt;
The job titles are not a full indication of what the job actually covers.&lt;br /&gt;
*The &amp;quot;Craft&amp;quot; job contains 4 tasks that do not rely on Crafting skill. If you are not using a [[crafting spot]], then ''no'' tasks use the Crafting skill.&lt;br /&gt;
*The &amp;quot;Doctor&amp;quot; job, in addition to rescuing and tending pawns, includes feeding patients and visiting sick patients for Recreation.&lt;br /&gt;
*The &amp;quot;Haul&amp;quot; job contains many other dumb tasks, like rearming [[turret]]s and burying corpses in [[grave]]s.&lt;br /&gt;
You can see every available task within a column by hovering over the job in question. Tasks are done from top to bottom, just like how work is done from left to right. But unlike work jobs, these cannot be adjusted. A colonist assigned to Construction will always build and remove [[roof]]s before deconstructing a wall, for instance.&lt;br /&gt;
&lt;br /&gt;
*'''Work and skill'''&lt;br /&gt;
In the Work tab, there are two visual cues to determine the colonist's suitability for a particular task:&lt;br /&gt;
* The first is the box outline itself, for the number becomes brighter the more proficient a colonist is at the task.&lt;br /&gt;
* The second cue is the small fire marks in the bottom corner of a task box, which denote the colonist's passion for the task, or how quickly they will learn it. A colonist with no passion learns at 33%, with a single passion at 100%, and with a double passion at 150%. Consider making colonists with low skill but high passions work their preferred task. They will skill up quickly, and get a mood boost for doing work they enjoy.&lt;br /&gt;
&lt;br /&gt;
This is nothing you can't see in their Bio tab, but looking at the work tab can be useful as a quick comparison.&lt;br /&gt;
&lt;br /&gt;
*'''What does this all mean? - General guidelines'''&lt;br /&gt;
# Firefight, Patient, Bed rest, and Basic should be set to 1 for everybody. The former three can be extremely important to handle immediately. You want your colonists fighting fires all the time, so that your rice fields won't burn to ashes. You want colonists resting constantly when they get the [[plague]]. If a colonist is resting just because of a single bruise, then you can lower the priority of rest for a while. Just make sure to turn it back on soon.&lt;br /&gt;
# Set things you want first... higher priority. Your grower should be growing at the highest priority. At the very start of the game, set Hauling to 1 so that you can move everything to your base.&lt;br /&gt;
# Even if a colonist is not great at Intellectual, set Research at priority 4. You cannot fail research, and research is better than being idle. Multiple pawns can research at the same time, at no penalty, if you have multiple [[research bench]]es. &lt;br /&gt;
:*The same principle applies to Craft and the Crafting skill. Stonecutting is valuable work that can be done by (almost) anyone. It's better to have an otherwise idle colonist cut stone, than a colonist with other work to do.&lt;br /&gt;
Priorities are relative. Some player like to have every task set to 2 or lower, only raising something to 1 when it needs to happen ''immediately''.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Schedule===&lt;br /&gt;
Next to the Work tab is the Schedule tab. &lt;br /&gt;
&lt;br /&gt;
[[File:Restrict_menu.png|thumb|center|600px]]&lt;br /&gt;
&lt;br /&gt;
It contains 4 different settings:&lt;br /&gt;
* '''Anything:''' If tired, go sleep. If bored, go recreate (relax). Otherwise work.&lt;br /&gt;
* '''Recreation:''' If tired, go sleep. Then recreate. Once recreation meter is full, work.&lt;br /&gt;
* '''Work:''' Work. Ignore all needs (except food).&lt;br /&gt;
* '''Sleep:''' Sleep. If not tired, go work.&lt;br /&gt;
The most important takeaway is that '''the default schedule is perfectly fine!''' When assigned to &amp;quot;Anything&amp;quot;, colonists will work, and automatically take care of their needs when needed. Mood is very important in RimWorld, so let your colonists recreate. And they'll sleep at night. Colonists get a penalty for working in the darkness, so avoid working at night whenever possible.&lt;br /&gt;
&lt;br /&gt;
If a colonist is sleeping, they will continue to sleep even if they are assigned to &amp;quot;Anything&amp;quot; or &amp;quot;Recreation&amp;quot; at the current time (i.e., assigning Recreation won't wake colonists up). &amp;quot;Work&amp;quot; immediately wakes colonists up.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Sooner or later, your colony will be attacked by enemies. With Cassandra Classic / Phoebe Chillax, your very first enemy will be a small, [[manhunter]] animal. &lt;br /&gt;
===Combat basics===&lt;br /&gt;
[[File:Button_-_Draft.png|79px|thumb|right|Draft gizmo.]]&lt;br /&gt;
'''1. General'''&lt;br /&gt;
* [[Draft]] your colonists to enter combat mode. Select the colonist, hit the &amp;quot;Draft&amp;quot; gizmo or the {{key|R}} key, and they will enter the drafted state. &lt;br /&gt;
* Select a drafted colonist, and right click a tile to move them. You can select multiple colonists and order them to move to 1 place.&lt;br /&gt;
* Use the gizmos on the bottom of the screen to order your colonists to do other things.&lt;br /&gt;
* Colonists cannot be directed to stand on the same tile. However, colonists can pass through other colonists, if ordered to move past each other.&lt;br /&gt;
* Colonists cannot pass through enemies under usual circumstances. Enemies cannot pass through colonists under usual circumstances.&lt;br /&gt;
&lt;br /&gt;
'''2. Melee'''&lt;br /&gt;
* Select a colonist and right click an enemy to order a melee attack. You can also use the &amp;quot;Melee attack&amp;quot; gizmo on the bottom of the screen.&lt;br /&gt;
* Pawns are in &amp;quot;melee range&amp;quot; if they are directly adjacent to each other.&lt;br /&gt;
** Enemies cannot fire their ranged weapon at all if they are engaged in melee. You cannot fire a ranged weapon at an enemy in melee range.&lt;br /&gt;
** Note that your colonists can fire at ''other'' enemies that aren't in melee range, even if they are being attacked in melee.&lt;br /&gt;
&lt;br /&gt;
[[File:Friendly_fire_radii2.png|thumb|right|325px|If a colonist is in the white area, they cannot be hit by friendly fire by the middle colonist.]]&lt;br /&gt;
'''3. Ranged'''&lt;br /&gt;
* Pawns with a ranged weapon will automatically fire it, if there's an enemy in range (and if they aren't in melee combat).&lt;br /&gt;
* Pawns cannot fire through [[wall]]s or other impassible objects. These objects block &amp;quot;[[line of sight]]&amp;quot;.&lt;br /&gt;
* If a pawn is directly adjacent to [[cover]], like [[sandbag]]s, or [[barricade]]s, they will use said cover. You ''can'' fire over sandbags and the like. Cover blocks ranged attacks (it's useless in a melee fight.)&lt;br /&gt;
* [[Friendly fire]] can occur, ONLY IF a friendly colonist is more than 5 tiles away AND if they are in line of fire. The picture in the right shows the area in which colonists are &amp;quot;immune&amp;quot; to friendly fire. So long as pawns are in the 5-tile radius, friendly fire will not happen.&lt;br /&gt;
&lt;br /&gt;
===Defensive structures===&lt;br /&gt;
{{Main|Defense structures}}&lt;br /&gt;
If you're fighting a single manhunting [[rat]], then 3 colonists should just clobber it, no matter how you fight it. But later on, you'll have to fight more and more enemies.&lt;br /&gt;
&lt;br /&gt;
The trick with RimWorld's combat is defensive positioning. You are almost always the defender, so you can make enemies conform to you. For both melee and ranged combat, a good defensive setup can go a long way.&lt;br /&gt;
&lt;br /&gt;
[[File:Basics cover0.png|thumb|250px|right|Alternate between [[wall]]s and [[barricade]]s for the best cover. Gaps of barricades req'd to actually shoot out.]]&lt;br /&gt;
'''Ranged'''&lt;br /&gt;
&lt;br /&gt;
For ranged combat, you'll want the best possible cover, and want enemies to have the least possible cover.&lt;br /&gt;
&lt;br /&gt;
* The best possible cover is the [[wall]] (75% cover). However, pawns cannot shoot through walls. What happens is that a pawn &amp;quot;leans out&amp;quot; of a wall to fire from it. This limits the angle in which colonists can shoot (though it also limits the angle which enemies can shoot, too).&lt;br /&gt;
* [[Barricade]]s and [[sandbag]]s are the next best cover (55% cover), and they allow pawns to fire through just fine. Both items are identical other than the materials used to make them.&lt;br /&gt;
&lt;br /&gt;
Thus, the best possible cover is a combination of walls and sandbags/barricades. Walls are your main source of cover. Gaps are necessary to allow colonists to shoot through, and you might as well fill them with other forms of cover. &lt;br /&gt;
&lt;br /&gt;
Since colonists have to lean out of the wall to fire, angled shots can partially bypass the wall's cover. In this case, the barricade/sandbag will block some shots. If you don't ever fight enemies at an angle, then the barricades can technically be foregone. If you want a wider angle to fire at, then include larger barricade gaps between each wall segment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;225px&amp;quot; heights=&amp;quot;225px&amp;quot; class=&amp;quot;left&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Basics cover1.png|'''Colonists &amp;quot;lean out&amp;quot; of a wall whenever they'd fire.'''&lt;br /&gt;
File:Basics cover2.png|'''The barricades in-between walls can block shots at an angle.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[File:Quickstart combat 3.png|thumb|325px|right|A &amp;quot;melee block&amp;quot; - i.e., using chokepoints found in any doorway. Don't stand ''on'' the door, but just behind it.]]&lt;br /&gt;
'''Melee'''&lt;br /&gt;
&lt;br /&gt;
For melee combat, you'll want to use walls and positioning to give the best advantage to your colonists.&lt;br /&gt;
* '''The [[melee block]]''' (pictured right). Basically, a hallway. 3 melee fighters hit 1 melee enemy in a choke point. Your ranged fighters can shoot behind melee fighters. Melee block tactics are extremely effective against groups of melee enemies.&lt;br /&gt;
* '''Use structures to your advantage'''. The main disadvantage of melee is that you have to approach enemies. So why not have enemies approach you? Use walls to prevent enemy fire, and they'll walk right into you. The picture below demonstrates an example of an &amp;quot;ambush&amp;quot; - force enemies through corners, and force them into melee.&lt;br /&gt;
&lt;br /&gt;
[[File:Basics melee ambush.png|thumb|350px|center|Luring ranged enemies into your melee squad, using a corner.]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
'''Putting it together'''&lt;br /&gt;
&lt;br /&gt;
Here is an '''example''' of how you can use both melee and ranged structures to your advantage. This is by no means the only way to defend your colony. If you want more options, check out the [[defense structures]] article.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;325px&amp;quot; heights=&amp;quot;325px&amp;quot; class=&amp;quot;left&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Basics melee ambush.png|'''The same &amp;quot;ambush&amp;quot; picture as the above.&amp;lt;br&amp;gt;Can also be used as a melee block.'''&lt;br /&gt;
File:Basics melee ambush2.png|'''Now give your ranged pawns the best cover.&amp;lt;br&amp;gt;This also gives ranged enemies, cover, too;&amp;lt;br&amp;gt; melee them down.'''&lt;br /&gt;
File:Basics melee ambush3.png|'''[[Barricade]]s prevent enemies from standing on them, which prevents them using the wall as cover.&amp;lt;br&amp;gt;This is the foundation of a proper &amp;quot;killbox&amp;quot;.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Tending===&lt;br /&gt;
No matter how good your tactics are, your colonists will eventually get injured and need to rest.&lt;br /&gt;
&lt;br /&gt;
A doctor will &amp;quot;tend&amp;quot; to a pawn when they are injured or sick. Tending makes injuries heal faster, stop wounds from bleeding, and slows the progression of a disease. [[Medicine]] does not heal injuries or disease on its own. Medicine just increases the quality of the tend, which makes the tend more effective (faster healing, etc.).&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart combat 2.png|thumb|325px|right|If your colonists are bleeding out quickly, you may need to tend to them on the field.]]&lt;br /&gt;
'''How / when to tend'''&lt;br /&gt;
# Tend on the field. [[Draft]] your doctor (if they aren't drafted already). Select the doctor, right click a pawn, and click &amp;quot;Tend&amp;quot; or &amp;quot;Tend (without medicine)&amp;quot;. Tending on the field is less effective than in a bed. But if a colonist is rapidly bleeding out, it doesn't matter how effective the tend is. &amp;lt;br&amp;gt;If you want your doctors to be able to tend on the field ''with'' medicine, go to the [[Assign]] tab, and adjust the medicine selection on the right. (Medicine has the advantage of healing multiple bleeding wounds at a time).&lt;br /&gt;
# Tend in a bed. If your colonists are assigned to &amp;quot;Bed rest&amp;quot; in the Work tab, they will automatically rest in bed. Then, a doctor will tend to them as a work task. You do not need a bed set to &amp;quot;Medical&amp;quot; for colonists to rest in it. You can force colonists to rest by selecting the colonist, and right clicking the bed (for this purpose, the bed must be set to medical).&lt;br /&gt;
# Rescue the colonist, and then tend to them. If a colonist is [[downed]], then to tend in bed, you'll need to rescue them first. Select your doctor, right click a downed colonist, and click &amp;quot;Rescue&amp;quot;. Afterwards, they can be tended normally.&lt;br /&gt;
&lt;br /&gt;
'''Using medicine'''&lt;br /&gt;
&lt;br /&gt;
Correct resource allocation is key. Using your best medicine for a few bruises is a waste.&lt;br /&gt;
&lt;br /&gt;
[[File:Mainmenu assign.png|thumb|450px|right|Adjust medicine icons to adjust medical settings.]]&lt;br /&gt;
&lt;br /&gt;
In the colonist's Assign tab, you can assign what medicine a doctor will use on them. (See left)&lt;br /&gt;
* [[File:Doctor care but no medicine.png|16px]] '''Doctor care, no medicine''' - You don't need any medicine for bruises, small cuts, and even large cuts. And you may need to tend w/o medicine in emergencies, where grabbing medicine from storage would take too long.&lt;br /&gt;
* {{icon small|herbal medicine}} '''[[Herbal medicine]]''' (or worse) - Herbal medicine is worse than regular medicine, but the advantage is that you can grow herbal medicine on your own. [[Healroot]] can be sown as soon as you have a colonist with Plants 8 or higher. Herbal medicine can be used against diseases. If you have enough, you can use herbal medicine for general injuries to reduce the risk of [[infection]].&lt;br /&gt;
* {{icon small|medicine}} '''[[Medicine|Industrial medicine]]''' (or worse) - Industrial medicine (or just &amp;quot;medicine&amp;quot;, the blue one) is a high quality medicine. As mentioned above, using regular medicine is a waste for regular injuries, unless a colonist is rapidly bleeding out. Use medicine against diseases and surgeries. Diseases can be fatal if untreated. Surgeries are likely to fail without great medicine.&lt;br /&gt;
* {{icon small|glitterworld medicine}} '''[[Glitterworld medicine|Best quality medicine]]''' - Glitterworld medicine is the best medicine in the game. The most expensive medicine, glitterworld should be used like industrial medicine, i.e. for disease and surgery.&lt;br /&gt;
You can also choose whenever to use medicine or not, if you draft your doctor. Doctors can only draft-tend with medicine if they were already carrying it (to set doctors to carry, also see the Assign tab).&lt;br /&gt;
&lt;br /&gt;
Set your colonists to either &amp;quot;doctor care, no medicine&amp;quot; OR &amp;quot;herbal medicine&amp;quot; for now. If a disease pops up, set relevant colonists back to industrial medicine.&lt;br /&gt;
&lt;br /&gt;
==The Next Few Days==&lt;br /&gt;
&lt;br /&gt;
===Cooking with the bill system===&lt;br /&gt;
If you've played the tutorial, you've likely been introduced to the [[bill]] system already. If not, then cooking is a good start. Your [[rice]] will be ready to harvest soon, and you'll need to cook it.&lt;br /&gt;
&lt;br /&gt;
Select the stove, and click &amp;quot;Add Bill&amp;quot; on the top of the menu. Then, select a meal you want. [[Simple meal]]s are the fastest to cook and use the least food.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;left&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Basics cooking1.png|Do 'X' times means do &amp;lt;10&amp;gt; times, then stop forever. Not automated.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Click on the &amp;quot;Do 'X' Times&amp;quot; button in order to change the bill. There are 2 more options - &amp;quot;Do until you have X&amp;quot;, and &amp;quot;Do Forever&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Since each colonist eats ~2 meals per day, you will want to set a bill that cooks 2 meals per colonist. Select &amp;quot;Do until you have X&amp;quot;, and then you can change the number of meals to 6 (or whatever number you need). You may want to make a few more meals than needed, as a &amp;quot;buffer&amp;quot; in case your cook is injured.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;left&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Cooking bill.png|Do until you have 'X' means cook &amp;lt;10&amp;gt; meals, then stop, then start when there's less than 10.&amp;lt;br&amp;gt;'''This setting only checks for items inside stockpile zones.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you actually set this in game, you might notice a few inefficiencies. Lets say you have 10 meals already. If a colonist eats 1, your meal count is now 9, which is obviously below 10. Your cook will run all the way back to the stove, cook the meal, then go back to what they were doing. They will walk back and forth each time a colonist eats a single meal.&lt;br /&gt;
&lt;br /&gt;
It'd be better if they waited until there were only a few meals left, then cook all of them at once. Thankfully, there is a setting for this! Go into &amp;quot;Details&amp;quot; button, and you'll get this screen.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;left&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Basics cooking2.png|All the details. &amp;quot;Pause Until Satisfied&amp;quot; is the relevant setting here.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[File:Basics_cooking3.png|thumb|right|200px|Raw food put right next to a stove.]]&lt;br /&gt;
You can set the &amp;quot;pause until satisfied&amp;quot; meals to whatever number you want. Start cooking before you hit 0 meals, so that colonists won't eat raw food.&lt;br /&gt;
----&lt;br /&gt;
The most efficient cooking set-ups have their food near their stove. Otherwise, your cook will have to walk back and forth between each meal. Your cook will only haul the exact amount required to cook 1 meal, which is doubly inefficient. Ideally, we want food directly next to the stove. So you should do that. (See right. To do this, make a stockpile or shelf next to the stove, go to storage settings for the stockpile or shelf, turn off all items but raw food, and set the &amp;quot;priority&amp;quot; to Preferred or higher.)&lt;br /&gt;
&lt;br /&gt;
But under the current bill settings, your cook still hauls each meal to the &amp;quot;best&amp;quot; stockpile zone, then goes back to the stove. We want to eliminate this too. There is another setting. Click &amp;quot;Take to best stockpile&amp;quot;, and change it to &amp;quot;Drop on floor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''However: &amp;quot;Do until you have X&amp;quot; only counts items in storage.''' So place a &amp;quot;meals&amp;quot; stockpile under the cook's feet, as seen in the picture to the right. To do this, make a stockpile at the cook's feet, go to storage settings for the stockpile, turn off all items but meals, and set the &amp;quot;priority&amp;quot; to Low. By making the priority Low, your haulers will later pick up the finished meals and carry them to a storage space with Normal or higher priority (perhaps close to a dining area with a table, and/or inside a freezer--see &amp;quot;Building a Freezer&amp;quot; below).&lt;br /&gt;
&lt;br /&gt;
(As an alternative to &amp;quot;Drop on floor&amp;quot;: build a small shelf next to your cook, turn off all items but meals on the shelf and set the shelf priority to Low, and finally give the shelf a name by clicking the text cursor icon on its info panel in the lower left corner of the screen. Name the shelf something like &amp;quot;Meal drop off.&amp;quot; This is important: you '''must''' give the shelf a name, or it won't be available as a target destination. Lastly, click the &amp;quot;Take to best stockpile&amp;quot; button in the bill details--or &amp;quot;Drop on floor&amp;quot; if you've changed the setting to that--and choose &amp;quot;Take to Meal drop off.&amp;quot; You may have to click &amp;quot;Groups&amp;quot; first if you've defined many other groups of shelves already. If you've done all this correctly, your cook will cook a meal, turn toward the &amp;quot;drop off&amp;quot; shelf, place the meal on the shelf, then turn toward the raw food shelf to grab the ingredients for the next meal.)&lt;br /&gt;
&lt;br /&gt;
With all these settings in place, your cook will stand in place, cook all their meals at once, then leave until you've run out of meals. Cooking is now efficiently automated. There are many other items that use the bill system. With a little adjustment, you can get colonists to do roughly what you want.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Stonecutting===&lt;br /&gt;
Right now, your base is using [[wood]]en walls. Wood burns. Steel also burns in this game (as a wall. Steel floor and steel items don't burn). So you will want to create stone - specifically, [[stone block]]s - relatively quickly. Stone takes a long time to make, but it is worth starting when your colonists have nothing better to do.&lt;br /&gt;
&lt;br /&gt;
To make workable stone blocks, you'll need a [[stonecutter's table]]. The stonecutter's table uses the same bill system as the stoves. See the above subsection for details on all that. Each stone chunk produces 20 stone blocks. The specific type of stone is mostly irrelevant at this stage of the game, so you can use any stone if you'd wish.&lt;br /&gt;
&lt;br /&gt;
Stone is best for walls, as it is more durable than both wood and steel. Stone is ''not'' good for [[door]]s. This is because stone doors open slowly. When you have a wood door surrounded by stone walls, the fire risk is minimal. In this situation, only 1 tile can be set on fire, which is not a problem. Stone can also be used for furniture, though stone [[bed]]s in particular get a penalty when made out of stone.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' When replacing your wood walls, watch out for [[roof]] collapses! Roof will collapse if there isn't a wall within 6 tiles in it. With this in mind, replace your walls in small sections at a time. You can also use a [[remove roof area]] to remove the roof, destroy your walls, then rebuild the roof (with a [[build roof area]]).&lt;br /&gt;
&lt;br /&gt;
'''Note 2:''' Stone chunks, the precursor to stone blocks, cannot be placed on shelves.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Freezer===&lt;br /&gt;
A freezer is a room brought below {{Temperature|0}}, using [[cooler]]s. It is often recommended to build one. But you don't always ''need'' it. After all, [[Scenario system#Lost Tribe|Lost Tribes]] don't start with cooling technology at all. Let's go over all the reasons to (not) build a freezer, then show how to build one anyways.&lt;br /&gt;
&lt;br /&gt;
Food, specifically, vegetable food, lasts for a surprisingly long time.&lt;br /&gt;
* You can rely entirely on vegetarian food for the entire game. (See [[#Planting crops|Planting crops]])&lt;br /&gt;
* [[Rice]], when indoors, lasts for 40 days. [[Corn]] lasts for 60 days. [[Potatoes]] last for 30 days.&lt;br /&gt;
** In a year-round growing biome, you can harvest 5 batches of rice by the time the first one rots. You can harvest 3 batches of corn by the time the first one rots.&lt;br /&gt;
** In a biome with winter, you can let nature refrigerate for you. If you have a 40/60 growing season, rice lasts for 60 days (40 days spoiling, 20 days frozen). Unless you're in a [[tundra]], you should get ''at least'' 1 harvest a season.&lt;br /&gt;
* If you let rice rot after 5 full harvests, then you still have 4 harvests of rice in reserve. You didn't need any of that spoiled rice in the first place. Even if one of your harvests is ruined by [[blight]], you have 3 full harvests of surplus. &lt;br /&gt;
* You didn't need any of that spoiled rice in the first place. ''It's ok to let it rot.''&lt;br /&gt;
&lt;br /&gt;
[[Meal]]s rot in ~4 days. But, there's a simple solution. Don't cook them yet. You only ''need'' to cook 1-2 days worth of food at a time. Minor [[mental break]]s only last for a day or so, and injuries heal in a few days.&lt;br /&gt;
&lt;br /&gt;
=== Building a Freezer ===&lt;br /&gt;
Some foods will quickly rot away in storage unless they are refrigerated. To prevent this food waste, the colony will need access to [[power]] to produce electricity and build [[cooler]]s. There are a variety of original ideas when designing power grid planning. Constructing these devices require [[components]] that can be mined, traded, manufactured, and salvaged from [[ship chunk]]s. In the early game, colonists have limited supplies, so treat them as delicate devices. Components are not easily replaceable and should be guarded with care.  &lt;br /&gt;
&lt;br /&gt;
Coolers are considered a wall tile. They are bi-directional; blue indicates cold and red means heat, so make sure to rotate blue towards the room you want cooled. Once constructed and powered on, the device is set up and operating automatically. The room must be enclosed completely and [[roof]]ed in order to actually be cooled.&lt;br /&gt;
&lt;br /&gt;
The default temperature is always {{Temperature|21}}, but that won't help, so use the buttons to adjust. The cooler will attempt to reach the designated value, but it all depends on leaving unroofed areas and the room's size. Often one cooler alone is not enough. Check the tooltips by hovering the mouse over to detect if the desired temperature has been achieved. The seasons will dictate the amount of cooling or heat that is necessary for a given room.  Check with colonists to determine what adjustments are required. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Food has rotted away in storage.png|'''Notification: Food has rotted away in storage'''&lt;br /&gt;
File:Cooler settings.png|'''Cooler settings'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
After your colonists have finished all their &amp;quot;establishing&amp;quot; tasks (construction, planting, etc.), they will be idle. What better way to pass the time than to research? If research is set to a priority in the Work tab, and if you have selected a project to research, then pawns will research. &lt;br /&gt;
&lt;br /&gt;
Which research can depend a lot on playstyle and biome. Rough suggestions:&lt;br /&gt;
&lt;br /&gt;
* '''A(nother) source of power.''' Your current sources of power work, but they aren't 100% ideal. Wind turbines aren't consistent power. Wood-fired generators require constant fueling. &lt;br /&gt;
** Solar Panels (600pts) + Batteries (400pts) - [[Solar generator]]s are much more consistent than wind turbines; they work in the day, but not in night. [[Batteries]] allow you to store daytime power and use it during the night.&lt;br /&gt;
** Watermill generator (700pts) - [[Watermill generator]]s provide constant power, and are cheaper than solar generators. However, they ''require a river or creek to function''. Don't research this if you haven't settled on a river/creek tile. Ocean doesn't count.&lt;br /&gt;
** Geothermal Generator (3200pts) - [[Geothermal generator]]s offer a lot of power, and it's 100% consistent. However, this research project takes a very long time to complete, so it isn't recommended for newcomers.&lt;br /&gt;
&lt;br /&gt;
* '''Machining and Weaponsmithing.''' Allows you to create your own weapons, armor, and more. &lt;br /&gt;
** Smithing (700pts) -&amp;gt; Machining (1000pts): Smithing allows you to create melee weapons, and is required in order to research Machining. Machining allows you to create all sorts of advanced items.&lt;br /&gt;
** Gunsmithing (500pts) -&amp;gt; Blowback Operation (500pts) -&amp;gt; Gas Operation (1000pts): The gunmaking tree, unlocked after Smithing. Guns are guns, they help defend. You can loot guns from raiders, but they will often be poor quality. The guns from Gas Operation are generally an upgrade from previous guns, so it is recommended to wait until you get to Gas Operation.&lt;br /&gt;
&lt;br /&gt;
* '''Microelectronics (3000pts).''' Microelectronics is required to unlock more advanced technology, including the [[hi-tech research bench]], allowing you to research faster. However, it is a very long project, so you should research other (more ''immediately'' useful) projects first.&lt;br /&gt;
&lt;br /&gt;
= Intermediate Early Stage =&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#E0FFFF&amp;quot;&amp;gt;&lt;br /&gt;
At this stage, you should have:&lt;br /&gt;
&lt;br /&gt;
* Food stored to feed your colonists.&lt;br /&gt;
* A barracks, kitchen, and dining room (tables and chairs).&lt;br /&gt;
* Mood managed so that colonists won't go on mental breaks.&lt;br /&gt;
* '''You got to a point where life threat is external rather than internal.'''&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Basic Defense ==&lt;br /&gt;
&lt;br /&gt;
''For a more in-depth guide see [[Defense structures]].'' &amp;lt;br&amp;gt;&lt;br /&gt;
''For strategies on defeating the enemy, see [[Defense tactics]].''&lt;br /&gt;
&lt;br /&gt;
Always consider your defenses BEFORE you need them. Nothing is instant in Rimworld, so trying to scramble something last minute will be difficult if you aren't dead already from lack of preparation.&lt;br /&gt;
&lt;br /&gt;
=== Simple Wall ===&lt;br /&gt;
In the easiest difficulty games, such as Community Builder, raids will be mostly single enemies attacking your colony. At this point, predator attacks may be a greater threat than  human raiders. Rival factions will announce themselves and arrive at the edge of the map. Predators can come at any moment.&lt;br /&gt;
&lt;br /&gt;
Enemies will not try and bust down doors. Enemy pathfinding works as follows: If an enemy can path to a colonist, without breaking a wall or door, they will do so. If an enemy cannot path to a colonist, they will attack &amp;quot;vulnerable&amp;quot; furniture that they can access. If they can't access anything without breaking a wall or door, they will attack random walls. Enemies do not target doors unless they see somebody come inside one.&lt;br /&gt;
&lt;br /&gt;
Therefore, by creating openings in your wall, you can funnel enemies into one place. So it's easy to trick the hostile AI pawns by laying [[spike trap]]s where areas walls are not built (either because it wasn't worth it or you just can't rise them over water).&lt;br /&gt;
&lt;br /&gt;
[[File:Simple wall.png|400px|thumb|center|Wall with doors for friendlies and several spike traps for hostiles to be filled with chunks to slow them down.]]&lt;br /&gt;
&lt;br /&gt;
It's easier to build walls by filling in the gaps between mountain and old ruins. Walls will be of better use to protect your plantations from herbivorous animals and any other locations where your pawns tend to walk around the limits of your colony to avoid said predator attacks.&lt;br /&gt;
&lt;br /&gt;
Make sure you clear your Home zone (the blue one) so that pawns do not go beyond the wall by selecting Architect &amp;gt; Zone/Area &amp;gt; Clear allowed area &amp;gt; Home.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
&lt;br /&gt;
You may need meat for food or fur for apparel. Consider your current situation and pick a target accordingly. Don't go against a [[thrumbo]] with just 3 poorly equipped dudes. Of course, the smaller the target, the lesser the gain, but it's still best to play it safe.&lt;br /&gt;
&lt;br /&gt;
When you select animals to be hunted, the game will assign one pawn to go after it, and considering your character may be unskilled, it's best if more than one can go hunt for the needed items. Instead of just assigning targets to hunt, use the alternative method of [[drafting]] multiple characters and then right-click, the red cross equals the hunting task. This also allows you to use melee weapons, which have a much better chance at hitting and killing smaller animals (though more of a death wish against large ones).&lt;br /&gt;
&lt;br /&gt;
Once you have hunted your prey, you will need a [[butcher table]] to process the corpse into edible meat and leather as well. Make sure to get the prey back home, as leaving it there too long may cause it to deteriorate and start rotting (at which point it's wasted) or be eaten by opportunistic predators.&lt;br /&gt;
&lt;br /&gt;
On the other hand, predators like bears, for example, feed on deer. Since the body mass is large, it's often left without getting completely eaten, you can pick the leftovers for yourself without risking manhunter revenge.&lt;br /&gt;
[[File:Picking up left overs.png|300px|thumb|none|Picking up left overs]]&lt;br /&gt;
&lt;br /&gt;
Meat can be cooked into [[fine meal]]s in conjunction with plant-based foods. They provide +5 mood for a day, which is good for lifting colonists' spirits, even well into the mid-game.&lt;br /&gt;
&lt;br /&gt;
Leather provides better protection than [[cloth]] and almost the same as [[synthread]], making it a decent replacement for your Synthread starter clothes, which can only be obtained through trading.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Apparel ==&lt;br /&gt;
[[File:Wardrobe.png|thumb|500px|center|Tailor bench nearby the materials store and the wardrobe, with a cotton plantation surrounding it.]]&lt;br /&gt;
The Crashlanded scenario starts with characters wearing [[synthread]] gear, which is resistant enough to last a year before deteriorating. So making new clothes isn't a high priority. But it can be done. If you don't plan on hunting animals, it's best if you grow [[cotton plant|cotton]].&lt;br /&gt;
&lt;br /&gt;
 For a pawn assigned to Tailor work swiftly, it's convenient if both the fabric storage is somewhat close and with a next room designated to store finished wear. Characters react faster to available clothing if the product is listed in the items column instead of just lying by the bench.&lt;br /&gt;
&lt;br /&gt;
== Fire Handling ==&lt;br /&gt;
Fire can cause severe damage to your colony, especially if built mainly of wood, it can quickly spread through your base. Be watchful when Dry thunderstorms or flashstorms start to hit the ground. Rainy thunderstorms are less dangerous as the fires quickly get put out by the rain.&lt;br /&gt;
&lt;br /&gt;
* One way to prevent a major catastrophe is by cutting the grass surrounding your structures. Note that this will take some time and you will have to redo it. You can also install stone floors if you want to prevent plant growth.&lt;br /&gt;
&lt;br /&gt;
* Lightning strikes will continue as long as the storm lasts, and the first fires may hit far from home but not all of them, and since they will be hitting several spots. Regardless of how far they may be, it's still best to take care of them all as fire tends to expand very fast and by the time you realize, it may be very close already and so expansive that it may be harder to deal with than when it started small. Contain the fire, by fighting the other fire extensions and aim to close towards the center rather than just putting it out from one side. As you combat this hazard, always keep watch at the rest of the map, it could very well be that another area was lit and it's more threatening than your current spot. Rain may or not come afterward, if it does, it will handle the rest for you but don't rely on luck, keep taking care of fire anyways. While fire fighting-assigned colonists will try to do their tasks, the AI isn't wise enough to handle it and you will have to draft your pawns and manually assign their place. Do not wait until they wake up, interrupt their sleep or it will be too late.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;200px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Mowing Basics.jpg|Grass cutting to hold spree.&lt;br /&gt;
File:Dry Thunderstorm.png|Dry thunderstorm.&lt;br /&gt;
File:Fire control.png|Fire control.&lt;br /&gt;
File:Fire spots.png|3 different spots on map.&lt;br /&gt;
File:Fire vs Rain.png|Rain putting off fire.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mining ==&lt;br /&gt;
While you won't mine at the very beginning of a game, it's wise to take a look at the map for exposed ore. [[Steel]], compacted [[component|machinery]], and [[plasteel]] can all be very useful throughout the game. When you want to mine: click on the ores, and then press on Mine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
File:Compacted_steel.png|Compacted steel&lt;br /&gt;
File:Compacted_machinery.png|Compacted machinery&lt;br /&gt;
File:Compacted_plasteel.png|Compacted plasteel&lt;br /&gt;
File:Gold_ore.png|Gold ore&lt;br /&gt;
File:Silver_ore.png|Silver ore&lt;br /&gt;
File:Jade_ore.png|Jade&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Temperature control ==&lt;br /&gt;
Only rooms that are both enclosed by walls and have more than 75% of the un-walled, internal tiles roofed can be temperature controlled.&lt;br /&gt;
&lt;br /&gt;
[[Campfire]]s provide heat as long as they are lit and can be used as an early or emergency heat source. Electrical [[heater]] from will be your primary heating method once a consistent supply of electricity is available. Additionally, several other objects, including [[torch lamp]]s, [[Chemfuel powered generator|generators]], and [[electric smelter]]s also put out heat but these can typically only provide supplementary heating.&lt;br /&gt;
&lt;br /&gt;
You can use [[cooler]]s to keep cool in hot biomes and for your freezer (blue side faces in). Remember to set the target temperature below {{Temperature|0}} for freezers. Before electricity or in rooms where the temperature need to be lowered but have no easy access to unroofed tiles to vent heat, such as under a mountain, you can use the [[passive cooler]]. Although not as powerful as the [[Cooler]] and unable to cool rooms below {{Temperature|20}}, it does not require power nor components to maintain.&lt;br /&gt;
&lt;br /&gt;
== Performing an operation ==&lt;br /&gt;
Normally you won't need to operate on someone that early in-game, but you should always get prepared in case you do.&lt;br /&gt;
&lt;br /&gt;
You will need a healthy high-skill surgeon, a clean room for your surgeons to operate, and decent-quality medicine. Herbal medicine won't do any kind of surgery except if your surgeon has received mid-late game bionic enhancement.&lt;br /&gt;
&lt;br /&gt;
== Quality Furniture ==&lt;br /&gt;
{{See also|Quality}}&lt;br /&gt;
[[File:Quality furniture.png|300px|thumb|right|Royal bed example. Note that it's best to leave royal beds to the mid-late game.]]&lt;br /&gt;
[[Quality]] is a feature that can impact the function of the building:&lt;br /&gt;
&lt;br /&gt;
* Higher quality [[bed]]s are more comfortable, and colonists in a high quality bed will require less sleep.&lt;br /&gt;
* Higher quality [[dining chair]]s and [[armchair]]s are also more comfortable.&lt;br /&gt;
* Higher quality [[chess table]]s, [[poker table]]s, etc. give more [[Recreation]] at a time, meaning your colonists need less time to recreate.&lt;br /&gt;
* All furniture is more beautiful at higher qualities.&lt;br /&gt;
&lt;br /&gt;
The beauty of non-[[sculpture]] furniture is almost negligible. For example, there isn't much point to a high quality [[table]], as it is doesn't function any better than a regular table. However, it may be worthwhile to &amp;quot;farm&amp;quot; for high quality beds or other impactful items. To do this, construct and deconstruct a desired furniture until you get the quality you want.&lt;br /&gt;
&lt;br /&gt;
== Decoration ==&lt;br /&gt;
[[Beauty]] is a stat that all pawns desire. The more beautiful the room is, the more impressive it is. In addition, pawns have their own beauty requirements. Raising beauty of a common area can make a big impact on overall colonist mood.&lt;br /&gt;
&lt;br /&gt;
For example, if you can reach 85 impressiveness in 1 room, you can get:&lt;br /&gt;
* {{+|5}} ''Very impressive dining room''&lt;br /&gt;
* {{+|5}} ''Very impressive recreation room'' (place [[horseshoes pin]] in your dining room)&lt;br /&gt;
* Extra mood for colonists while they are in the area.&lt;br /&gt;
&lt;br /&gt;
Beauty can be increased by the following ways:&lt;br /&gt;
&lt;br /&gt;
* Furniture: [[Plant pot]]s, can be placed anywhere and requires a [[Skills#Growing|gardener]] to fill the pot. Watch out for plant pots in bedrooms, as the gardener can interrupt the occupant's sleep.&lt;br /&gt;
&lt;br /&gt;
* Flooring: can be laid on any ground except water. Gives a movement bonus and most are non-flammable (except wood floors and carpets). Requires a considerable amount of material, except when smoothing rough stone areas. A player can access carpets after researching [[Research#Carpet making|carpet making]] and harvesting cotton, which demands plantation wait. There's also stone flooring by using bricks cut at the stonecutter's table meaning a prior step and hauling pick-ups.&lt;br /&gt;
&lt;br /&gt;
* Sculptures crafted at a [[art bench]]. The artist's [[Skills#Crafting|crafting skill]] will determine the resulting outcome of beauty, not always providing a positive effect, the used material will also factor in. Since sculptures attract viewers, they are convenient when installed in public spaces rather than bedrooms.&lt;br /&gt;
&lt;br /&gt;
== Other Guides ==&lt;br /&gt;
* [[Colony Building Guide]] - building a successful base at any stage&lt;br /&gt;
* [[Intermediate Midgame Guide]] - continuing expansion of your base&lt;br /&gt;
* [[War crimes]] - the different war crimes you may commit&lt;br /&gt;
&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Prios</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bill&amp;diff=160769</id>
		<title>Bill</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bill&amp;diff=160769"/>
		<updated>2025-03-29T20:49:27Z</updated>

		<summary type="html">&lt;p&gt;Prios: /* Details */  Fleshed out the existing descriptions a bit, but mainly added information about the new &amp;quot;Take to x&amp;quot; product destination option.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Rewrite|reason=Tone, page integration in this page and elsewhere on this wiki, mechanics}}&lt;br /&gt;
{{Stub|reason=Needs to convey detail sufficient for a new players}}&lt;br /&gt;
[[File:Work bill meals 1.png|425px|thumb|right|First, regular [[fine meal]]s are cooked. Next are [[vegetarian fine meal]]s.&amp;lt;br&amp;gt;If there's no meat for fine meals, vegetarian meals are cooked first. &amp;lt;br&amp;gt; Simple meals are made last, and only made if the current supply is eaten.]]&lt;br /&gt;
&lt;br /&gt;
A '''bill''' is used to:&lt;br /&gt;
* request work to be done at a workstation, such as those under [[Production]].&lt;br /&gt;
* request an [[Doctoring#Operations|operation]] on a pawn&lt;br /&gt;
&lt;br /&gt;
== Selection ==&lt;br /&gt;
Pawns assigned to the correct [[Work]] type will attempt to work at [[production]] buildings and similar buildings that have active bills. For information on which work types correlate to which production benches and the priority order within those work types, see [[Work]]. &lt;br /&gt;
&lt;br /&gt;
Bills are attempted from the top of the list, down. &lt;br /&gt;
&lt;br /&gt;
Bills that cannot be worked by the current pawn will be skipped. Reasons for this skipping include:&lt;br /&gt;
* The ingredients for the bill are not available, either at all, or within the set ingredient radius.&lt;br /&gt;
* The pawn working the bench does not have the requisite skills to perform the bill&lt;br /&gt;
* The pawn working the bench does not meet the criteria set by the bill in the worker selection - e.g. not in the skill band, not the pawn specified etc. &lt;br /&gt;
* The bill is suspended, either manually or because the conditions to suspend the bill have been met. &lt;br /&gt;
* The bill creates an item with an author, such as items with quality, another pawn has started but not completed the bill leaving an unfinished item, and the pawn currently working the bench is not that author.&lt;br /&gt;
&lt;br /&gt;
If no bills can be performed, the pawn will not work that bench.  &lt;br /&gt;
&lt;br /&gt;
== Bill management ==&lt;br /&gt;
Bills at workstations and on pawns can be managed with the following general commands:&lt;br /&gt;
* Delete a bill: Click the red X.&lt;br /&gt;
* Suspend or resume a bill: Click the yellow S.&lt;br /&gt;
* Change the order of bills: Click the yellow up or down triangles.&lt;br /&gt;
* Hovering over a bill with a restricted ingredient radius will outline the limited area (if small enough to see on screen).&lt;br /&gt;
&lt;br /&gt;
== Bills at workstations ==&lt;br /&gt;
[[File:Work bill duster.png|425px|thumb|right|Dusters will be created until there is 1 duster that is: &amp;lt;br&amp;gt; 1. Made out of [[devilstrand]] or [[hyperweave]]. &amp;lt;br&amp;gt; 2. On the ground - i.e., not being worn by a pawn. &amp;lt;br&amp;gt; 3. Not 50% HP or lower (&amp;quot;tattered apparel&amp;quot;)&amp;lt;br&amp;gt;Automated tailoring when pawns [[Apparel policies|are assigned to take off]] &amp;lt; 50% HP clothing.&amp;lt;br&amp;gt;Pawns auto-wear dusters if they aren't wearing one, activating the bill again.]]&lt;br /&gt;
&lt;br /&gt;
Besides general commands, bills at workstations have these additional commands:&lt;br /&gt;
* Change the quantity or repetitions: Click -/+&lt;br /&gt;
* Change the mode: Choose 'Do X times', 'Do until you have X', 'Do forever'.&lt;br /&gt;
&lt;br /&gt;
Bills can be copied and pasted to retain any modifications to the bill. So long as two benches share the same base bill, for example a fueled stove and another fueled stove, or an electric stove, you can copy the bills accross.&lt;br /&gt;
&lt;br /&gt;
==== Modes ====&lt;br /&gt;
* 'Do X times' &amp;amp;nbsp;&amp;amp;nbsp;(The remaining repetitions is shown to the left.)&lt;br /&gt;
* 'Do until you have X' &amp;amp;nbsp;&amp;amp;nbsp;(The quantity you currently have and have requested is shown to the left.)&lt;br /&gt;
**  This mode has an option to 'Pause when satisfied' which pauses the bill when the set quantity is reached. (Items not in a stockpile are not counted.)&lt;br /&gt;
**  'Unpause at: x' will automatically resume a paused bill when the quantity drops to that number.&lt;br /&gt;
**  These settings allow you to keep from having too much or too little of a given product, with little or no further management.&lt;br /&gt;
* 'Do forever' &lt;br /&gt;
** Work will only stop when there are no materials left. &lt;br /&gt;
** Useful for bills such as 'Butcher creature,' 'Disassemble mechanoid' or 'Burn (tainted) apparel.'&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
Click [Details] to change the bill's default configuration.&lt;br /&gt;
* Set location to take completed product: 'Take to best stockpile', 'Drop on floor', or 'Take to ''x''' (where ''x'' is a stockpile or storage group of your choice)&lt;br /&gt;
** 'Take to best stockpile' means the worker will walk the product to the highest-priority stockpile/shelf with space available and place it there. Typically useful for infrequently-performed tasks where you want the product at its destination as soon as possible.&lt;br /&gt;
** 'Drop on floor' means that the worker simply drops the product at their feet, on the same tile as the production building's interaction spot (if there's no room in that tile, the product will overflow onto another tile). This can save a great deal of time for everyday production, as the pawn spends more of their time working instead of walking to and from the best stockpile; haulers will pick up the product and bring it to the best storage later. However, items dropped on the floor aren't counted as part of the colony's inventory unless they're in a stockpile. If you're using the 'Do until you have X' option, you will need to define a stockpile at the worker's feet (probably one with 'Low' priority, so haulers will carry the items elsewhere); otherwise, the worker may create product in excess of what you want, as items pile up around their feet without being counted.&lt;br /&gt;
** 'Take to ''x''' is similar to 'Take to best stockpile', except that you can specify any stockpile or group of shelves allowed to hold the product, regardless of priority. You can set up a single small shelf next to the production building, name it 'Drop off', 'Kitchen drop off', 'Workshop drop off' or something similar so that it's considered a storage group, allow it to hold the products from the production building, and finally set its priority to 'Low'. Then, set the bill's product destination to be 'Take to Drop off'. The worker will walk any products to this nearby shelf for later retrieval by a hauler, then get started on their next task. If the shelf is close enough, they may simply have to turn and place the product on the shelf without taking a step. You can also set up a single 'drop off' shelf to be the destination for multiple nearby production buildings.&lt;br /&gt;
* Set ingredient radius: Sets the maximum distance at which pawns will get ingredients. Particularly useful for stone cutting, to prevent the worker from walking far away from the workbench to grab distant stone chunks.&lt;br /&gt;
* Worker: Allows a variety of limits, including being able to define a skill level, being able to restrict a task to certain types of pawns, or being able to force one pawn to be the only worker on a task.&lt;br /&gt;
* Allowed skill: Sets the minimum and maximum skill level, usually to prevent pawns with low skills from making poor products. You can also lower the maximum skill level to define a bill as a &amp;quot;practice&amp;quot; task for less-skilled pawns to hone their abilities on (usually ones where the products aren't affected by skill).&lt;br /&gt;
* Hit points: Sets the minimum and maximum percentage hit points for ingredients.&lt;br /&gt;
* Ingredients: Sets which resources can be used on this bill.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Bills on pawns ===&lt;br /&gt;
Besides general commands, bills on pawns have these additional commands:&lt;br /&gt;
* To add a bill to a living creature click Health, Operations, Add Bill.&lt;br /&gt;
** Note: this only applies to colonists, pets, prisoners, downed friendlies, and downed animals.&lt;br /&gt;
* To add a bill to a downed mechanoid, click Health, Modifications, Add Bill.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*Certain body parts can be harvested and sold or transplanted to another pawn. However, damaged body parts cannot be harvested. &lt;br /&gt;
* Any bill for an operation requires medicine. By default, the best allowed medicine (see Health|Overview) for animals and non-colonists is herbal medicine. If the appropriate medicine for that pawn is not in stock, doctors cannot carry out prescribed bills. Attempting to prioritize the operation will state 'Cannot operate (need material)'. Either ensure the right medicine is in stock or adjust the pawn's allowed medicine.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
[[File:Bills.png|400px|thumb|center|Assorted bills on a [[machining table]].]]&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* B19/1.0 - Workbench bills can now be be assigned to specific colonists and can be copied and pasted &lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Items in fogged areas no longer count as complete for bills.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Prios</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Foam_turret&amp;diff=160313</id>
		<title>Foam turret</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Foam_turret&amp;diff=160313"/>
		<updated>2025-03-12T00:55:16Z</updated>

		<summary type="html">&lt;p&gt;Prios: /* Analysis */ Added some hopefully helpful advice about using these turrets.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|reason=Missing Analysis and Summary/all mechanics}}{{infobox main|security|&lt;br /&gt;
| name = Foam turret&lt;br /&gt;
| image = Foam turret menu icon.png&lt;br /&gt;
| description = An activatable turret for extinguishing fires. The turret stands idle until someone approaches and activates it, after which it will automatically spray large amounts of firefoam on any flames in sight.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Security&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.4&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 8&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| hp = 100&lt;br /&gt;
| beauty = -20&lt;br /&gt;
| power = -80&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| research = Foam turret&lt;br /&gt;
| thingCategories = &lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| work to make = 1800&lt;br /&gt;
| stuff tags = Metallic&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 30&lt;br /&gt;
| resource 2 = Steel&lt;br /&gt;
| resource 2 amount = 70&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 3&lt;br /&gt;
| resource 4 = Chemfuel&lt;br /&gt;
| resource 4 amount = 140&lt;br /&gt;
| damage = 0&lt;br /&gt;
| armorPenetration = 0&lt;br /&gt;
| range = 19.9&lt;br /&gt;
| accuracyTouch = 100&lt;br /&gt;
| accuracyShort = 100&lt;br /&gt;
| accuracyMedium = 100&lt;br /&gt;
| accuracyLong = 100&lt;br /&gt;
| mode = Burst&lt;br /&gt;
| burst = 41&lt;br /&gt;
| burstTicks = 2&lt;br /&gt;
| cooldown = 3600&lt;br /&gt;
| velocity = 27&lt;br /&gt;
| stoppingPower = 0&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
'''Foam turrets''' are [[security]] [[turret]]s that fire firefoam at nearby [[fire]]s when activated by a pawn.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Because foam turrets can be uninstalled, they may be better left boxed up in a central storage area most of the time, then reinstalled and activated when needed.&lt;br /&gt;
This turret has a much longer range than [[Firefoam popper|firefoam poppers]] or [[Firefoam pop pack|firefoam pop packs]], making it useful for controlling larger (usually outdoor) fires when it isn't feasible to wait for rainfall.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|security|wide}}&lt;br /&gt;
[[Category:Security]] [[Category:Turret]]&lt;/div&gt;</summary>
		<author><name>Prios</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Prios&amp;diff=160312</id>
		<title>User:Prios</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Prios&amp;diff=160312"/>
		<updated>2025-03-12T00:56:08Z</updated>

		<summary type="html">&lt;p&gt;Prios: Created page with &amp;quot;Hi, I'm Prios. I hope my edits are helpful!&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, I'm Prios. I hope my edits are helpful!&lt;/div&gt;</summary>
		<author><name>Prios</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Power_conduit&amp;diff=118153</id>
		<title>Power conduit</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Power_conduit&amp;diff=118153"/>
		<updated>2022-11-13T05:51:56Z</updated>

		<summary type="html">&lt;p&gt;Prios: /* Summary */ That bit of info about walls atop power conduits, now on the power conduit page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{See also|Waterproof conduit}}{{infobox main|building|&lt;br /&gt;
|name = Power conduit&lt;br /&gt;
|image = PowerConduit_MenuIcon.png|Power conduit&lt;br /&gt;
|description = A bundle of electrical cables for moving power around. Can be placed under walls and other buildings.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Power&lt;br /&gt;
|placeable = true&lt;br /&gt;
|passability = standable&lt;br /&gt;
|minifiable = false&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|flammability = 0.7&lt;br /&gt;
|hp = 80&lt;br /&gt;
|beauty = -2&lt;br /&gt;
|edifice = false&lt;br /&gt;
|terrain affordance = light&lt;br /&gt;
|research = electricity&lt;br /&gt;
|work to make = 35&lt;br /&gt;
|resource 1 = Steel&lt;br /&gt;
|resource 1 amount = 1&lt;br /&gt;
|deconstruct yield = nothing&lt;br /&gt;
|destroyyield = nothing&lt;br /&gt;
}}{{Info|A '''power conduit''' transmits power from generators or [[battery|batteries]] to appliances up to six squares away. Conduit doesn't block the placement of other structures and isn't blocked by them, so conduit can be placed wherever it's needed, even in walls, except unsmoothed mountain [[Rock|rocks and ores]].}}&lt;br /&gt;
&lt;br /&gt;
Note that, unlike most other construction, when deconstructed, power conduit has 0% chance to produce any valuable material.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Power conduits can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
=== Short circuit ===&lt;br /&gt;
A conduit can [[Events#Zzztt...|short circuit]], damaging a random piece of conduit and discharging all connected stored power from batteries, in an explosion proportional to the amount of charge. This damage can be mitigated by building walls over your power conduits (preventing fires), keeping critical areas and storage away from conduits, and disconnecting charged banks of batteries from the network via a [[power switch]].&lt;br /&gt;
&lt;br /&gt;
=== Beauty and walls ===&lt;br /&gt;
Power conduits are somewhat ugly, with a -2 penalty to [[beauty]] per tile of conduit. Building walls or doors on top of your conduits (or building your new conduits under your already-existing walls or doors) negates this penalty entirely.&lt;br /&gt;
{{nav|power|wide}}&lt;br /&gt;
[[Category:Power]]&lt;/div&gt;</summary>
		<author><name>Prios</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Waterproof_conduit&amp;diff=118152</id>
		<title>Waterproof conduit</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Waterproof_conduit&amp;diff=118152"/>
		<updated>2022-11-13T05:21:24Z</updated>

		<summary type="html">&lt;p&gt;Prios: /* Analysis */ Typo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{image wanted}}{{Stub}}{{infobox main|building|&lt;br /&gt;
|name = Waterproof conduit&lt;br /&gt;
|image = PowerConduit_MenuIcon.png|Power conduit&lt;br /&gt;
|description = Insulated electrical cables for transmitting power under shallow water.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Power&lt;br /&gt;
|placeable = true&lt;br /&gt;
|passability = standable&lt;br /&gt;
|minifiable = false&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|flammability = 0.7&lt;br /&gt;
|hp = 80&lt;br /&gt;
|beauty = -2&lt;br /&gt;
|edifice = false&lt;br /&gt;
|terrain affordance = shallow water&lt;br /&gt;
|research = electricity&lt;br /&gt;
|work to make = 35&lt;br /&gt;
|resource 1 = Steel&lt;br /&gt;
|resource 1 amount = 10&lt;br /&gt;
|deconstruct yield = nothing&lt;br /&gt;
|destroyyield = nothing&lt;br /&gt;
}}{{Info|A '''Waterproof  conduit''' transmits power from generators or [[battery|batteries]] to appliances up to six squares away. Waterproof Conduit can only be built on water.}}&lt;br /&gt;
&lt;br /&gt;
The underwater conduit can be used to power or connect things on another side of a river such as [[watermill generator]]s or [[deep drill]]s.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Waterproof conduits can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
=== Short circuit ===&lt;br /&gt;
A conduit can [[Events#Zzztt...|short circuit]], damaging a random piece of conduit and discharging all connected stored power from batteries, in an fiery explosion proportional to the amount of charge. This damage can be mitigated by building walls over your power conduits (preventing fires), keeping critical areas and storage away from conduits, and disconnecting charged banks of batteries from the network via a [[power switch]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
As an alternative to the waterproof conduit, [[bridge|bridges]] can be built over water and [[conduit|normal conduits]] built upon the bridges. This costs far less steel than the use of underwater conduits—ten times less to be precise. However, this technique has some drawbacks:&lt;br /&gt;
* Bridges are somewhat costly in terms of [[wood]], which can be a problem in [[biomes]] where trees are scarce.&lt;br /&gt;
* The bridge-and-conduit combination takes far longer to construct than waterproof conduits do (mostly because of the bridges), making this a questionable option for colonies short on building labor and a terrible option in emergencies.&lt;br /&gt;
* The length of bridge used for the conduits can provide an unwanted route to [[raiders]] who would otherwise be slowed by the body of water, though scattering [[Spike trap|spike traps]] on the bridge can turn this problem into a defensive advantage.&lt;br /&gt;
* The bridge-and-conduit combination is far more vulnerable to fire (from e.g. a short circuit). An underwater conduit that catches fire will go out almost immediately, while a bridge with a conduit on it will often continue to burn until the destruction of the conduit and possibly the bridge along with it.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|power|wide}}&lt;br /&gt;
[[Category:Power]]&lt;/div&gt;</summary>
		<author><name>Prios</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Waterproof_conduit&amp;diff=118151</id>
		<title>Waterproof conduit</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Waterproof_conduit&amp;diff=118151"/>
		<updated>2022-11-13T05:20:28Z</updated>

		<summary type="html">&lt;p&gt;Prios: Mostly describing the &amp;quot;bridge + standard conduit&amp;quot; alternative, its advantage and disadvantages. I used dev mode's &amp;quot;Explosion... fire&amp;quot; command to confirm the flammability problem, and the waterproof conduit's relative immunity to it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{image wanted}}{{Stub}}{{infobox main|building|&lt;br /&gt;
|name = Waterproof conduit&lt;br /&gt;
|image = PowerConduit_MenuIcon.png|Power conduit&lt;br /&gt;
|description = Insulated electrical cables for transmitting power under shallow water.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Power&lt;br /&gt;
|placeable = true&lt;br /&gt;
|passability = standable&lt;br /&gt;
|minifiable = false&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|flammability = 0.7&lt;br /&gt;
|hp = 80&lt;br /&gt;
|beauty = -2&lt;br /&gt;
|edifice = false&lt;br /&gt;
|terrain affordance = shallow water&lt;br /&gt;
|research = electricity&lt;br /&gt;
|work to make = 35&lt;br /&gt;
|resource 1 = Steel&lt;br /&gt;
|resource 1 amount = 10&lt;br /&gt;
|deconstruct yield = nothing&lt;br /&gt;
|destroyyield = nothing&lt;br /&gt;
}}{{Info|A '''Waterproof  conduit''' transmits power from generators or [[battery|batteries]] to appliances up to six squares away. Waterproof Conduit can only be built on water.}}&lt;br /&gt;
&lt;br /&gt;
The underwater conduit can be used to power or connect things on another side of a river such as [[watermill generator]]s or [[deep drill]]s.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Waterproof conduits can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
=== Short circuit ===&lt;br /&gt;
A conduit can [[Events#Zzztt...|short circuit]], damaging a random piece of conduit and discharging all connected stored power from batteries, in an fiery explosion proportional to the amount of charge. This damage can be mitigated by building walls over your power conduits (preventing fires), keeping critical areas and storage away from conduits, and disconnecting charged banks of batteries from the network via a [[power switch]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
As an alternative to the waterproof conduit, [[bridge|bridges]] can be build over water and [[conduit|normal conduits]] built upon the bridges. This costs far less steel than the use of underwater conduits—ten times less to be precise. However, this technique has some drawbacks:&lt;br /&gt;
* Bridges are somewhat costly in terms of [[wood]], which can be a problem in [[biomes]] where trees are scarce.&lt;br /&gt;
* The bridge-and-conduit combination takes far longer to construct than waterproof conduits do (mostly because of the bridges), making this a questionable option for colonies short on building labor and a terrible option in emergencies.&lt;br /&gt;
* The length of bridge used for the conduits can provide an unwanted route to [[raiders]] who would otherwise be slowed by the body of water, though scattering [[Spike trap|spike traps]] on the bridge can turn this problem into a defensive advantage.&lt;br /&gt;
* The bridge-and-conduit combination is far more vulnerable to fire (from e.g. a short circuit). An underwater conduit that catches fire will go out almost immediately, while a bridge with a conduit on it will often continue to burn until the destruction of the conduit and possibly the bridge along with it.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|power|wide}}&lt;br /&gt;
[[Category:Power]]&lt;/div&gt;</summary>
		<author><name>Prios</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Shelf&amp;diff=117706</id>
		<title>Shelf</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Shelf&amp;diff=117706"/>
		<updated>2022-11-09T21:58:42Z</updated>

		<summary type="html">&lt;p&gt;Prios: Mostly spreading the good news about being able to pre-set shelf storage on unbuilt shelves!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|furniture|&lt;br /&gt;
|name = Shelf&lt;br /&gt;
|image = EquipmentRack.png|Shelf&lt;br /&gt;
|description = A shelf for storing miscellaneous items. Items stored in this will not affect room beauty and they won't deteriorate, even if outside.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Furniture&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 50&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.4&lt;br /&gt;
|minifiable = true&lt;br /&gt;
|size = 2 ˣ 1&lt;br /&gt;
|mass base = 8&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 100&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|beauty = 0.5&lt;br /&gt;
|terrain affordance = light&lt;br /&gt;
|research = Complex furniture&lt;br /&gt;
|work to make = 500&lt;br /&gt;
|stuff tags = Metallic, Woody, Stony&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 20&lt;br /&gt;
}}&lt;br /&gt;
A '''shelf''' is an item of furniture that holds up to six stacks of items, similar to a [[stockpile]] but three times as efficient (though shelves cannot hold chunks, minified buildings, plants, or large corpses). It also protects these items from [[deterioration]] and removes their beauty penalty.  Their storage default setting is to contain general items at the &amp;quot;Preferred&amp;quot; priority level, but this can be changed at will, even while the shelf is still in an unfinished blueprint form. Shelves can also be &amp;quot;linked&amp;quot; together in groups to share storage settings without the need to manually select the entire group each time; these linked groups can include unbuilt shelf blueprints, allowing whole groups of shelves to be &amp;quot;pre-set&amp;quot; to use a certain storage setting automatically as soon as they're built. Shelves can be reinstalled as needed and slow, but do not block, passage.&lt;br /&gt;
&lt;br /&gt;
The shelf's beauty depends on both the material it is built from as well as its [[quality]]. Similar to grand sculptures or beds, its beauty will be added to the underlying tile. Additionally, any items stored within it will not have the -4 [[beauty|ugliness]] penalty they would otherwise have if left on the ground. &lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
Constructing a shelf requires the [[Research#Complex furniture|Complex Furniture]] research to be complete, {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
A shelf's main use is to store items. Each shelf can store 3 items per tile, which is thrice the storage space. They can store and &amp;quot;mask&amp;quot; many ugly items in your workstation, allow more [[meat]] into your freezer, protect weapons and mortar shells from [[ deterioration]], etc. The removal of beauty penalty and their slight beauty boost make shelves convienent anywhere you want quick access to items, like medicine in a hospital.&lt;br /&gt;
&lt;br /&gt;
Shelves can make workers more efficent. Unlike actual storage zones, shelves allow a pawn to place or remove an item without walking on top of them. Working pawns can pick items off an adjacent shelf without needing to leave their seat, which significantly improves crafting time.  This technique is best combined with &amp;quot;drop on floor when finished&amp;quot; and having other pawns restock the shelves. Even outside of workstations, not having to stand on top of the tile saves a very small amount of hauling time.&lt;br /&gt;
&lt;br /&gt;
{{Building Material 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;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
EquipmentRack.png|Base Variant&lt;br /&gt;
Techist shelf.png|Techist Variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Alpha 16, it was known as the '''Equipment rack''' and could only store apparel, [[mortar shell]]s, or weapons.&lt;br /&gt;
* [[Version/0.17.1546|0.17.1546]] -  renamed from '''Equipment rack''' to '''Shelf''', can now store anything instead of only apparel, mortar shells, and weapons&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Shelves were given a path cost.  This made them slower to move on top of, but also enabled the behavior of placing items on them without walking on top of them.  Prior to this, players would use the &amp;quot;stool trick&amp;quot; for crafting stations, where several stools were placed around a crafting station that had high-priority stockpiles on top of them.  Stools had a path cost (but allowed stockpile zones), achieving a similar effect. Description now states that they hide beauty of things inside of them.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Shelves can now hold 3 items stacks per tile, or 6 items total, making them much more efficient for space. Removed ability to store [[chunk]]s, [[corpse]]s, minified [[building]]s, and other large items. Resource amount lowered from 30 to 20, work to make lowered from 600 to 500.&lt;br /&gt;
&lt;br /&gt;
{{nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Prios</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X0svhedixbrbgqrx&amp;topic_postId=x0svhedixfpdouq5&amp;topic_revId=x0svhedixfpdouq5&amp;action=single-view</id>
		<title>Topic:X0svhedixbrbgqrx</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X0svhedixbrbgqrx&amp;topic_postId=x0svhedixfpdouq5&amp;topic_revId=x0svhedixfpdouq5&amp;action=single-view"/>
		<updated>2022-08-07T22:19:41Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Prios&quot; class=&quot;mw-userlink&quot; title=&quot;User:Prios&quot;&gt;&lt;bdi&gt;Prios&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Prios&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Prios (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Prios&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Prios&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:X0svhedixbrbgqrx&amp;amp;topic_showPostId=x0svhedixfpdouq5#flow-post-x0svhedixfpdouq5&quot;&gt;commented&lt;/a&gt; on &quot;Flooring cleanliness vs. filth cleanliness&quot; (&lt;em&gt;Re: the &amp;quot;If cleanliness of the flooring doesn&amp;#039;t matter, why does filth?&amp;quot; clarification question; I don&amp;#039;t know, honestly! I just know that...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Prios</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Traits&amp;diff=107560</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Traits&amp;diff=107560"/>
		<updated>2022-08-07T11:15:16Z</updated>

		<summary type="html">&lt;p&gt;Prios: /* Backstory limitations */ Added a little bit about non-violence and psycasts. A non-violent psycaster driving people berserk, skipping raiders on top of IEDs, and skipping ignited chemfuel next to enemies seems a bit of an oxymoron, but it's a thing nonetheless.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
[[File:traits_preview.png|right]]'''Traits''' personalize and add flavor to your colonists by granting a wide variety of special bonuses or conditions to their day to day activities, and so encourage more complex player-conceived stories based on those individual characters.  Traits provide physical or psychological abilities or limitations, likes/dislikes, behavior tendencies, personality quirks, and so on.  Some are beneficial, some are harmful to the colonist or your colony as a whole.  Some are constant, some only rarely triggered.  Some can be more or less easily negated or manipulated to your advantage by catering to them (or denying them), others are more problematic or outright dangerous.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
* On this page, the traits are organized into groups for easier comparison, but you'll find no such groupings laid out formally in the game. &lt;br /&gt;
&lt;br /&gt;
== Backstory limitations ==&lt;br /&gt;
{{Move|section=1|reason=They don't work as traits, are not exclusively from traits, and are not even intrinsically tied with traits|destination=Work}}&lt;br /&gt;
Some default prohibitions work as traits, but are the result of limitations placed on a colonist by some quirk in their [[backstories]].  For example, they may be non-violent, or incapable of fighting fire, or of interacting with animals, or of doing any cleaning. A colonist &amp;quot;'''incapable of'''&amp;quot; one or more of these activities will never, under any circumstances, perform a task related to that topic.  &lt;br /&gt;
&lt;br /&gt;
Some backstories trigger more than one prohibition.  Though rare, it is quite possible that, given a perfectly wrong combination of backstory limitations, a pawn may be so limited that they are incapable of practically everything. &lt;br /&gt;
&lt;br /&gt;
If present, this type of trait is listed in the &amp;quot;Bio&amp;quot; tab of a colonist, above the other Traits and under the ''&amp;quot;Incapable of&amp;quot;'' heading.  Mouse-hovering over the listed prohibition will show which backstory triggered it. &lt;br /&gt;
&lt;br /&gt;
Occasionally, these backstory prohibitions will limit traits; for example, a &amp;quot;non-violent&amp;quot; colonist will never be a &amp;quot;Brawler&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A pawn can be &amp;quot;incapable of&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;750&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Artistic&lt;br /&gt;
* Caring&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* Cleaning&lt;br /&gt;
* Cooking&lt;br /&gt;
* Crafting&lt;br /&gt;
|&lt;br /&gt;
* Dumb Labor&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Firefighting&lt;br /&gt;
* Hauling&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* Intellectual&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Mining&lt;br /&gt;
* Plants&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* Skilled Labor&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Social&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Violent&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Notes:&lt;br /&gt;
# '''Caring''' prohibits any medical tasks, including Doctoring, Nursing, and Surgery, on humans or animals.&lt;br /&gt;
# '''Dumb Labor''' prohibits Hauling, Cleaning, Rearming, Refueling, Loading, and Cremating.&lt;br /&gt;
# '''Hauling''' is identical to Dumb Labor, except ''allows'' Cleaning.&lt;br /&gt;
# '''Intellectual''' prohibits Research, Drug Production, Scanning, Computer Hacking, etc.&lt;br /&gt;
# '''Plants''' prohibits Growing, Sowing, Harvesting, and Plant Cutting (including cutting trees).&lt;br /&gt;
# '''Social''' prohibits Trading, Recruiting prisoners, and all Wardening.&lt;br /&gt;
# '''Skilled Labor''' prohibits a long list: Brewer, Butcher, Cook, Constructor ''and'' Deconstructor, Miner, Grower, Harvester, Plant Cutter, Crafter, Smith, Tailor, Repairer, Driller, Fabricator, Machinist, Refiner, Smelter, Stonecutter, and Apothecary (i.e. drug production).&amp;lt;!-- This is in not in-game order, which is listed rather randomly (and lists &amp;quot;Miner&amp;quot; twice).--&amp;gt;&lt;br /&gt;
# '''(non-)Violent''' is exactly that, prohibiting all Ranged and Melee combat, as well as the Hunting, Jailor, and Executing prisoners tasks. A pawn that is incapable of Violent cannot defend themself in any way, period. This includes a prohibition against equipping even &amp;quot;non-damaging&amp;quot; weapons such as [[smoke launcher]]s or [[EMP grenades]], etc. A &amp;quot;non-violent&amp;quot; colonist can still be drafted, and can still use [[Psycasts|psycasts]]{{RoyaltyIcon}} (though they cannot wield [[Eltex staff|eltex staffs]], of course).&lt;br /&gt;
&lt;br /&gt;
==General Traits==&lt;br /&gt;
These traits are generalized into groups, organized roughly by topic. There are no relations or prohibitions between traits grouped together here unless noted (e.g. a colonist cannot be both &amp;quot;ascetic&amp;quot;, wanting a minimal bedroom, ''and'' &amp;quot;jealous&amp;quot; of those with better bedrooms).&lt;br /&gt;
&lt;br /&gt;
=== Lifestyle ===&lt;br /&gt;
One likes what one likes...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
! Conflicting Traits&lt;br /&gt;
! Commonality&lt;br /&gt;
|- id=&amp;quot;Night owl&amp;quot;&lt;br /&gt;
! Night owl&lt;br /&gt;
| NAME likes to work at night. S/He gets a mood bonus if awake at night and mood loss if awake during the day. S/He doesn't get a mood penalty for being in the dark.&lt;br /&gt;
| -10 [[mood]] penalty if awake during day (11:00 - 18:00)&lt;br /&gt;
+16 mood bonus if awake during night (23:00 - 06:00)&lt;br /&gt;
No mood penalty from being in the dark&lt;br /&gt;
| -&lt;br /&gt;
| 1.3&lt;br /&gt;
|- id=&amp;quot;Undergrounder&amp;quot;&lt;br /&gt;
! Undergrounder&lt;br /&gt;
| NAME has no need to experience the outdoors or light. S/He will never feel cooped up or get cabin fever, no matter how long s/he stays inside, and is not bothered by darkness.&lt;br /&gt;
| Mood not affected by Darkness.&lt;br /&gt;
No Outdoors or Space need.&lt;br /&gt;
+3 mood when indoors, +4 when underground;&lt;br /&gt;
-3 mood when outdoors&lt;br /&gt;
| -&lt;br /&gt;
| 0.2&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nudist&amp;quot;&lt;br /&gt;
! Nudist&lt;br /&gt;
| NAME enjoys the feeling of freedom that comes from being nude. They can handle clothing, but will be happier without it.&lt;br /&gt;
| +20 mood bonus when naked&lt;br /&gt;
-3 mood penalty for wearing any clothing (except headgear and belts)&lt;br /&gt;
| -&lt;br /&gt;
| 0.7&lt;br /&gt;
|- id=&amp;quot;Masochist&amp;quot;&lt;br /&gt;
! Masochist&lt;br /&gt;
| For NAME, there's something exciting about getting hurt. S/He doesn't know why, S/He's just wired differently.&lt;br /&gt;
| +5 [[mood]] bonus for being in a little [[pain]]&lt;br /&gt;
+10 mood bonus for being in medium pain&lt;br /&gt;
&amp;lt;br&amp;gt;+15 mood bonus for being in severe pain&lt;br /&gt;
&amp;lt;br&amp;gt;+20 mood bonus for being in shock&lt;br /&gt;
| -&lt;br /&gt;
| 0.5&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot;  id=&amp;quot;Body modder&amp;quot;&lt;br /&gt;
! Body modder&lt;br /&gt;
| NAME feels limited in POSSESSIVE feeble human body. NAME often dreams of being enhanced by artificial body parts.&lt;br /&gt;
| [[Mood]] bonus for having [[artificial body parts]], from +4 up to +13&lt;br /&gt;
-4 mood penalty for not having an artificial body part &amp;lt;br&amp;gt; +8 opinion of other colonists for each part installed on them, up to +40&lt;br /&gt;
| [[#Body purist|Body purist]]&lt;br /&gt;
| 0.9&lt;br /&gt;
|- id=&amp;quot;Body purist&amp;quot;&lt;br /&gt;
! Body purist&lt;br /&gt;
| NAME believes the human body is limited for a reason. To her/him, artificial body parts are unethical and disgusting..&lt;br /&gt;
| Heavy [[mood]] penalty for having [[artificial body parts]], starting at -10, going down to -35&lt;br /&gt;
-8 opinion of other colonists for each part installed on them, down to -40&lt;br /&gt;
| [[#Body modder|Body modder]]&lt;br /&gt;
| 0.7&lt;br /&gt;
|- id=&amp;quot;Gourmand&amp;quot;&lt;br /&gt;
! Gourmand&lt;br /&gt;
| NAME's life revolves around food. S/He gets hungry quickly, and if s/he is in a bad mood, s/he will often satisfy her/his-self by eating.&lt;br /&gt;
| +50 % hunger rate &amp;lt;br&amp;gt; +4 [[Skills#Cooking|Cooking]] skill &amp;lt;br&amp;gt; Only possible minor mental break is food binge as long as there is food in storage; can randomly change to such&lt;br /&gt;
| [[#Ascetic|Ascetic]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Living space ===&lt;br /&gt;
How a colonist perceives the walls that they call &amp;quot;home&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
! Conflicting Traits&lt;br /&gt;
! Commonality&lt;br /&gt;
|- id=&amp;quot;Ascetic&amp;quot;&lt;br /&gt;
! Ascetic&lt;br /&gt;
| NAME has forsaken physical comforts and enjoyments in favor of a simple, pure lifestyle. S/He will become unhappy if s/he has a bedroom that's too impressive. S/He also dislikes fancy food and prefers to eat raw. S/He never judges others by their appearance.&lt;br /&gt;
| +5 mood bonus for having an awful bedroom&lt;br /&gt;
-5 mood penalty for having a slightly impressive or better bedroom.&amp;lt;br&amp;gt;&lt;br /&gt;
Mood not affected by food quality, prefers raw food. &amp;lt;br&amp;gt;&lt;br /&gt;
Pawn beauty of others does not change pawn's social opinion on that pawn &amp;lt;br&amp;gt;&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} x50%&lt;br /&gt;
| [[#Greedy|Greedy]]&lt;br /&gt;
[[#Gourmand|Gourmand]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[#Jealous|Jealous]]&lt;br /&gt;
| 0.7&lt;br /&gt;
|- id=&amp;quot;Greedy&amp;quot;&lt;br /&gt;
! Greedy&lt;br /&gt;
| NAME needs a really impressive bedroom. S/He gets a mood loss if they don't get what they want.&lt;br /&gt;
| -8/-8/-8/-6/-4 [[mood]] penalty for not having a bedroom of [[Room stats#Levels of impressiveness|Slightly Impressive]] or better.&lt;br /&gt;
| [[#Ascetic|Ascetic]]&lt;br /&gt;
[[#Jealous|Jealous]]&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Jealous&amp;quot;&lt;br /&gt;
! Jealous&lt;br /&gt;
| For NAME, it's degrading to have a [[Room stats#Levels of impressiveness|less impressive]] bedroom than someone else. NAME gets a mood loss if any colonist has a more impressive bedroom.&lt;br /&gt;
| -8 [[mood]] penalty for not having the best bedroom.&lt;br /&gt;
| [[#Ascetic|Ascetic]]&lt;br /&gt;
[[#Greedy|Greedy]]&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Pyromaniac&amp;quot;&lt;br /&gt;
! Pyromaniac&lt;br /&gt;
| NAME loves fire. They will occasionally start fires and will never extinguish them.&lt;br /&gt;
| +5 mood bonus for having an incendiary weapon equipped&lt;br /&gt;
Incapable of firefighting&lt;br /&gt;
&amp;lt;br&amp;gt;Only possible extreme mental break is fire starting spree; can randomly change to such&lt;br /&gt;
&amp;lt;br&amp;gt;-20% of the market value&lt;br /&gt;
| -&lt;br /&gt;
| 0.8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Social views ===&lt;br /&gt;
In a brutal world, what otherwise might be socially unacceptable or even unthinkable can be a positive survival trait for both you and your fellow colonists...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
! Conflicting Traits&lt;br /&gt;
! Commonality&lt;br /&gt;
|- id=&amp;quot;Bloodlust&amp;quot;&lt;br /&gt;
! Bloodlust&lt;br /&gt;
| NAME gets a rush from hurting people, and never minds the sight of blood or death.&lt;br /&gt;
| +3/+5/+7/+8 mood bonus for wearing clothing made out of human skin&lt;br /&gt;
+8 mood bonus for witnessing a stranger's death&amp;lt;br&amp;gt;&lt;br /&gt;
+13 mood bonus for killing strangers&amp;lt;br&amp;gt;&lt;br /&gt;
No mood penalty for wearing tainted clothes or organ harvesting&amp;lt;br&amp;gt;&lt;br /&gt;
Four times as likely to start a social fight&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Requires pawn be capable of Violent.''&lt;br /&gt;
| -&lt;br /&gt;
| 0.8&lt;br /&gt;
|- id=&amp;quot;Cannibal&amp;quot;&lt;br /&gt;
! Cannibal&lt;br /&gt;
| NAME was taught that eating human meat is wrong and horrible. But one time, long ago, S/He tried it... and S/He liked it.&lt;br /&gt;
| +3/+5/+7/+8 mood bonus for wearing clothing made out of human skin&amp;lt;br&amp;gt;&lt;br /&gt;
+15 mood bonus after eating meal made with human flesh &amp;lt;br&amp;gt;&lt;br /&gt;
+20 mood bonus after eating raw human flesh&lt;br /&gt;
| -&lt;br /&gt;
| 0.6&lt;br /&gt;
|- id=&amp;quot;Psychopath&amp;quot;&lt;br /&gt;
! Psychopath&lt;br /&gt;
| NAME has no empathy. The suffering of others doesn't bother them at all. They don't mind if others are butchered, left unburied, imprisoned, or sold to slavery - unless it affects them. NAME also feels no mood boost from socializing.&lt;br /&gt;
| Mood not affected by sight of death, unburied colonists, prisoners sold into slavery, organ harvesting, butchering of humans or friendly chats&lt;br /&gt;
''Note: Rotting corpses will still cause a mood debuff.''&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} x50%&lt;br /&gt;
| -&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
When it's us or them...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
! Conflicting Traits&lt;br /&gt;
! Commonality&lt;br /&gt;
|- id=&amp;quot;Nimble&amp;quot;&lt;br /&gt;
! Nimble&lt;br /&gt;
| NAME has remarkable kinesthetic intelligence. S/He seems to dance around danger with preternatural grace.&lt;br /&gt;
| [[Melee Dodge Chance]] +15.0&lt;br /&gt;
[[Trap Spring Chance]] x10%&lt;br /&gt;
| -&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Brawler&amp;quot;&lt;br /&gt;
! Brawler&lt;br /&gt;
| NAME likes to fight up close and personal. S/He's accuracy is greatly increased in melee combat, but s/he'll be very unhappy if asked to carry a ranged weapon.&lt;br /&gt;
| &lt;br /&gt;
[[Skills#Melee|Melee]] skill +4&lt;br /&gt;
&amp;lt;br&amp;gt;[[Skills#Shooting|Shooting]] skill -4&lt;br /&gt;
&amp;lt;br&amp;gt; [[Melee Hit Chance]] +4.0&lt;br /&gt;
&amp;lt;br&amp;gt;-20 mood penalty for wielding a ranged weapon&lt;br /&gt;
&amp;lt;br&amp;gt;Disallows [[Skills#Shooting|Shooting]] [[Skills#Passion|Passions]]&lt;br /&gt;
&amp;lt;br&amp;gt;Disallows Shoot Frenzy [[Inspiration]]&lt;br /&gt;
| [[#Trigger-happy|Trigger-happy]]&lt;br /&gt;
[[#Careful shooter|Careful Shooter]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[#Wimp|Wimp]]&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Tough&amp;quot;&lt;br /&gt;
! Tough&lt;br /&gt;
| NAME has thick skin, dense flesh, and durable bones. S/He takes much less damage than other people from the same blows. S/He is extremely hard to kill.&lt;br /&gt;
| Take 50% damage&lt;br /&gt;
| -&lt;br /&gt;
| 1.1&lt;br /&gt;
|- id=&amp;quot;Wimp&amp;quot;&lt;br /&gt;
! Wimp&amp;lt;ref&amp;gt;Hostiles cannot spawn with the Wimp trait.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| NAME is weak and cowardly. Even a little pain will immobilize her/him.&lt;br /&gt;
| [[Pain Shock Threshold]] -60%, to 20% base.&lt;br /&gt;
-15% of the market value &amp;lt;br&amp;gt;&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} x200%&lt;br /&gt;
| [[#Brawler|Brawler]]&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
* and see also [[Trigger-happy]] and [[Careful shooter]], below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
When your colonists are ''not'' fighting for their lives...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
! Conflicting Traits&lt;br /&gt;
! Commonality&lt;br /&gt;
|- id=&amp;quot;Too smart&amp;quot;&lt;br /&gt;
! Too smart&lt;br /&gt;
| NAME is too smart for her/his own good. S/He learns everything much faster than everyone, but can be quite eccentric.&lt;br /&gt;
| [[Global Learning Factor]] +75%&lt;br /&gt;
[[Mental Break Threshold]] +12% &amp;lt;br&amp;gt;&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} x50%&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Requires pawn be capable of Intellectual.''&lt;br /&gt;
| Nerves spectrum traits&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast learner&amp;quot;&lt;br /&gt;
! Fast learner&lt;br /&gt;
| NAME has a knack for learning. S/He picks things up much faster than others.&lt;br /&gt;
| [[Global Learning Factor]] +75%&lt;br /&gt;
| [[#Slow learner|Slow Learner]]&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow learner&amp;quot;&lt;br /&gt;
! Slow learner&lt;br /&gt;
| NAME is slow on the uptake. S/He picks things up much slower than others.&lt;br /&gt;
| [[Global Learning Factor]] -75%&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} x50%&lt;br /&gt;
| [[#Fast learner|Fast Learner]]&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Quick sleeper&amp;quot;&lt;br /&gt;
! Quick sleeper&lt;br /&gt;
| NAME doesn't need as much sleep as the average person. Whether s/he's sleeping on a bed or on the ground, s/he will be fully rested in about two thirds the usual time.&lt;br /&gt;
| +50% [[Rest Rate Multiplier]]&lt;br /&gt;
| -&lt;br /&gt;
| 1.1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great memory&amp;quot;&lt;br /&gt;
! Great memory&lt;br /&gt;
| NAME has a fantastic memory for detail. S/He will lose unused skills at half the rate of other people.&lt;br /&gt;
| Skill loss rate x50%&lt;br /&gt;
| -&lt;br /&gt;
| 1.1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tortured artist&amp;quot;&lt;br /&gt;
! Tortured artist&lt;br /&gt;
| NAME feels alienated and misunderstood by other human beings. S/He will get a constant mood debuff, but gain a chance (50%) to get a creativity inspiration after a mental break.&lt;br /&gt;
| Permanent -8 mood&lt;br /&gt;
50% chance of receiving the [[mental inspiration]] &amp;quot;[[Inspired Creativity]]&amp;quot; after a [[mental break]] ends.&lt;br /&gt;
| -&lt;br /&gt;
| 0.6&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Relationships ===&lt;br /&gt;
It's all about who wants to share a bed with whom...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
! Conflicting Traits&lt;br /&gt;
! Commonality&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind&amp;quot;&lt;br /&gt;
! Kind&lt;br /&gt;
| NAME is an exceptionally agreeable and giving person. S/He never insults others and will sometimes offer kind words to brighten the moods of those around her/him. {PAWN_pronoun} also never judges people by their appearance.&lt;br /&gt;
| Sometimes tells others Kind Words&lt;br /&gt;
+5 mood bonus for anyone who has been told Kind Words by this colonist &amp;lt;br&amp;gt;&lt;br /&gt;
Will not Slight or Insult others&amp;lt;br&amp;gt;&lt;br /&gt;
Opinion of other pawns not changed by beauty or on disfigured pawn&amp;lt;br&amp;gt;&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} x200%&lt;br /&gt;
| [[#Abrasive|Abrasive]]&lt;br /&gt;
[[#Psychopath|Psychopath]]&lt;br /&gt;
| 2&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Abrasive&amp;quot;&lt;br /&gt;
! Abrasive&lt;br /&gt;
| NAME always says exactly what's on their mind, especially if it's bugging HIM/HER. That tends to rub people the wrong way.&lt;br /&gt;
| Has a tendency to slight and insult people&lt;br /&gt;
-15% of the market value &amp;lt;br&amp;gt;&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} x50%&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: Requires pawn be capable of Social.''&lt;br /&gt;
| -&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Annoying voice&amp;quot;&lt;br /&gt;
! Annoying voice&lt;br /&gt;
| NAME's voice has a particularly grating, nasal quality to it, and tends to talk in barked, garbled phrases. This predisposes others to dislike them.&lt;br /&gt;
| -25 [[Social|opinion]] from other colonists&lt;br /&gt;
-20% of the market value&lt;br /&gt;
| -&lt;br /&gt;
| 0.5&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Creepy breathing&amp;quot;&lt;br /&gt;
! Creepy breathing&lt;br /&gt;
| NAME breathes heavily all the time, and sweats constantly. People find it creepy.&lt;br /&gt;
| -25 [[Social|opinion]] from other colonists&lt;br /&gt;
-10% of the market value&lt;br /&gt;
| -&lt;br /&gt;
| 0.5&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Misandrist&amp;quot;&lt;br /&gt;
! Misandrist&lt;br /&gt;
| NAME really dislikes and distrusts men.&lt;br /&gt;
| -25 opinion of men.&lt;br /&gt;
| [[#Psychopath|Psychopath]]&lt;br /&gt;
| 0.3 for men&lt;br /&gt;
1.7 for women&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Misogynist&amp;quot;&lt;br /&gt;
! Misogynist&lt;br /&gt;
| NAME really dislikes and distrusts women.&lt;br /&gt;
| -25 opinion of women.&lt;br /&gt;
| [[#Psychopath|Psychopath]]&lt;br /&gt;
| 1.7 for men&lt;br /&gt;
0.3 for women&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Asexual&amp;quot;&lt;br /&gt;
! Asexual&lt;br /&gt;
| NAME has no sexual attraction to anyone at all.&lt;br /&gt;
| May not have romantic relationships with people.&lt;br /&gt;
| [[#Gay|Gay]]&lt;br /&gt;
[[#Bisexual|Bisexual]]&lt;br /&gt;
| 0.2&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gay&amp;quot;&lt;br /&gt;
! Gay&lt;br /&gt;
| NAME is romantically attracted to people of their own gender.&lt;br /&gt;
| Will only have romantic relationships with people of the same gender.&lt;br /&gt;
| [[#Asexual|Asexual]]&lt;br /&gt;
[[#Bisexual|Bisexual]]&lt;br /&gt;
| 0.3&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bisexual&amp;quot;&lt;br /&gt;
! Bisexual&lt;br /&gt;
| NAME is romantically attracted to both men and women.&lt;br /&gt;
| Will have romantic relationships with people from either gender.&lt;br /&gt;
| [[#Asexual|Asexual]]&lt;br /&gt;
[[#Gay|Gay]]&lt;br /&gt;
| 0.2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* And see also the [[Traits#Beauty|Beauty]] category of traits, below.&lt;br /&gt;
&lt;br /&gt;
==Spectrum Traits==&lt;br /&gt;
Theses are groups of related traits, that are inter-related and grouped by degree, creating a &amp;quot;spectrum&amp;quot; of good/bad/better/worse in that specific sphere of behavior. A colonist can only have one trait from any single related spectrum for these traits, defining whether they are notably outside the norm for, for example, movement speed, or drug interest, or their physical (un)attractiveness.&lt;br /&gt;
&lt;br /&gt;
===Drug Desire===&lt;br /&gt;
These traits affect a colonist's likelihood to consume drugs.&lt;br /&gt;
&lt;br /&gt;
Note that they can only go on a drug binge when drugs are present in the map.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Chemical fascination&amp;quot;&lt;br /&gt;
! Chemical fascination&lt;br /&gt;
| NAME is utterly fascinated with chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possibly drug binges. S/He will ignore directives to not use recreational drugs, and will consume more than a normal person.&lt;br /&gt;
| Has [[Chemical need]], mood buff (up to +6) when satisfied and mood debuff (up to -12) when not&lt;br /&gt;
Will ignore drug policies for recreational drugs (i.e. all drugs except for penoxycyline and luciferium) regardless of chemical need.&lt;br /&gt;
&lt;br /&gt;
NOTE: The colonist will still respect allowed areas and will not use forbidden stacks of any drug regardless of chemical need&lt;br /&gt;
|- id=&amp;quot;Chemical interest&amp;quot;&lt;br /&gt;
! Chemical interest&lt;br /&gt;
| NAME has an unusual interest in chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possible drug binges. S/He will ignore directives to not use recreational drugs, and will consume more than a normal person.&lt;br /&gt;
| Has [[Chemical need]], mood buff (up to +3) when satisfied and mood debuff (up to -6) when not&lt;br /&gt;
Will ignore drug policies for recreational drugs (i.e. all drugs except for penoxycyline and luciferium) regardless of chemical need.&lt;br /&gt;
&lt;br /&gt;
NOTE: The colonist will still respect allowed areas and will not use forbidden stacks of any drug regardless of chemical need&lt;br /&gt;
|- id=&amp;quot;Teetotaler&amp;quot;&lt;br /&gt;
! Teetotaler&lt;br /&gt;
| NAME abhors the idea of gaining pleasure from chemicals. S/He strictly avoids alcohol and recreational drugs.&lt;br /&gt;
| Will not go on binges&lt;br /&gt;
Cannot be directed to take non-medical drugs; force administering the drug will cause a -20 mood penalty &amp;lt;br&amp;gt;&lt;br /&gt;
-25 opinion of any pawns with chemical interest or fascination&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Industriousness===&lt;br /&gt;
These traits affect the colonist's [[Global Work Speed]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Industrious&amp;quot;&lt;br /&gt;
! Industrious&lt;br /&gt;
| NAME has an easy time staying on-task and focused, and gets things done much faster than the average person.&lt;br /&gt;
| [[Global Work Speed]] +35%&lt;br /&gt;
-5 opinion of all colonists without the same trait&lt;br /&gt;
|- id=&amp;quot;Hard worker&amp;quot;&lt;br /&gt;
! Hard worker&lt;br /&gt;
| NAME is a natural hard worker and will finish tasks faster than most.&lt;br /&gt;
| [[Global Work Speed]] +20%&lt;br /&gt;
-5 opinion of all colonists without the same or industrious trait&lt;br /&gt;
|- id=&amp;quot;Lazy&amp;quot;&lt;br /&gt;
! Lazy&lt;br /&gt;
| NAME is a little bit lazy.&lt;br /&gt;
| [[Global Work Speed]] -20%&lt;br /&gt;
|- id=&amp;quot;Slothful&amp;quot;&lt;br /&gt;
! Slothful&lt;br /&gt;
|NAME loves idleness and hates anything productive. S/He moves slowly and rarely stays focused on a task.&lt;br /&gt;
| [[Global Work Speed]] -35%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Speed Traits===&lt;br /&gt;
These traits affect a colonist's walk speed.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Jogger&amp;quot;&lt;br /&gt;
! Jogger&lt;br /&gt;
| NAME always moves with a sense of urgency - so much so that others often fail to keep up.&lt;br /&gt;
| [[Move speed]] +0.4 {{CS}}&lt;br /&gt;
|- id=&amp;quot;Fast walker&amp;quot;&lt;br /&gt;
! Fast walker&lt;br /&gt;
| NAME likes to be where s/he's going. S/He walks quicker than most people.&lt;br /&gt;
| [[Move speed]] +0.2 {{CS}}&lt;br /&gt;
|- id=&amp;quot;Slowpoke&amp;quot;&lt;br /&gt;
! Slowpoke&lt;br /&gt;
| NAME is always falling behind the group whenever s/he goes anywhere.&lt;br /&gt;
| [[Move speed]] -0.2 {{CS}}&lt;br /&gt;
Disallows [[inspiration#Go frenzy|Go Frenzy inspiration]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base Mood===&lt;br /&gt;
These traits affect the colonist's natural, constant mood.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Sanguine&amp;quot;&lt;br /&gt;
! Sanguine&lt;br /&gt;
| NAME is just naturally upbeat about HER/HIS situation, pretty much all the time, no matter what it is.&lt;br /&gt;
| Permanent +12 mood bonus&amp;lt;ref name=&amp;quot;NotListed&amp;quot;&amp;gt;Specific value not listed in flavor text.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Optimist&amp;quot;&lt;br /&gt;
! Optimist&lt;br /&gt;
| NAME is naturally optimistic about life. It's hard to get HER/HIM down.&lt;br /&gt;
| Permanent +6 mood bonus&amp;lt;ref name=&amp;quot;NotListed&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Pessimist&amp;quot;&lt;br /&gt;
! Pessimist&lt;br /&gt;
| NAME tends to look on the bad side of life.&lt;br /&gt;
| Permanent -6 mood penalty&amp;lt;ref name=&amp;quot;NotListed&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Depressive&amp;quot;&lt;br /&gt;
! Depressive&lt;br /&gt;
| NAME is perennially unhappy. S/He has trouble sustaining a good mood even when everything is fine.&lt;br /&gt;
| Permanent -12 mood penalty&amp;lt;ref name=&amp;quot;NotListed&amp;quot;/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Nerves===&lt;br /&gt;
These traits affect the colonist's mental break threshold.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Iron-willed&amp;quot;&lt;br /&gt;
! Iron-willed&lt;br /&gt;
| NAME's will is an iron shield. S/He keeps going through thick and thin, when others broke down long before.&lt;br /&gt;
| [[Mental Break Threshold]] -18%&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} x25%&lt;br /&gt;
|- id=&amp;quot;Steadfast&amp;quot;&lt;br /&gt;
! Steadfast&lt;br /&gt;
| NAME is mentally tough and won't break down under stresses that would crack most people.&lt;br /&gt;
| [[Mental Break Threshold]] -9%&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} x50%&lt;br /&gt;
|- id=&amp;quot;Nervous&amp;quot;&lt;br /&gt;
! Nervous&lt;br /&gt;
| NAME tends to crack under pressure.&lt;br /&gt;
| [[Mental Break Threshold]] +8%&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} x200%&lt;br /&gt;
|- id=&amp;quot;Volatile&amp;quot;&lt;br /&gt;
! Volatile&lt;br /&gt;
| NAME is on a hair-trigger all the time. S/He is the first to break in any tough situation.&lt;br /&gt;
| [[Mental Break Threshold]] +15%&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} x300%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Neurotic===&lt;br /&gt;
These traits affect the colonist's [[Mental Break Threshold|mental break threshold]] and their [[Global Work Speed|global work speed]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Neurotic&amp;quot;&lt;br /&gt;
! Neurotic&lt;br /&gt;
| NAME likes to have things squared away. S/He will work harder than most to attain this state of affairs, but HER/HIS nerves can get the better of HER/HIM.&lt;br /&gt;
| [[Global Work Speed]] +20%&lt;br /&gt;
[[Mental Break Threshold]] +8%&lt;br /&gt;
|- id=&amp;quot;Very neurotic&amp;quot;&lt;br /&gt;
! Very neurotic&lt;br /&gt;
| NAME feels constantly nervous about everything that has to get done. S/He will work extremely hard to attain this state of affairs, but HER/HIS nerves can easily get the better of HER/HIM.&lt;br /&gt;
| [[Global Work Speed]] +40%&lt;br /&gt;
[[Mental Break Threshold]] +14%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shooting Accuracy===&lt;br /&gt;
These traits affect the colonist's [[Shooting Accuracy|accuracy]] in ranged combat, as well as [[Aiming Time|aiming time]]. Mutually exclusive with brawler.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Careful shooter&amp;quot;&lt;br /&gt;
! Careful shooter&lt;br /&gt;
| NAME takes more time to aim when shooting. S/He shoots less often than others, but with more accuracy.&lt;br /&gt;
| [[Aiming Time]] +25%&lt;br /&gt;
[[Shooting Accuracy]] +5&lt;br /&gt;
|- id=&amp;quot;Trigger-happy&amp;quot;&lt;br /&gt;
! Trigger-happy&lt;br /&gt;
| Pew! Pew! Pew! NAME just likes pulling the trigger. S/He shoots faster than others, but less accurately.&lt;br /&gt;
| [[Aiming Time]] -50%&lt;br /&gt;
[[Shooting Accuracy]] -5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Beauty===&lt;br /&gt;
These traits influence a colonist's appearance and how it affects other colonists' opinions of them - as well as sexual attractiveness.&lt;br /&gt;
&lt;br /&gt;
Each point of beauty corresponds to +20 opinion from other colonists, e.g. a colonist with 2 beauty will have +40 opinion, while another with -1 beauty will have -20.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Beautiful&amp;quot;&lt;br /&gt;
! Beautiful&lt;br /&gt;
| NAME is exceptionally beautiful, with an exotic-yet-familiar facial structure and an arresting gaze. People are attracted to her/him before s/he even opens her/his mouth.&lt;br /&gt;
| +2 pawn beauty&lt;br /&gt;
|- id=&amp;quot;Pretty&amp;quot;&lt;br /&gt;
! Pretty&lt;br /&gt;
| NAME has a pretty face, which predisposes people to like HER/HIM.&lt;br /&gt;
| +1 pawn beauty&lt;br /&gt;
|- id=&amp;quot;Ugly&amp;quot;&lt;br /&gt;
! Ugly&lt;br /&gt;
| NAME is somewhat ugly. This subtly repels others during social interactions.&lt;br /&gt;
| -1 pawn beauty&lt;br /&gt;
|- id=&amp;quot;Staggeringly ugly&amp;quot;&lt;br /&gt;
! Staggeringly ugly&lt;br /&gt;
| NAME is staggeringly ugly. HER/HIS face looks like a cross between a drawing by an untalented child, a malformed fetus in a jar of formaldehyde, and a piece of modern art. Others must exert conscious effort to look at HIM while conversing.&lt;br /&gt;
| -2 pawn beauty&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Psychic Sensitivity===&lt;br /&gt;
These traits influence how much a colonist is affected by psychic phenomena.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Psychically hypersensitive&amp;quot;&lt;br /&gt;
! Psychically hypersensitive&lt;br /&gt;
| NAME's mind is like a psychic tuning fork. S/He is extremely sensitive to psychic phenomena.&lt;br /&gt;
| [[Psychic Sensitivity]] +80%&lt;br /&gt;
|- id=&amp;quot;Psychically sensitive&amp;quot;&lt;br /&gt;
! Psychically sensitive&lt;br /&gt;
| NAME's mind is unusually sensitive to psychic phenomena.&lt;br /&gt;
| [[Psychic Sensitivity]] +40%&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&lt;br /&gt;
| NAME's mind is psychically out of tune with others. S/He isn't as affected by psychic phenomena.&lt;br /&gt;
| [[Psychic Sensitivity]] -50%&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&lt;br /&gt;
| NAME's mind works on a psychic frequency different from everyone else. S/He just isn't affected by psychic phenomena.&lt;br /&gt;
| [[Psychic Sensitivity]] -100%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Immunity===&lt;br /&gt;
These traits influence how often colonists are infected by a disease.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Super-immune&amp;quot;&lt;br /&gt;
! Super-immune&lt;br /&gt;
| NAME has a naturally powerful immune system. S/He will gain immunity much faster than a normal person would, and can survive illnesses that would kill others.&lt;br /&gt;
| [[Immunity Gain Speed]] +30%&lt;br /&gt;
|- id=&amp;quot;Sickly&amp;quot;&lt;br /&gt;
! Sickly&lt;br /&gt;
| NAME has an awful immune system. S/He gets sick more often than usual, frequently with illnesses that nobody in the colony has been afflicted by.&lt;br /&gt;
| [[Skills#Medicine|Medicine skill]] +4&amp;lt;br&amp;gt; Randomly catch diseases independently from rest of the colony, on average once every 30 days&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Obsolete Traits==&lt;br /&gt;
These are no longer found as-is in the current game version, though many of them have been renamed or reworked into one of the traits found above.&lt;br /&gt;
{| {{STDT| sortable c_03 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
! Conflicting Traits&lt;br /&gt;
! Fate&lt;br /&gt;
|- id=&amp;quot;Prosthophile&amp;quot;&lt;br /&gt;
! Prosthophile&lt;br /&gt;
| NAME feels limited in their feeble human body. NAME often dreams of going bionic.&lt;br /&gt;
| +14 mood bouns for having a bionic body part &amp;lt;br&amp;gt;-4 mood penalty for not having a bionic body part&lt;br /&gt;
| Body purist&lt;br /&gt;
| Replaced by [[#Transhumanist|Transhumanist]]&lt;br /&gt;
|- id=&amp;quot;Prosthophobe&amp;quot;&lt;br /&gt;
! Prosthophobe&lt;br /&gt;
| NAME believes the human body is limited for a reason. To them, bionic body parts are unethical.&lt;br /&gt;
| -10 mood penalty for having a bionic body part&lt;br /&gt;
| Transhumanist&lt;br /&gt;
| Replaced by [[#Body purist|Body purist]]&lt;br /&gt;
|- id=&amp;quot;Green thumb&amp;quot;&lt;br /&gt;
! Green thumb&lt;br /&gt;
| NAME has a passion for gardening. They get a mood bonus for every plant they sow.&lt;br /&gt;
| +1 mood bonus from sowing a plant. Stackable up to 20 times.&lt;br /&gt;
| -&lt;br /&gt;
| Removed in Beta 19&lt;br /&gt;
|- id=&amp;quot;Tunneler&amp;quot;&lt;br /&gt;
! Tunneler&lt;br /&gt;
| NAME has no need for space. S/He will never feel cooped up or get cabin fever, no matter how long s/he stays indoors.&lt;br /&gt;
| No Outdoors need&lt;br /&gt;
| -&lt;br /&gt;
| Replaced by [[#Undergrounder|Undergrounder]]&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot; &lt;br /&gt;
! Transhumanist&lt;br /&gt;
| NAME feels limited in their feeble human body. NAME often dreams of going bionic.&lt;br /&gt;
| [[Mood]] bonus for having [[artificial body parts]], from +4 up to +13&lt;br /&gt;
-4 mood penalty for not having an artificial body part &amp;lt;br&amp;gt; +8 opinion of other colonists for each part installed on them, up to +40&lt;br /&gt;
| [[#Body purist|Body purist]]&lt;br /&gt;
| Replaced by [[#Body modder|Body modder]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Traits hidden as they did nothing.  &lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Brawler, prosthophile, and more added.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Teetotaller and Chemical Fascination traits added&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Greedy, Jealous, Ascetic, Night Owl traits added.&lt;br /&gt;
* [[Version/0.17.1546|0.17.1546]] - Wimp trait added.&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - Undergrounder, Great memory, Tough, Gourmand, Sickly, Quick sleeper traits added&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Asexual trait added&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Transhumanist trait renamed to Body Modder. Kind description changed &amp;quot;''NAME is a nice person. They have a tendency to brighten everyone else's day and never insult others.''&amp;quot; -&amp;gt; ''&amp;quot;NAME is an exceptionally agreeable and giving person. S/He never insults others and will sometimes offer kind words to brighten the moods of those around her/him. {PAWN_pronoun} also never judges people by their appearance.&amp;quot;''&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Prios</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Slavery&amp;diff=107559</id>
		<title>Slavery</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Slavery&amp;diff=107559"/>
		<updated>2022-08-07T11:07:47Z</updated>

		<summary type="html">&lt;p&gt;Prios: /* Ideology */ Tested with a noble slave.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Cleanup desperately needed}}&lt;br /&gt;
'''Slavery''' in base game RimWorld is limited only to selling [[prisoner]]s for profit, with no other use. The [[Ideology DLC]] significantly expands on the concept, allowing prisoners to be enslaved and forced to work and perform tasks.&lt;br /&gt;
&lt;br /&gt;
== Core ==&lt;br /&gt;
Slavery is a quick way to get decent amounts of money quickly. Pawns will suffer a mood penalty of -3 for 4 days after the slave is sold, stacking up to five times, for {{--|15}} max. Unless you have a colony of psychos, selling multiple slaves may bring down your colony by lowering the moods of pawns by large increments. There is no other way to prevent the negative moodlet.&lt;br /&gt;
&lt;br /&gt;
One way of dealing with this is to avoid slavery altogether in the early game, and then sell only 1-2 slaves every day in the late game, when the mood penalties can be more easily offset by impressive bedrooms, high [[recreation]] and [[comfort]] needs, [[drug]]s, and/or [[fine meals|fine]] or [[lavish meal]]s. This has a downside, however. [[Trade#Slaver|Slave trader]]s only appear rarely, and then generally only stay for around two days, meaning that it will be hard making slavery a main source of profit for the colony unless you are burning through [[goodwill]] with your allies by requesting slaver caravans, or forming your own caravans to travel to villages to sell. Alternatively, you can stuff all of your pawns into [[cryptosleep casket]]s to be conveniently asleep during the massive mood debuff and have a [[Traits#Psychopath|psychopath]] trader sell as many slaves as possible.&lt;br /&gt;
&lt;br /&gt;
Since there is no way to use a slave for anything besides trade in the base game, purchasing a slave will turn them into a regular pawn. The former slave will get a {{+|15}} mood buff for 20 days due to being freed.&lt;br /&gt;
&lt;br /&gt;
== Ideology ==&lt;br /&gt;
{{Ideology|No category}}&lt;br /&gt;
Slaves are controllable, like normal colonists, but with unique mechanics and restrictions.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
* No need for [[recreation]].&lt;br /&gt;
* [[#Expectations|Slave specific expectations]] meaning higher base mood.&lt;br /&gt;
* Ignore all work type incapabilities except that which slavery itself adds, therefore pawns with many incapabilities can actually be more useful as slaves.&lt;br /&gt;
* Will never insult or social fight with non-slave pawns.&lt;br /&gt;
* Half as likely to social fight.&lt;br /&gt;
* Significantly easier to enslave than recruit.&lt;br /&gt;
* Contribute only 75% of the value of a Colonist to [[Raid points]].&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
* Slave rebellions.&lt;br /&gt;
* New incapabilities: cannot hunt, make art, research, trade, or warden. Slaves cannot request military aid, trade caravans, or persona core locations at a [[comms console]], though [[noble]]{{RoyaltyIcon}} slaves can change their heir. Slaves are also incapable of synthesizing Drugs (cooking Drugs is still possible).&lt;br /&gt;
* Suffers a x0.85 multiplier to [[Global Work Speed]] which in turn reduces: {{#ask: [[Global Work Speed Factor::true]]}}&lt;br /&gt;
&lt;br /&gt;
===Expectations===&lt;br /&gt;
{{See also|Expectations}}&lt;br /&gt;
Slaves do not have the default expectations of colonists, instead they have unique expectations with a generally higher mood boost. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &amp;lt;!-- C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Data\Ideology\Defs\Misc\ExpectationDefs\Expectation.xml --&amp;gt;&lt;br /&gt;
! Expectation !! Mood Effect !! Wealth Range&lt;br /&gt;
|-&lt;br /&gt;
| Destitute slave expectations || {{+|46}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Poor slave expectations || {{+|40}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Meager slave expectations || {{+|34}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Slave expectations || {{+|28}} || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Acquiring slaves ===&lt;br /&gt;
Slaves can be created by reducing the will of a prisoner to zero, or by attempting to enslave a prisoner while benefiting from a recruitment [[Mental_inspiration#Inspired_recruitment|inspiration]]. This is typically much faster than reducing their resistance and recruiting them, allowing faster acquisition of pawns in exchange for the conditions and effects slavery imposes.&lt;br /&gt;
&lt;br /&gt;
=== Slave relationships ===&lt;br /&gt;
Slaves can start relationships with any other slave or even another colonist. This is troublesome, as slaves cannot be assigned to the same bed as a colonist, but can still sleep in the same room. If you want both to be together, you need to make either both slaves or both colonists.&lt;br /&gt;
&lt;br /&gt;
If a slave and a non-slave are getting friendly with one another and there's a danger of them forming a relationship, you can have the non-slave temporarily drop their weapon and strike the slave. Not only will this suppress the slave, it will give them a &amp;quot;harmed me&amp;quot; negative opinion about their attacker (even if the slave is a masochist), lowering the chances of a romance.&lt;br /&gt;
&lt;br /&gt;
=== Slave rebellion ===&lt;br /&gt;
Slaves will occasionally rebel, staging something similar to a prison break. Slaves will turn hostile and uncontrollable, and will try to find weapons to attack nearby colonists. The rebellion interval is based on mood, suppression, proximity of weapons, escape route, and the presence of colonists on the map, with a base interval of 45 days. The time displayed is based on time awake - that is, if a slave sleeps 8 hours of every 24, the actual mean time between rebellions will be 50% longer. A displayed MTB of 2 years will actually be a MTB of 3 years.&lt;br /&gt;
&lt;br /&gt;
Slave rebellions come in several different types: Grand, Local, and Single. A grand escape involves every valid slave on the map rebelling, while a local escape chooses a given slave as a locus with any valid slaves within 35 tiles also rebelling. A single rebellion is, as the name implies, a rebellion by a single slave.&lt;br /&gt;
&lt;br /&gt;
Only non-downed, non-mental breaking, awake, slaves can join a rebellion. Thus, by assigning slaves different shifts, the maximum number of slaves rebelling can be limited. &lt;br /&gt;
&lt;br /&gt;
Weapons such as [[Wood]], [[EMP grenades]]/[[EMP launcher|launchers]], and [[Smoke launcher]]s will not increase rebellion chance, despite being weapons. Rebellious slaves will take ranged weapons even if equipped with [[shield belt]]s, dropping the belts in the process.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| '''Mean Time Between Rebellions''' = 45/(Moving Factor * Suppression Factor * Slave Count Factor * Mood Factor * Room Edge Factor * Weapon Factor * Unattended Factor)&lt;br /&gt;
|}&lt;br /&gt;
Where:&lt;br /&gt;
* Moving Factor = A curve dependent on the current [[Moving]] capacity of the slave, defined by 3 points and linearly interpolated between them. 0.01x at 0% (though note that a pawn that cannot move is not valid for a rebellion anyway), 0.5x at 50% and 1x at 100%. This very closely approximates a straight scalar based on the Moving capacity, but is slightly different. Also note that this is Moving capacity, not [[move speed]], so slowing a pawn down with [[peg leg]]s will make rebellions less frequent, but slowing them down with a [[flak vest]] will not. &lt;br /&gt;
* Suppression Factor = A curve dependent on the current suppression value of the slave, defined by 4 points and linearly interpolated between them. 5x at 0%, 1.5x at 33.3%, 1x at 50%, 0.25x at 100%.&lt;br /&gt;
* Slave Count Factor = A curve dependent on the number of slaves loaded on a map, defined by 5 points and linearly interpolated between them. 1x at 1 slave, 0.75x at 2 slaves, 0.5x at 5 slaves, 0.3x at 10 slaves. 0.2x at 20 slaves. Note that despite making each slave individually less likely to rebel, having more slaves rolling for rebellions actually increases the chance. Also note that these slaves don't need to be valid slaves for a rebellion, they must simply be alive and on the map.&lt;br /&gt;
* Mood Factor = A curve dependent on the [[mood]] of the slave, defined by three points and linearly interpolated between them. 1.5x at 0% mood, 1x at 50% mood, 0.8x at 100% mood. &lt;br /&gt;
* Room Edge Factor = 1.7 when in a room that touches the map edge including being completely outdoors. 1 otherwise.&lt;br /&gt;
* Weapon Factor = 4 when within 7 tile range of a usable weapon, or if indoors (in a room not considered outdoors) in the same room as a usable weapon. 1 otherwise.&lt;br /&gt;
* Unattended Factor = 20 when on a map without a colonist that is not downed, dead or a slave. 1 otherwise.&lt;br /&gt;
==== Suppression ====&lt;br /&gt;
Suppression is one of the stats used to calculate the slave rebellion interval. The higher the suppression, the longer the expected interval in between rebellions. The suppression of a slave can be increased by interacting with them, melee attacking them with a colonist or executing other slaves or prisoners. Over time, the suppression level lowers depending on its current level by up to 20% per day.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Suppression !! Suppression loss&amp;lt;br&amp;gt;(per day)&lt;br /&gt;
|-&lt;br /&gt;
| 30% - 100% || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;15% - &amp;lt;30% || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| 0% - 15%   || {{--|5%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This value can be increased or decreased by the following things:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Suppression loss offset&amp;lt;br&amp;gt;(per day)&lt;br /&gt;
|- &lt;br /&gt;
| [[Slave collar]] || {{+|15%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Slave body strap]] || {{+|15%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cowboy hat]] || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bowler hat]] || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Tribal headdress]] || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Veil]] || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marine helmet]] || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Duster]] || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marine armor]] || {{--|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Prestige marine helmet]] {{RoyaltyIcon}} || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Prestige marine armor]] {{RoyaltyIcon}} || {{--|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Grenadier armor]] {{RoyaltyIcon}} || {{--|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Eltex shirt]] {{RoyaltyIcon}} || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Eltex vest]] {{RoyaltyIcon}} || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Eltex robe]] {{RoyaltyIcon}} || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Formal shirt]] {{RoyaltyIcon}} || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Corset]] {{RoyaltyIcon}} || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Formal vest]] {{RoyaltyIcon}} || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Prestige robe]] {{RoyaltyIcon}} || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ladies hat]] {{RoyaltyIcon}} || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Top hat]] {{RoyaltyIcon}} || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Coronet]] {{RoyaltyIcon}} || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Crown]] {{RoyaltyIcon}} || {{--|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stellic crown]] {{RoyaltyIcon}} || {{--|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Beret]] {{RoyaltyIcon}} || {{--|5%}}&lt;br /&gt;
|}&lt;br /&gt;
	&lt;br /&gt;
A suppression loss of less than 0% per day will not increase the suppression. Since the default loss is at a maximum of 20% per day, a slave collar combined with body straps is enough to keep up the suppression of a slave unless they are wearing apparel that increases suppression loss above 10%. Since a negative loss has no effect, increasing Terror while slaves wear slave collars and body straps is useless unless you also wish to outfit the slave with suppression-decreasing apparel, such as dusters in hot [[biomes]] or marine armor for combat slaves.&lt;br /&gt;
&lt;br /&gt;
===== Warden suppression =====&lt;br /&gt;
Each time a warden suppresses a slave, it increments their suppression by a value dependent on the [[Suppression Power]] of the warden and the current suppression of the slave.  &lt;br /&gt;
Namely:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Suppression Change = Suppression Power * Suppression Curve Factor'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! CurrentSuppressionFactorCurve&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart|width=200|height=200|xAxisTitle=Current Suppression (%))|yAxisTitle=Suppression Multiplier|type=line|x=0, 50, 100 |y1= 2, 1, 0.5}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, a colonist with [[Skills#Social|Social]] skill of 10 has a Suppression Power of 28%. A slave with a current Suppression value of 0 has a suppression curve factor of 2x. Thus, that colonist suppressing that slave would result in the slave's suppression increasing by 56%. This also means that a skill 20 pawn will always fully supress a slave.&lt;br /&gt;
&lt;br /&gt;
Each suppression attempt takes {{ticks|180}} of work.&lt;br /&gt;
&lt;br /&gt;
[[Authority cap]]s improve the suppression power of the wearer. See that page for details.&lt;br /&gt;
&lt;br /&gt;
===== Melee suppression =====&lt;br /&gt;
{{Stub|section=1|reason=Exact equation depends on CurrentSuppressionFactorCurve - needs to be worked out and added}}&lt;br /&gt;
Any colonist can suppress a pawn by performing melee attacks against them. Each attack increases suppression at a rate dependent on the current suppression and the damage dealt, with more damage suppressing more&lt;br /&gt;
&lt;br /&gt;
===== Terror =====&lt;br /&gt;
{{Stub|section=1|reason=needs specifics}}&lt;br /&gt;
Terror is a way to keep slaves suppressed. It rises when the slave spends time near terrifying things like terror sculptures. A slave can only be affected by three terror sources at a time. While terror is high, suppression falls slower.&lt;br /&gt;
&lt;br /&gt;
Terror can be created by having slaves in proximity to terror creating furniture like [[skullspike]]s, [[terror sculpture]]s or bodies in [[gibbet cage|cages]]. While slaves are affected by these, their suppression loss is lowered, depending on the value and amount of terror sources, but capped at 3 individual sources. &lt;br /&gt;
&lt;br /&gt;
==== Strategies ====&lt;br /&gt;
Keep slaves in collars and straps. Barring that, build terrorizing furniture in the areas they spend the most time ''awake'' in, such as workshops and kitchens. Terror fixtures are of little use inside a slave's own room.&lt;br /&gt;
&lt;br /&gt;
Keep your weapons inside a room that slaves will rarely, if ever, approach; confining your slaves to a restrictive allowed [[Zone/Area#Allowed_area|area]] helps, of course.&lt;br /&gt;
&lt;br /&gt;
Minimize or eliminate the time slaves have access to the map edge. Consider walling off the area that slaves live in, if your entire colony isn't walled off already (doors count as barriers for purposes of map edge access for slaves). If that isn't feasible, keep slaves near the center of your colony as much as possible, and build walls and doors blocking off the ends of alleyways (this also helps slow down raiders that get past your outer defenses or land inside your base outright). Again, confining slaves to an allowed area is critical.&lt;br /&gt;
&lt;br /&gt;
Consider keeping your slaves happy. This is much easier than it might seem, since slaves have a huge baseline mood boost compared to a typical colonist, and will never get upset about lack of recreation. Slaves also get mood bonuses from performing work they're [[Passion|passionate]] about; paradoxically, these bonuses can last longer because the slave need not take recreation breaks. Having them drink [[psychite tea]] every other day will not only boost their mood further but also slightly increase their productivity (though unfortunately the big increase to recreation is wasted). Because slaves return to their rooms by default when in need of medical care, consider making their floors [[steel tile]] for an admittedly expensive increase to both cleanliness and room beauty. Also consider sticking &amp;quot;hand-me-down&amp;quot; beautifying [[sculptures]] in their rooms instead of just selling the old art. On the other hand, [[ascetic]] slaves allow you to have a happy slave with the crummiest room possible. [[Masochist]] slaves will love having a mindscrew implant (though it will lower their sale price), and the pain will lower consciousness, reducing their movement potential and further discouraging rebellion. Or just punch them once in a while.&amp;lt;br&amp;gt;&lt;br /&gt;
Not only do happy slaves rebel a bit less often, joyful slaves can benefit from [[inspirations]] as other colonists do, making them even more useful as your property.&lt;br /&gt;
&lt;br /&gt;
If you have the [[Royalty]] DLC, consider giving slaves brain implants that cause [[brain shock]] so rebellions can be safely suppressed with no loss of life, even with armed and armored slaves, by using [[EMP]] weapons. Implants such as the [[circadian half-cycler]]{{RoyaltyIcon}} and the [[circadian assistant]]{{RoyaltyIcon}} also increase the total productivity of the slave, and the half-cycler reduces movement capacity by reducing consciousness; the downside is that these implants increase time awake, lowering the MTB for rebellions.&lt;br /&gt;
&lt;br /&gt;
[[Traits#Wimp|Wimps]] also make for easily quelled rebellions.&lt;br /&gt;
&lt;br /&gt;
===Titles===&lt;br /&gt;
{{Royalty|No category}}&lt;br /&gt;
{{Main|Titles}}&lt;br /&gt;
Slaves can be given honor and ascend the ranks of royalty just as every other pawn can. They function much the same as other nobles, requiring specific clothes, certain standards of bedroom and throne room, etc. with two major exceptions. First is they cannot use permits. Second is that slavery overrides the work type restrictions from conceited nobility.&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* ? - Slave sold penalty reduced from -5 to -3, sometime between 1.2.2723 and 1.3.3087&lt;br /&gt;
* [[Version/1.3.3072|1.3.3072]] - Tune slave rebellion chances a bit lower, and reduce the effects of some factors. Slave weapon noticing distance reduced from 10 to 6.9. Couples made of a slave/colonist pair no longer want to sleep together despite not being able to share a bed.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Slaves no longer slight or insult non-slaves, Slaves never start social fights with non-slaves if insulted, Meleeing a slave now increases suppression, Rebellion chance per slave now relates inversely to the number of slaves on the map, so overall rebellion chance shouldn't climb so aggressively with higher slave counts, Adjust slave rebellion base MTB 50 days back to 45 days. Ideoligion funerals are no longer expected for slaves. Slaves no longer count for Diversity of Thought. More selective in which weapons increase rebellion chance - now excludes Wood, EMP, Smoke etc.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Added Alert for likely slave rebellion.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3080]] - Rebelling slaves now drop shield belt if they have a ranged weapon&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Lower slave social fight chance by 50%.  Killing a slave in a slave rebellion no longer causes 'Witnessed ally's death' thought&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Slaves are now worth 75% of colonists in terms of map wealth and population.&lt;/div&gt;</summary>
		<author><name>Prios</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Slavery&amp;diff=107558</id>
		<title>Slavery</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Slavery&amp;diff=107558"/>
		<updated>2022-08-07T10:52:41Z</updated>

		<summary type="html">&lt;p&gt;Prios: I derped and put a tip in the wrong section. Moved it. Also removed a stub tag because it doesn't seem very applicable any more.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Cleanup desperately needed}}&lt;br /&gt;
'''Slavery''' in base game RimWorld is limited only to selling [[prisoner]]s for profit, with no other use. The [[Ideology DLC]] significantly expands on the concept, allowing prisoners to be enslaved and forced to work and perform tasks.&lt;br /&gt;
&lt;br /&gt;
== Core ==&lt;br /&gt;
Slavery is a quick way to get decent amounts of money quickly. Pawns will suffer a mood penalty of -3 for 4 days after the slave is sold, stacking up to five times, for {{--|15}} max. Unless you have a colony of psychos, selling multiple slaves may bring down your colony by lowering the moods of pawns by large increments. There is no other way to prevent the negative moodlet.&lt;br /&gt;
&lt;br /&gt;
One way of dealing with this is to avoid slavery altogether in the early game, and then sell only 1-2 slaves every day in the late game, when the mood penalties can be more easily offset by impressive bedrooms, high [[recreation]] and [[comfort]] needs, [[drug]]s, and/or [[fine meals|fine]] or [[lavish meal]]s. This has a downside, however. [[Trade#Slaver|Slave trader]]s only appear rarely, and then generally only stay for around two days, meaning that it will be hard making slavery a main source of profit for the colony unless you are burning through [[goodwill]] with your allies by requesting slaver caravans, or forming your own caravans to travel to villages to sell. Alternatively, you can stuff all of your pawns into [[cryptosleep casket]]s to be conveniently asleep during the massive mood debuff and have a [[Traits#Psychopath|psychopath]] trader sell as many slaves as possible.&lt;br /&gt;
&lt;br /&gt;
Since there is no way to use a slave for anything besides trade in the base game, purchasing a slave will turn them into a regular pawn. The former slave will get a {{+|15}} mood buff for 20 days due to being freed.&lt;br /&gt;
&lt;br /&gt;
== Ideology ==&lt;br /&gt;
{{Ideology|No category}}&lt;br /&gt;
Slaves are controllable, like normal colonists, but with unique mechanics and restrictions.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
* No need for [[recreation]].&lt;br /&gt;
* [[#Expectations|Slave specific expectations]] meaning higher base mood.&lt;br /&gt;
* Ignore all work type incapabilities except that which slavery itself adds, therefore pawns with many incapabilities can actually be more useful as slaves.&lt;br /&gt;
* Will never insult or social fight with non-slave pawns.&lt;br /&gt;
* Half as likely to social fight.&lt;br /&gt;
* Significantly easier to enslave than recruit.&lt;br /&gt;
* Contribute only 75% of the value of a Colonist to [[Raid points]].&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
* Slave rebellions.&lt;br /&gt;
* New incapabilities: cannot hunt, make art, research, trade, or warden. Slaves cannot request military aid, trade caravans, or persona core locations at a [[comms console]]. Slaves are also incapable of synthesizing Drugs (cooking Drugs is still possible).&lt;br /&gt;
* Suffers a x0.85 multiplier to [[Global Work Speed]] which in turn reduces: {{#ask: [[Global Work Speed Factor::true]]}}&lt;br /&gt;
&lt;br /&gt;
===Expectations===&lt;br /&gt;
{{See also|Expectations}}&lt;br /&gt;
Slaves do not have the default expectations of colonists, instead they have unique expectations with a generally higher mood boost. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &amp;lt;!-- C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Data\Ideology\Defs\Misc\ExpectationDefs\Expectation.xml --&amp;gt;&lt;br /&gt;
! Expectation !! Mood Effect !! Wealth Range&lt;br /&gt;
|-&lt;br /&gt;
| Destitute slave expectations || {{+|46}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Poor slave expectations || {{+|40}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Meager slave expectations || {{+|34}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Slave expectations || {{+|28}} || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Acquiring slaves ===&lt;br /&gt;
Slaves can be created by reducing the will of a prisoner to zero, or by attempting to enslave a prisoner while benefiting from a recruitment [[Mental_inspiration#Inspired_recruitment|inspiration]]. This is typically much faster than reducing their resistance and recruiting them, allowing faster acquisition of pawns in exchange for the conditions and effects slavery imposes.&lt;br /&gt;
&lt;br /&gt;
=== Slave relationships ===&lt;br /&gt;
Slaves can start relationships with any other slave or even another colonist. This is troublesome, as slaves cannot be assigned to the same bed as a colonist, but can still sleep in the same room. If you want both to be together, you need to make either both slaves or both colonists.&lt;br /&gt;
&lt;br /&gt;
If a slave and a non-slave are getting friendly with one another and there's a danger of them forming a relationship, you can have the non-slave temporarily drop their weapon and strike the slave. Not only will this suppress the slave, it will give them a &amp;quot;harmed me&amp;quot; negative opinion about their attacker (even if the slave is a masochist), lowering the chances of a romance.&lt;br /&gt;
&lt;br /&gt;
=== Slave rebellion ===&lt;br /&gt;
Slaves will occasionally rebel, staging something similar to a prison break. Slaves will turn hostile and uncontrollable, and will try to find weapons to attack nearby colonists. The rebellion interval is based on mood, suppression, proximity of weapons, escape route, and the presence of colonists on the map, with a base interval of 45 days. The time displayed is based on time awake - that is, if a slave sleeps 8 hours of every 24, the actual mean time between rebellions will be 50% longer. A displayed MTB of 2 years will actually be a MTB of 3 years.&lt;br /&gt;
&lt;br /&gt;
Slave rebellions come in several different types: Grand, Local, and Single. A grand escape involves every valid slave on the map rebelling, while a local escape chooses a given slave as a locus with any valid slaves within 35 tiles also rebelling. A single rebellion is, as the name implies, a rebellion by a single slave.&lt;br /&gt;
&lt;br /&gt;
Only non-downed, non-mental breaking, awake, slaves can join a rebellion. Thus, by assigning slaves different shifts, the maximum number of slaves rebelling can be limited. &lt;br /&gt;
&lt;br /&gt;
Weapons such as [[Wood]], [[EMP grenades]]/[[EMP launcher|launchers]], and [[Smoke launcher]]s will not increase rebellion chance, despite being weapons. Rebellious slaves will take ranged weapons even if equipped with [[shield belt]]s, dropping the belts in the process.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| '''Mean Time Between Rebellions''' = 45/(Moving Factor * Suppression Factor * Slave Count Factor * Mood Factor * Room Edge Factor * Weapon Factor * Unattended Factor)&lt;br /&gt;
|}&lt;br /&gt;
Where:&lt;br /&gt;
* Moving Factor = A curve dependent on the current [[Moving]] capacity of the slave, defined by 3 points and linearly interpolated between them. 0.01x at 0% (though note that a pawn that cannot move is not valid for a rebellion anyway), 0.5x at 50% and 1x at 100%. This very closely approximates a straight scalar based on the Moving capacity, but is slightly different. Also note that this is Moving capacity, not [[move speed]], so slowing a pawn down with [[peg leg]]s will make rebellions less frequent, but slowing them down with a [[flak vest]] will not. &lt;br /&gt;
* Suppression Factor = A curve dependent on the current suppression value of the slave, defined by 4 points and linearly interpolated between them. 5x at 0%, 1.5x at 33.3%, 1x at 50%, 0.25x at 100%.&lt;br /&gt;
* Slave Count Factor = A curve dependent on the number of slaves loaded on a map, defined by 5 points and linearly interpolated between them. 1x at 1 slave, 0.75x at 2 slaves, 0.5x at 5 slaves, 0.3x at 10 slaves. 0.2x at 20 slaves. Note that despite making each slave individually less likely to rebel, having more slaves rolling for rebellions actually increases the chance. Also note that these slaves don't need to be valid slaves for a rebellion, they must simply be alive and on the map.&lt;br /&gt;
* Mood Factor = A curve dependent on the [[mood]] of the slave, defined by three points and linearly interpolated between them. 1.5x at 0% mood, 1x at 50% mood, 0.8x at 100% mood. &lt;br /&gt;
* Room Edge Factor = 1.7 when in a room that touches the map edge including being completely outdoors. 1 otherwise.&lt;br /&gt;
* Weapon Factor = 4 when within 7 tile range of a usable weapon, or if indoors (in a room not considered outdoors) in the same room as a usable weapon. 1 otherwise.&lt;br /&gt;
* Unattended Factor = 20 when on a map without a colonist that is not downed, dead or a slave. 1 otherwise.&lt;br /&gt;
==== Suppression ====&lt;br /&gt;
Suppression is one of the stats used to calculate the slave rebellion interval. The higher the suppression, the longer the expected interval in between rebellions. The suppression of a slave can be increased by interacting with them, melee attacking them with a colonist or executing other slaves or prisoners. Over time, the suppression level lowers depending on its current level by up to 20% per day.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Suppression !! Suppression loss&amp;lt;br&amp;gt;(per day)&lt;br /&gt;
|-&lt;br /&gt;
| 30% - 100% || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;15% - &amp;lt;30% || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| 0% - 15%   || {{--|5%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This value can be increased or decreased by the following things:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Suppression loss offset&amp;lt;br&amp;gt;(per day)&lt;br /&gt;
|- &lt;br /&gt;
| [[Slave collar]] || {{+|15%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Slave body strap]] || {{+|15%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cowboy hat]] || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bowler hat]] || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Tribal headdress]] || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Veil]] || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marine helmet]] || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Duster]] || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marine armor]] || {{--|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Prestige marine helmet]] {{RoyaltyIcon}} || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Prestige marine armor]] {{RoyaltyIcon}} || {{--|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Grenadier armor]] {{RoyaltyIcon}} || {{--|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Eltex shirt]] {{RoyaltyIcon}} || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Eltex vest]] {{RoyaltyIcon}} || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Eltex robe]] {{RoyaltyIcon}} || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Formal shirt]] {{RoyaltyIcon}} || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Corset]] {{RoyaltyIcon}} || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Formal vest]] {{RoyaltyIcon}} || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Prestige robe]] {{RoyaltyIcon}} || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ladies hat]] {{RoyaltyIcon}} || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Top hat]] {{RoyaltyIcon}} || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Coronet]] {{RoyaltyIcon}} || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Crown]] {{RoyaltyIcon}} || {{--|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stellic crown]] {{RoyaltyIcon}} || {{--|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Beret]] {{RoyaltyIcon}} || {{--|5%}}&lt;br /&gt;
|}&lt;br /&gt;
	&lt;br /&gt;
A suppression loss of less than 0% per day will not increase the suppression. Since the default loss is at a maximum of 20% per day, a slave collar combined with body straps is enough to keep up the suppression of a slave unless they are wearing apparel that increases suppression loss above 10%. Since a negative loss has no effect, increasing Terror while slaves wear slave collars and body straps is useless unless you also wish to outfit the slave with suppression-decreasing apparel, such as dusters in hot [[biomes]] or marine armor for combat slaves.&lt;br /&gt;
&lt;br /&gt;
===== Warden suppression =====&lt;br /&gt;
Each time a warden suppresses a slave, it increments their suppression by a value dependent on the [[Suppression Power]] of the warden and the current suppression of the slave.  &lt;br /&gt;
Namely:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Suppression Change = Suppression Power * Suppression Curve Factor'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! CurrentSuppressionFactorCurve&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart|width=200|height=200|xAxisTitle=Current Suppression (%))|yAxisTitle=Suppression Multiplier|type=line|x=0, 50, 100 |y1= 2, 1, 0.5}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, a colonist with [[Skills#Social|Social]] skill of 10 has a Suppression Power of 28%. A slave with a current Suppression value of 0 has a suppression curve factor of 2x. Thus, that colonist suppressing that slave would result in the slave's suppression increasing by 56%. This also means that a skill 20 pawn will always fully supress a slave.&lt;br /&gt;
&lt;br /&gt;
Each suppression attempt takes {{ticks|180}} of work.&lt;br /&gt;
&lt;br /&gt;
[[Authority cap]]s improve the suppression power of the wearer. See that page for details.&lt;br /&gt;
&lt;br /&gt;
===== Melee suppression =====&lt;br /&gt;
{{Stub|section=1|reason=Exact equation depends on CurrentSuppressionFactorCurve - needs to be worked out and added}}&lt;br /&gt;
Any colonist can suppress a pawn by performing melee attacks against them. Each attack increases suppression at a rate dependent on the current suppression and the damage dealt, with more damage suppressing more&lt;br /&gt;
&lt;br /&gt;
===== Terror =====&lt;br /&gt;
{{Stub|section=1|reason=needs specifics}}&lt;br /&gt;
Terror is a way to keep slaves suppressed. It rises when the slave spends time near terrifying things like terror sculptures. A slave can only be affected by three terror sources at a time. While terror is high, suppression falls slower.&lt;br /&gt;
&lt;br /&gt;
Terror can be created by having slaves in proximity to terror creating furniture like [[skullspike]]s, [[terror sculpture]]s or bodies in [[gibbet cage|cages]]. While slaves are affected by these, their suppression loss is lowered, depending on the value and amount of terror sources, but capped at 3 individual sources. &lt;br /&gt;
&lt;br /&gt;
==== Strategies ====&lt;br /&gt;
Keep slaves in collars and straps. Barring that, build terrorizing furniture in the areas they spend the most time ''awake'' in, such as workshops and kitchens. Terror fixtures are of little use inside a slave's own room.&lt;br /&gt;
&lt;br /&gt;
Keep your weapons inside a room that slaves will rarely, if ever, approach; confining your slaves to a restrictive allowed [[Zone/Area#Allowed_area|area]] helps, of course.&lt;br /&gt;
&lt;br /&gt;
Minimize or eliminate the time slaves have access to the map edge. Consider walling off the area that slaves live in, if your entire colony isn't walled off already (doors count as barriers for purposes of map edge access for slaves). If that isn't feasible, keep slaves near the center of your colony as much as possible, and build walls and doors blocking off the ends of alleyways (this also helps slow down raiders that get past your outer defenses or land inside your base outright). Again, confining slaves to an allowed area is critical.&lt;br /&gt;
&lt;br /&gt;
Consider keeping your slaves happy. This is much easier than it might seem, since slaves have a huge baseline mood boost compared to a typical colonist, and will never get upset about lack of recreation. Slaves also get mood bonuses from performing work they're [[Passion|passionate]] about; paradoxically, these bonuses can last longer because the slave need not take recreation breaks. Having them drink [[psychite tea]] every other day will not only boost their mood further but also slightly increase their productivity (though unfortunately the big increase to recreation is wasted). Because slaves return to their rooms by default when in need of medical care, consider making their floors [[steel tile]] for an admittedly expensive increase to both cleanliness and room beauty. Also consider sticking &amp;quot;hand-me-down&amp;quot; beautifying [[sculptures]] in their rooms instead of just selling the old art. On the other hand, [[ascetic]] slaves allow you to have a happy slave with the crummiest room possible. [[Masochist]] slaves will love having a mindscrew implant (though it will lower their sale price), and the pain will lower consciousness, reducing their movement potential and further discouraging rebellion. Or just punch them once in a while.&amp;lt;br&amp;gt;&lt;br /&gt;
Not only do happy slaves rebel a bit less often, joyful slaves can benefit from [[inspirations]] as other colonists do, making them even more useful as your property.&lt;br /&gt;
&lt;br /&gt;
If you have the [[Royalty]] DLC, consider giving slaves brain implants that cause [[brain shock]] so rebellions can be safely suppressed with no loss of life, even with armed and armored slaves, by using [[EMP]] weapons. Implants such as the [[circadian half-cycler]]{{RoyaltyIcon}} and the [[circadian assistant]]{{RoyaltyIcon}} also increase the total productivity of the slave, and the half-cycler reduces movement capacity by reducing consciousness; the downside is that these implants increase time awake, lowering the MTB for rebellions.&lt;br /&gt;
&lt;br /&gt;
[[Traits#Wimp|Wimps]] also make for easily quelled rebellions.&lt;br /&gt;
&lt;br /&gt;
===Titles===&lt;br /&gt;
{{Royalty|No category}}&lt;br /&gt;
{{Main|Titles}}&lt;br /&gt;
Slaves can be given honor and ascend the ranks of royalty just as every other pawn can. They function much the same as other nobles, requiring specific clothes, certain standards of bedroom and throne room, etc. with two major exceptions. First is they cannot use permits. Second is that slavery overrides the work type restrictions from conceited nobility.&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* ? - Slave sold penalty reduced from -5 to -3, sometime between 1.2.2723 and 1.3.3087&lt;br /&gt;
* [[Version/1.3.3072|1.3.3072]] - Tune slave rebellion chances a bit lower, and reduce the effects of some factors. Slave weapon noticing distance reduced from 10 to 6.9. Couples made of a slave/colonist pair no longer want to sleep together despite not being able to share a bed.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Slaves no longer slight or insult non-slaves, Slaves never start social fights with non-slaves if insulted, Meleeing a slave now increases suppression, Rebellion chance per slave now relates inversely to the number of slaves on the map, so overall rebellion chance shouldn't climb so aggressively with higher slave counts, Adjust slave rebellion base MTB 50 days back to 45 days. Ideoligion funerals are no longer expected for slaves. Slaves no longer count for Diversity of Thought. More selective in which weapons increase rebellion chance - now excludes Wood, EMP, Smoke etc.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Added Alert for likely slave rebellion.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3080]] - Rebelling slaves now drop shield belt if they have a ranged weapon&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Lower slave social fight chance by 50%.  Killing a slave in a slave rebellion no longer causes 'Witnessed ally's death' thought&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Slaves are now worth 75% of colonists in terms of map wealth and population.&lt;/div&gt;</summary>
		<author><name>Prios</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Slavery&amp;diff=107557</id>
		<title>Slavery</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Slavery&amp;diff=107557"/>
		<updated>2022-08-07T10:37:18Z</updated>

		<summary type="html">&lt;p&gt;Prios: /* Strategies */ Some basic and maybe not-so-basic tips.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Cleanup desperately needed}}&lt;br /&gt;
'''Slavery''' in base game RimWorld is limited only to selling [[prisoner]]s for profit, with no other use. The [[Ideology DLC]] significantly expands on the concept, allowing prisoners to be enslaved and forced to work and perform tasks.&lt;br /&gt;
&lt;br /&gt;
== Core ==&lt;br /&gt;
Slavery is a quick way to get decent amounts of money quickly. Pawns will suffer a mood penalty of -3 for 4 days after the slave is sold, stacking up to five times, for {{--|15}} max. Unless you have a colony of psychos, selling multiple slaves may bring down your colony by lowering the moods of pawns by large increments. There is no other way to prevent the negative moodlet.&lt;br /&gt;
&lt;br /&gt;
One way of dealing with this is to avoid slavery altogether in the early game, and then sell only 1-2 slaves every day in the late game, when the mood penalties can be more easily offset by impressive bedrooms, high [[recreation]] and [[comfort]] needs, [[drug]]s, and/or [[fine meals|fine]] or [[lavish meal]]s. This has a downside, however. [[Trade#Slaver|Slave trader]]s only appear rarely, and then generally only stay for around two days, meaning that it will be hard making slavery a main source of profit for the colony unless you are burning through [[goodwill]] with your allies by requesting slaver caravans, or forming your own caravans to travel to villages to sell. Alternatively, you can stuff all of your pawns into [[cryptosleep casket]]s to be conveniently asleep during the massive mood debuff and have a [[Traits#Psychopath|psychopath]] trader sell as many slaves as possible.&lt;br /&gt;
&lt;br /&gt;
Since there is no way to use a slave for anything besides trade in the base game, purchasing a slave will turn them into a regular pawn. The former slave will get a {{+|15}} mood buff for 20 days due to being freed.&lt;br /&gt;
&lt;br /&gt;
== Ideology ==&lt;br /&gt;
{{Ideology|No category}}&lt;br /&gt;
Slaves are controllable, like normal colonists, but with unique mechanics and restrictions.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
* No need for [[recreation]].&lt;br /&gt;
* [[#Expectations|Slave specific expectations]] meaning higher base mood.&lt;br /&gt;
* Ignore all work type incapabilities except that which slavery itself adds, therefore pawns with many incapabilities can actually be more useful as slaves.&lt;br /&gt;
* Will never insult or social fight with non-slave pawns.&lt;br /&gt;
* Half as likely to social fight.&lt;br /&gt;
* Significantly easier to enslave than recruit.&lt;br /&gt;
* Contribute only 75% of the value of a Colonist to [[Raid points]].&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
* Prison rebellions &lt;br /&gt;
* New incapabilities: cannot hunt, make art, research, trade, or warden. Slaves cannot request military aid, trade caravans, or persona core locations at a [[comms console]]. Slaves are also incapable of synthesizing Drugs (cooking Drugs is still possible).&lt;br /&gt;
* Suffers a x0.85 multiplier to [[Global Work Speed]] which in turn reduces: {{#ask: [[Global Work Speed Factor::true]]}}&lt;br /&gt;
&lt;br /&gt;
===Expectations===&lt;br /&gt;
{{See also|Expectations}}&lt;br /&gt;
Slaves do not have the default expectations of colonists, instead they have unique expectations with a generally higher mood boost. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &amp;lt;!-- C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Data\Ideology\Defs\Misc\ExpectationDefs\Expectation.xml --&amp;gt;&lt;br /&gt;
! Expectation !! Mood Effect !! Wealth Range&lt;br /&gt;
|-&lt;br /&gt;
| Destitute slave expectations || {{+|46}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Poor slave expectations || {{+|40}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Meager slave expectations || {{+|34}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Slave expectations || {{+|28}} || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Acquiring slaves ===&lt;br /&gt;
Slaves can be created by reducing the will of a prisoner to zero. This is typically much faster than reducing their resistance and recruiting them, allowing faster acquisition of pawns in exchange for the conditions and effects slavery imposes.&lt;br /&gt;
&lt;br /&gt;
=== Slave relationships ===&lt;br /&gt;
Slaves can start relationships with any other slave or even another colonist. This is troublesome, as slaves cannot be assigned to the same bed as a colonist, but can still sleep in the same room. If you want both to be together, you need to make either both slaves or both colonists.&lt;br /&gt;
&lt;br /&gt;
=== Slave rebellion ===&lt;br /&gt;
Slaves will occasionally rebel, staging something similar to a prison break. Slaves will turn hostile and uncontrollable, and will try to find weapons to attack nearby colonists. The rebellion interval is based on mood, suppression, proximity of weapons, escape route, and the presence of colonists on the map, with a base interval of 45 days. The time displayed is based on time awake - that is, if a slave sleeps 8 hours of every 24, the actual mean time between rebellions will be 50% longer. A displayed MTB of 2 years will actually be a MTB of 3 years.&lt;br /&gt;
&lt;br /&gt;
Slave rebellions come in several different types: Grand, Local, and Single. A grand escape involves every valid slave on the map rebelling, while a local escape chooses a given slave as a locus with any valid slaves within 35 tiles also rebelling. A single rebellion is, as the name implies, a rebellion by a single slave.&lt;br /&gt;
&lt;br /&gt;
Only non-downed, non-mental breaking, awake, slaves can join a rebellion. Thus, by assigning slaves different shifts, the maximum number of slaves rebelling can be limited. &lt;br /&gt;
&lt;br /&gt;
Weapons such as [[Wood]], [[EMP grenades]]/[[EMP launcher|launchers]], and [[Smoke launcher]]s will not increase rebellion chance, despite being weapons. Rebellious slaves will take ranged weapons even if equipped with [[shield belt]]s, dropping the belts in the process.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| '''Mean Time Between Rebellions''' = 45/(Moving Factor * Suppression Factor * Slave Count Factor * Mood Factor * Room Edge Factor * Weapon Factor * Unattended Factor)&lt;br /&gt;
|}&lt;br /&gt;
Where:&lt;br /&gt;
* Moving Factor = A curve dependent on the current [[Moving]] capacity of the slave, defined by 3 points and linearly interpolated between them. 0.01x at 0% (though note that a pawn that cannot move is not valid for a rebellion anyway), 0.5x at 50% and 1x at 100%. This very closely approximates a straight scalar based on the Moving capacity, but is slightly different. Also note that this is Moving capacity, not [[move speed]], so slowing a pawn down with [[peg leg]]s will make rebellions less frequent, but slowing them down with a [[flak vest]] will not. &lt;br /&gt;
* Suppression Factor = A curve dependent on the current suppression value of the slave, defined by 4 points and linearly interpolated between them. 5x at 0%, 1.5x at 33.3%, 1x at 50%, 0.25x at 100%.&lt;br /&gt;
* Slave Count Factor = A curve dependent on the number of slaves loaded on a map, defined by 5 points and linearly interpolated between them. 1x at 1 slave, 0.75x at 2 slaves, 0.5x at 5 slaves, 0.3x at 10 slaves. 0.2x at 20 slaves. Note that despite making each slave individually less likely to rebel, having more slaves rolling for rebellions actually increases the chance. Also note that these slaves don't need to be valid slaves for a rebellion, they must simply be alive and on the map.&lt;br /&gt;
* Mood Factor = A curve dependent on the [[mood]] of the slave, defined by three points and linearly interpolated between them. 1.5x at 0% mood, 1x at 50% mood, 0.8x at 100% mood. &lt;br /&gt;
* Room Edge Factor = 1.7 when in a room that touches the map edge including being completely outdoors. 1 otherwise.&lt;br /&gt;
* Weapon Factor = 4 when within 7 tile range of a usable weapon, or if indoors (in a room not considered outdoors) in the same room as a usable weapon. 1 otherwise.&lt;br /&gt;
* Unattended Factor = 20 when on a map without a colonist that is not downed, dead or a slave. 1 otherwise.&lt;br /&gt;
==== Suppression ====&lt;br /&gt;
Suppression is one of the stats used to calculate the slave rebellion interval. The higher the suppression, the longer the expected interval in between rebellions. The suppression of a slave can be increased by interacting with them, melee attacking them with a colonist or executing other slaves or prisoners. Over time, the suppression level lowers depending on its current level by up to 20% per day.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Suppression !! Suppression loss&amp;lt;br&amp;gt;(per day)&lt;br /&gt;
|-&lt;br /&gt;
| 30% - 100% || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;15% - &amp;lt;30% || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| 0% - 15%   || {{--|5%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This value can be increased or decreased by the following things:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Suppression loss offset&amp;lt;br&amp;gt;(per day)&lt;br /&gt;
|- &lt;br /&gt;
| [[Slave collar]] || {{+|15%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Slave body strap]] || {{+|15%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cowboy hat]] || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bowler hat]] || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Tribal headdress]] || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Veil]] || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marine helmet]] || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Duster]] || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marine armor]] || {{--|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Prestige marine helmet]] {{RoyaltyIcon}} || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Prestige marine armor]] {{RoyaltyIcon}} || {{--|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Grenadier armor]] {{RoyaltyIcon}} || {{--|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Eltex shirt]] {{RoyaltyIcon}} || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Eltex vest]] {{RoyaltyIcon}} || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Eltex robe]] {{RoyaltyIcon}} || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Formal shirt]] {{RoyaltyIcon}} || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Corset]] {{RoyaltyIcon}} || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Formal vest]] {{RoyaltyIcon}} || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Prestige robe]] {{RoyaltyIcon}} || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ladies hat]] {{RoyaltyIcon}} || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Top hat]] {{RoyaltyIcon}} || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Coronet]] {{RoyaltyIcon}} || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Crown]] {{RoyaltyIcon}} || {{--|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stellic crown]] {{RoyaltyIcon}} || {{--|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Beret]] {{RoyaltyIcon}} || {{--|5%}}&lt;br /&gt;
|}&lt;br /&gt;
	&lt;br /&gt;
A suppression loss of less than 0% per day will not increase the suppression. Since the default loss is at a maximum of 20% per day, a slave collar combined with body straps is enough to keep up the suppression of a slave unless they are wearing apparel that increases suppression loss above 10%. Since a negative loss has no effect, increasing Terror while slaves wear slave collars and body straps is useless unless you also wish to outfit the slave with suppression-decreasing apparel, such as dusters in hot [[biomes]] or marine armor for combat slaves.&lt;br /&gt;
&lt;br /&gt;
===== Warden suppression =====&lt;br /&gt;
Each time a warden suppresses a slave, it increments their suppression by a value dependent on the [[Suppression Power]] of the warden and the current suppression of the slave.  &lt;br /&gt;
Namely:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Suppression Change = Suppression Power * Suppression Curve Factor'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! CurrentSuppressionFactorCurve&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart|width=200|height=200|xAxisTitle=Current Suppression (%))|yAxisTitle=Suppression Multiplier|type=line|x=0, 50, 100 |y1= 2, 1, 0.5}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, a colonist with [[Skills#Social|Social]] skill of 10 has a Suppression Power of 28%. A slave with a current Suppression value of 0 has a suppression curve factor of 2x. Thus, that colonist suppressing that slave would result in the slave's suppression increasing by 56%. This also means that a skill 20 pawn will always fully supress a slave.&lt;br /&gt;
&lt;br /&gt;
Each suppression attempt takes {{ticks|180}} of work.&lt;br /&gt;
&lt;br /&gt;
[[Authority cap]]s improve the suppression power of the wearer. See that page for details.&lt;br /&gt;
&lt;br /&gt;
===== Melee suppression =====&lt;br /&gt;
{{Stub|section=1|reason=Exact equation depends on CurrentSuppressionFactorCurve - needs to be worked out and added}}&lt;br /&gt;
Any colonist can suppress a pawn by performing melee attacks against them. Each attack increases suppression at a rate dependent on the current suppression and the damage dealt, with more damage suppressing more&lt;br /&gt;
&lt;br /&gt;
===== Terror =====&lt;br /&gt;
{{Stub|section=1|reason=needs specifics}}&lt;br /&gt;
Terror is a way to keep slaves suppressed. It rises when the slave spends time near terrifying things like terror sculptures. A slave can only be affected by three terror sources at a time. While terror is high, suppression falls slower.&lt;br /&gt;
&lt;br /&gt;
Terror can be created by having slaves in proximity to terror creating furniture like [[skullspike]]s, [[terror sculpture]]s or bodies in [[gibbet cage|cages]]. While slaves are affected by these, their suppression loss is lowered, depending on the value and amount of terror sources, but capped at 3 individual sources. &lt;br /&gt;
&lt;br /&gt;
==== Strategies ====&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
Keep slaves in collars and straps. Barring that, build terrorizing furniture in the areas they spend the most time ''awake'' in, such as workshops and kitchens. Terror fixtures are of little use inside a slave's own room.&lt;br /&gt;
&lt;br /&gt;
Keep your weapons inside a room that slaves will rarely, if ever, approach; confining your slaves to a restrictive allowed [[Zone/Area#Allowed_area|area]] helps, of course.&lt;br /&gt;
&lt;br /&gt;
Minimize or eliminate the time slaves have access to the map edge. Consider walling off the area that slaves live in, if your entire colony isn't walled off already (doors count as barriers for purposes of map edge access for slaves). If that isn't feasible, keep slaves near the center of your colony as much as possible, and build walls and doors blocking off the ends of alleyways (this also helps slow down raiders that get past your outer defenses or land inside your base outright). Again, confining slaves to an allowed area is critical.&lt;br /&gt;
&lt;br /&gt;
Consider keeping your slaves happy. This is much easier than it might seem, since slaves have a huge baseline mood boost compared to a typical colonist, and will never get upset about lack of recreation. Slaves also get mood bonuses from performing work they're [[Passion|passionate]] about; paradoxically, these bonuses can last longer because the slave need not take recreation breaks. Having them drink [[psychite tea]] every other day will not only boost their mood further but also slightly increase their productivity (though unfortunately the big increase to recreation is wasted). Because slaves return to their rooms by default when in need of medical care, consider making their floors [[steel tile]] for an admittedly expensive increase to both cleanliness and room beauty. Also consider sticking &amp;quot;hand-me-down&amp;quot; beautifying [[sculptures]] in their rooms instead of just selling the old art. On the other hand, [[ascetic]] slaves allow you to have a happy slave with the crummiest room possible. [[Masochist]] slaves will love having a mindscrew implant (though it will lower their sale price), and the pain will lower consciousness, reducing their movement potential and further discouraging rebellion. Or just punch them once in a while.&amp;lt;br&amp;gt;&lt;br /&gt;
Not only do happy slaves rebel a bit less often, joyful slaves can benefit from [[inspirations]] as other colonists do, making them even more useful as your property.&lt;br /&gt;
&lt;br /&gt;
If a slave and a non-slave are getting friendly with one another and there's a danger of them forming a serious and undesired relationship, have the non-slave temporarily drop their weapon and strike the slave. Not only will this suppress the slave, it will give them a &amp;quot;harmed me&amp;quot; negative opinion about their attacker (even if the slave is a masochist), lowering the chances of a romance.&lt;br /&gt;
&lt;br /&gt;
If you have the [[Royalty]] DLC, consider giving slaves brain implants that cause [[brain shock]] so rebellions can be safely suppressed with no loss of life, even with armed and armored slaves, by using [[EMP]] weapons. Implants such as the [[circadian half-cycler]]{{RoyaltyIcon}} and the [[circadian assistant]]{{RoyaltyIcon}} also increase the total productivity of the slave, and the half-cycler reduces movement capacity by reducing consciousness; the downside is that these implants increase time awake, lowering the MTB for rebellions.&lt;br /&gt;
&lt;br /&gt;
[[Traits#Wimp|Wimps]] also make for easily quelled rebellions.&lt;br /&gt;
&lt;br /&gt;
===Titles===&lt;br /&gt;
{{Royalty|No category}}&lt;br /&gt;
{{Main|Titles}}&lt;br /&gt;
Slaves can be given honor and ascend the ranks of royalty just as every other pawn can. They function much the same as other nobles, requiring specific clothes, certain standards of bedroom and throne room, etc. with two major exceptions. First is they cannot use permits. Second is that slavery overrides the work type restrictions from conceited nobility.&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* ? - Slave sold penalty reduced from -5 to -3, sometime between 1.2.2723 and 1.3.3087&lt;br /&gt;
* [[Version/1.3.3072|1.3.3072]] - Tune slave rebellion chances a bit lower, and reduce the effects of some factors. Slave weapon noticing distance reduced from 10 to 6.9. Couples made of a slave/colonist pair no longer want to sleep together despite not being able to share a bed.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Slaves no longer slight or insult non-slaves, Slaves never start social fights with non-slaves if insulted, Meleeing a slave now increases suppression, Rebellion chance per slave now relates inversely to the number of slaves on the map, so overall rebellion chance shouldn't climb so aggressively with higher slave counts, Adjust slave rebellion base MTB 50 days back to 45 days. Ideoligion funerals are no longer expected for slaves. Slaves no longer count for Diversity of Thought. More selective in which weapons increase rebellion chance - now excludes Wood, EMP, Smoke etc.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Added Alert for likely slave rebellion.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3080]] - Rebelling slaves now drop shield belt if they have a ranged weapon&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Lower slave social fight chance by 50%.  Killing a slave in a slave rebellion no longer causes 'Witnessed ally's death' thought&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Slaves are now worth 75% of colonists in terms of map wealth and population.&lt;/div&gt;</summary>
		<author><name>Prios</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Biosculpter_pod&amp;diff=107556</id>
		<title>Biosculpter pod</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Biosculpter_pod&amp;diff=107556"/>
		<updated>2022-08-07T06:29:40Z</updated>

		<summary type="html">&lt;p&gt;Prios: /* Analysis */ Mini-rooms technique, which is especially helpful for biosculpter pods.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}{{infobox main|misc|&lt;br /&gt;
| name = Biosculpter pod&lt;br /&gt;
| image = Biosculpter pod.png|Biosculpter pod&lt;br /&gt;
| description = An immersive pod equipped with a biosculpting fluid injector and attached control system. It can perform a variety of biological alterations including age reversal and pleasure-giving. Each pod becomes biotuned to its user, and cannot be used by anyone else. Biotuning resets after 60 days. Believers in transhumanism believe biosculpter pods are of critical importance in their quest to transcend normal human physical limitations.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Misc&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 42&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 3 ˣ 2&lt;br /&gt;
| mass base = 50&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| hp = 250&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| beauty = -5&lt;br /&gt;
| power = -200&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| research = biosculpting&lt;br /&gt;
| thingCategories = BuildingsMisc&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| work to make = 28000&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 120&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| deconstructyieldfraction = 0.25&lt;br /&gt;
| page verified for version = 1.3.3069&lt;br /&gt;
}}&lt;br /&gt;
The '''biosculpter pod''' is a [[miscellaneous]] building added by the [[Ideology DLC]] that can heal a variety of injuries and even reverse pawn aging. It's very important to colonies with Transhumanist [[ideoligion]]s, but other colonies can still build and use it.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Biosculpter pods can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] project is researched. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work and a [[Skills#{{P|Skill 1}}|{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Biosculpter pods can perform four different operations on a colonist. All cycles require 5 [[nutrition|nutrients]] to complete, which must be loaded by colonists. It accepts things like [[human meat]] and [[kibble]], without mood impact on colonists, but does not accept [[hay]]. Nutrition must be added before the cycle is selected and the pod will glow green when sufficient nutrition is present. Cancelling a cycle before it has started will not consume the nutrition but the food itself cannot be retrieved once entered. Additional cycle ingredients will be retrieved by the pawn initiating the cycle. If the pod is reinstalled elsewhere, the nutrition is reset to 0. &lt;br /&gt;
&lt;br /&gt;
Each operation takes between 4 to 25 [[Time|days]] to complete before modifiers.  The time to complete is affected by room cleanliness and is further reduced by half for colonists with Transhumanist ideoligion. Room [[cleanliness]] increases the speed of the biosculpting cycle, with cleaner rooms being faster. 0.6 cleanliness ([[Sterile tile]] flooring) grants a 115% speed-factor. After an operation is completed, the pod becomes attuned to that colonist, forbidding usage by other colonists for 80 days but also speeding subsequent cycles for the tuned colonist by 25%. This 80 time limit is renewed every time the pawn completes a cycle.&lt;br /&gt;
&lt;br /&gt;
A colonist inside the biosculpting pod will have the progression of any [[diseases]] stopped for the duration of the pod operation. Unless the current cycle is a medic cycle, and the disease one cured by such a cycle, the pod will not cure the disease or have any other effect on it besides stopping its progress.&lt;br /&gt;
&lt;br /&gt;
Biosculpters consume 200W of [[power]] when running a cycle, and 50W otherwise. In the case of power loss during a cycle, the biosculpting will pause until power is restored or 24 hours pass without power, at which point the biosculpting cycle will automatically be interrupted and the colonist will be ejected. They will get [[biosculpting sickness]] temporarily. The time to eject will be displayed on the pod's info box if selected.&lt;br /&gt;
&lt;br /&gt;
Conditions that will be or can be healed by a biosculpter cycle will be listed in the confirmation dialog displayed when ordering a pawn to enter or load another into the biosculpter.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Drug highs and tolerances do not decay while in a pod, but the time for scheduled use still progresses. Thus a pawn may take a dose, get in a pod, have the timer to their next dose tick down, and then take a second scheduled dose while still under the effects of the first. This can turn otherwise safe or low risk drug schedules into dangerous ones and runs the risk of addictions.&lt;br /&gt;
[[Food poisoning]] and [[toxic buildup]] similarly do not progress while in the pod.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- {{#vardefine: medicTime | 6}}{{#vardefine: regenTime | 25}}{{#vardefine:ageTime | 8}}{{#vardefine: pleasureTime | 4}} &lt;br /&gt;
! rowspan=2| Circumstances !!  colspan=4 | Cycle [[Time|Days]] (Tuned Time) &lt;br /&gt;
|-&lt;br /&gt;
! Medic !! Bioregeneration !! Age reversal !! Pleasure&lt;br /&gt;
|-&lt;br /&gt;
! Default&lt;br /&gt;
| {{#var: medicTime}} ({{#expr: 0.75 * {{#var: medicTime}} round 2}})|| {{#var: regenTime}} ({{#expr: 0.75 * {{#var: regenTime}} round 2}})|| {{#var:ageTime}} ({{#expr: 0.75 * {{#var:ageTime}} round 2}})|| {{#var: pleasureTime}} ({{#expr: 0.75 * {{#var: pleasureTime}} round 2}})&lt;br /&gt;
|-&lt;br /&gt;
! Sterile&lt;br /&gt;
| {{#expr: (1/1.15)*{{#var: medicTime}} round 2}} ({{#expr: 0.75 * (1/1.15)*{{#var: medicTime}} round 2}})|| {{#expr: (1/1.15)*{{#var: regenTime}} round 2}} ({{#expr: 0.75 * (1/1.15)*{{#var: regenTime}} round 2}})|| {{#expr: (1/1.15)*{{#var:ageTime}} round 2}} ({{#expr: 0.75 * (1/1.15)*{{#var:ageTime}} round 2}})|| {{#expr: (1/1.15)*{{#var: pleasureTime}} round 2}} ({{#expr: 0.75 * (1/1.15)*{{#var: pleasureTime}} round 2}})&lt;br /&gt;
|-&lt;br /&gt;
! Transhumanist&lt;br /&gt;
| {{#expr: 0.5*{{#var: medicTime}} round 2}} ({{#expr: 0.75 * 0.5*{{#var: medicTime}} round 2}})|| {{#expr: 0.5*{{#var: regenTime}} round 2}} ({{#expr: 0.75 * 0.5*{{#var: regenTime}} round 2}})|| {{#expr: 0.5*{{#var:ageTime}} round 2}} ({{#expr: 0.75 * 0.5*{{#var: ageTime}} round 2}})|| {{#expr: 0.5*{{#var: pleasureTime}} round 2}} ({{#expr: 0.75 * 0.5*{{#var: pleasureTime}} round 2}})&lt;br /&gt;
|-&lt;br /&gt;
! Transhumanist and Sterile&lt;br /&gt;
| {{#expr: (0.5/1.15)*{{#var: medicTime}} round 2}} ({{#expr: 0.75 * (0.5/1.15)*{{#var: medicTime}} round 2}})|| {{#expr: (0.5/1.15)*{{#var: regenTime}} round 2}} ({{#expr: 0.75 * (0.5/1.15)*{{#var: regenTime}} round 2}})|| {{#expr: (0.5/1.15)*{{#var:ageTime}} round 2}} ({{#expr: 0.75 * (0.5/1.15)*{{#var:ageTime}} round 2}})|| {{#expr: (0.5/1.15)*{{#var: pleasureTime}} round 2}} ({{#expr: 0.75 * (0.5/1.15)*{{#var: pleasureTime}} round 2}})&lt;br /&gt;
|}&lt;br /&gt;
Note that the Transhumanist speed boost is per pawn, and so is not reflected in the pod UI.&lt;br /&gt;
&lt;br /&gt;
===Medic===&lt;br /&gt;
[[File:BiosculpterCycleHealing.png|left|frameless]]&lt;br /&gt;
{{quote|Heal all fresh wounds, blood loss, and one random infectious disease|Tooltip}}&lt;br /&gt;
&lt;br /&gt;
'''Medic''' costs 5 nutrients and takes 6 days to complete. It heals all fresh wounds, bloodloss and one random [[disease]].&lt;br /&gt;
&lt;br /&gt;
It can cure: [[Malaria]], [[Sleeping sickness]], [[Flu]], [[Plague]], [[Gut worms]], [[Muscle parasites]], and [[Infection]]s.&lt;br /&gt;
&lt;br /&gt;
===Bioregeneration===&lt;br /&gt;
[[File:BiosculpterCycleBioregeneration.png|left|frameless|64px]]&lt;br /&gt;
{{quote|Heal all fresh wounds, heal one random permanent injury, and restore small missing body parts like fingers and toes.|Tooltip}}&lt;br /&gt;
&lt;br /&gt;
'''Bioregeneration''' costs 5 nutrients and {{icon small|Glitterworld medicine}} 2 [[glitterworld medicine]] and takes 25 days to complete. The [[Research#Bioregeneration|Bioregeneration]] research project must be completed before it can be used. It heals all fresh wounds, one random permanent injury, and restores destroyed or missing minor body parts. &lt;br /&gt;
&lt;br /&gt;
It can heal on the following permanent injuries: scars including brain scars,  [[Frail]], [[Cataract]]s, [[Bad back]], [[Asthma]], [[Hearing loss]], and [[Artery blockage]]s.&lt;br /&gt;
&lt;br /&gt;
It does not heal: [[Alzheimer's]], [[Dementia]], [[Toxic buildup]], missing body parts, [[Luciferium]] need, addictions or [[diseases]].&lt;br /&gt;
&lt;br /&gt;
It can restore the following body parts: Eye, Ear, Nose, Finger, Toe, and Tongue. It will not heal missing eyes if the pawn's [[ideoligion]] approves of blindness.&lt;br /&gt;
&lt;br /&gt;
===Age reversal===&lt;br /&gt;
[[File:BiosculpterCycleAgeReversal.png|left|frameless]]&lt;br /&gt;
{{quote|Reverse one year of aging.|Tooltip}}&lt;br /&gt;
[[File:BiosculpterAutoAgeReversal.png|thumb|64px|Automatic age reverse toggle]]&lt;br /&gt;
'''Age reversal''' costs 5 nutrients and takes 8 days to complete. It reverses one year of aging, to a minimum colonist age of 18. &lt;br /&gt;
&lt;br /&gt;
Colonists with Transhumanist ideoligions are granted '''Received age reversal''' thought, which adds 3 mood for 4 days, but they will expect yearly treatments after the age of 25 and experience a ? penalty without them. Additionally, they can be instructed to automatically receive their yearly age reversal cycle by enabling the “Auto age reverse” toggle on a biotuned pod.&lt;br /&gt;
&lt;br /&gt;
===Pleasure===&lt;br /&gt;
[[File:BiosculpterCyclePleasure.png|left|frameless]]&lt;br /&gt;
{{quote|Temporarily reshape the nervous system to deliver elevated levels of happiness for a time.|Tooltip}}&lt;br /&gt;
&lt;br /&gt;
'''Pleasure''' costs 5 nutrients and takes 4 days to complete. It grants '''Biosculptor Pleasure Cycle''' thought, giving +15 mood for 12 days.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
{{stub|section=1|reason=Has basics but analysis is limited and theres room for significantly more depth inc. strats for its use}}&lt;br /&gt;
Age reversal is only important when a colonist is getting close to turning 50 years old biologically (the non-bracketed number listed for their age), or is already 50 or older. While you can do age reversal pre-emptively, it may be worthwhile to hold off unless the colonist has nothing to do for a while.&lt;br /&gt;
&lt;br /&gt;
Healing can be extremely valuable, especially for scars on the torso, neck, and head, which can't be replaced by bionics. Repairing these scars would otherwise require a rare [[Healer mech serum]] or a permanent commitment to [[luciferium]]. &lt;br /&gt;
&lt;br /&gt;
Because of the 80 day delay before the pod can be used by another colonist, some colonies may find it effective to repeatedly biosculpt one colonist, giving them age reversal, all the healing they can accept, and a pleasure cycle all in a row. &lt;br /&gt;
&lt;br /&gt;
Pleasure cycles are not worth the four days of inactivity, stuck in a pod. It only provides 12 days of +15 mood. By the time you have gotten the technology to use biosculpter pods, you should already have developed better mood management options, such as [[psychite tea]], which provides a +12 mood buff for a small amount of easily acquirable [[psychoid leaves]] (assuming, of course, that the pawn's ideoligion approves of drug use). This may be worth it if all the factors used to reduce cycle time are used however. More detailed analysis is needed.&lt;br /&gt;
&lt;br /&gt;
=== Pleasure cycle as a time saver ===&lt;br /&gt;
The pleasure cycle is the shortest cycle of all, but it still does biotune the pod to the occupant just as the other cycles do. This creates a niche use for the cycle - namely where a bioregeneration cycle is to be performed in a non-biotuned pod, performing a pleasure cycle taking 4 days reduces the time of the bioregeneration cycle from 25 days to just 18.75, a reduction of 6.25 days. In other words, if the pod is untuned, it is 2.25 days faster to perform the pleasure cycle and then the bioregeneration cycle than it is to just perform the bioregeneration cycle. Due to the multiplicative nature of time reductions available, this qualitative improvement in time is maintained but the quantative difference shrinks - for example, performing both cycles is still faster for transhumanists in a sterile room, but the time reduction shrinks to only 0.98 days.&lt;br /&gt;
&lt;br /&gt;
=== Emergency auto-doc ===&lt;br /&gt;
It can be very helpful to keep a pod with a healing cycle prepared, that isn't bound to any particular colonist. &lt;br /&gt;
&lt;br /&gt;
This can not only save on medicine, but also save the life of a colonist that you might not otherwise have been able to treat in time. Having a waiting pod near your colony defenses allows pawns to rapidly be placed in the pod - as they are effectively suspended as soon as they enter the pod, and all injuries will be healed once the cycle is complete, this effectively guarantees that a pawn that makes it to the pod will survive, even if they had seconds to live. They will also be free of any risk of infection. &lt;br /&gt;
&lt;br /&gt;
The downside to this is the increased healing time over traditional methods. Note that the pod being untuned will increase the length of the cycle, but having only tuned pods significantly increases the number of pods required for emergency treatment.&lt;br /&gt;
&lt;br /&gt;
To &amp;quot;re-untune&amp;quot; the dedicated healing pod without needing to wait, simply deconstruct it and replace it; this will of course result in a net loss of resources, but is less expensive in terms of resources and space than having an entire bank of untuned pods ready to go.&lt;br /&gt;
&lt;br /&gt;
=== Mini-rooms ===&lt;br /&gt;
Because doors do not block the interaction spots of buildings, it's possible to build &amp;quot;mini-rooms&amp;quot; that are only large enough for the pod itself, with the door at the interaction spot. These rooms only require 6 tiles of [[sterile tile]] per pod for maximum cleanliness. (While the door's tile does not need to be sterile tile itself, it does need to be kept free of dirt for the best bonus to apply.) The door can be held open to maximize speed of access while still maintaining the cleanliness bonus (but beware of enemies walking through the doorway unimpeded and breaking the pod apart, especially if you use this technique with an emergency auto-doc on the outskirts of your colony).&lt;br /&gt;
&lt;br /&gt;
[[File:Tiny biosculpter room.png|thumb|none|A biosculpter &amp;quot;mini-room&amp;quot; with a pawn undergoing sculpting. The pod is selected to show the interaction point, which overlaps the door. The pawn in suspended animation does not care about the tiny space. The door should probably be held open for easier nutritional loading and for emergency medic cycles.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Heal Option Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Now plays a sound when nutrition is added.&lt;br /&gt;
* [[Version/1.3.3069|1.3.3069]] - Reduce nutrition required for biosculpting from 20 to 10 for healing and age reversal cycles.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Cancelling a cycle before it has started now won't consume nutrition.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Now ejects pawns when uninstalled, previously could be exploited to &amp;quot;pokeball&amp;quot; colonists, suspending them safely and indefinitely. &lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] -  biosculpter timers reset after archonexus resettlement.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Added copy/paste gizmos for biosculpter nutrition settings. Now lists what can or will be cured in the tooltip. Split &amp;quot;Healing&amp;quot; cycle into &amp;quot;Medic&amp;quot; and &amp;quot;Bioregeneration&amp;quot; cycles. Added a new research project requiring multianalyzer and biosculpting that enables bioregeneration cycle. Medic cycle treats short-term wounds, while bioregeneration can heal permanent scars, age-related conditions, and some smaller missing limbs. Age reversal cycle duration 10 -&amp;gt; 8 days. Nutrition requirements of healing and age reversal 10 -&amp;gt; 5.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Bioregeneration cycle now requires 2 glitterworld medicine. Integrated artwork for bioregeneration cycle gizmo, previously it used the healing cycle artwork. Pawns no longer get diseases while in the pod. Conditions that will be or can be healed by a cycle now listed in confirmation dialog.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - &lt;br /&gt;
** Added “Auto age reverse” option. &lt;br /&gt;
** All cycles now take 5 nutrition, and nutrition must be loaded before a cycle is selected instead of after. Extra cycle ingredients are collected and carried to the pod by the pawn initiating the cycle.&lt;br /&gt;
** It now only requires a single player action to start a pawn on a biosculpter cycle.&lt;br /&gt;
** Now glow green when nutrition is loaded and they’re ready for cycle selection.&lt;br /&gt;
** Biotuned cycles 25% faster.&lt;br /&gt;
** Biotuning now occurs upon cycle completion instead of upon entry.&lt;br /&gt;
** Power consumption 150W all the time -&amp;gt; 200W if a cycle is running, 50W otherwise.&lt;br /&gt;
** Minify time increased.&lt;br /&gt;
** Age reversal demanded alert will fire 1 day after age reversal deadline (instead of 5 days before) if a pawn has a pod with Auto age reverse enabled. This reduces spam.&lt;br /&gt;
** Nutrition no longer ejected if a cycle is cancelled.&lt;br /&gt;
** If biosculpter loses power while occupied, we don't animate and we now show how long until eject in inspect string.&lt;br /&gt;
** Pleasure cycle mood bonus +10 -&amp;gt; +15.&lt;br /&gt;
** Biotuning duration 60 days -&amp;gt; 80 days&lt;br /&gt;
** Deconstruct yield 50% -&amp;gt; 25%. &lt;br /&gt;
** Construct cost {{icon small|component}} 3 components -&amp;gt; {{icon small|component}} 4 components.&lt;br /&gt;
** No longer heal missing eyes if the pawn's ideoligion approves of blindness.&lt;br /&gt;
** No longer removes Gastro-analyzer.&lt;br /&gt;
** Fix: Biosculpter nutrition not incremented if same food def added to pod before and after biosculpter update.&lt;br /&gt;
&lt;br /&gt;
{{nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Prios</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Door&amp;diff=107555</id>
		<title>Door</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Door&amp;diff=107555"/>
		<updated>2022-08-07T06:17:07Z</updated>

		<summary type="html">&lt;p&gt;Prios: Added a section about a &amp;quot;mini-rooms&amp;quot; concept.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Format standardization and stub. Also door mechanics should be explained}}{{infobox main|structure|&lt;br /&gt;
|name = Door&lt;br /&gt;
|image = Door.png|Door&lt;br /&gt;
|description = Divides rooms. Simple doors must be manually opened, which slows people down. The amount of slowdown depends on what the door is made of.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Structure&lt;br /&gt;
|placeable = true&lt;br /&gt;
|cover = 1&lt;br /&gt;
|minifiable = false&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|rotatable = false&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 160&lt;br /&gt;
|terrain affordance = light-heavy&lt;br /&gt;
|work to make = 850&lt;br /&gt;
|stuff tags = Metallic, Woody, Stony&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 25&lt;br /&gt;
|destroyyield = nothing&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Doors''' provide entry points through walls for colonists while still keeping out enemies and wild animals.}}&lt;br /&gt;
&lt;br /&gt;
Pawns manually open doors which causes a delay as they try to pass through, as opposed to [[autodoor]]s which open on demand and allow faster passage. All doors are generally locked to hostile entities, including prisoners, raiders and mad animals. A door can be marked to &amp;quot;Hold open,&amp;quot; which means the next time it is opened, it will stay open, and then all pawns can pass through. A door can also be marked &amp;quot;Forbid&amp;quot;. Colonists and tamed animals don't use forbidden doors, even if they're held open. However visitors, traders, and colonists on [[Mood#Mental breaks|mental breakdowns]] ignore the forbidden status.&lt;br /&gt;
&lt;br /&gt;
Doors do not block the interaction spots of buildings.&lt;br /&gt;
&lt;br /&gt;
=== Material choice ===&lt;br /&gt;
Typically, a colony constructs their first doors from [[wood]], which is light and so opens more quickly than other doors. However, wood is both flammable and comparatively weak against attacks, so proves vulnerable as the early game moves into mid-/late-game conflict. Despite this, as interior doors, they are often still quite suitable, at least until [[autodoor|better options]] are available.&lt;br /&gt;
&lt;br /&gt;
Once they can be afforded, steel doors are a good balance of durability, flame resistance and price.  The next step up for doors that are often closed/opened would be [[plasteel]], a precious material but unsurpassed in strength for defensive positions.&lt;br /&gt;
&lt;br /&gt;
Stone doors can be problematic because they open so slowly. However, they do have a 0% flammability, making them a nice option for a firebreak at key locations; select them to be Held Open for normal traffic, and draft/shut them if/when the need arises.  They can also be used for areas that are rarely entered, perhaps your [[chemfuel powered generator]]s (which only need to be fueled once/6 days), or for the switch to a bank of emergency batteries.  If you do choose to make use of stone doors, [[granite]] is your [[Stone blocks#Comparison table|strongest choice]], and is no slower than any other stone.&lt;br /&gt;
&lt;br /&gt;
Once [[autodoor]]s have been researched, ''and'' you have the power and [[component]] supplies to reliably operate them, standard doors can be replaced with alternative materials and not slow down traffic at all, or at least slow it far less.&lt;br /&gt;
&lt;br /&gt;
=== Temperature Regulation ===&lt;br /&gt;
Similar to double thick walls, double doors (not side-by-side, rather, both in the path of travel) improve insulation and reduce [[temperature]] equalization. A door can be left permanently open (mark the door to 'hold open' and have a pawn pass through) to help control temperature. Open doors allow temperature to more quickly equalize between rooms, or outdoors for exterior doors. Equalization through open doors is less potent than [[vent]]s.{{Check Tag|Verify|Verify and provide actual numbers}}&lt;br /&gt;
&lt;br /&gt;
=== Mini-rooms ===&lt;br /&gt;
Because doors do not block the interaction spots of buildings, it's possible to build &amp;quot;mini-rooms&amp;quot; that are only large enough for the building itself, with the door at the interaction spot. Mini-rooms are best used for buildings that don't damage pawn mood when used in cramped quarters, such as [[Cryptosleep casket|cryptosleep caskets]] and [[Biosculpter pod|biosculpter pods]], or buildings that see only very brief use, such as a [[comms console]].&lt;br /&gt;
&lt;br /&gt;
These rooms are especially useful for biosculpter pods: mini-rooms only require 6 tiles of [[sterile tile]] per pod for maximum cleanliness. (While the door's tile does not need to be sterile tile itself, it does need to be kept free of dirt for the best bonus to apply.) The door can be held open to maximize speed of access while still maintaining the cleanliness bonus.&lt;br /&gt;
&lt;br /&gt;
[[File:Tiny biosculpter room.png|thumb|none|A biosculpter &amp;quot;mini-room&amp;quot; with a pawn undergoing sculpting. The pod is selected to show the interaction point, which overlaps the door. The pawn in suspended animation does not care about the tiny space. The door should probably be held open for easier nutritional loading and for emergency medic cycles.]]&lt;br /&gt;
&lt;br /&gt;
{{Building Material Table|Door||Terrain Affordance}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Added.&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Now lockable.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] -  Doors not owned by the player can be forbidden.&lt;br /&gt;
&lt;br /&gt;
{{nav|structure|wide}}&lt;br /&gt;
[[Category:Structure]]&lt;/div&gt;</summary>
		<author><name>Prios</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Biosculpter_pod&amp;diff=107554</id>
		<title>Biosculpter pod</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Biosculpter_pod&amp;diff=107554"/>
		<updated>2022-08-07T06:09:04Z</updated>

		<summary type="html">&lt;p&gt;Prios: /* Emergency auto-doc */ Probably obvious to most, but just in case.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}{{infobox main|misc|&lt;br /&gt;
| name = Biosculpter pod&lt;br /&gt;
| image = Biosculpter pod.png|Biosculpter pod&lt;br /&gt;
| description = An immersive pod equipped with a biosculpting fluid injector and attached control system. It can perform a variety of biological alterations including age reversal and pleasure-giving. Each pod becomes biotuned to its user, and cannot be used by anyone else. Biotuning resets after 60 days. Believers in transhumanism believe biosculpter pods are of critical importance in their quest to transcend normal human physical limitations.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Misc&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 42&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 3 ˣ 2&lt;br /&gt;
| mass base = 50&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| hp = 250&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| beauty = -5&lt;br /&gt;
| power = -200&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| research = biosculpting&lt;br /&gt;
| thingCategories = BuildingsMisc&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| work to make = 28000&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 120&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| deconstructyieldfraction = 0.25&lt;br /&gt;
| page verified for version = 1.3.3069&lt;br /&gt;
}}&lt;br /&gt;
The '''biosculpter pod''' is a [[miscellaneous]] building added by the [[Ideology DLC]] that can heal a variety of injuries and even reverse pawn aging. It's very important to colonies with Transhumanist [[ideoligion]]s, but other colonies can still build and use it.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Biosculpter pods can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] project is researched. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work and a [[Skills#{{P|Skill 1}}|{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Biosculpter pods can perform four different operations on a colonist. All cycles require 5 [[nutrition|nutrients]] to complete, which must be loaded by colonists. It accepts things like [[human meat]] and [[kibble]], without mood impact on colonists, but does not accept [[hay]]. Nutrition must be added before the cycle is selected and the pod will glow green when sufficient nutrition is present. Cancelling a cycle before it has started will not consume the nutrition but the food itself cannot be retrieved once entered. Additional cycle ingredients will be retrieved by the pawn initiating the cycle. If the pod is reinstalled elsewhere, the nutrition is reset to 0. &lt;br /&gt;
&lt;br /&gt;
Each operation takes between 4 to 25 [[Time|days]] to complete before modifiers.  The time to complete is affected by room cleanliness and is further reduced by half for colonists with Transhumanist ideoligion. Room [[cleanliness]] increases the speed of the biosculpting cycle, with cleaner rooms being faster. 0.6 cleanliness ([[Sterile tile]] flooring) grants a 115% speed-factor. After an operation is completed, the pod becomes attuned to that colonist, forbidding usage by other colonists for 80 days but also speeding subsequent cycles for the tuned colonist by 25%. This 80 time limit is renewed every time the pawn completes a cycle.&lt;br /&gt;
&lt;br /&gt;
A colonist inside the biosculpting pod will have the progression of any [[diseases]] stopped for the duration of the pod operation. Unless the current cycle is a medic cycle, and the disease one cured by such a cycle, the pod will not cure the disease or have any other effect on it besides stopping its progress.&lt;br /&gt;
&lt;br /&gt;
Biosculpters consume 200W of [[power]] when running a cycle, and 50W otherwise. In the case of power loss during a cycle, the biosculpting will pause until power is restored or 24 hours pass without power, at which point the biosculpting cycle will automatically be interrupted and the colonist will be ejected. They will get [[biosculpting sickness]] temporarily. The time to eject will be displayed on the pod's info box if selected.&lt;br /&gt;
&lt;br /&gt;
Conditions that will be or can be healed by a biosculpter cycle will be listed in the confirmation dialog displayed when ordering a pawn to enter or load another into the biosculpter.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Drug highs and tolerances do not decay while in a pod, but the time for scheduled use still progresses. Thus a pawn may take a dose, get in a pod, have the timer to their next dose tick down, and then take a second scheduled dose while still under the effects of the first. This can turn otherwise safe or low risk drug schedules into dangerous ones and runs the risk of addictions.&lt;br /&gt;
[[Food poisoning]] and [[toxic buildup]] similarly do not progress while in the pod.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- {{#vardefine: medicTime | 6}}{{#vardefine: regenTime | 25}}{{#vardefine:ageTime | 8}}{{#vardefine: pleasureTime | 4}} &lt;br /&gt;
! rowspan=2| Circumstances !!  colspan=4 | Cycle [[Time|Days]] (Tuned Time) &lt;br /&gt;
|-&lt;br /&gt;
! Medic !! Bioregeneration !! Age reversal !! Pleasure&lt;br /&gt;
|-&lt;br /&gt;
! Default&lt;br /&gt;
| {{#var: medicTime}} ({{#expr: 0.75 * {{#var: medicTime}} round 2}})|| {{#var: regenTime}} ({{#expr: 0.75 * {{#var: regenTime}} round 2}})|| {{#var:ageTime}} ({{#expr: 0.75 * {{#var:ageTime}} round 2}})|| {{#var: pleasureTime}} ({{#expr: 0.75 * {{#var: pleasureTime}} round 2}})&lt;br /&gt;
|-&lt;br /&gt;
! Sterile&lt;br /&gt;
| {{#expr: (1/1.15)*{{#var: medicTime}} round 2}} ({{#expr: 0.75 * (1/1.15)*{{#var: medicTime}} round 2}})|| {{#expr: (1/1.15)*{{#var: regenTime}} round 2}} ({{#expr: 0.75 * (1/1.15)*{{#var: regenTime}} round 2}})|| {{#expr: (1/1.15)*{{#var:ageTime}} round 2}} ({{#expr: 0.75 * (1/1.15)*{{#var:ageTime}} round 2}})|| {{#expr: (1/1.15)*{{#var: pleasureTime}} round 2}} ({{#expr: 0.75 * (1/1.15)*{{#var: pleasureTime}} round 2}})&lt;br /&gt;
|-&lt;br /&gt;
! Transhumanist&lt;br /&gt;
| {{#expr: 0.5*{{#var: medicTime}} round 2}} ({{#expr: 0.75 * 0.5*{{#var: medicTime}} round 2}})|| {{#expr: 0.5*{{#var: regenTime}} round 2}} ({{#expr: 0.75 * 0.5*{{#var: regenTime}} round 2}})|| {{#expr: 0.5*{{#var:ageTime}} round 2}} ({{#expr: 0.75 * 0.5*{{#var: ageTime}} round 2}})|| {{#expr: 0.5*{{#var: pleasureTime}} round 2}} ({{#expr: 0.75 * 0.5*{{#var: pleasureTime}} round 2}})&lt;br /&gt;
|-&lt;br /&gt;
! Transhumanist and Sterile&lt;br /&gt;
| {{#expr: (0.5/1.15)*{{#var: medicTime}} round 2}} ({{#expr: 0.75 * (0.5/1.15)*{{#var: medicTime}} round 2}})|| {{#expr: (0.5/1.15)*{{#var: regenTime}} round 2}} ({{#expr: 0.75 * (0.5/1.15)*{{#var: regenTime}} round 2}})|| {{#expr: (0.5/1.15)*{{#var:ageTime}} round 2}} ({{#expr: 0.75 * (0.5/1.15)*{{#var:ageTime}} round 2}})|| {{#expr: (0.5/1.15)*{{#var: pleasureTime}} round 2}} ({{#expr: 0.75 * (0.5/1.15)*{{#var: pleasureTime}} round 2}})&lt;br /&gt;
|}&lt;br /&gt;
Note that the Transhumanist speed boost is per pawn, and so is not reflected in the pod UI.&lt;br /&gt;
&lt;br /&gt;
===Medic===&lt;br /&gt;
[[File:BiosculpterCycleHealing.png|left|frameless]]&lt;br /&gt;
{{quote|Heal all fresh wounds, blood loss, and one random infectious disease|Tooltip}}&lt;br /&gt;
&lt;br /&gt;
'''Medic''' costs 5 nutrients and takes 6 days to complete. It heals all fresh wounds, bloodloss and one random [[disease]].&lt;br /&gt;
&lt;br /&gt;
It can cure: [[Malaria]], [[Sleeping sickness]], [[Flu]], [[Plague]], [[Gut worms]], [[Muscle parasites]], and [[Infection]]s.&lt;br /&gt;
&lt;br /&gt;
===Bioregeneration===&lt;br /&gt;
[[File:BiosculpterCycleBioregeneration.png|left|frameless|64px]]&lt;br /&gt;
{{quote|Heal all fresh wounds, heal one random permanent injury, and restore small missing body parts like fingers and toes.|Tooltip}}&lt;br /&gt;
&lt;br /&gt;
'''Bioregeneration''' costs 5 nutrients and {{icon small|Glitterworld medicine}} 2 [[glitterworld medicine]] and takes 25 days to complete. The [[Research#Bioregeneration|Bioregeneration]] research project must be completed before it can be used. It heals all fresh wounds, one random permanent injury, and restores destroyed or missing minor body parts. &lt;br /&gt;
&lt;br /&gt;
It can heal on the following permanent injuries: scars including brain scars,  [[Frail]], [[Cataract]]s, [[Bad back]], [[Asthma]], [[Hearing loss]], and [[Artery blockage]]s.&lt;br /&gt;
&lt;br /&gt;
It does not heal: [[Alzheimer's]], [[Dementia]], [[Toxic buildup]], missing body parts, [[Luciferium]] need, addictions or [[diseases]].&lt;br /&gt;
&lt;br /&gt;
It can restore the following body parts: Eye, Ear, Nose, Finger, Toe, and Tongue. It will not heal missing eyes if the pawn's [[ideoligion]] approves of blindness.&lt;br /&gt;
&lt;br /&gt;
===Age reversal===&lt;br /&gt;
[[File:BiosculpterCycleAgeReversal.png|left|frameless]]&lt;br /&gt;
{{quote|Reverse one year of aging.|Tooltip}}&lt;br /&gt;
[[File:BiosculpterAutoAgeReversal.png|thumb|64px|Automatic age reverse toggle]]&lt;br /&gt;
'''Age reversal''' costs 5 nutrients and takes 8 days to complete. It reverses one year of aging, to a minimum colonist age of 18. &lt;br /&gt;
&lt;br /&gt;
Colonists with Transhumanist ideoligions are granted '''Received age reversal''' thought, which adds 3 mood for 4 days, but they will expect yearly treatments after the age of 25 and experience a ? penalty without them. Additionally, they can be instructed to automatically receive their yearly age reversal cycle by enabling the “Auto age reverse” toggle on a biotuned pod.&lt;br /&gt;
&lt;br /&gt;
===Pleasure===&lt;br /&gt;
[[File:BiosculpterCyclePleasure.png|left|frameless]]&lt;br /&gt;
{{quote|Temporarily reshape the nervous system to deliver elevated levels of happiness for a time.|Tooltip}}&lt;br /&gt;
&lt;br /&gt;
'''Pleasure''' costs 5 nutrients and takes 4 days to complete. It grants '''Biosculptor Pleasure Cycle''' thought, giving +15 mood for 12 days.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
{{stub|section=1|reason=Has basics but analysis is limited and theres room for significantly more depth inc. strats for its use}}&lt;br /&gt;
Age reversal is only important when a colonist is getting close to turning 50 years old biologically (the non-bracketed number listed for their age), or is already 50 or older. While you can do age reversal pre-emptively, it may be worthwhile to hold off unless the colonist has nothing to do for a while.&lt;br /&gt;
&lt;br /&gt;
Healing can be extremely valuable, especially for scars on the torso, neck, and head, which can't be replaced by bionics. Repairing these scars would otherwise require a rare [[Healer mech serum]] or a permanent commitment to [[luciferium]]. &lt;br /&gt;
&lt;br /&gt;
Because of the 80 day delay before the pod can be used by another colonist, some colonies may find it effective to repeatedly biosculpt one colonist, giving them age reversal, all the healing they can accept, and a pleasure cycle all in a row. &lt;br /&gt;
&lt;br /&gt;
Pleasure cycles are not worth the four days of inactivity, stuck in a pod. It only provides 12 days of +15 mood. By the time you have gotten the technology to use biosculpter pods, you should already have developed better mood management options, such as [[psychite tea]], which provides a +12 mood buff for a small amount of easily acquirable [[psychoid leaves]]. This may be worth it if all the factors used to reduce cycle time are used however. More detailed analysis is needed.&lt;br /&gt;
&lt;br /&gt;
=== Pleasure cycle as a time saver ===&lt;br /&gt;
The pleasure cycle is the shortest cycle of all, but it still does biotune the pod to the occupant just as the other cycles do. This creates a niche use for the cycle - namely where a bioregeneration cycle is to be performed in a non-biotuned pod, performing a pleasure cycle taking 4 days reduces the time of the bioregeneration cycle from 25 days to just 18.75, a reduction of 6.25 days. In other words, if the pod is untuned, it is 2.25 days faster to perform the pleasure cycle and then the bioregeneration cycle than it is to just perform the bioregeneration cycle. Due to the multiplicative nature of time reductions available, this qualitative improvement in time is maintained but the quantative difference shrinks - for example, performing both cycles is still faster for transhumanists in a sterile room, but the time reduction shrinks to only 0.98 days.&lt;br /&gt;
&lt;br /&gt;
=== Emergency auto-doc ===&lt;br /&gt;
It can be very helpful to keep a pod with a healing cycle prepared, that isn't bound to any particular colonist. &lt;br /&gt;
&lt;br /&gt;
This can not only save on medicine, but also save the life of a colonist that you might not otherwise have been able to treat in time. Having a waiting pod near your colony defenses allows pawns to rapidly be placed in the pod - as they are effectively suspended as soon as they enter the pod, and all injuries will be healed once the cycle is complete, this effectively guarantees that a pawn that makes it to the pod will survive, even if they had seconds to live. They will also be free of any risk of infection. &lt;br /&gt;
&lt;br /&gt;
The downside to this is the increased healing time over traditional methods. Note that the pod being untuned will increase the length of the cycle, but having only tuned pods significantly increases the number of pods required for emergency treatment.&lt;br /&gt;
&lt;br /&gt;
To &amp;quot;re-untune&amp;quot; the dedicated healing pod without needing to wait, simply deconstruct it and replace it; this will of course result in a net loss of resources, but is less expensive in terms of resources and space than having an entire bank of untuned pods ready to go.&lt;br /&gt;
&lt;br /&gt;
{{Heal Option Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Now plays a sound when nutrition is added.&lt;br /&gt;
* [[Version/1.3.3069|1.3.3069]] - Reduce nutrition required for biosculpting from 20 to 10 for healing and age reversal cycles.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Cancelling a cycle before it has started now won't consume nutrition.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Now ejects pawns when uninstalled, previously could be exploited to &amp;quot;pokeball&amp;quot; colonists, suspending them safely and indefinitely. &lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] -  biosculpter timers reset after archonexus resettlement.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Added copy/paste gizmos for biosculpter nutrition settings. Now lists what can or will be cured in the tooltip. Split &amp;quot;Healing&amp;quot; cycle into &amp;quot;Medic&amp;quot; and &amp;quot;Bioregeneration&amp;quot; cycles. Added a new research project requiring multianalyzer and biosculpting that enables bioregeneration cycle. Medic cycle treats short-term wounds, while bioregeneration can heal permanent scars, age-related conditions, and some smaller missing limbs. Age reversal cycle duration 10 -&amp;gt; 8 days. Nutrition requirements of healing and age reversal 10 -&amp;gt; 5.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Bioregeneration cycle now requires 2 glitterworld medicine. Integrated artwork for bioregeneration cycle gizmo, previously it used the healing cycle artwork. Pawns no longer get diseases while in the pod. Conditions that will be or can be healed by a cycle now listed in confirmation dialog.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - &lt;br /&gt;
** Added “Auto age reverse” option. &lt;br /&gt;
** All cycles now take 5 nutrition, and nutrition must be loaded before a cycle is selected instead of after. Extra cycle ingredients are collected and carried to the pod by the pawn initiating the cycle.&lt;br /&gt;
** It now only requires a single player action to start a pawn on a biosculpter cycle.&lt;br /&gt;
** Now glow green when nutrition is loaded and they’re ready for cycle selection.&lt;br /&gt;
** Biotuned cycles 25% faster.&lt;br /&gt;
** Biotuning now occurs upon cycle completion instead of upon entry.&lt;br /&gt;
** Power consumption 150W all the time -&amp;gt; 200W if a cycle is running, 50W otherwise.&lt;br /&gt;
** Minify time increased.&lt;br /&gt;
** Age reversal demanded alert will fire 1 day after age reversal deadline (instead of 5 days before) if a pawn has a pod with Auto age reverse enabled. This reduces spam.&lt;br /&gt;
** Nutrition no longer ejected if a cycle is cancelled.&lt;br /&gt;
** If biosculpter loses power while occupied, we don't animate and we now show how long until eject in inspect string.&lt;br /&gt;
** Pleasure cycle mood bonus +10 -&amp;gt; +15.&lt;br /&gt;
** Biotuning duration 60 days -&amp;gt; 80 days&lt;br /&gt;
** Deconstruct yield 50% -&amp;gt; 25%. &lt;br /&gt;
** Construct cost {{icon small|component}} 3 components -&amp;gt; {{icon small|component}} 4 components.&lt;br /&gt;
** No longer heal missing eyes if the pawn's ideoligion approves of blindness.&lt;br /&gt;
** No longer removes Gastro-analyzer.&lt;br /&gt;
** Fix: Biosculpter nutrition not incremented if same food def added to pod before and after biosculpter update.&lt;br /&gt;
&lt;br /&gt;
{{nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Prios</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Tiny_biosculpter_room.png&amp;diff=107553</id>
		<title>File:Tiny biosculpter room.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Tiny_biosculpter_room.png&amp;diff=107553"/>
		<updated>2022-08-07T05:02:45Z</updated>

		<summary type="html">&lt;p&gt;Prios: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &amp;quot;mini-room&amp;quot; containing a biosculpter pod, with the interaction point overlapping the door.&lt;/div&gt;</summary>
		<author><name>Prios</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Slavery&amp;diff=107551</id>
		<title>Slavery</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Slavery&amp;diff=107551"/>
		<updated>2022-08-06T20:44:52Z</updated>

		<summary type="html">&lt;p&gt;Prios: /* Ideology */ Whoops, sorry, should have tested other comms console requests before that last edit. Somebody gotta test if noble slaves can request heir changes. Or I guess I'll test it maybe.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Cleanup desperately needed}}&lt;br /&gt;
'''Slavery''' in base game RimWorld is limited only to selling [[prisoner]]s for profit, with no other use. The [[Ideology DLC]] significantly expands on the concept, allowing prisoners to be enslaved and forced to work and perform tasks.&lt;br /&gt;
&lt;br /&gt;
== Core ==&lt;br /&gt;
Slavery is a quick way to get decent amounts of money quickly. Pawns will suffer a mood penalty of -3 for 4 days after the slave is sold, stacking up to five times, for {{--|15}} max. Unless you have a colony of psychos, selling multiple slaves may bring down your colony by lowering the moods of pawns by large increments. There is no other way to prevent the negative moodlet.&lt;br /&gt;
&lt;br /&gt;
One way of dealing with this is to avoid slavery altogether in the early game, and then sell only 1-2 slaves every day in the late game, when the mood penalties can be more easily offset by impressive bedrooms, high [[recreation]] and [[comfort]] needs, [[drug]]s, and/or [[fine meals|fine]] or [[lavish meal]]s. This has a downside, however. [[Trade#Slaver|Slave trader]]s only appear rarely, and then generally only stay for around two days, meaning that it will be hard making slavery a main source of profit for the colony unless you are burning through [[goodwill]] with your allies by requesting slaver caravans, or forming your own caravans to travel to villages to sell. Alternatively, you can stuff all of your pawns into [[cryptosleep casket]]s to be conveniently asleep during the massive mood debuff and have a [[Traits#Psychopath|psychopath]] trader sell as many slaves as possible.&lt;br /&gt;
&lt;br /&gt;
Since there is no way to use a slave for anything besides trade in the base game, purchasing a slave will turn them into a regular pawn. The former slave will get a {{+|15}} mood buff for 20 days due to being freed.&lt;br /&gt;
&lt;br /&gt;
== Ideology ==&lt;br /&gt;
{{Ideology|No category}}&lt;br /&gt;
Slaves are controllable, like normal colonists, but with unique mechanics and restrictions.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
* No need for [[recreation]].&lt;br /&gt;
* [[#Expectations|Slave specific expectations]] meaning higher base mood.&lt;br /&gt;
* Ignore all work type incapabilities except that which slavery itself adds, therefore pawns with many incapabilities can actually be more useful as slaves.&lt;br /&gt;
* Will never insult or social fight with non-slave pawns.&lt;br /&gt;
* Half as likely to social fight.&lt;br /&gt;
* Significantly easier to enslave than recruit.&lt;br /&gt;
* Contribute only 75% of the value of a Colonist to [[Raid points]].&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
* Prison rebellions &lt;br /&gt;
* New incapabilities: cannot hunt, make art, research, trade, or warden. Slaves cannot request military aid, trade caravans, or persona core locations at a [[comms console]]. Slaves are also incapable of synthesizing Drugs (cooking Drugs is still possible).&lt;br /&gt;
* Suffers a x0.85 multiplier to [[Global Work Speed]] which in turn reduces: {{#ask: [[Global Work Speed Factor::true]]}}&lt;br /&gt;
&lt;br /&gt;
===Expectations===&lt;br /&gt;
{{See also|Expectations}}&lt;br /&gt;
Slaves do not have the default expectations of colonists, instead they have unique expectations with a generally higher mood boost. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &amp;lt;!-- C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Data\Ideology\Defs\Misc\ExpectationDefs\Expectation.xml --&amp;gt;&lt;br /&gt;
! Expectation !! Mood Effect !! Wealth Range&lt;br /&gt;
|-&lt;br /&gt;
| Destitute slave expectations || {{+|46}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Poor slave expectations || {{+|40}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Meager slave expectations || {{+|34}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Slave expectations || {{+|28}} || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Acquiring slaves ===&lt;br /&gt;
Slaves can be created by reducing the will of a prisoner to zero. This is typically much faster than reducing their resistance and recruiting them, allowing faster acquisition of pawns in exchange for the conditions and effects slavery imposes.&lt;br /&gt;
&lt;br /&gt;
=== Slave relationships ===&lt;br /&gt;
Slaves can start relationships with any other slave or even another colonist. This is troublesome, as slaves cannot be assigned to the same bed as a colonist, but can still sleep in the same room. If you want both to be together, you need to make either both slaves or both colonists.&lt;br /&gt;
&lt;br /&gt;
=== Slave rebellion ===&lt;br /&gt;
Slaves will occasionally rebel, staging something similar to a prison break. Slaves will turn hostile and uncontrollable, and will try to find weapons to attack nearby colonists. The rebellion interval is based on mood, suppression, proximity of weapons, escape route, and the presence of colonists on the map, with a base interval of 45 days. The time displayed is based on time awake - that is, if a slave sleeps 8 hours of every 24, the actual mean time between rebellions will be 50% longer. A displayed MTB of 2 years will actually be a MTB of 3 years.&lt;br /&gt;
&lt;br /&gt;
Slave rebellions come in several different types: Grand, Local, and Single. A grand escape involves every valid slave on the map rebelling, while a local escape chooses a given slave as a locus with any valid slaves within 35 tiles also rebelling. A single rebellion is, as the name implies, a rebellion by a single slave.&lt;br /&gt;
&lt;br /&gt;
Only non-downed, non-mental breaking, awake, slaves can join a rebellion. Thus, by assigning slaves different shifts, the maximum number of slaves rebelling can be limited. &lt;br /&gt;
&lt;br /&gt;
Weapons such as [[Wood]], [[EMP grenades]]/[[EMP launcher|launchers]], and [[Smoke launcher]]s will not increase rebellion chance, despite being weapons. Rebellious slaves will take ranged weapons even if equipped with [[shield belt]]s, dropping the belts in the process.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| '''Mean Time Between Rebellions''' = 45/(Moving Factor * Suppression Factor * Slave Count Factor * Mood Factor * Room Edge Factor * Weapon Factor * Unattended Factor)&lt;br /&gt;
|}&lt;br /&gt;
Where:&lt;br /&gt;
* Moving Factor = A curve dependent on the current [[Moving]] capacity of the slave, defined by 3 points and linearly interpolated between them. 0.01x at 0% (though note that a pawn that cannot move is not valid for a rebellion anyway), 0.5x at 50% and 1x at 100%. This very closely approximates a straight scalar based on the Moving capacity, but is slightly different. Also note that this is Moving capacity, not [[move speed]], so slowing a pawn down with [[peg leg]]s will make rebellions less frequent, but slowing them down with a [[flak vest]] will not. &lt;br /&gt;
* Suppression Factor = A curve dependent on the current suppression value of the slave, defined by 4 points and linearly interpolated between them. 5x at 0%, 1.5x at 33.3%, 1x at 50%, 0.25x at 100%.&lt;br /&gt;
* Slave Count Factor = A curve dependent on the number of slaves loaded on a map, defined by 5 points and linearly interpolated between them. 1x at 1 slave, 0.75x at 2 slaves, 0.5x at 5 slaves, 0.3x at 10 slaves. 0.2x at 20 slaves. Note that despite making each slave individually less likely to rebel, having more slaves rolling for rebellions actually increases the chance. Also note that these slaves don't need to be valid slaves for a rebellion, they must simply be alive and on the map.&lt;br /&gt;
* Mood Factor = A curve dependent on the [[mood]] of the slave, defined by three points and linearly interpolated between them. 1.5x at 0% mood, 1x at 50% mood, 0.8x at 100% mood. &lt;br /&gt;
* Room Edge Factor = 1.7 when in a room that touches the map edge including being completely outdoors. 1 otherwise.&lt;br /&gt;
* Weapon Factor = 4 when within 7 tile range of a usable weapon, or if indoors (in a room not considered outdoors) in the same room as a usable weapon. 1 otherwise.&lt;br /&gt;
* Unattended Factor = 20 when on a map without a colonist that is not downed, dead or a slave. 1 otherwise.&lt;br /&gt;
==== Suppression ====&lt;br /&gt;
Suppression is one of the stats used to calculate the slave rebellion interval. The higher the suppression, the longer the expected interval in between rebellions. The suppression of a slave can be increased by interacting with them, melee attacking them with a colonist or executing other slaves or prisoners. Over time, the suppression level lowers depending on its current level by up to 20% per day.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Suppression !! Suppression loss&amp;lt;br&amp;gt;(per day)&lt;br /&gt;
|-&lt;br /&gt;
| 30% - 100% || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;15% - &amp;lt;30% || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| 0% - 15%   || {{--|5%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This value can be increased or decreased by the following things:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Suppression loss offset&amp;lt;br&amp;gt;(per day)&lt;br /&gt;
|- &lt;br /&gt;
| [[Slave collar]] || {{+|15%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Slave body strap]] || {{+|15%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cowboy hat]] || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bowler hat]] || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Tribal headdress]] || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Veil]] || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marine helmet]] || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Duster]] || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marine armor]] || {{--|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Prestige marine helmet]] {{RoyaltyIcon}} || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Prestige marine armor]] {{RoyaltyIcon}} || {{--|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Grenadier armor]] {{RoyaltyIcon}} || {{--|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Eltex shirt]] {{RoyaltyIcon}} || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Eltex vest]] {{RoyaltyIcon}} || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Eltex robe]] {{RoyaltyIcon}} || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Formal shirt]] {{RoyaltyIcon}} || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Corset]] {{RoyaltyIcon}} || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Formal vest]] {{RoyaltyIcon}} || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Prestige robe]] {{RoyaltyIcon}} || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ladies hat]] {{RoyaltyIcon}} || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Top hat]] {{RoyaltyIcon}} || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Coronet]] {{RoyaltyIcon}} || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Crown]] {{RoyaltyIcon}} || {{--|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stellic crown]] {{RoyaltyIcon}} || {{--|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Beret]] {{RoyaltyIcon}} || {{--|5%}}&lt;br /&gt;
|}&lt;br /&gt;
	&lt;br /&gt;
A suppression loss of less than 0% per day will not increase the suppression. Since the default loss is at a maximum of 20% per day, a slave collar combined with body straps is enough to keep up the suppression of a slave unless they are wearing apparel that increases suppression loss above 10%. Since a negative loss has no effect, increasing Terror while slaves wear slave collars and body straps is useless unless you also wish to outfit the slave with suppression-decreasing apparel, such as dusters in hot [[biomes]] or marine armor for combat slaves.&lt;br /&gt;
&lt;br /&gt;
===== Warden suppression =====&lt;br /&gt;
Each time a warden suppresses a slave, it increments their suppression by a value dependent on the [[Suppression Power]] of the warden and the current suppression of the slave.  &lt;br /&gt;
Namely:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Suppression Change = Suppression Power * Suppression Curve Factor'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! CurrentSuppressionFactorCurve&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart|width=200|height=200|xAxisTitle=Current Suppression (%))|yAxisTitle=Suppression Multiplier|type=line|x=0, 50, 100 |y1= 2, 1, 0.5}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, a colonist with [[Skills#Social|Social]] skill of 10 has a Suppression Power of 28%. A slave with a current Suppression value of 0 has a suppression curve factor of 2x. Thus, that colonist suppressing that slave would result in the slave's suppression increasing by 56%. This also means that a skill 20 pawn will always fully supress a slave.&lt;br /&gt;
&lt;br /&gt;
Each suppression attempt takes {{ticks|180}} of work.&lt;br /&gt;
&lt;br /&gt;
[[Authority cap]]s improve the suppression power of the wearer. See that page for details.&lt;br /&gt;
&lt;br /&gt;
===== Melee suppression =====&lt;br /&gt;
{{Stub|section=1|reason=Exact equation depends on CurrentSuppressionFactorCurve - needs to be worked out and added}}&lt;br /&gt;
Any colonist can suppress a pawn by performing melee attacks against them. Each attack increases suppression at a rate dependent on the current suppression and the damage dealt, with more damage suppressing more&lt;br /&gt;
&lt;br /&gt;
===== Terror =====&lt;br /&gt;
{{Stub|section=1|reason=needs specifics}}&lt;br /&gt;
Terror is a way to keep slaves suppressed. It rises when the slave spends time near terrifying things like terror sculptures. A slave can only be affected by three terror sources at a time. While terror is high, suppression falls slower.&lt;br /&gt;
&lt;br /&gt;
Terror can be created by having slaves in proximity to terror creating furniture like [[skullspike]]s, [[terror sculpture]]s or bodies in [[gibbet cage|cages]]. While slaves are affected by these, their suppression loss is lowered, depending on the value and amount of terror sources, but capped at 3 individual sources. &lt;br /&gt;
&lt;br /&gt;
==== Strategies ====&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
Keep slaves in collars and straps.&lt;br /&gt;
&lt;br /&gt;
Consider giving slaves brain implants that cause [[brain shock]] so rebellions can be safely suppressed with no loss of life, even with armed and armored slaves, by using [[EMP]] weapons.&lt;br /&gt;
&lt;br /&gt;
[[Traits#Wimp|Wimps]] also make for easily quelled rebellions.&lt;br /&gt;
&lt;br /&gt;
===Titles===&lt;br /&gt;
{{Royalty|No category}}&lt;br /&gt;
{{Main|Titles}}&lt;br /&gt;
Slaves can be given honor and ascend the ranks of royalty just as every other pawn can. They function much the same as other nobles, requiring specific clothes, certain standards of bedroom and throne room, etc. with two major exceptions. First is they cannot use permits. Second is that slavery overrides the work type restrictions from conceited nobility.&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* ? - Slave sold penalty reduced from -5 to -3, sometime between 1.2.2723 and 1.3.3087&lt;br /&gt;
* [[Version/1.3.3072|1.3.3072]] - Tune slave rebellion chances a bit lower, and reduce the effects of some factors. Slave weapon noticing distance reduced from 10 to 6.9. Couples made of a slave/colonist pair no longer want to sleep together despite not being able to share a bed.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Slaves no longer slight or insult non-slaves, Slaves never start social fights with non-slaves if insulted, Meleeing a slave now increases suppression, Rebellion chance per slave now relates inversely to the number of slaves on the map, so overall rebellion chance shouldn't climb so aggressively with higher slave counts, Adjust slave rebellion base MTB 50 days back to 45 days. Ideoligion funerals are no longer expected for slaves. Slaves no longer count for Diversity of Thought. More selective in which weapons increase rebellion chance - now excludes Wood, EMP, Smoke etc.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Added Alert for likely slave rebellion.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3080]] - Rebelling slaves now drop shield belt if they have a ranged weapon&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Lower slave social fight chance by 50%.  Killing a slave in a slave rebellion no longer causes 'Witnessed ally's death' thought&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Slaves are now worth 75% of colonists in terms of map wealth and population.&lt;/div&gt;</summary>
		<author><name>Prios</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Slavery&amp;diff=107550</id>
		<title>Slavery</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Slavery&amp;diff=107550"/>
		<updated>2022-08-06T20:35:39Z</updated>

		<summary type="html">&lt;p&gt;Prios: /* Ideology */ Slaves can't do trading (tested with comms console while a trade ship was nearby, will test with visiting trader later but 99% sure the result will be the same), removed stub tag from rebellion section (since there's a MTB equation for rebellions listed now), also did other small changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Cleanup desperately needed}}&lt;br /&gt;
'''Slavery''' in base game RimWorld is limited only to selling [[prisoner]]s for profit, with no other use. The [[Ideology DLC]] significantly expands on the concept, allowing prisoners to be enslaved and forced to work and perform tasks.&lt;br /&gt;
&lt;br /&gt;
== Core ==&lt;br /&gt;
Slavery is a quick way to get decent amounts of money quickly. Pawns will suffer a mood penalty of -3 for 4 days after the slave is sold, stacking up to five times, for {{--|15}} max. Unless you have a colony of psychos, selling multiple slaves may bring down your colony by lowering the moods of pawns by large increments. There is no other way to prevent the negative moodlet.&lt;br /&gt;
&lt;br /&gt;
One way of dealing with this is to avoid slavery altogether in the early game, and then sell only 1-2 slaves every day in the late game, when the mood penalties can be more easily offset by impressive bedrooms, high [[recreation]] and [[comfort]] needs, [[drug]]s, and/or [[fine meals|fine]] or [[lavish meal]]s. This has a downside, however. [[Trade#Slaver|Slave trader]]s only appear rarely, and then generally only stay for around two days, meaning that it will be hard making slavery a main source of profit for the colony unless you are burning through [[goodwill]] with your allies by requesting slaver caravans, or forming your own caravans to travel to villages to sell. Alternatively, you can stuff all of your pawns into [[cryptosleep casket]]s to be conveniently asleep during the massive mood debuff and have a [[Traits#Psychopath|psychopath]] trader sell as many slaves as possible.&lt;br /&gt;
&lt;br /&gt;
Since there is no way to use a slave for anything besides trade in the base game, purchasing a slave will turn them into a regular pawn. The former slave will get a {{+|15}} mood buff for 20 days due to being freed.&lt;br /&gt;
&lt;br /&gt;
== Ideology ==&lt;br /&gt;
{{Ideology|No category}}&lt;br /&gt;
Slaves are controllable, like normal colonists, but with unique mechanics and restrictions.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
* No need for [[recreation]].&lt;br /&gt;
* [[#Expectations|Slave specific expectations]] meaning higher base mood.&lt;br /&gt;
* Ignore all work type incapabilities except that which slavery itself adds, therefore pawns with many incapabilities can actually be more useful as slaves.&lt;br /&gt;
* Will never insult or social fight with non-slave pawns.&lt;br /&gt;
* Half as likely to social fight.&lt;br /&gt;
* Significantly easier to enslave than recruit.&lt;br /&gt;
* Contribute only 75% of the value of a Colonist to [[Raid points]].&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
* Prison rebellions &lt;br /&gt;
* New incapabilities: cannot hunt, make art, research, trade, or warden. Slaves are also incapable of synthesizing Drugs (cooking Drugs is still possible).&lt;br /&gt;
* Suffers a x0.85 multiplier to [[Global Work Speed]] which in turn reduces: {{#ask: [[Global Work Speed Factor::true]]}}&lt;br /&gt;
&lt;br /&gt;
===Expectations===&lt;br /&gt;
{{See also|Expectations}}&lt;br /&gt;
Slaves do not have the default expectations of colonists, instead they have unique expectations with a generally higher mood boost. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &amp;lt;!-- C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Data\Ideology\Defs\Misc\ExpectationDefs\Expectation.xml --&amp;gt;&lt;br /&gt;
! Expectation !! Mood Effect !! Wealth Range&lt;br /&gt;
|-&lt;br /&gt;
| Destitute slave expectations || {{+|46}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Poor slave expectations || {{+|40}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Meager slave expectations || {{+|34}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Slave expectations || {{+|28}} || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Acquiring slaves ===&lt;br /&gt;
Slaves can be created by reducing the will of a prisoner to zero. This is typically much faster than reducing their resistance and recruiting them, allowing faster acquisition of pawns in exchange for the conditions and effects slavery imposes.&lt;br /&gt;
&lt;br /&gt;
=== Slave relationships ===&lt;br /&gt;
Slaves can start relationships with any other slave or even another colonist. This is troublesome, as slaves cannot be assigned to the same bed as a colonist, but can still sleep in the same room. If you want both to be together, you need to make either both slaves or both colonists.&lt;br /&gt;
&lt;br /&gt;
=== Slave rebellion ===&lt;br /&gt;
Slaves will occasionally rebel, staging something similar to a prison break. Slaves will turn hostile and uncontrollable, and will try to find weapons to attack nearby colonists. The rebellion interval is based on mood, suppression, proximity of weapons, escape route, and the presence of colonists on the map, with a base interval of 45 days. The time displayed is based on time awake - that is, if a slave sleeps 8 hours of every 24, the actual mean time between rebellions will be 50% longer. A displayed MTB of 2 years will actually be a MTB of 3 years.&lt;br /&gt;
&lt;br /&gt;
Slave rebellions come in several different types: Grand, Local, and Single. A grand escape involves every valid slave on the map rebelling, while a local escape chooses a given slave as a locus with any valid slaves within 35 tiles also rebelling. A single rebellion is, as the name implies, a rebellion by a single slave.&lt;br /&gt;
&lt;br /&gt;
Only non-downed, non-mental breaking, awake, slaves can join a rebellion. Thus, by assigning slaves different shifts, the maximum number of slaves rebelling can be limited. &lt;br /&gt;
&lt;br /&gt;
Weapons such as [[Wood]], [[EMP grenades]]/[[EMP launcher|launchers]], and [[Smoke launcher]]s will not increase rebellion chance, despite being weapons. Rebellious slaves will take ranged weapons even if equipped with [[shield belt]]s, dropping the belts in the process.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| '''Mean Time Between Rebellions''' = 45/(Moving Factor * Suppression Factor * Slave Count Factor * Mood Factor * Room Edge Factor * Weapon Factor * Unattended Factor)&lt;br /&gt;
|}&lt;br /&gt;
Where:&lt;br /&gt;
* Moving Factor = A curve dependent on the current [[Moving]] capacity of the slave, defined by 3 points and linearly interpolated between them. 0.01x at 0% (though note that a pawn that cannot move is not valid for a rebellion anyway), 0.5x at 50% and 1x at 100%. This very closely approximates a straight scalar based on the Moving capacity, but is slightly different. Also note that this is Moving capacity, not [[move speed]], so slowing a pawn down with [[peg leg]]s will make rebellions less frequent, but slowing them down with a [[flak vest]] will not. &lt;br /&gt;
* Suppression Factor = A curve dependent on the current suppression value of the slave, defined by 4 points and linearly interpolated between them. 5x at 0%, 1.5x at 33.3%, 1x at 50%, 0.25x at 100%.&lt;br /&gt;
* Slave Count Factor = A curve dependent on the number of slaves loaded on a map, defined by 5 points and linearly interpolated between them. 1x at 1 slave, 0.75x at 2 slaves, 0.5x at 5 slaves, 0.3x at 10 slaves. 0.2x at 20 slaves. Note that despite making each slave individually less likely to rebel, having more slaves rolling for rebellions actually increases the chance. Also note that these slaves don't need to be valid slaves for a rebellion, they must simply be alive and on the map.&lt;br /&gt;
* Mood Factor = A curve dependent on the [[mood]] of the slave, defined by three points and linearly interpolated between them. 1.5x at 0% mood, 1x at 50% mood, 0.8x at 100% mood. &lt;br /&gt;
* Room Edge Factor = 1.7 when in a room that touches the map edge including being completely outdoors. 1 otherwise.&lt;br /&gt;
* Weapon Factor = 4 when within 7 tile range of a usable weapon, or if indoors (in a room not considered outdoors) in the same room as a usable weapon. 1 otherwise.&lt;br /&gt;
* Unattended Factor = 20 when on a map without a colonist that is not downed, dead or a slave. 1 otherwise.&lt;br /&gt;
==== Suppression ====&lt;br /&gt;
Suppression is one of the stats used to calculate the slave rebellion interval. The higher the suppression, the longer the expected interval in between rebellions. The suppression of a slave can be increased by interacting with them, melee attacking them with a colonist or executing other slaves or prisoners. Over time, the suppression level lowers depending on its current level by up to 20% per day.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Suppression !! Suppression loss&amp;lt;br&amp;gt;(per day)&lt;br /&gt;
|-&lt;br /&gt;
| 30% - 100% || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;15% - &amp;lt;30% || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| 0% - 15%   || {{--|5%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This value can be increased or decreased by the following things:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Suppression loss offset&amp;lt;br&amp;gt;(per day)&lt;br /&gt;
|- &lt;br /&gt;
| [[Slave collar]] || {{+|15%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Slave body strap]] || {{+|15%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cowboy hat]] || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bowler hat]] || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Tribal headdress]] || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Veil]] || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marine helmet]] || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Duster]] || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marine armor]] || {{--|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Prestige marine helmet]] {{RoyaltyIcon}} || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Prestige marine armor]] {{RoyaltyIcon}} || {{--|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Grenadier armor]] {{RoyaltyIcon}} || {{--|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Eltex shirt]] {{RoyaltyIcon}} || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Eltex vest]] {{RoyaltyIcon}} || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Eltex robe]] {{RoyaltyIcon}} || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Formal shirt]] {{RoyaltyIcon}} || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Corset]] {{RoyaltyIcon}} || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Formal vest]] {{RoyaltyIcon}} || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Prestige robe]] {{RoyaltyIcon}} || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ladies hat]] {{RoyaltyIcon}} || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Top hat]] {{RoyaltyIcon}} || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Coronet]] {{RoyaltyIcon}} || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Crown]] {{RoyaltyIcon}} || {{--|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stellic crown]] {{RoyaltyIcon}} || {{--|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Beret]] {{RoyaltyIcon}} || {{--|5%}}&lt;br /&gt;
|}&lt;br /&gt;
	&lt;br /&gt;
A suppression loss of less than 0% per day will not increase the suppression. Since the default loss is at a maximum of 20% per day, a slave collar combined with body straps is enough to keep up the suppression of a slave unless they are wearing apparel that increases suppression loss above 10%. Since a negative loss has no effect, increasing Terror while slaves wear slave collars and body straps is useless unless you also wish to outfit the slave with suppression-decreasing apparel, such as dusters in hot [[biomes]] or marine armor for combat slaves.&lt;br /&gt;
&lt;br /&gt;
===== Warden suppression =====&lt;br /&gt;
Each time a warden suppresses a slave, it increments their suppression by a value dependent on the [[Suppression Power]] of the warden and the current suppression of the slave.  &lt;br /&gt;
Namely:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Suppression Change = Suppression Power * Suppression Curve Factor'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! CurrentSuppressionFactorCurve&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart|width=200|height=200|xAxisTitle=Current Suppression (%))|yAxisTitle=Suppression Multiplier|type=line|x=0, 50, 100 |y1= 2, 1, 0.5}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, a colonist with [[Skills#Social|Social]] skill of 10 has a Suppression Power of 28%. A slave with a current Suppression value of 0 has a suppression curve factor of 2x. Thus, that colonist suppressing that slave would result in the slave's suppression increasing by 56%. This also means that a skill 20 pawn will always fully supress a slave.&lt;br /&gt;
&lt;br /&gt;
Each suppression attempt takes {{ticks|180}} of work.&lt;br /&gt;
&lt;br /&gt;
[[Authority cap]]s improve the suppression power of the wearer. See that page for details.&lt;br /&gt;
&lt;br /&gt;
===== Melee suppression =====&lt;br /&gt;
{{Stub|section=1|reason=Exact equation depends on CurrentSuppressionFactorCurve - needs to be worked out and added}}&lt;br /&gt;
Any colonist can suppress a pawn by performing melee attacks against them. Each attack increases suppression at a rate dependent on the current suppression and the damage dealt, with more damage suppressing more&lt;br /&gt;
&lt;br /&gt;
===== Terror =====&lt;br /&gt;
{{Stub|section=1|reason=needs specifics}}&lt;br /&gt;
Terror is a way to keep slaves suppressed. It rises when the slave spends time near terrifying things like terror sculptures. A slave can only be affected by three terror sources at a time. While terror is high, suppression falls slower.&lt;br /&gt;
&lt;br /&gt;
Terror can be created by having slaves in proximity to terror creating furniture like [[skullspike]]s, [[terror sculpture]]s or bodies in [[gibbet cage|cages]]. While slaves are affected by these, their suppression loss is lowered, depending on the value and amount of terror sources, but capped at 3 individual sources. &lt;br /&gt;
&lt;br /&gt;
==== Strategies ====&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
Keep slaves in collars and straps.&lt;br /&gt;
&lt;br /&gt;
Consider giving slaves brain implants that cause [[brain shock]] so rebellions can be safely suppressed with no loss of life, even with armed and armored slaves, by using [[EMP]] weapons.&lt;br /&gt;
&lt;br /&gt;
[[Traits#Wimp|Wimps]] also make for easily quelled rebellions.&lt;br /&gt;
&lt;br /&gt;
===Titles===&lt;br /&gt;
{{Royalty|No category}}&lt;br /&gt;
{{Main|Titles}}&lt;br /&gt;
Slaves can be given honor and ascend the ranks of royalty just as every other pawn can. They function much the same as other nobles, requiring specific clothes, certain standards of bedroom and throne room, etc. with two major exceptions. First is they cannot use permits. Second is that slavery overrides the work type restrictions from conceited nobility.&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* ? - Slave sold penalty reduced from -5 to -3, sometime between 1.2.2723 and 1.3.3087&lt;br /&gt;
* [[Version/1.3.3072|1.3.3072]] - Tune slave rebellion chances a bit lower, and reduce the effects of some factors. Slave weapon noticing distance reduced from 10 to 6.9. Couples made of a slave/colonist pair no longer want to sleep together despite not being able to share a bed.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Slaves no longer slight or insult non-slaves, Slaves never start social fights with non-slaves if insulted, Meleeing a slave now increases suppression, Rebellion chance per slave now relates inversely to the number of slaves on the map, so overall rebellion chance shouldn't climb so aggressively with higher slave counts, Adjust slave rebellion base MTB 50 days back to 45 days. Ideoligion funerals are no longer expected for slaves. Slaves no longer count for Diversity of Thought. More selective in which weapons increase rebellion chance - now excludes Wood, EMP, Smoke etc.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Added Alert for likely slave rebellion.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3080]] - Rebelling slaves now drop shield belt if they have a ranged weapon&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Lower slave social fight chance by 50%.  Killing a slave in a slave rebellion no longer causes 'Witnessed ally's death' thought&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Slaves are now worth 75% of colonists in terms of map wealth and population.&lt;/div&gt;</summary>
		<author><name>Prios</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mental_inspiration&amp;diff=107549</id>
		<title>Mental inspiration</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mental_inspiration&amp;diff=107549"/>
		<updated>2022-08-06T20:18:02Z</updated>

		<summary type="html">&lt;p&gt;Prios: /* Inspired recruitment */ Inspired recruitment works for insta-enslaving people too. Usually a bit of a waste of the inspiration, considering how fast enslavement tends to be.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite|reason=Cleanup. Information in intro needs to be moved to headinds. Effects are written in descriptive language, but needs mechanical specifics. Needs acquisition (inc mood math), info on WoI psycast, and an analysis section}}&lt;br /&gt;
{{Image wanted|reason=Icon from colonist bar that designates an inspiration}}&lt;br /&gt;
Colonists with a high mood can randomly have '''mental inspirations''', giving a stat boost for some time. Unlike [[mental break]]s, you retain full control of the mentally inspired colonist.&lt;br /&gt;
&lt;br /&gt;
At 100 mood, a colonist has an inspiration on average once every 10 days.{{Check Tag|Wb lower?|What about lower moods, what is the specific correlation between mood and MTB?}} This can be a huge bonus to a colony, so if you find some of your colonists' moods are running pretty high, that might be a good time to rigorously enforce MORE recreation for them, to push them over the edge into inspiration.&lt;br /&gt;
&lt;br /&gt;
Some [[traits]] prevent certain types of inspirations. Additionally, the pawns with the [[Traits#Tortured artist|Tortured Artist]] trait have a 50% to gain an Inspired Creativity inspiration after a [[mental break]] ends, with a possible exception of &amp;quot;Run Wild&amp;quot; mental breaks{{Check Tag|Verify}}. These pawns can be manipulated to create [[Quality]] work of all types by intentionally giving them a generally poor environment such as through  awful accommodations, poor food, no access to recreation, and/or any other stressors.&lt;br /&gt;
&lt;br /&gt;
Colonists can only have one inspiration at a time. Having an inspiration prevents any others until the current inspiration ends. &lt;br /&gt;
&lt;br /&gt;
There are 8 different types of inspirations that can strike, chosen at random from all the options for which the affected colonist meets the requirements.&lt;br /&gt;
&lt;br /&gt;
==Inspirations==&lt;br /&gt;
=== Go frenzy ===&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; will move faster for the next 8 days.}}&lt;br /&gt;
* '''Base duration:''' 8 day &lt;br /&gt;
* '''Minimum skill:''' None&lt;br /&gt;
* '''Incompatible Trait:''' [[Traits#Slowpoke|Slowpoke]]&lt;br /&gt;
&lt;br /&gt;
A colonist's great mood lifts them up and makes them [[move speed|move]] 1.4x as fast, as long as they feels inspired.&lt;br /&gt;
&lt;br /&gt;
=== Inspired creativity ===&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; The next item, art, or furniture [PAWN_pronoun] creates will be two quality levels higher than it would otherwise be. This even allows the creation of legendary items. The inspiration will end after 8 days, or when the creation is completed.}}&lt;br /&gt;
{{See also|Quality}}&lt;br /&gt;
* '''Base duration:''' 8 days &lt;br /&gt;
* '''Minimum skill:''' [[Skills#Artistic|Artistic]] 3 / [[Skills#Crafting|Crafting]] 3 / [[Skills#Construction|Construction]] 3&lt;br /&gt;
&lt;br /&gt;
A sudden burst of inspiration gives colonist insight on how to make a quality item. After it is completed, that item will be [[Quality#Quality with Inspired Creativity|2 Quality levels higher]] than it would otherwise be, allowing for the creation of legendary items. The inspiration is only good for the next single object created, after which the inspiration ends.&lt;br /&gt;
&lt;br /&gt;
=== Inspired recruitment ===&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; will successfully recruit the next prisoner regardless of difficulty or resistance. The inspiration will end after 8 days, or when the prisoner is recruited.}}&lt;br /&gt;
* '''Base duration:''' 8 days &lt;br /&gt;
* '''Minimum skill:''' [[Skills#Social|Social]] 3&lt;br /&gt;
&lt;br /&gt;
A colonist gains insight on how to recruit prisoners into the colony. They will successfully recruit (or [[Slavery#Ideology|enslave]]) the next prisoner they attempt to recruit, regardless of difficulty or remaining resistance.&lt;br /&gt;
&lt;br /&gt;
To make the most out of the recruitment, you may manually have the warden prioritize the recruitment attempt on a specific prisoner. If the prisoner has been talked to recently, you will need to disable warden interactions for that prisoner, and wardening for the inspired warden, then wait a while before enabling them both.&lt;br /&gt;
&lt;br /&gt;
The inspiration ends after a prisoner is recruited.&lt;br /&gt;
&lt;br /&gt;
=== Inspired surgery ===&lt;br /&gt;
{{Quote|The next time &amp;lt;NAME&amp;gt; performs a surgery, [PAWN_possessive] chance of success will be doubled. A small minimum chance of failure still applies. The inspiration will end after 8 days, or when the surgery is performed.}}&lt;br /&gt;
* '''Base duration:''' 8 days &lt;br /&gt;
* '''Minimum skill:''' [[Skills#Medical|Medical]] 3&lt;br /&gt;
&lt;br /&gt;
A colonist becomes more concentrated in surgeries after being inspired, and as a result, the success chance for the next surgery they perform will be doubled. '''Note''' however that the 98% success rate maximum still applies i.e. there will always be a 2% chance of failure. Thus high skill doctors operating in high quality hospitals can receive no benefit from this inspiration but it can make a great difference for those with lower Medicine skill who are not good surgeons yet, or operations such as [[carcinoma]] removal that have a lower chance of success.{{Check Tag|Fact Check|Carcinomas have high chances of bad outcomes but is it directly affecting the same stat?}}&lt;br /&gt;
&lt;br /&gt;
The inspiration ends after a surgery is performed, even if the surgery fails.&lt;br /&gt;
&lt;br /&gt;
=== Inspired taming ===&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; will successfully tame the next animal regardless of difficulty. The inspiration will end after 8 days, or when an animal was tamed.}}&lt;br /&gt;
* '''Base duration:''' 8 days &lt;br /&gt;
* '''Minimum skill:''' [[Skills#Animals|Animals]] 3&lt;br /&gt;
&lt;br /&gt;
A colonist is inspired to tame an animal. They will successfully tame the next animal regardless of difficulty. They will not be able to tame any animal that they do not have the requisite skill level to tame however.&lt;br /&gt;
&lt;br /&gt;
The inspiration ends when an animal is tamed.&lt;br /&gt;
&lt;br /&gt;
=== Inspired trade ===&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; will get a significant trade price bonus when closing [PAWN_possessive] next trade deal. The inspiration will expire after 8 days, or when the deal is done.}}&lt;br /&gt;
* '''Base duration:''' 8 days &lt;br /&gt;
* '''Minimum skill:''' [[Skills#Social|Social]] 3&lt;br /&gt;
&lt;br /&gt;
A colonist is inspired to obtain a great deal. They will get a great 18% boost in [[Trade Price Improvement|trade prices]], essentially meaning 12 more levels of [[Skills#Social|Social skill]].&lt;br /&gt;
&lt;br /&gt;
After one successful trade deal, the inspiration ends.&lt;br /&gt;
&lt;br /&gt;
=== Shoot frenzy ===&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; will shoot more accurately for the next 8 days.}}&lt;br /&gt;
* '''Base duration:''' 8 days &lt;br /&gt;
* '''Minimum skill:''' None &lt;br /&gt;
* '''Incompatible Trait:''' [[Traits#Brawler|Brawler]], non-violent&lt;br /&gt;
&lt;br /&gt;
A colonist is inspired to shoot more accurately and will shoot as if they have +8 additional levels in the [[Shooting]] skill.&lt;br /&gt;
&lt;br /&gt;
This is more useful if the colony frequently receives raids or if the inspired colonist is a hunter.&lt;br /&gt;
&lt;br /&gt;
=== Work frenzy ===&lt;br /&gt;
{{Stub|section=1|reason=Does this multiplication occur before or after the effect of traits such as Industrious?}}&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; will work faster for the next 8 days.}}&lt;br /&gt;
* '''Base duration:''' 8 day &lt;br /&gt;
* '''Minimum skill:''' None&lt;br /&gt;
&lt;br /&gt;
A colonist suddenly becomes significantly more productive and will have their [[Global Work Speed]] multiplied by 1.8x for the duration of the inspiration. Global Work Speed is applied as a multiplier to the following stats:&lt;br /&gt;
{{#ask: [[Global Work Speed Factor::true]]&lt;br /&gt;
| format = ul&lt;br /&gt;
| limit  = 100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Legacy inspirations ==&lt;br /&gt;
&lt;br /&gt;
These no longer exist in the current version of the game.&lt;br /&gt;
&lt;br /&gt;
=== Inspired art ===&lt;br /&gt;
* '''Base duration:''' 8 days &amp;lt;br&amp;gt;&lt;br /&gt;
: '''Minimum skill:''' Artistic 6&lt;br /&gt;
&lt;br /&gt;
A sudden burst of inspiration gives colonists a great idea for a piece of art, and after it is completed, that piece of art will be 3 levels higher than it would otherwise be. The inspiration is only good for 1 piece of art. Replaced by [[Mental inspiration#Inspiredvcreativity|Inspired Creativity]] in Beta 19.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added with the following inspirations: Work frenzy, Go frenzy, Shoot frenzy, Inspired trade, Inspired recruitment, Inspired surgery, Inspired art. At the time, incapacitation would end the inspiration.&lt;br /&gt;
* Beta 19/ 1.0 - Inspired colonists now get a special icon in the colonist bar&lt;br /&gt;
* 1.1 - &amp;quot;Inspired taming&amp;quot; inspiration added.&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>Prios</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Rituals&amp;diff=107439</id>
		<title>Rituals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Rituals&amp;diff=107439"/>
		<updated>2022-08-06T06:44:00Z</updated>

		<summary type="html">&lt;p&gt;Prios: Trial convictions cause 15 days of guilt.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Image wanted}}&lt;br /&gt;
'''Rituals''' are options for [[ideoligions]]. They allow pawns to participate, with a variety of props, in the hope of eliciting some outcome. These outcomes range from simple but significant mood boosts to attracting new recruits to the colony.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Ritual !! Factors !! Outcomes !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ritual funeral.png|64px]] || Funeral || Participant count (10): +70%&amp;lt;br&amp;gt;Moral guide present: +30% || 5% Terrible: 3&amp;lt;br&amp;gt;15% Lackluster: -1&amp;lt;br&amp;gt;60% Good: +5&amp;lt;br&amp;gt;20% Heartwarming: +8 || If there is no corpse in the grave or sarcophagus, the ritual quality is only increased by 20% by the presence of the moral guide, and only by 60% by a full participant count.&lt;br /&gt;
|-&lt;br /&gt;
| || Social Festival || Participant count (10): +25%&amp;lt;br&amp;gt;Leader present: +25%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +20%&amp;lt;br&amp;gt;Seats for everyone: +20% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +5&amp;lt;br&amp;gt;20% Unforgettable: +8|| &lt;br /&gt;
|-&lt;br /&gt;
| || Dance party || Participant count (10): +30%&amp;lt;br&amp;gt;Started at lightball: +20%&amp;lt;br&amp;gt;Active loudspeakers (6): +30%&amp;lt;br&amp;gt;Room Impressiveness (120): +20%|| 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +8&amp;lt;br&amp;gt;20% Unforgettable: +16|| If the party is fun or unforgettable, there is a chance&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; that all participants will get +20% [[Global Work Speed]] for 24h. Only available to non-tribals.&lt;br /&gt;
|-&lt;br /&gt;
| || Drum party || Participant count (10): +30%&amp;lt;br&amp;gt;Started at campfire: 20%&amp;lt;br&amp;gt;Drums (6): +30%&amp;lt;br&amp;gt;Room Impressiveness (120): +20%|| 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +8&amp;lt;br&amp;gt;20% Unforgettable: +16|| If the party is fun or unforgettable, there is a chance&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; that all participants will get +20% [[Global Work Speed]] for 24h. Only available to tribals.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ritual skylantern festival.png|64px]] || Skylantern festival ||  Participant count (10): +100% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Unimpressive: -1&amp;lt;br&amp;gt;60% Beautiful: +6&amp;lt;br&amp;gt;20% Unforgettable: +10|| Each participant makes a skylantern out of {{icon small|wood}} 4 [[wood]]. If the festival is beautiful or unforgettable, friendly visitors might see them and arrive with a gift.&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| || Christmas tree&amp;lt;br&amp;gt;Symbol burning&amp;lt;br&amp;gt;Smokeleaf circle&amp;lt;br&amp;gt;Cannibal feast || Participant count (10): +80%&amp;lt;br&amp;gt;Room Impressiveness (120): +20% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +5&amp;lt;br&amp;gt;20% Unforgettable: +8||Destroys the ritual target.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ritual scarification.png|64px]] || Scarification || Participant count (10): +25%&amp;lt;br&amp;gt; Moral guide present: +20%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +20%|| 5% Terrible: -2&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +1&amp;lt;br&amp;gt;20% Spectacular: +3||Scarifies the subject. Only available with the Pain is Virtue meme.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ritual blinding.png|64px]] || Blinding ceremony || Participant count (10): +25%&amp;lt;br&amp;gt; Moral guide present: +20%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +20%|| 5% Terrible: -2&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +1&amp;lt;br&amp;gt;20% Spectacular: +3||Blinds the subject. If the ceremony is satisfying or spectacular, the blinded person may get a [[psycasts|psylink]] upgrade or unlock a new psychic power.&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; Only available with the Blindsight meme.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ritual animal sacrifice.png|64px]] || Animal sacrifice || Participant count (10): +25%&amp;lt;br&amp;gt;Moral guide present: +25%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +15% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +5&amp;lt;br&amp;gt;20% Spectacular: +8|| If the sacrifice is satisfying or spectacular, there is a 5% (satisfying) or 10% (spectacular) chance that a random participant gains an [[inspiration]]. Only available with the Human Primacy meme.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ritual gladiator duel.png|64px]] || Gladiator duel || Participant count (10): +20%&amp;lt;br&amp;gt;Leader present: +20%&amp;lt;br&amp;gt;Duelist dies: +100%&amp;lt;br&amp;gt;Weapon used: +60% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Good: +5&amp;lt;br&amp;gt;20% Unforgettable: +8|| The two necessary escorts count towards the participant count. Spectators gain 1000 melee experience, gain a mood boost&amp;lt;sup&amp;gt;separate from the usual mood boost?&amp;lt;/sup&amp;gt;, and fill their recreation bars.&amp;lt;sup&amp;gt;verify&amp;lt;/sup&amp;gt; The duelists also gain the mood effect from ritual quality. Only available with the Pain is Virtue, Cannibal, Supremacist, or Raider memes.&lt;br /&gt;
|- &lt;br /&gt;
|  [[File:Ritual public execution.png|64px]] || Prisoner execution || Participant count (10): +80%&amp;lt;br&amp;gt;Started at altar: +20% || 15% Awkward: -1&amp;lt;br&amp;gt;65% Satisfying: +6&amp;lt;br&amp;gt;20% Spectacular: +8 || Participating [[slaves]] are fully suppressed. Can be performed by all ideologions.&lt;br /&gt;
|- &lt;br /&gt;
| [[File:LeaderSpeech.png|64px]] || Leader speech || Participant count (10): +40%&amp;lt;br&amp;gt;Room impressiveness (120): +20&amp;lt;br&amp;gt;Leader's Social Impact (150%): +40% || 5% Terrible: -8&amp;lt;br&amp;gt;15% Uninspiring: -4&amp;lt;br&amp;gt;60% Encouraging: +5&amp;lt;br&amp;gt;20% Inspirational: +8 || The speech quality will also affect the listeners' opinions of the leader, with a terrible speech resulting in a -30 opinion, an uninspiring speech resulting in a -15 opinion, an encouraging speech in a +20 opinion, and an inspirational speech in a +40 opinion.&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Trial.png|64px]] || Trial || Participant count (20): +60%&amp;lt;br&amp;gt;Leader's Negotiation Ability * 0.25&amp;lt;br&amp;gt;Defendant's Negotiation Ability * -0.25|| 50% Exonerated&amp;lt;br&amp;gt;50% Convicted || If the defendant is convicted, they are considered guilty for 15 days for the purpose of arrest, banishment, and executions. If the defendant has a mental break during the trial, their [[Negotiation Ability]] is effectively set to 0.&lt;br /&gt;
|- &lt;br /&gt;
| [[File:ConversionRitual.png|64px]] || Conversion ritual || Participant count (10): +40%&amp;lt;br&amp;gt;Room impressiveness (120): +20%&amp;lt;br&amp;gt;Moral guide's Social Impact (150%): +30%&amp;lt;br&amp;gt;Convertee's Expectations (Very Low): +10%, (Sky High): -30%|| 5% Terrible&amp;lt;br&amp;gt;15% Ineffective&amp;lt;br&amp;gt;60% Effective: +3&amp;lt;br&amp;gt;20% Masterful: +6 || The convertee's certainty is offset by an amount depending on ritual quality: terrible: +20%; ineffective: +12%; effective: -30%; masterful: -100%.&lt;br /&gt;
|- &lt;br /&gt;
| || Tree connection || Participant count (10): +100% ||  || The connector will start with 25-45% connection strength, depending on ritual quality.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Funeral ==&lt;br /&gt;
This is the only ritual involving the (possible) non-player caused death. It is generally considered the worst ritual, as it requires the death of a pawn - an expensive cost when other rituals are available with the same effects.&lt;br /&gt;
== Social festival ==&lt;br /&gt;
== Dance party ==&lt;br /&gt;
This is tied with &amp;quot;drum party&amp;quot; for the most &amp;quot;success bonuses&amp;quot; and shortest cooldown.&lt;br /&gt;
== Drum party ==&lt;br /&gt;
This is tied with &amp;quot;dance party&amp;quot; for the most &amp;quot;success bonuses&amp;quot; and shortest cooldown.&lt;br /&gt;
== Skylantern festival ==&lt;br /&gt;
== Christmas tree ==&lt;br /&gt;
== Symbol burning ==&lt;br /&gt;
== Smokeleaf circle ==&lt;br /&gt;
== Cannibal feast ==&lt;br /&gt;
== Scarification ==&lt;br /&gt;
== Blinding ceremony ==&lt;br /&gt;
== Animal sacrifice ==&lt;br /&gt;
== Gladiator duel ==&lt;br /&gt;
&amp;lt;summary stuff here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can drug the fighter with go-juice or yayo to make them fight till death and thus improve the outcome.&lt;br /&gt;
&lt;br /&gt;
== Prisoner execution ==&lt;br /&gt;
== Trial ==&lt;br /&gt;
== Conversion ritual ==&lt;br /&gt;
== Tree connection ==&lt;/div&gt;</summary>
		<author><name>Prios</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Door&amp;diff=107425</id>
		<title>Door</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Door&amp;diff=107425"/>
		<updated>2022-08-06T05:04:04Z</updated>

		<summary type="html">&lt;p&gt;Prios: Neat-o little fact about interaction spots.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Format standardization and stub. Also door mechanics should be explained}}{{infobox main|structure|&lt;br /&gt;
|name = Door&lt;br /&gt;
|image = Door.png|Door&lt;br /&gt;
|description = Divides rooms. Simple doors must be manually opened, which slows people down. The amount of slowdown depends on what the door is made of.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Structure&lt;br /&gt;
|placeable = true&lt;br /&gt;
|cover = 1&lt;br /&gt;
|minifiable = false&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|rotatable = false&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 160&lt;br /&gt;
|terrain affordance = light-heavy&lt;br /&gt;
|work to make = 850&lt;br /&gt;
|stuff tags = Metallic, Woody, Stony&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 25&lt;br /&gt;
|destroyyield = nothing&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Doors''' provide entry points through walls for colonists while still keeping out enemies and wild animals.}}&lt;br /&gt;
&lt;br /&gt;
Pawns manually open doors which causes a delay as they try to pass through, as opposed to [[autodoor]]s which open on demand and allow faster passage. All doors are generally locked to hostile entities, including prisoners, raiders and mad animals. A door can be marked to &amp;quot;Hold open,&amp;quot; which means the next time it is opened, it will stay open, and then all pawns can pass through. A door can also be marked &amp;quot;Forbid&amp;quot;. Colonists and tamed animals don't use forbidden doors, even if they're held open. However visitors, traders, and colonists on [[Mood#Mental breaks|mental breakdowns]] ignore the forbidden status.&lt;br /&gt;
&lt;br /&gt;
Doors do not block the interaction spots of buildings.&lt;br /&gt;
&lt;br /&gt;
=== Material choice ===&lt;br /&gt;
Typically, a colony constructs their first doors from [[wood]], which is light and so opens more quickly than other doors. However, wood is both flammable and comparatively weak against attacks, so proves vulnerable as the early game moves into mid-/late-game conflict. Despite this, as interior doors, they are often still quite suitable, at least until [[autodoor|better options]] are available.&lt;br /&gt;
&lt;br /&gt;
Once they can be afforded, steel doors are a good balance of durability, flame resistance and price.  The next step up for doors that are often closed/opened would be [[plasteel]], a precious material but unsurpassed in strength for defensive positions.&lt;br /&gt;
&lt;br /&gt;
Stone doors can be problematic because they open so slowly. However, they do have a 0% flammability, making them a nice option for a firebreak at key locations; select them to be Held Open for normal traffic, and draft/shut them if/when the need arises.  They can also be used for areas that are rarely entered, perhaps your [[chemfuel powered generator]]s (which only need to be fueled once/6 days), or for the switch to a bank of emergency batteries.  If you do choose to make use of stone doors, [[granite]] is your [[Stone blocks#Comparison table|strongest choice]], and is no slower than any other stone.&lt;br /&gt;
&lt;br /&gt;
Once [[autodoor]]s have been researched, ''and'' you have the power and [[component]] supplies to reliably operate them, standard doors can be replaced with alternative materials and not slow down traffic at all, or at least slow it far less.&lt;br /&gt;
&lt;br /&gt;
=== Temperature Regulation ===&lt;br /&gt;
Similar to double thick walls, double doors (not side-by-side, rather, both in the path of travel) improve insulation and reduce [[temperature]] equalization. A door can be left permanently open (mark the door to 'hold open' and have a pawn pass through) to help control temperature. Open doors allow temperature to more quickly equalize between rooms, or outdoors for exterior doors. Equalization through open doors is less potent than [[vent]]s.{{Check Tag|Verify|Verify and provide actual numbers}}&lt;br /&gt;
&lt;br /&gt;
{{Building Material Table|Door||Terrain Affordance}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Added.&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Now lockable.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] -  Doors not owned by the player can be forbidden.&lt;br /&gt;
&lt;br /&gt;
{{nav|structure|wide}}&lt;br /&gt;
[[Category:Structure]]&lt;/div&gt;</summary>
		<author><name>Prios</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Prisoner&amp;diff=106107</id>
		<title>Prisoner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Prisoner&amp;diff=106107"/>
		<updated>2022-08-03T02:40:43Z</updated>

		<summary type="html">&lt;p&gt;Prios: /* Prostheses */ Info about mindscrew effect on sale price, based on personal experience&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Characters_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Stub|reason=Needs information on enslaving from [[Ideology]] and relevant links to, and integration with, the [[slavery]] page}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{imagemargin|[[File:prisoner_preview.png|right]]|18px}}'''Prisoners''' are [[people]], usually [[raider]]s, hostile tribals, or your own colonists undergoing a [[mood|mental break]], who have been taken captive. They are unable to leave their [[Room roles|prison barracks]] and can only use facilities, such as a [[nutrient paste dispenser]]s or [[shelf|shelves]], on their own if they are placed inside the prison barracks. &lt;br /&gt;
{{TOCright}}&lt;br /&gt;
Colonists generally will not take food from prisoners' cells. However, colonists experiencing a &amp;quot;food binge&amp;quot; mental break may steal food from anywhere they can reach, including forbidden areas.&lt;br /&gt;
&lt;br /&gt;
Animals that are allowed to venture into prison cells will occasionally eat food left for prisoners.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
== Taking a Prisoner ==&lt;br /&gt;
&lt;br /&gt;
In order to take a prisoner, you first need a fully enclosed cell&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; where you want the prisoner(s) to stay and at least one unclaimed bed or sleeping spot per prisoner. In order to designate a bed for a prisoner, you need to click the bed/sleeping spot and click the button that says &amp;quot;Set for prisoners&amp;quot;. The bed will turn orange along with the entire room that it's in; an orange outline of the room indicates what is then labeled a &amp;quot;''prison cell''&amp;quot; or (if more than one bed) a &amp;quot;''prison barracks''&amp;quot;. Setting one bed for prisoners will set all beds in that room as prison beds, as non-prisoners cannot share a barracks with a prisoner. This setting can be reversed later if you wish to re-purpose this room.&lt;br /&gt;
&lt;br /&gt;
Also, note that changing bed settings while a colonist is already carrying a captive may cause your pawn to release the other and generate the need to recapture, which may entail another fight.  Best to carry the prisoner to one bed, then designate a second and take them there before removing the current &amp;quot;cell&amp;quot; designation.&lt;br /&gt;
&lt;br /&gt;
* [[Raiders]] cannot be captured until you incapacitate them first (downed), then right-click on them and select 'Capture &amp;lt;name&amp;gt;'. This will order the colonist to drag the raider to an unclaimed prison bed or prisoner sleeping spot.&lt;br /&gt;
* Incapacitated pawns can be captured, without the need to draft a colonist.&lt;br /&gt;
* To arrest a ''non''-hostile: first [[drafting|draft]] a colonist, then right-click the target to arrest, and select 'Try to arrest &amp;lt;name&amp;gt;'. This will order the colonist to chase after, then escort the target person. Sometimes the target will 'refuse to be arrested' (with a top of screen message) and your colonist will not reattempt to capture the pawn unless you direct them to do so again. While conducting an arrest, if the drafted colonist has a mental break, the colonist will release the prisoner allowing an attempt to escape if not incapacitated. Be careful with [[Events#Transport pod crash|Transport pod crash]] events, as some of the occupants may already belong to a friendly faction which you may not want to upset. This action can be done on colonists as well as visitors, as well as [[mental break]]ing pawns to minimize damage they inflict, though they may fight to prevent being arrested. Arresting any non-hostile pawn has a chance for success determined by the arresting pawn's [[Arrest Success Chance]] stat. &lt;br /&gt;
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Prisoners can be marked as 'guilty' through some actions, such as attacking the colony, killing/downing a colonist or attempting escape. During these times, executing that prisoner incurs a lesser mood penalty. The 'guilt' marker lasts 24 hours.&lt;br /&gt;
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&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; The [[nutrient paste dispenser]] counts as a wall for the purpose of enclosing a cell.&lt;br /&gt;
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=== Captives from your attacks ===&lt;br /&gt;
Those you imprisoned by attacking others will be taken with the return caravan and will also be used to load your spoils of war. Sometimes, a caravan will arrive back home near bedtime and, by necessity, your colonists may choose to sleep first and not immediately escort prisoners to their cells. Leaving them outside allows them a chance to escape, so make sure all prisoners are properly secured one way or another.&lt;br /&gt;
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==Hosting a Prisoner==&lt;br /&gt;
Prisoners, like colonists, require food and medical attention or they may die. If the cell is broken, the prisoner will make an attempt to escape but can only be recaptured if the Taking a Prisoner conditions are met.&lt;br /&gt;
&lt;br /&gt;
A solution to instantly meeting the conditions can be to convert one or more of the colonists' beds (provided the colonist have a private room with a claimed sleeping spot or bed) into a prison bed, and if necessary add enough [[sleeping spot]]s in the same room to house all prisoners, while the real prisons are being built.&lt;br /&gt;
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Multiple prison beds can be built in the same prison room, so several prisoners can be held in one room for &amp;quot;compact prisoner storage&amp;quot;, but if the door or wall is broken or one of them decides to break out they will all escape at the same time.  Prisoners without their own rooms will suffer a mood penalty, the same as colonists.&lt;br /&gt;
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=== Keeping Prisoners Content ===&lt;br /&gt;
Prisoners, just like your colonists, are more likely to have a mental break if they are in a bad mood. To counter this, you can provide them with conditions that boost their mood. This can be done in several ways, but here are some common and easy ones:&lt;br /&gt;
 &lt;br /&gt;
* Provide individual prison cells.&lt;br /&gt;
* Provide a table and chair for prisoners to sit at.&lt;br /&gt;
* Provide a comfortable bed (using a skilled constructor to make good or better quality beds).&lt;br /&gt;
* Use marble tiles (or if underground, smooth stone) for flooring to provide a slight beauty boost.&lt;br /&gt;
* Give fine meals or better.&lt;br /&gt;
&lt;br /&gt;
These will generally help tide your prisoners over until they are recruited or processed. Note that for prisoners that were captured from raids, there could be other attacks where friends or family of the prisoners are killed, giving a rather severe mood debuff depending on the relationship between the prisoner and the killed people. Additionally, those captured from raids will likely already have mood debuffs from their comrades dying in the fight against your colony. Counteracting these are rather difficult without using more work-intensive or costly measures such as providing luxurious comfort or lavish meals, although surprisingly, some will have +4 mood buffs from their rivals being killed in the battle.&lt;br /&gt;
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Keep prisoners in acceptable temperature. A prisoner can become a victim of [[Hypothermia]] or [[Heatstroke]] just like any colonist. Either warm up their rooms, provide them with clothes or both. Giving clothes for prisoners to wear can be tricky as you can't control them directly. Some of the options are bringing colonists wearing desired clothing into the cell and forcing them to drop it or creating a small warehouse with high priority so that your haulers bring clothes in. Note that sometimes prisoners are slow to put warm clothes on even if they are freezing. Stripping them down and hauling away their old clothes with weak insulation will incentivize them to &amp;quot;find&amp;quot; appropriate clothing faster.&lt;br /&gt;
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=== Mental Breaks ===&lt;br /&gt;
Unfortunately, prisoners will likely have a mental break during their stay with you. This is not a big deal, as prisoners rarely do anything productive, but there is a rather high chance of them going berserk. This is a rather concerning problem, especially if the prisoner is one you wanted to recruit. The prisoner will start by punching those around him, which would include any other prisoners that are housed in the cell of the berserk prisoner. If they survive from fighting the other prisoners, they will proceed to punch the weakest (lowest hp) part of their cell to get out. Once out of their cell, they will harm any colonist or colony animal that they come across.&lt;br /&gt;
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To prevent the berserk prisoner from damaging your base and your people, you can draft a melee attacker by the door to stop the prisoner from progressing. Another option if you wish to preserve the door is to draft the melee attacker into the doorway, where there would be a fight. If you wish to keep the prisoner intact and alive, using a couple of unskilled melee instead of one skilled melee is recommended. Another, labor-intensive option without the risk of injury is to restrict a pawn with good construction skill to the area where the prisoner is trying to break through, keeping the door or wall repaired until the break subsides.&lt;br /&gt;
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==Prisoners Interaction==&lt;br /&gt;
Only wardens and doctors can interact with prisoners. Interactions are determined by the option chosen selected in the Prisoner Interface. If a prisoner is incapacitated, a doctor is required to feed the prisoner.&lt;br /&gt;
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=== Care ===&lt;br /&gt;
Determines if your colonists will take care of prisoners, or just let them die.&lt;br /&gt;
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====Medical care====&lt;br /&gt;
Determines the level of medical care administered to the prisoner.  The range is similar to [[doctoring]] colonists: no care at all, to doctor care only, to medicine levels available.&lt;br /&gt;
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==== Drugs ====&lt;br /&gt;
You can use the Health/Operations tab to administer drugs to a prisoner.  Drugs that boost mood and/or decrease [[Consciousness]] or [[Manipulation]] can be helpful in avoiding a mental or prison break.  Be careful of over-administrating and causing addiction, which can cause more problems than the drug solved.&lt;br /&gt;
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==== Prostheses ====&lt;br /&gt;
It's possible to give a prisoner one or more [[artificial body parts]]. The base selling price of a slave is increased by the market value of any such part added (though adding a [[mindscrew]] implant will actually ''lower'' the selling price). More, if the slave's market value had been reduced by injuries (before or during their arrival on your map), repairing the injury will remove that penalty to their base selling price.&lt;br /&gt;
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However, remember that all base selling prices are at 60% (before any [[Social]] skill adjustments). Worse, buying prices start at a base 140% of market value, which almost precludes purchasing the replacement part and expecting to see any net profit. The subject would have to be a rare and potentially valuable slave to make this profitable.&lt;br /&gt;
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===Other things on the Prisoner Interface===&lt;br /&gt;
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====Prison Break Interval====&lt;br /&gt;
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====Resistance====&lt;br /&gt;
When recruiting a prisoner, this amount gets lessened every time the warden tries.  When reduced to 0%, you will recruit the prisoner pawn to the warden's community. &lt;br /&gt;
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====Will====&lt;br /&gt;
When enslaving a prisoner, this amount gets lessened every time the warden tries.  When reduced to 0%, you will enslave the prisoner pawn to the warden's community. &lt;br /&gt;
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====Slave Price====&lt;br /&gt;
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====Relations Gain on Release====&lt;br /&gt;
Typically, there is a +12 increase to [[Goodwill]] with the related [[Faction]] for the release of a prisoner, but there are two exceptions.&lt;br /&gt;
&lt;br /&gt;
The first is if the increase would move goodwill toward the &amp;quot;natural goodwill&amp;quot; (viewable in the [Factions] tab, bottom right of the screen. Moving toward natural goodwill always multiplies changes by 125%, so in this case the increase is +15.&lt;br /&gt;
&lt;br /&gt;
The second is if the faction is &amp;quot;always hostile&amp;quot;, such as [[pirates]] or [[savage tribe]]s, in which case the change will be &amp;quot;None&amp;quot;.&lt;br /&gt;
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====Target Ideoligion====&lt;br /&gt;
Set this, when converting a prisoner, so that when the prisoner's certainty in their ideoligion gets to 0%, they will convert to this ideoligion. &lt;br /&gt;
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==== Medical operations ====&lt;br /&gt;
You can also operate on any prisoners, the same way you operate on colonists.&lt;br /&gt;
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This allows you to do things such as handicapping the prisoner to make them unable to escape (installing a peg leg then removing it), harvesting their organs, administering drugs, or euthanizing them.&lt;br /&gt;
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=== Social Interactions ===&lt;br /&gt;
Determines what social interactions wardens will have with prisoners.&lt;br /&gt;
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====No interaction====&lt;br /&gt;
Wardens will not interact with the prisoner, causing no effect to relations.&lt;br /&gt;
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==== Recruit ====&lt;br /&gt;
{{see also|#Recruitment{{!}}Recruitment}}&lt;br /&gt;
Wardens will try to convince the prisoner to join the colony, with a chance to succeed, depending on each prisoner's recruitment difficulty percentage, their current mood, faction, how many colonists you currently have, as well as your [[storyteller]].  &lt;br /&gt;
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If there is remaining resistance, it will be reduced instead, akin to the 'Reduce resistance' option. Proper recruitment begins only when resistance is at zero.&lt;br /&gt;
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To maximize the recruitment chance by fulfilling the prisoner's needs: make sure the cell is beautiful (potted plants, carpet, art, etc.), lit, spacious, with a comfortable bed, and has a table and chair for the prisoner to eat off of. The carpet and plants should be done early on, as it is a big bonus for little effort. Have a separate cell for each prisoner, both to remove the &amp;quot;sharing rooms&amp;quot; debuff and to prevent them from killing one another. Feed prisoners your best food, set your colonist with the highest social rating as Warden, and wait.&lt;br /&gt;
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==== Reduce resistance ====&lt;br /&gt;
Wardens will have a conversation with the prisoner, reducing their resistance towards recruiting and making them easier to recruit. This also causes an increase in relations between the warden and the prisoner, as well as the Social skill of the warden, improving the chance of recruiting them later on. If resistance is already at zero, wardens will continue to interact with the prisoner but will make no attempt to recruit them unless otherwise instructed.&lt;br /&gt;
&lt;br /&gt;
During interaction with prisoners, wardens will gain Social rapport with each prisoner over time, making recruiting easier and lasting past their recruitment.&lt;br /&gt;
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====Enslave====&lt;br /&gt;
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====Reduce Will====&lt;br /&gt;
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====Convert====&lt;br /&gt;
Allowed only 2 times per day (starting after the prisoner goes to bed and wakes up) and no closer than 4 hours between the 2 times.  Will reduce the certainty of the prisoners Ideology each time by a amount using the Social skill of the warden.  When the certainty is reduced to 0%, then the prisoner is &amp;quot;converted&amp;quot; to the set Ideology on the Prisoner Interface.&lt;br /&gt;
&lt;br /&gt;
====Release====&lt;br /&gt;
Wardens will take the prisoner outside your colony and free the prisoner, who will then promptly leave the map.  &amp;quot;Outside the colony&amp;quot; means beyond your outermost line of connected walls, so it could be just out the door, or across most of the map if your defenses stretch that far.&lt;br /&gt;
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Releasing an arrested colonist will have them rejoin your colony.&lt;br /&gt;
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Releasing a prisoner from another faction will give a [[Prisoner#Relations Gain on Release|goodwill boost]] to relations with their faction once they leave the map.  Note that this bonus only happens whens they actually &amp;quot;leave the map&amp;quot;.  If that prisoner can't walk, then he or she can't leave the map.  To prevent this, ''only prisoners capable of walking can be released''.  If they are incapacitated and you want to release them, then you have to heal them before releasing them if possible.&lt;br /&gt;
&lt;br /&gt;
If they are attacked and prevented from leaving the map, that also prevents any goodwill bonus.&lt;br /&gt;
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====Execute====&lt;br /&gt;
The warden will kill the prisoner, causing a -5 mood debuff for any colonist without the [[Traits#Psychopath|Psychopath]] trait for 10.0 days, unless they are considered guilty.  Executing guilty prisoners only causes a -2 mood debuff.&lt;br /&gt;
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Note that euthanasia also kills the prisoner but only gives a -3 mood debuff and trains your doctors, too. Guilty prisoners euthanized will still give a -2 mood penalty.&lt;br /&gt;
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=== Accidental ===&lt;br /&gt;
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==== Escape ====&lt;br /&gt;
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[[File:Thank you Megasloth for letting my prisoners run.png|thumb|right|500px|Megasloth getting sheared at the exit of a prison door, holding it open for a prisoner to escape.]]&lt;br /&gt;
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If there is an exit towards open space or you leave the prison door open, the prisoner may escape.&lt;br /&gt;
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Dropping items right in the door holds it open, giving opportunistic prisoners their chance.&lt;br /&gt;
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This method can be used to get rid of unwanted colonists without mood penalty.&lt;br /&gt;
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==== Social fights ====&lt;br /&gt;
Like colonists, prisoners can also initiate social fights with other prisoners that they are locked together with. They rarely do so with wardens, whose rapport-building won't cause negative reactions from the prisoner, though if they insult or slight the warden there will still be a chance.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Escorting ===&lt;br /&gt;
Colonists can escort prisoners from hospitals where the bed settings were both for prisoner and hospital to another cell exclusively set for prisoner only without risking accidental release.&lt;br /&gt;
[[File:Escorting prisoner.png|400px|thumb|none|Escorting a prisoner from one cell to another.]]&lt;br /&gt;
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== Recruitment ==&lt;br /&gt;
{{stub|section=1|reason= Math, inc specifically the difficulty multiplier for new arrivals recruiting tribals, and new tribes recruiting non-tribals}}&lt;br /&gt;
Prisoners can be recruited into your faction if you set the 'Social Interactions' setting to 'Recruit'. Wardens will come in and chat with the prisoner, then end their chat with a recruitment pitch. Most of the time the prisoner will refuse to join.&lt;br /&gt;
&lt;br /&gt;
During each recruitment attempt, a warden will build rapport with the prisoner 5 times, ending with a recruitment pitch.&lt;br /&gt;
&lt;br /&gt;
For every recruitment pitch made there is at least a 0.5% chance that the prisoner accepts, no matter how difficult it may be.&lt;br /&gt;
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=== Recruitment difficulty ===&lt;br /&gt;
&lt;br /&gt;
Each prisoner has their own recruitment difficulty. It has several factors:&lt;br /&gt;
*The maximum difficulty is 99%, while the minimum is 10%. The average is 50% with a standard deviation of 15%.&lt;br /&gt;
*For each level of technology between your faction and the enemy's, the difficulty is increased by 16%.&lt;br /&gt;
*The storyteller will change the recruitment difficulty of prisoners depending on your existing population.&lt;br /&gt;
&lt;br /&gt;
=== Resistance ===&lt;br /&gt;
&lt;br /&gt;
In addition to recruitment difficulty, each prisoner has a resistance stat. For recruitment to commence, resistance must be at zero; if not, recruitment attempts will instead reduce resistance until it reaches zero.&lt;br /&gt;
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It can be reduced by the 'Reduce resistance' or 'Recruit' interaction.&lt;br /&gt;
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Starting resistance is based on the recruitment difficulty:&lt;br /&gt;
&lt;br /&gt;
*At 10% difficulty prisoners have no starting resistance.&lt;br /&gt;
*At 50% they have 15.&lt;br /&gt;
*At 90% they have 25.&lt;br /&gt;
*At 100% they have 50.&lt;br /&gt;
&lt;br /&gt;
This is multiplied by the storyteller's 'population intent' factor- the greater your population, the less the storyteller will want you to have an increase in population, and hence the higher the starting resistance:&lt;br /&gt;
&lt;br /&gt;
*At -1 intent the resistance is multiplied by 2.&lt;br /&gt;
*At 0 the resistance is multiplied by 1.5.&lt;br /&gt;
*At 1 the resistance is multiplied by 1.&lt;br /&gt;
*At 2 the resistance is multiplied by 0.8.&lt;br /&gt;
&lt;br /&gt;
Finally, the resistance is multiplied by a random factor between 0.8 and 1.2.&lt;br /&gt;
&lt;br /&gt;
=== Resistance reduction ===&lt;br /&gt;
The amount of resistance reduced per attempt is dependent on some factors. &lt;br /&gt;
&lt;br /&gt;
If a factor is causing the reduction to lower, it will be shown after the resistance reduction is complete, alongside the amount reduced.&lt;br /&gt;
&lt;br /&gt;
The base reduction is 1.0, scaled by the Wardens [[Negotiation Ability]] and it is affected by the below:&lt;br /&gt;
&lt;br /&gt;
==== Opinion towards warden ====&lt;br /&gt;
Opinion of the prisoner towards the warden can greatly affect resistance reduction. This is usually increased by the warden building rapport with the prisoner.&lt;br /&gt;
&lt;br /&gt;
*At -100 opinion, the resistance reduction factor is 50%.&lt;br /&gt;
*At 0 opinion the resistance reduction factor is 100%.&lt;br /&gt;
*At 100 opinion the resistance reduction factor is 150%.&lt;br /&gt;
&lt;br /&gt;
==== Current mood ====&lt;br /&gt;
The mood of the prisoner when the resistance reduction is made also matters. A well-fed prisoner in an impressive cell will give a fine mood to work with.&lt;br /&gt;
&lt;br /&gt;
*At 0% mood, the resistance reduction factor is 20%.&lt;br /&gt;
*At 50%, the resistance reduction factor is 100%.&lt;br /&gt;
*At 100%, the resistance reduction factor is 150%.&lt;br /&gt;
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=== Recruitment chance ===&lt;br /&gt;
The chance for each individual recruitment pitch to succeed depends on various factors. Many of them are post-process curved.&lt;br /&gt;
&lt;br /&gt;
==== Recruit prisoner chance ====&lt;br /&gt;
&lt;br /&gt;
The base chance that a recruitment pitch succeeds is equal to 50% of the warden's [[Negotiation Ability]].&lt;br /&gt;
&lt;br /&gt;
Talking and hearing has a 90% importance on this stat, meaning that a warden with impaired talking and hearing will have lower chances of success. In addition, colonists incapable of talking or social cannot attempt to recruit a prisoner.&lt;br /&gt;
&lt;br /&gt;
==== Recruitment difficulty ====&lt;br /&gt;
Obviously the prisoner's recruitment difficulty is taken into account.&lt;br /&gt;
&lt;br /&gt;
*At 0% difficulty, the base chance factor is 200%.&lt;br /&gt;
*At '''10% difficulty (lowest possible)''', the base chance factor is 180%.&lt;br /&gt;
*At 50% difficulty, the base chance factor is 100%.&lt;br /&gt;
*At '''99% difficulty (highest possible)''', the base chance factor is 2.196%.&lt;br /&gt;
*At 100% difficulty, the base chance factor is 2%.&lt;br /&gt;
&lt;br /&gt;
==== Opinion towards warden ====&lt;br /&gt;
Opinion of the prisoner towards the warden can greatly affect recruitment chances. This is usually increased by the warden building rapport with the prisoner.&lt;br /&gt;
&lt;br /&gt;
*At -100 opinion, the recruitment chance factor is 50%.&lt;br /&gt;
*At 0 opinion the recruitment chance factor is 100%.&lt;br /&gt;
*At 100 opinion the recruitment chance factor is 200%.&lt;br /&gt;
&lt;br /&gt;
==== Current mood ====&lt;br /&gt;
The mood of the prisoner when the recruitment pitch is made also matters. A well-fed prisoner in an impressive cell will give a fine mood to work with. You may also wish to provide them with [[drugs]] and/or [[beer]], which, in addition to improving mood, helps to mitigate the pain often associated with wounds the prisoner may have suffered. Be careful about leaving beer in their cell, though; beer can be equipped as a weapon, should the prisoner break free and attack your colonists.&lt;br /&gt;
&lt;br /&gt;
*At 0% mood, the recruitment chance factor is 20%.&lt;br /&gt;
*At 50%, the recruitment chance factor is 100%.&lt;br /&gt;
*At 100%, the recruitment chance factor is 200%.&lt;br /&gt;
&lt;br /&gt;
== Prison breaks ==&lt;br /&gt;
{{stub|section=1|reason=Break mtb math - see PrisonBreakUtility}}&lt;br /&gt;
Prisoners have a small chance to decide to break out and escape. During this time, they are able to open all prison doors like your colonists, and will attempt to equip and use weapons and weapon-like [[utility]] items such as [[orbital bombardment targeter]]. Prisoner break events are rolled per prisoner, meaning that the more prisoners you have, the greater the chance of a prison break happening.&lt;br /&gt;
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The chance for a prison break is multiplied by the number of exits the prisoner has. &lt;br /&gt;
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In a break, all prisoners in that cell or barracks will escape. Prisoners from different cells may also join in, or choose not to do so.&lt;br /&gt;
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To fight escaping prisoners with less risk of killing them, use blunt weaponry, unarmed melee, or a single colonist shooting them. Be careful about downed wardens as they will steal weapons from them, making them harder to fight. Place your exits away from the map edge, preferably facing a direction where your colonists can quickly respond to breakouts. Funneling all prisoners into 1 exit also helps in dealing with prison breaks by allowing wardens to deal with them 1 at a time.&lt;br /&gt;
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== Caravans ==&lt;br /&gt;
Prisoners can be brought along in caravans, after capturing them from various sources, such as a faction base attack.&lt;br /&gt;
&lt;br /&gt;
Prisoners can be formed as part of a caravan, but like everybody else they need to be capable of moving. Reforming a caravan as opposed to forming one from scratch removes this requirement, meaning you can bring any downed prisoners you find. Prisoners will carry 35 kg worth of items, like your colonists.&lt;br /&gt;
&lt;br /&gt;
If a caravan has a hostile encounter, like ambushes or base attacks, the prisoner will proceed to wander around the map without attempting to escape. This often puts the prisoner at risk as they may wander into the crossfire getting themselves severely injured or killed. Hostile factions will also attack prisoners if they are captured from an enemy faction of theirs.&lt;br /&gt;
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== Unwanted Prisoners == &lt;br /&gt;
&lt;br /&gt;
Enemies who have fallen in battle may not always be worth capturing in the first place. For example, a hostile with a shattered spine won't be able to move at all, unless they get a [[Bionic spine]] - which is certainly possible, but an expensive investment.  Maybe it's better to just accept that it's their time (right after you strip them, of course)...&lt;br /&gt;
&lt;br /&gt;
There are several ways to dispose of unwanted prisoners, most of which involve killing the prisoner.  Any colonist without the [[Traits#Psychopath|Psychopath]] trait will get a negative mood effect from a prisoner dying.  Normally this effect is -5, but euthanizing a prisoner gives a lighter -3 penalty, and if a prisoner is considered ''guilty'' and is executed or euthanized, it will only be -2.  Most prisoners are &amp;quot;guilty&amp;quot; for about 24 hours after a battle, and this information can be seen in their Prisoner tab.&lt;br /&gt;
&lt;br /&gt;
If you're stuck with an unwanted guest and simply want them &amp;quot;gone&amp;quot;, there are several simple solutions:&lt;br /&gt;
&lt;br /&gt;
* '''Expendables''': This is not exactly &amp;quot;getting rid of them&amp;quot;, as much as making best (and ultimately temporary) use of them. [[Recruit]] one (or more) to send on those long quests, the ones that you'd rather not dedicate a week or more for a more valuable colonist to complete. Or, they can go take a long hike and see if that ''next'' settlement has anything interesting to trade - and then the one after that, and so on.  Or go scout a hostile base to get a picture of their defenses.  Or have them scout the route to your [[Quests#Ship to the Stars|starship]], so you know what's ahead. Give them a surplus weapon and forget about them, since you don't care if they come back or not. If they do it's a win, and send them right back out on another mission, and then another, and/or just expel them from the colony when you're done with them, nothing lost.&lt;br /&gt;
&lt;br /&gt;
: A variation is to have them always lead the charge against [[raider]]s, fully expecting them (rather than any valued colony member) to take the brunt of the incoming damage.  Raising a [[stele]] in their honor is, of course, completely unnecessary.&lt;br /&gt;
&lt;br /&gt;
: Valued skills (depending on their exact future assignments) could include Shooting, Melee, Plants (for foraging during a [[Caravan]]), Social (for any incidental trading), Medical (for self-healing), and so on.  Usually negative traits such as [[Traits#Slothful|slothful]], [[Traits#Abrasive|abrasive]], [[Traits#Drug_Desire|drug fascination]] or [[pyromaniac]], or injuries that hurt [[manipulation]] etc., become irrelevant if they &amp;quot;never&amp;quot; spend time at your base.&lt;br /&gt;
&lt;br /&gt;
: Be aware that ''any'' &amp;quot;colonist&amp;quot; dying will give a [[Mood#Colonist_died|small mood penalty]] (-3 for 6 days), although not as bad as if your colonists actually cared about them. This can countered with a positive [[Mood#My Rival Died|&amp;quot;''My Rival Died''&amp;quot;]] thought if the lost pawn is considered a &amp;quot;[[Social|Rival]]&amp;quot;, this thought lasts for 10 days and its impact varies on how much the pawn dislikes the deceased (to a maximum of +10). This rivalry can be artificially induced with minimal risk by having the expendable pawn harm the other colonists, sell slaves (especially loved ones), or by disfiguring the expendable, such as by installing and removing a [[bionic ear]] or [[aesthetic nose]].{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
* '''Release''': If finances and manpower are not an issue, this can be a win/win option as you get free goodwill from the prisoner's [[faction]] without negative mood effects. Not very useful with [[Factions#Pirates|pirate]] or [[Factions#Savage tribe|savage tribe]] prisoners as their goodwill never can be improved (i.e. they are ''always'' &amp;quot;hostile&amp;quot;), but it does prevent the mood debuffs that normally result from the death of unwanted prisoners, and also gives all pawn a &amp;quot;healthy prisoner released&amp;quot; mood buff. Note that you only get the full goodwill bonus if they exit the map with any wounds treated.&lt;br /&gt;
&lt;br /&gt;
===== Capital punishment =====&lt;br /&gt;
So many ways to die in RimWorld...&lt;br /&gt;
&lt;br /&gt;
* '''Starvation''': The oubliette is a fine and time-honoured tradition, just [f]orbid the door and forget them. Or, go to their Health tab and set 'Food Restrictions' (near the top)  to &amp;quot;Nothing&amp;quot; (and similarly with &amp;quot;No medical care&amp;quot;).  The prisoner will have the negative [[thoughts]], quite possibly resulting [[Mood|mental breaks]] associated with hunger.  This may cause prisoners in shared cells to attack each other, including them severely injuring/killing ones you don't want dead. Or you can put several unwanted prisoners in the same cell, and let nature take its course.&lt;br /&gt;
&lt;br /&gt;
* '''Temperature control''': Using heaters or coolers, lower/raise the temperature of the cell to a lethal level.&lt;br /&gt;
&lt;br /&gt;
* '''Euthanasia''': Open the 'Operations' menu in the Health tab, then select 'Euthanize'. A doctor will come in and euthanize the prisoner. Similar to Execution (below), except it allows doctors to practice medicine and has a lighter mood penalty.&lt;br /&gt;
&lt;br /&gt;
* '''Execution''': In the pawn's Prisoner tab, select &amp;quot;Execute&amp;quot;, and a pawn with the Warden work active will take care of this.  Right click and Strip them first, if you want any of their [[apparel]] that will not be [[tainted]] by death.&lt;br /&gt;
&lt;br /&gt;
* '''Death by combat''': You can draft a colonist with a weapon and order them to kill the prisoner by clicking 'B' and selecting the prisoner.  This gives some small weapons practice.&lt;br /&gt;
&lt;br /&gt;
=====Extreme measures=====&lt;br /&gt;
Alternatively, unwanted prisoners can be made to provide restitution for their crimes, for those players with a stomach for such options:&lt;br /&gt;
&lt;br /&gt;
* '''Organ removal''': You can remove one [[kidney]] and one [[lung]] without killing an otherwise healthy prisoner. Removing vital organs, such as the [[heart]] or [[liver]], will kill the prisoner, preventing any further organ harvesting, as will removing a second kidney or lung. There is no market for a tongue, but removing it will give a little more practice to your doctor. Removing any organ, tongue included, will give all colonists without the [[Traits#Psychopath|Psychopath]] or [[Traits#Bloodlust|Bloodlust]] trait a negative mood modifier.{{Check Tag|Detail Needed|Which and how bad}} For a more complete discussion, see [[Human_resources#Organ_harvesting|organ harvesting]].&lt;br /&gt;
&lt;br /&gt;
* '''Medical (mal)practice''': You could also replace an extremity with a wooden one, and then remove the wooden one and repeat until the patient dies on the operating table or you get bored of him. Yes, it's dark, but this is RimWorld.&lt;br /&gt;
&lt;br /&gt;
* '''Selling To Slaver''': If combined with organ removal this gets you the most silver. Selling a prisoner will give all colonists a -3 mood penalty labeled &amp;quot;[[Mood#A_prisoner_was_sold|A prisoner was sold]]&amp;quot; that lasts for 4 days and stacks up to 5 times, and gives other pawns a negative [[Social|opinion]] of the seller.  Their current slave value can be seen under the Patient tab; this value will change with the current health and skills of the prisoner.&lt;br /&gt;
&lt;br /&gt;
* '''Gifting To Slaver''': Similar to releasing them, but granting goodwill with the slaver's faction proportional to the slave's market value. No mood penalty and it gets the unwanted prisoner off your hands, but the prisoner remains a slave.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - You can now release prisoners. This gains you goodwill from their faction.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Prison breaks added.&lt;br /&gt;
* [[Version/1.1.2570|1.1.2570]] - Escaping prisoners are no longer able to equip [[Persona weapons|bladelinked]] [[biocoded]] weapons.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Prisoner escape chance is multiplied by the number of exits the prisoner has. Escaping prisoners will attack enemies with weapons they pick up, including [[orbital bombardment targeter]]s, [[orbital power beam targeter]]s, and [[tornado generator]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Prios</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psycasts&amp;diff=106074</id>
		<title>Psycasts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psycasts&amp;diff=106074"/>
		<updated>2022-08-02T05:25:40Z</updated>

		<summary type="html">&lt;p&gt;Prios: /* Tactics */ Various little additions/changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
'''Psycasts''' are psychic powers available to pawns with psylink levels, added by the [[Royalty (DLC)| Royalty DLC]].&lt;br /&gt;
==Lore==&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
An organic connection to a larger psychic field. This allows a person to use specific psychic powers that they have learned to influence reality in ways that seem impossible. Higher levels of psylink permit the use of more powers. Regardless of psylink level, a person can only use specific powers that they have learned. Psylink comes from a variety of sources. Single-use [[psylink neuroformer]] devices can create a psylink. Tribal peoples also know how to develop it through ritual linking with [[Anima tree|psychically-connected lifeforms]]. As a physical phenomenon in the brain, psylink is poorly-understood by scientists, not least because it seems to actively conceal itself if studied too closely. One thing most agree on is that it somehow connects people to [[archotech]]s and harnesses their power, possibly through some sort of negotiation or sympathy mechanism.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
To use psycasts, a pawn must first have a Psylink level equal or greater than the level of the chosen psycast. A pawn may have up to 6 levels of psylink, and these levels can be gained through several different methods:&lt;br /&gt;
#  Acquire a [[Psylink neuroformer]] through [[Quests|questing]]&lt;br /&gt;
#  Gain Royalty [[Titles]] by accepting [[Titles#Honor|Honor]] as a quest reward.&lt;br /&gt;
#  Pawns can meditate at an [[Anima tree]] to grow anima grass. Once 20 grass has a grown, a ritual can be performed, consuming the grass and granting one Psylink level to a pawn with the [[Psycasts#Natural|&amp;quot;Natural&amp;quot;]] Meditation focus type&lt;br /&gt;
#  Pawns who get blinded through a Satisfying or Spectacular [[Rituals|Blinding Ceremony]] have a chance to get a psylink level, even if the pawns in question have a different [[Ideoligion]] without the [[Blindsight]] meme. The ceremony can be performed again if the pawns [[Bionic_eye|get]] [[Biosculpter_pod#Bioregeneration|their]] [[Healer_mech_serum|sight]] [[Resurrector_mech_serum|back]].{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
A random psycast of the new level will be learned when gaining a new level of Psylink - i.e. a random level 1 psycast is gained when a pawn gains their first level, a level 2 psycast is learned when gaining their second, etc. &lt;br /&gt;
&lt;br /&gt;
Further psycasts can be gained by using a [[Psytrainer]] which grants the specific psycast mentioned in their name. Additional psycasts are available for purchase from traders, with Empire bases and traders having the most, and tribals having the least. A psycaster can learn any number of psycasts through psytrainers, up to and including every psycast in the game and limited only by the availability of psytrainers themselves.&lt;br /&gt;
'''N.b.''' if using a psytrainer for a level higher than the current psylink level of the user, the learned psycast will replaced the one usually gained for that level when that level is acheived. Given using the psytrainer after gaining that level either grants an additional power or does not work and thus does not consume the psytrainer, it is always best to only use psytrainers '''after''' the required psylink level has been achieved.&lt;br /&gt;
&lt;br /&gt;
Also note, if a Psylink neuroformer or Anima ritual has been used to gain a psylink level above what is given for the current title, additional titles will not grant psylinks beyond what they normally do for that title. So if a neuroformer has been used to gain psylink level 1, and then the title of Yeoman is gained and bestowed, the pawn will still only have psylink level 1. This means using neuroformers or rituals on pawns that will gain titles is ultimately a waste, or vice versa.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
A psycaster's effectiveness is controlled by three primary factors: their Neural Heat Limit, their available Psyfocus and the [[Psychic Sensitivity]] of their target.&lt;br /&gt;
=== Neural Heat === &lt;br /&gt;
==== Neural Heat Limit ====&lt;br /&gt;
[[File:Neural Heat Unlimited.png|frame|right|Neural Heat Limiter Off]]&lt;br /&gt;
[[File:Neural Heat limited.png|frame|right|Neural Heat Limiter On]]&lt;br /&gt;
A psycaster's neural heat limit is the primary limitation to how many psycasts they can perform in a given period of time. Each psycast gives the caster a certain amount of neural heat. As long as a pawn stays within their neural heat limit, they'll suffer no ill effects. By default, a pawn will not use a psycast if the neural heat gain would cause them to exceed their limit. This will be represented by the psycast's icon being greyed out on the UI. A pawn can be instructed to ignore their normal heat limit by clicking on the &amp;quot;Neural Heat Limiter&amp;quot;, but exceeding the limit can cause [[Psycasts#Psychic Breakdown|psychic breakdown]]. &lt;br /&gt;
&lt;br /&gt;
The neural heat limit is affected by both the psycaster's psychic sensitivity and psylink level. A pawn with a level 1 Psylink and 100% psychic sensitivity will have a neural heat limit of 30.&lt;br /&gt;
&lt;br /&gt;
The equation for a pawn's neural heat limit is:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Limit = 30 * Psychic Sensitivity * (0.66... + (0.33... * Psylink level)&lt;br /&gt;
|}&lt;br /&gt;
or simpler:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Limit = (2 + Psylink level) * 10 * Psychic Sensitivity&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Assuming 100% psychic sensitivity, this in the following: &lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Psylink Level !! Limit&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 1)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 2)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 3)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 4)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 5)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 6)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The in-game meter for neural heat is rounded to the nearest integer, but in-game behavior suggests that the actual decimal value of heat is tracked by the game, as psycasts may sometimes say they have insufficient heat limit to cast even when the spare heat displayed on the pawn's neural heat meter exactly equals the casting cost.&lt;br /&gt;
&lt;br /&gt;
==== Neural Heat Recovery Rate ====&lt;br /&gt;
Heat naturally decreases over time, with faster rates provided by additional levels of psylink. Unlike the neural heat limit, it is not affected by the pawn's [[psychic sensitivity]]. The default rate of reduction for a pawn without a psylink or with a level 1 psylink is 0.54/s. Every additional psylink level increases the rate by 12.5%.  In addition, the [[pain]] currently felt by the psycasting pawn ''adds'' an additional increase in rate proportional to the primary rate multiplied by three times the pain percentage e.g. at 100% pain, the psycaster will recover neural heat at 400% of their normal rate.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Offsets to this value, such as from [[eltex]] items, occur to the base recovery rate and are thus subject to the multiplier from the psylink level and pain level. i.e. a normal [[quality]] [[eltex skullcap]] will improve a Psylink Level 1 Psycaster's recovery rate by 0.091/s but increase the rate of a Psylink Level 6 Psycaster's by 0.148/s.&lt;br /&gt;
&lt;br /&gt;
The resulting value follows the equation, assuming at least 1 level of psylink.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Recovery Rate = ((0.54+Gear Offsets)*(0.875 + 0.125*Psylink level)) * (1+3*Pain percentage)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Psylink Level !! Multiplier !! Base rate&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 1.000x&lt;br /&gt;
| {{#expr: 0.54*1}}00/s &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1.125x&lt;br /&gt;
| {{#expr: 0.54*1.125}}/s &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 1.250x&lt;br /&gt;
| {{#expr: 0.54*1.250}}0/s &lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 1.375x&lt;br /&gt;
| {{#expr: 0.54*1.375}}/s &lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| 1.500x&lt;br /&gt;
| {{#expr: 0.54*1.500}}00/s &lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| 1.625x&lt;br /&gt;
| {{#expr: 0.54*1.6250}}/s &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Psychic Breakdown ====&lt;br /&gt;
A pawn can be instructed to exceed their neural heat limit clicking the icon next to the neural heat gauge to disable the limit.  Exceeding the pawn's neural heat limit can cause an effect called Psychic Breakdown.  The severity of the Psychic breakdown has elements of randomness to it, but will generally be more severe the farther past the neural heat limit a pawn goes, and the longer they are past their heat limit.  Psychic breakdowns come in 3 levels of severity:&lt;br /&gt;
&lt;br /&gt;
*Minor = -25% [[consciousness]], -6 [[mood#Situation_Special|mood]] penalty, 5 days mtb of minor [[mental break]]&lt;br /&gt;
*Major = -50% [[consciousness]], -12 [[mood#Situation_Special|mood]] penalty, 5 days mtb of minor or major [[mental break]]&lt;br /&gt;
*Total = 10% [[consciousness]], -18 [[mood#Situation_Special|mood]] penalty, max (pawn incapacitated)&lt;br /&gt;
&lt;br /&gt;
Psychic breakdowns last a variable number of days, depending on the severity.  Minor breaks last from 1-5 days, major breaks last from 6-10 days, and total breaks last from 11-15 days. In addition, if a pawn reaches twice their normal neural heat limit, they'll immediately be incapacitated for 3 hours, in addition to the effects of any psychic break that may develop.&lt;br /&gt;
&lt;br /&gt;
Because the severity and duration of the psychic break, as well as the chances of it in the first place, depend on how long and by how much your pawn has exceeded their heat limit.  This means that using weapons and armor (such as an [[Eltex|Eltex Staff]] or armor, or a persona weapon with the Neural cooling trait) can help minimize or even avoid psychic breakdowns even if you have to turn off the neural heat limit during combat.&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
{{quote|Psyfocus is a special type of mental structuring which is necessary to use psychic powers. Psyfocus dissipates over time, and must be built by regular meditation. Losing all psyfocus makes someone unable to use psychics, but has no other consequences. Higher levels of psyfocus permit higher-level powers, but also increase the rate of psyfocus dissipation|In-game Description}}&lt;br /&gt;
&lt;br /&gt;
In addition to the neural heat increase, each psycast also removes an amount of psyfocus. Every psycaster has a maximum psyfocus amount of 100% and all psyfocus costs are the same for every caster.&lt;br /&gt;
Unlike neural heat, if the psycaster has insufficient psyfocus for the psycast, it cannot be cast. There is no way to exceed this limit.&lt;br /&gt;
&lt;br /&gt;
Level 3-6 psycasts also require the user to have a minimum level of psyfocus stored in order to be useable, independent of their actual psyfocus cost. Psycasters need at least 25% psyfocus to use level 3-4 psycasts and at least 50% psyfocus to use level 5-6 psycasts.&lt;br /&gt;
&lt;br /&gt;
With a few exceptions, psyfocus can only be gained by through meditation and degrades a small amount per day relative to the amount of psyfocus the psycaster currently has. Below 25% psyfocus, the psyfocus falls at 3.5% per day, between 25 and 50%, psyfocus falls 5.5% per day, and above 50% it falls at 7.5% per day.&lt;br /&gt;
&lt;br /&gt;
By default, a pawn gains 50% psyfocus per day of meditation. Meditation foci further improve these rates by their listed strength. So an Artistic-focused psycaster meditating to 9 legendary sculptures (+44%) would gain 94% psyfocus per day of meditation. Other sources of psy-focus include:&lt;br /&gt;
&lt;br /&gt;
*Using [[Go-juice]] instantly gives 15% psyfocus when taken by psycasters.&lt;br /&gt;
*Using [[Wake-up]] increases the psyfocus gain from meditation by 20% per day for the duration of the effect.&lt;br /&gt;
*Certain [[Ideoligion#Rituals|ritual]]s {{IdeologyIcon}} grant full psyfocus to all participants when completed with sufficient quality.&lt;br /&gt;
*The Psy-meditative [[Persona_traits|persona trait]] grants an additional +10% psyfocus gain per day of meditation while the weapon is held in hand.&lt;br /&gt;
*The Kill-focused [[Persona_traits|persona trait]] grant an instant +20% psyfocus on killing an enemy. Note that psyfocus is gained for the killing blow, even on friendlies, so finishing off downed hostiles and even slaughtering colony animals will grant psyfocus as long as the weapon is held in hand whilst doing so.  Animal age and body size do not affect this rate either.  This can be used to turn excess colony animals, especially from rapidly-breeding animals such as chickens, geese, and ducks into massive psyfocus gain, which can then be leveraged for high-psyfocus-cost utility psycasts such as [[Psycasts#Special_psycasts|Word of Inspiration]] or [[Psycasts#Special_psycasts|Word of Trust]].&lt;br /&gt;
&lt;br /&gt;
Note that &amp;quot;day&amp;quot; in the context of &amp;quot;psyfocus per day of meditation&amp;quot; is a full 24-hours, so even with a pawn meditating for 100% of their waking time, they'll generally only get around 2/3rds of this gain per in-game day.&lt;br /&gt;
&lt;br /&gt;
Pawns in a caravan will also regenerate psyfocus while remaining stationary or waiting. This however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.&lt;br /&gt;
&lt;br /&gt;
A pawn's target psyfocus level can be set using with gizmo on the toolbar while they are selected. The pawn will attempt to maintain that psyfocus level by meditating any time it drops below that value and the pawn is [[Menus#Schedule|scheduled]] for &amp;quot;'''Anything'''&amp;quot;. Meditation performed as recreation, scheduled or not, or by the pawn being scheduled for &amp;quot;'''Meditation'''&amp;quot; will also increase psyfocus, but will not necessarily stop when the target psyfocus level is exceeded. This can be used to ensure a psycaster maintains psyfocus without strictly scheduling their day with &amp;quot;'''Work'''&amp;quot; and without them taking constant breaks to maintain their psyfocus as it deceases during the day. The psyfocus target can be set to a minimum threshold below 100%, as low as 0%, and then some time can be set for meditation specifically. This meditation time will put them over the target, giving them a buffer before they will stop working and go meditate. If this buffer is greater than 7.5% (the maximum dissipation rate per day, when psyfocus is &amp;gt;50%) and the meditation time allocated is sufficient to gain this amount, the pawn will never stop working during its &amp;quot;'''Anything'''&amp;quot; times to meditate. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Meditation Focus !! Focus Type !! Base Strength !! Psyfocus/Hour&amp;lt;br&amp;gt;@ Base|| Max Strength !! Psyfocus/Hour&amp;lt;br&amp;gt;@ Max&lt;br /&gt;
|- &lt;br /&gt;
! [[Anima tree]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| +28%&lt;br /&gt;
| {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +36% &lt;br /&gt;
| {{#expr: (0.5+0.36)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Animus stone]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| +34%&lt;br /&gt;
| {{#expr: (0.5+0.34)/0.24 round 1}}% &lt;br /&gt;
| +42% &lt;br /&gt;
| {{#expr: (0.5+0.42)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Small nature shrine]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| +22%&lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Large nature shrine]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}% &lt;br /&gt;
| +38%&lt;br /&gt;
| {{#expr: (0.5+0.38)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Grave]]&lt;br /&gt;
| [[Psycasts#Morbid|Morbid]]&lt;br /&gt;
| +6%&lt;br /&gt;
| {{#expr: (0.5+0.6)/0.24 round 1}}% &lt;br /&gt;
| +34%&lt;br /&gt;
| {{#expr: (0.5+0.34)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Sarcophagus]]&lt;br /&gt;
| [[Psycasts#Morbid|Morbid]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +38%&lt;br /&gt;
| {{#expr: (0.5+0.38)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Small sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Terror sculpture]] {{IdeologyIcon}}&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large stele]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +15% &lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand stele]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +18%&lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Walls]]&lt;br /&gt;
| [[Psycasts#Minimal|Minimal]]&lt;br /&gt;
| +22%&lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
| +22% &lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Brazier]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +31% &lt;br /&gt;
| {{#expr: (0.5+0.31)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Darklight brazier]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +31% &lt;br /&gt;
| {{#expr: (0.5+0.31)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Campfire]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +12%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}}% &lt;br /&gt;
| +28% &lt;br /&gt;
| {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Torch lamp]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Darktorch]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Fungus darktorch]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Meditation throne]]&lt;br /&gt;
| [[Psycasts#Dignified|Dignified]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +33%&lt;br /&gt;
| {{#expr: (0.5+0.33)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand meditation throne]]&lt;br /&gt;
| [[Psycasts#Dignified|Dignified]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +33%&lt;br /&gt;
| {{#expr: (0.5+0.33)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each pawn has one or more meditiation types. Each type allows the pawn to use different objects as a focus. A pawn with multiple types can use any type available to them.&lt;br /&gt;
&lt;br /&gt;
==== Natural ====&lt;br /&gt;
Required:Tribal Childhood [[Backstories]] - note that as of [[Version/1.3.3117|1.3.3117]], player created backstories do not gain the natural meditation focus even when found on tribal pawns or the backstory is tribal themed. It is unclear if this is intended or a bug. &lt;br /&gt;
The following backstories are affected: Accursed Child, Sole Survivor (n.b. '''not''' the generic backstory of the same name), Forest Child. &lt;br /&gt;
Additionally the following childhood backstories can be found on pawns that spawn as tribals, but also don't grant the focus: Mad Scientist, Youth Delinquent, Killer, Game Fanatic, Dusty Farm Hand, Ranger Child.&lt;br /&gt;
&lt;br /&gt;
Natural meditation is available to tribal pawns. Natural meditation objects and shrines are most effective when nothing is built nearby - buildings or furniture within 35 tiles will reduce their effectiveness.&lt;br /&gt;
&lt;br /&gt;
'''[[Anima tree]]:'''&lt;br /&gt;
[[File:Anima tree.png|64px|left|link=Anima tree]]&lt;br /&gt;
Anima trees have a base meditation focus strength of 28%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, while each small or large natural shrine within 10 tiles increases it by 1%. Up to 4 buildings can affect the tree, for a maximum bonus of +8% for 4 animus stones. Its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 36% for an anima tree with no artificial buildings within 35 tiles and surrounded by 4 animus stones. Also note that unlike other natural buildings, meditating at the anima tree also produces anima grass for additional psylink levels for pawns with the natural focus. &lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -15%&lt;br /&gt;
| -30%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Animus stone]]:'''&lt;br /&gt;
[[File:AnimusStone.png|64px|left|link=Animus stone]]&lt;br /&gt;
Animus stones have a base meditation focus strength of 34%. Each animus stone up to a total of additional 4 stones within 10 tiles of an animus stone increases the meditation effectiveness by 2%, for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 42% for a Animus stone with no artificial buildings within 35 tiles and surrounded by 4 additional animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Small nature shrine]]:'''&lt;br /&gt;
[[File:Small nature shrine.png|64px|left|link=Small nature shrine]]&lt;br /&gt;
Small nature shrines have a base meditation focus strength of 22%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, up to a total of 4 stones for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 30% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -6%&lt;br /&gt;
| -12%&lt;br /&gt;
| -22%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Large nature shrine]]:'''&lt;br /&gt;
[[File:Large nature shrine.png|64px|left|link=Large nature shrine]]&lt;br /&gt;
Large nature shrines have a base meditation focus strength of 30%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, up to a total of 4 stones for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 38% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Morbid ====&lt;br /&gt;
Required: [[Psychopath]], [[Bloodlust]], [[Cannibal]], [[Masochist]], [[Jealous]], [[Undergrounder]], [[Tortured artist]]&lt;br /&gt;
&lt;br /&gt;
Morbid meditation is used by pawns with the appropriate traits and requires graves or sarcophagi. Filled graves or sarcophagi are more effective and bodies with a relationship to the meditator are more effective than strangers.&lt;br /&gt;
&lt;br /&gt;
'''[[Grave]]:'''&lt;br /&gt;
[[File:GraveFull.png|64px|left|link=Grave]]&lt;br /&gt;
Graves have a base Meditation Focus Strength of 6%. This increases by 10% if the grave is full, and a further 10% if the grave is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional graves or sarcophagi. Each of these 4 grants an additional 1%, or 2% if full, for a maximum bonus of 8%. Note that only the primary grave has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 34% for a grave occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Sarcophagus]]:'''&lt;br /&gt;
[[File:Sarcophagus.png|64px|left|link=Sarcophagus]]&lt;br /&gt;
Sarcophagi have a base Meditation Focus Strength of 10%. This increases by 10% if the sarcophagus is full, and a further 10% if the sarcophagus is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional Graves or Sarcophagi. Each of these 4 grants an additional 1%, or 2% if full, for a maximum bonus of 8%. Note that only the primary sarcophagus has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 38% for a sarcophagus occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Artistic ====&lt;br /&gt;
Incompatible: Ascetic, Tribal Childhood Backstory&lt;br /&gt;
&lt;br /&gt;
Artistic focus is the default focus for non-tribal pawns. It uses artwork as a focus, with higher quality art being most effective.&lt;br /&gt;
&lt;br /&gt;
'''[[Small sculpture]]/[[Large sculpture]]/[[Grand sculpture]]/[[Terror sculpture]] {{IdeologyIcon}}:'''&lt;br /&gt;
[[File:Sculpture small bust a.png|64px|left|link=Sculptures]]&lt;br /&gt;
All sculpture sizes have identical meditation statistics and mechanics. Sculptures have a base Meditation Focus Strength that dependent on their [[quality]]. Higher quality sculptures have higher strengths, up to a maximum of 28% at legendary quality. Up to 8 additional sculpture of normal quality or better within 10 tiles will each increase this strength by a value dependent on its quality. 8 additional sculptures of masterwork or better can the maximum bonus of 16%. Note, as the focus sculpture's quality has a significantly larger effect than that of the supporting sculpture, it is always better to have the best quality sculpture as the focus.  &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 44% for a legendary sculpture surrounded by 8 additional sculptures of masterwork or legendary quality. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Base Strength&lt;br /&gt;
| +12%&lt;br /&gt;
| +16%&lt;br /&gt;
| +20%&lt;br /&gt;
| +22%&lt;br /&gt;
| +24%&lt;br /&gt;
| +26%&lt;br /&gt;
| +28%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| +0%&lt;br /&gt;
| +0%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +2%&lt;br /&gt;
| +2%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Large stele]]:'''&lt;br /&gt;
[[File:Largestele.png|64px|left|link=Large stele]]&lt;br /&gt;
Large steles have a base Meditation Focus Strength of 15%. It appears that no other modifiers exist for steles as they do for other foci.{{Check Tag|Fact Check Needed|Based on game code only}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Grand stele]]:'''&lt;br /&gt;
[[File:Grandstele.png|64px|left|link=Grand stele]]&lt;br /&gt;
Grand steles have a base Meditation Focus Strength of 18%. It appears that no other modifiers exist for steles as they do for other foci.{{Check Tag|Fact Check Needed|Based on game code only}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Minimal ====&lt;br /&gt;
Required: Ascetic&lt;br /&gt;
&lt;br /&gt;
Ascetics can meditate with nothing- all they need is a wall. This has the advantage of being practically free and it has a reasonable base effectiveness. However, this cannot be increased; if an ascetic pawn has multiple methods they should optimise and use them instead.&lt;br /&gt;
&lt;br /&gt;
'''[[Wall]]:'''&lt;br /&gt;
[[File:Wall wall.png|64px|left|link=Wall]]&lt;br /&gt;
Walls have a base Meditation Focus Strength of 22%. It appears that no other modifiers exist for wall as they do for other foci.{{Check Tag|Fact Check Needed|Based on game code only}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Flame ====&lt;br /&gt;
Required: Pyromaniac&lt;br /&gt;
&lt;br /&gt;
Pyromaniacs can use fire to meditate. All fires must be lit to add focus. While it requires upkeep, this is a cheap and effective method of meditation- the main drawback being the Pyromaniac.&lt;br /&gt;
&lt;br /&gt;
'''[[Brazier]]:'''&lt;br /&gt;
[[File:Brazier.png|64px|left|link=Brazier]]&lt;br /&gt;
Braziers have a base Meditation Focus Strength of 0% in their unlit state. This increases by 15% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 31% for a lit brazier surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
'''[[Campfire]]:'''&lt;br /&gt;
[[File:Campfire.png|64px|left|link=Campfire]]&lt;br /&gt;
Campfires have a base Meditation Focus Strength of 0% in their unlit state. This increases by 12% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 28% for a lit campfire surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
'''[[Torch lamp]]:'''&lt;br /&gt;
[[File:Torch lamp.png|64px|left|link=Torch lamp]]&lt;br /&gt;
Torch lamps have a base Meditation Focus Strength of 0% in their unlit state. This increases by 10% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 1%, for a maximum bonus of 8%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 18% for a lit torch lamp surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
==== Dignified ====&lt;br /&gt;
Required: [[Title]]&lt;br /&gt;
&lt;br /&gt;
Dignified meditation is used by nobility. It requires a throne and its effectiveness is based on the throne room's quality.&lt;br /&gt;
&lt;br /&gt;
'''[[Meditation throne]]/[[Grand meditation throne]]:'''&lt;br /&gt;
[[File:Throne_south.png|64px|left|link=Throne]]&lt;br /&gt;
Both thrones have identical meditation statistics and mechanics. They start with a meditation focus strength of 15%. If it is in a [[Room roles|throne room]] that meets the pawns [[Titles|requirements]], its focus strength is improved by 8%. Additionally its effectiveness is affected by room [[Room_stats#Levels_of_impressiveness|impressiveness]].&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. Also note, the room impressiveness descriptors only relate to descriptors the room will have at that specific value. The descriptors themselves do not control the value. A room with 50 room impressiveness will be listed &amp;quot;Slightly Impressive&amp;quot; but will not make the cut off for the 4% increase. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Impressiveness Value&lt;br /&gt;
!0&lt;br /&gt;
!30&lt;br /&gt;
!60&lt;br /&gt;
!100&lt;br /&gt;
!170&lt;br /&gt;
|- &lt;br /&gt;
!Description at Value&lt;br /&gt;
|Awful&lt;br /&gt;
|Mediocre&lt;br /&gt;
|Slightly Impressive&lt;br /&gt;
|Very Impressive&lt;br /&gt;
|Unbelievably Impressive &lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -5%&lt;br /&gt;
| +0%&lt;br /&gt;
| +4%&lt;br /&gt;
| +8%&lt;br /&gt;
| +10%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Psychic Sensitivity ===&lt;br /&gt;
In addition to its effects in calculating neural heat, psychic sensitivity is also important in how it effects targets.&lt;br /&gt;
The targets psychic sensitivity is important as it often acts as a modifier to the duration, and sometimes the magnitude, of the psychic effect. For example, a [[Traits|Psychically Hypersensitive]] (Sensitivity of 1.8) pawn will be affected by the Beserk psycast for 54 seconds instead of the normal 30, while a Psychically Dull (Sensitivity of 0.5) pawn would only be affected for 15 seconds, and a Psychically Deaf (Sensitivity of 0) pawn would be immune.&lt;br /&gt;
&lt;br /&gt;
=== Psycasting stat modifiers ===&lt;br /&gt;
{{Stub|section=1|reason=needs effective neural heat change like eltex items have (see their pages)}}&lt;br /&gt;
Psychic equipment can improve a psycaster's abilities by providing additional psychic sensitivity and/or by directly increasing the Heat recovery rate. &lt;br /&gt;
The following modifiers exist:&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
!&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Sensitivity Bonus&lt;br /&gt;
! Neural Heat Limit {{ref label|Neural Heat|C}}&lt;br /&gt;
! Recovery Rate Bonus&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Sight]]&lt;br /&gt;
| Capacity&lt;br /&gt;
| data-sort-value=&amp;quot;+50%&amp;quot; | +0 - 50%{{ref label|Sight|B}}&lt;br /&gt;
| data-sort-value=&amp;quot;+{{#expr: 50/100 * 30 * 2.6666 round 0}}&amp;quot; | +0 - {{#expr: 50/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Hypersensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +80%&lt;br /&gt;
| +{{#expr: 80/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
!  style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Sensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +40%&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Dull]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -50%&lt;br /&gt;
| -{{#expr: 50/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Deaf]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -100%&lt;br /&gt;
| -{{#expr: 100/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic foil helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| -90%&lt;br /&gt;
| -{{#expr: 90/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige recon armor]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige recon helmet]]  &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige marine armor]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige marine helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige cataphract armor]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige cataphract helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex shirt]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +10% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 10/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex vest]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +15% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 15/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.05&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex robe]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +20% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 20/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.083&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex helmet]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +15% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 15/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.066&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex skullcap]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +40% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.091&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex staff]] &lt;br /&gt;
| Weapon&lt;br /&gt;
| +50% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 50/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.083&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Hypersensitizer]] persona weapon {{ref label|Persona|A}}&lt;br /&gt;
| Weapon&lt;br /&gt;
| +40%&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Sensitivity]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| +20%&lt;br /&gt;
| +{{#expr: 20/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Quiet]] persona weapon {{ref label|Persona|A}}  &lt;br /&gt;
| Weapon&lt;br /&gt;
| -15%&lt;br /&gt;
| -{{#expr: 15/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Fog]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| -30%&lt;br /&gt;
| -{{#expr: 30/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Neural Cooling]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 0.15&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic sensitizer]] &lt;br /&gt;
| Implant&lt;br /&gt;
| +25%&lt;br /&gt;
| +{{#expr: 25/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{IdeologyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Blindsight#Blind psysense: Strong|Blinded with blind psysense]]&lt;br /&gt;
| Condition&lt;br /&gt;
| +30%{{ref label|Stacking|D}}&lt;br /&gt;
| +{{#expr: 30/100 * 30 * 2.6666 round 0}}{{ref label|Stacking|D}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Persona|A}} Psychic sensitivity traits are mutually exclusive with each other, but not with Neural Cooling. Persona traits appear on the following weapons: [[Persona monosword]], [[Persona plasmasword]], and [[Persona zeushammer]]&lt;br /&gt;
:{{note|Quality|Q}} Value scales with [[Quality]]. 0.5x -&amp;gt; 0.66x -&amp;gt; 0.83x -&amp;gt; 1.00x -&amp;gt; 1.16x -&amp;gt; 1.32x -&amp;gt; 1.5x. Note that Normal quality is not 1.00x&lt;br /&gt;
:{{note|Neural Heat|C}} Neural heat limit increase from the increased psychic sensitivity, assuming psylink level 6.&lt;br /&gt;
:{{note|Sight|B}} [[Sight]] capacity provides is a 1% bonus for each percentage point ''below'' 50% sight. i.e. 20% Sight results in a bonus of +30% psychic sensitivity, while total blindness at Sight 0$  provides +50% sensitivity.&lt;br /&gt;
:{{note|Stacking|D}} Note that this stacks with the +50% to psychic sensitivity provided just by being having Sight of 0%, for a total of +80% to sensitivity and a +64 to neural heat limit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thus the maximum psychic sensitivity possible would be a psychically hypersensitive pawn, blinded and with the Blind psysense precept, with a legendary Eltex staff, vest, shirt, robe and skullcap and an implanted psychic sensitizer for a total value of {{Hover title|link=no|100%+80%+50%+30%+75%+60%+30%+23%+15%+25%|488%}} psychic sensitivity and a neural heat limit, assuming psylink level 6, of {{#expr: 488/100 * 30 * 2.6666 round 0}}.&lt;br /&gt;
&lt;br /&gt;
== Psycasts == &lt;br /&gt;
A psycast is the ability performed by the psycaster. A Psycaster can only perform psycasts of a level equal to or below their psylink level. For example, to manifest Beckon, the psycaster would require psylink level 3. &lt;br /&gt;
&lt;br /&gt;
=== Regular psycasts ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Level !! Description !! Effects !! data-sort-type=number | Heat Gain !! data-sort-type=number | Casting Time !! data-sort-type=number | Duration !! data-sort-type=number | Range !! data-sort-type=number | Area of Effect !! data-sort-type=number | Psyfocus Cost&lt;br /&gt;
|- id=&amp;quot;Burden&amp;quot;&lt;br /&gt;
| [[File: Burden.png|64px]] || '''Burden''' || 1 || Slow the target for a short time by suppressing motor activity in the brain || ''Psychically-induced difficulty in locomotion''&lt;br /&gt;
* [[Moving]] capped at 40%&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]] {{Check Tag|Fact Check Needed|Not in game-files, needs in-game testing.}}&lt;br /&gt;
* Effect scales with target's [[Psychic Sensitivity]] {{Check Tag|Fact Check Needed|Multiplier exists in game-files, needs in-game testing to confirm.}} &lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 8&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 20s&lt;br /&gt;
|| 30 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
|- id=&amp;quot;Painblock&amp;quot;&lt;br /&gt;
| [[File: Painblock.png|64px]] || '''Painblock''' || 1 || Block pain pathways in the target's brain for a short time. This can allow a person to move and act even with grievous injuries which would normally incapacitate them. || ''Psychically-induced pain insensitivity.'' &lt;br /&gt;
* Target [[Pain]] Factor x10% &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 8&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 120s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Stun&amp;quot;&lt;br /&gt;
| [[File: Stun.png|64px]] ||'''Stun''' || 1 || Momentarily disrupt motor function in the target's brain, preventing any movement. || &lt;br /&gt;
''Psychically-induced.'' &lt;br /&gt;
* Stuns the target&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 12&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 3s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
*&lt;br /&gt;
|- id=&amp;quot;Chunk skip&amp;quot;&lt;br /&gt;
| [[File: ChunkSkip.png|64px]] || '''Chunk skip'''|| 1 || Skip the 5 chunks of rock or slag to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
&lt;br /&gt;
|| Skips the closest 5 chunks to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
|| 14&lt;br /&gt;
|| 1s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 4%&lt;br /&gt;
|- id=&amp;quot;Solar pinhole&amp;quot;&lt;br /&gt;
| [[File: SolarPinhole.png|64px]] || '''Solar pinhole''' || 1 || Generate a microscopic skipgate linked to the core of a nearby star. Solar material leaks through the pinprick in spacetime, illuminating and warming the surrounding area until it closes. The light is enough to work by, but not enough to grow plants. || &lt;br /&gt;
''Psychically-induced.'' &lt;br /&gt;
* Lights up a {{#expr:{{Lit Radius|15|{{#expr:217+217+208}}}} round 2}} tile area around it.&lt;br /&gt;
* Creates heat at a rate of 10 heat per second (compared to the 21 heat per second of a [[heater]] or [[campfire]]), but only when the temperature is below 20°C.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 5000s (5 days)&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 15 tiles&lt;br /&gt;
|| 8%&lt;br /&gt;
*&lt;br /&gt;
|- id=&amp;quot;Blinding pulse&amp;quot;&lt;br /&gt;
| [[File: BlindingPulse.png|64px]] || '''Blinding Pulse''' || 2 || Induce noise in the visual centers of the brain, obscuring vision of everyone near the target point. || ''Psychically-induced partial blindness.'' &lt;br /&gt;
* [[Sight]] * 0.5&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]] {{Check Tag|Fact Check Needed|Not in game-files, needs in-game testing}}&lt;br /&gt;
* Effect scales with target's [[Psychic Sensitivity]] {{Check Tag|Fact Check Needed|Multiplier exists in game-files, needs in-game testing to confirm}} &lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 20&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 30s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 7 tiles&lt;br /&gt;
|| 1%&lt;br /&gt;
|- id=&amp;quot;Waterskip&amp;quot;&lt;br /&gt;
|  [[File: Waterskip.png|64px]] || '''Waterskip''' || 2 || Douse a target in water, extinguishing fires. The water is archotechnologically skipped from distant bodies of water or underground aquifers || ''Psychically-induced.'' &lt;br /&gt;
* Creates a 3 tile diameter water dump at the targeted location leaving water puddles behind.&lt;br /&gt;
|| 25&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 3x3 tiles&lt;br /&gt;
|| 1.5%&lt;br /&gt;
|- id=&amp;quot;Neural heat dump&amp;quot;&lt;br /&gt;
| [[File: NeuralHeatDump.png|64px]] || '''Neural Heat Dump''' || 2 || Instantly dump all your neural heat into someone else. As a side effect, the target will fall into a debilitating but non-damaging coma for about a day. The target must actively accept the psychic invasion, so only conscious allies can be targeted. || ''Psychically induced neural heat cleansing.'' &lt;br /&gt;
* Caster reduces their neural heat to 0 &lt;br /&gt;
* Selected allied target within line-of-sight and 25 tiles falls into coma. Target does not require psylink to receive neural heat.&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 0&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 1000s (1 day)&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 0%&lt;br /&gt;
|- id=&amp;quot;Beckon&amp;quot;&lt;br /&gt;
| [[File: Beckon.png|64px]] || '''Beckon''' || 3 || Psychically command the target to approach the caster. || ''Psychically-induced.'' &lt;br /&gt;
* Target is unable to make ranged attacks and is forced to follow the caster. Lasts full duration or until struck. &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 20&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 8s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
|- id=&amp;quot;Chaos skip&amp;quot;&lt;br /&gt;
| [[File: ChaosSkip.png|64px]] || '''Chaos Skip''' || 3 || Teleport the target to a random position near where he started. || ''Psychically-induced.'' &lt;br /&gt;
* Target, pawn or item, is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
* 1s Stun after teleporting&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 18&lt;br /&gt;
|| 0.25s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Vertigo pulse&amp;quot;&lt;br /&gt;
| [[File: VertigoPulse.png|64px]] || '''Vertigo Pulse''' || 3 || Interfere with the spatial orientation sense of everyone near the target point, causing intermittent loss of balance. Flesh creatures will become extremely nauseous as well. || ''Psychically-induced loss of spatial orientation. This will cause flesh creatures to vomit.'' &lt;br /&gt;
* Targets within the radius become dizzy and wander in a 3 tile radius from their initial position&lt;br /&gt;
* Living targets have a chance to vomit.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 30&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 20s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 7 tiles&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Smokepop&amp;quot;&lt;br /&gt;
| [[File: Smokepop.png|64px]] || '''Smokepop''' || 4 || Skip dust particles up from under the ground surface to form a [[Smoke|thick cloud]]. This reduces the accuracy of any shot fired through it, and prevents turrets from locking on entirely. || ''Psychically-induced.'' &lt;br /&gt;
* Creates a 7 tile diameter [[smoke]] cloud at the targeted location.&lt;br /&gt;
|| 30&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous'', Smoke dissipates in ~30 seconds&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Skip&amp;quot;&lt;br /&gt;
| [[File: Skip.png|64px]] ||'''Skip''' || 4 || Teleport the target to a desired position not too far from his starting point. || ''Psychically-induced.'' &lt;br /&gt;
* Target, pawn or item, is teleported to a selected tile visible to the target.&lt;br /&gt;
-15 Goodwill impact&lt;br /&gt;
|| 25&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 28 tiles&lt;br /&gt;
|| Target/Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Focus&amp;quot;&lt;br /&gt;
| [[File: Focus.png|64px]] || '''Focus''' || 4 || Psychically focus the target's mind, boosting their sight, hearing and moving capacities. || ''Psychically-induced mental focus, increasing sight, hearing and movement capactities.''{{Sic}}&lt;br /&gt;
* [[Sight]] * 1.3&lt;br /&gt;
* [[Hearing]] * 1.3&lt;br /&gt;
* [[Moving]]  *1.3&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 15&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 60s&lt;br /&gt;
|| 28 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 3%&lt;br /&gt;
|- id=&amp;quot;Wallraise&amp;quot;&lt;br /&gt;
| [[File: Wallraise.png|64px]] ||'''Wallraise''' || 4 || Form a temporary wall by skipping rubble and soil up from deep under the ground. || ''A fragile wall made of rubble. It will collapse in time.' &lt;br /&gt;
* Creates a cross-shaped set of wall 3 blocks across and 3 blocks wide at the target location. Wall has 100 HP and lasts for 4 hours or {{ticks|10000}}.&lt;br /&gt;
** Walls cannot intersect other walls, but will shunt items out of the way.&lt;br /&gt;
|| 35&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous'', Wall disappears after 4 hours.&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Berserk&amp;quot;&lt;br /&gt;
| [[File: Berserk.png|64px]] || '''Berserk'''  || 5 || Induce an angry psychosis in the target's mind, causing them to attack anyone nearby. || ''Psychically-induced.'' &lt;br /&gt;
* Target goes [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* -15 Faction Relations when used on allies.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 40&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 4%&lt;br /&gt;
|- id=&amp;quot;Flashstorm&amp;quot;&lt;br /&gt;
| [[File: Flashstorm.png|64px]] || '''Flashstorm'''  || 5 || Use differential-pressure skipgates in the atmosphere to generate a localized flashstorm. The storm will strike the area with lightning for some time before dissapating. || ''Psychically-induced.'' &lt;br /&gt;
* Creates a [[Weather|flashstorm]] at target location. &lt;br /&gt;
* -35 Goodwill impact.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 164s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| 14 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|- id=&amp;quot;Invisibility&amp;quot;&lt;br /&gt;
| [[File: Invisibility.png|64px]] || '''Invisibility''' || 5 || Psychically manipulate the visual centers of everyone nearby, rendering them unable to perceive a particular individual for a short time. || ''Psychically-induced invisibility. This actually affects others nearby, making their brains unable to perceive the sight of this individual, even if the eyes are unaffected.'' &lt;br /&gt;
* Targeted creature cannot be attacked or targeted by any non-AoE psychic powers. This includes psycasts on self.&lt;br /&gt;
|| 45&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 3%&lt;br /&gt;
|- id=&amp;quot;Berserk pulse&amp;quot;&lt;br /&gt;
| [[File: BerserkPulse.png|64px]] || '''Berserk Pulse''' || 6 ||  Generate an overwhelming rush of undirected rage in everyone near the target point. || ''Psychically-induced.'' &lt;br /&gt;
* All creatures within the radius go [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* -75 Faction Relations when used on allies.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 10s&lt;br /&gt;
|| 15 tiles&lt;br /&gt;
|| 5x5 tiles&lt;br /&gt;
|| 6%&lt;br /&gt;
|- id=&amp;quot;Mass chaos skip&amp;quot;&lt;br /&gt;
| [[File: MassChaosSkip.png|64px]] || '''Mass Chaos Skip''' || 6 || Skip everyone near a target point to a random location nearby. || ''Psychically-induced.'' &lt;br /&gt;
* Targets within radius is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
* -5 Goodwill impact.&lt;br /&gt;
|| 40&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 17 tiles&lt;br /&gt;
|| 3%&lt;br /&gt;
|- id=&amp;quot;Skipshield&amp;quot;&lt;br /&gt;
| [[File: Skipshield.png|64px]] || '''Skipshield''' || 6 || Generate a spherical skipgate that sends all incoming and outgoing ground-level projectiles to some distant place. People and items are not affected. || ''Psychically-induced.'' &lt;br /&gt;
* Makes a 4.9-tile radius circle that cannot be shot through, into, or out of. See [[#Tactics|below]] for image. Does not {{Hover title|E.g. from mortars, orbital bombardment targeters, or aerodrone strikes or salvos|block non-ground-level projectiles}}.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 9 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|- id=&amp;quot;Manhunter pulse&amp;quot;&lt;br /&gt;
| [[File: ManhunterPulse.png|64px]] || '''Manhunter pulse'''|| 6 || Drive nearby animals into a manhunting rage using a psychic pulse || ''Psychically-induced.'' &lt;br /&gt;
* All animals within the radius go [[Mental break#Manhunter|Manhunter]], attacking the nearest human regardless of previous affiliation. &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* Makes faction hostile when used on animals of allied caravans&lt;br /&gt;
|| 50&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 60s&lt;br /&gt;
|| 35 tiles&lt;br /&gt;
|| 57 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special psycasts ===&lt;br /&gt;
&lt;br /&gt;
Officially added in 1.2, these psycasts cost a great amount of psyfocus in return for some useful utility, often outside combat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Level (Title) !! Description !! Effects !! data-sort-type=number | Heat Gain !! data-sort-type=number | Casting Time !! data-sort-type=number | Duration !! data-sort-type=number | Range !! data-sort-type=number | Area of Effect !! data-sort-type=number | Psyfocus Cost&lt;br /&gt;
|- id=&amp;quot;Word of trust&amp;quot;&lt;br /&gt;
|  [[File: WordOfTrust.png|64px]]||'''Word of Trust''' || 1 || Speak to the prisoner while using psychic suggestion to reduce his resistance to recruitment. This psycast can only reduce a prisoner's resistance, but cannot recruit him. || ''Psychically induced.''&lt;br /&gt;
* Resistance amount scales with target's [[Psychic Sensitivity]]. Base effect is to reduce resistance by 20.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 30 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 60%&lt;br /&gt;
|- id=&amp;quot;Word of joy&amp;quot;&lt;br /&gt;
| [[File: WordOfJoy.png|64px]]|| '''Word of Joy'''|| 2 || Speak happy, calming words to someone while using psychic suggestion to implant a joyfuzz loop in his mind. The joyfuzz will suppress uncomfortable thoughts and sensations in the target to improve mood. This has the side-effect of dulling sensation and decision-making, which reduces consciousness.|| ''The affected pawn gains the Joybuzz status, providing 30 joy at the cost of -20% consciousness for 7 days.''&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -25 Faction Relations when used on allies.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| 5000s (5 days)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 40%&lt;br /&gt;
|- id=&amp;quot;Word of love&amp;quot;&lt;br /&gt;
| [[File: WordOfLove.png|64px]] || '''Word of Love''' || 3 || Speak about someone's romantic virtues while using psychic suggestion to implant romantic desire in the listener. For days afterward, the listener will feel psychically-induced romantic attraction towards the other person. This great increases opinion and makes them much more likely to attempt romantic advances and marriage proposals if they get the chance. This psycast can be used to connect two other people, induce love for the caster, or force oneself to love another. || ''Psychically-induced romantic desire. This increases an individual's opinion of someone else, and increases the likelihood of romantic advances and marriage proposals, while reducing the chance of a breakup.'' &lt;br /&gt;
* Greatly increases relations between target(s), nearly guaranteeing a relationship forms if recursively casted on two pawns.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s &lt;br /&gt;
|| 8000s (8 days)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 50%&lt;br /&gt;
|- id=&amp;quot;Word of serenity&amp;quot;&lt;br /&gt;
| [[File: WordOfSerenity.png|64px]]||'''Word of Serenity'''|| 4 || Use calming words and psychic suggestion to end a mental break on a person or animal. The target will fall into a short psychic sleep. The psyfocus cost depends on the intensity of the target's mental break.|| Instantly ends any mental break by forcing the target into a 6 hour coma. The psyfocus cost depends on the level of the mental break; minor breaks cost 30% psyfocus, major breaks cost 50%, and extreme breaks cost 70%.&lt;br /&gt;
* Coma duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| 250s (6 hours)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 30-70%&lt;br /&gt;
|- id=&amp;quot;Word of inspiration&amp;quot;&lt;br /&gt;
| [[File: WordOfInspiration.png|64px]] || '''Word of Inspiration'''|| 5 || Speak words encouraging creativity while psychically hypercharging the target's mind with new ideas. The target will experience a random inspiration appropriate to them.|| Targeted pawn will receive a random [[inspiration]] based upon their passions and skills.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| ''Instantaneous''&amp;lt;br&amp;gt;Inspiration lasts its normal duration&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 80%&lt;br /&gt;
|- id=&amp;quot;Farskip&amp;quot;&lt;br /&gt;
| [[File: Farskip.png|64px]] || '''Farskip'''|| 5 || Skip the caster, along with anyone standing near him, to an ally at a distant location. This can send people far across the planet, but only works if there is a willing ally on the other side to use as a navigation beacon. The skipped people will always appear near a random ally on the target map.&lt;br /&gt;
|| Stuns for between 3 and 10 seconds; teleports allies within 5 tiles to distant colonist on map; if used while in caravan, whole caravan will be teleported (unusable if overburdened)&lt;br /&gt;
|| 0&lt;br /&gt;
|| 5s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| User&lt;br /&gt;
|| 5 tile radius&lt;br /&gt;
|| 70%&lt;br /&gt;
|- id=&amp;quot;Neuroquake&amp;quot;&lt;br /&gt;
| [[File: Neuroquake.png|64px]] || '''Neuroquake'''|| 6 || Find a discontinuity in the psychic field and unfold it, releasing a massive amount of psychic energy. Every creature in range but outside of the safe, inner, circle will be driven violently insane. Casting this takes 12 seconds of meditation, and afterwards, the caster will go into a five-day psychic coma. The disturbing neuroquake echoes will inflict pain on everyone for many kilometers around, causing diplomatic consequences with all factions.&lt;br /&gt;
|| &lt;br /&gt;
* Causes berserk mental state in a 60-tile radius, outside of 5 tile safe radius. &lt;br /&gt;
* -12 mood for all pawns present&lt;br /&gt;
* -10 Faction Relations  for all factions, no matter the distance you are from their bases.&lt;br /&gt;
* -75 Faction Relations if berserk affects allies.&lt;br /&gt;
* Caster put in coma for 5 days.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 12s&lt;br /&gt;
|| ''Instantaneous''&amp;lt;br&amp;gt;5 day coma&lt;br /&gt;
|| User&lt;br /&gt;
|| 60 tile radius&lt;br /&gt;
|| 50%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
[[File:Skip  shield radius.jpg|thumb|right|175px|Radius of the skipshield with unshielded area denoted in red, partially shielded areas in gold (see Note left).&amp;lt;br&amp;gt; Note that despite the shield visually extending beyond the tiles, it does not protect them.]]&lt;br /&gt;
Psycasts can be used to great tactical advantage- provided that you can get in range of the enemy to use them.&lt;br /&gt;
*'''Skipshield''' is most obvious to use to cover your own pawns, allowing melee pawns to close, or giving a respite from attacks. If used for this purpose, keep in mind that it doesn't just stop shots going into the shield, but also from going out the other side. This creates a &amp;quot;shadow&amp;quot; - an expanding cone of area on the opposite side of the shield to the shooter where they can't hit. As the psycast can be positioned whereever you like, unlike the [[low-shield pack]], a single shield can effectively cover a greater area with clever position. Also consider that it prevents firing out of as well. This can allow you to &amp;quot;switch off&amp;quot; any pawn's ranged attacks, even if you couldn't cover all of your pawns with a single or even multiple casts. This is especially useful when a [[doomsday rocket launcher]]-armed [[raider]] drop-pods into the middle of your pawns.  &lt;br /&gt;
** The radius of the shield is not blocked by walls. Therefore it can be cast on the inside of a fortification and prevent attacks from the outside doing damage to the walls. This is exceedingly useful for protecting against [[termite]]s and other breach raids for a short period to prevent breaches, or buy time.  &lt;br /&gt;
** '''Note:''' Pawns on the tiles shown in [[gold tile|gold]] in the image to the right are shielded from attacks directly targeted at them however, due to a bug, they can still be hit by attacks aimed at other nearby pawns that miss. &lt;br /&gt;
*'''Solar pinhole''' can be used to warm rooms during a cold snap if you don't have enough heaters. Since solar pinholes are relatively inexpensive psyfocus-wise, multiple can be casted if needed.&lt;br /&gt;
**Use it when mining deep underground to avoid the darkness work speed penalty.&lt;br /&gt;
*'''Burden''' slows the target down.&lt;br /&gt;
**Very useful for getting one or two more shots on melee attackers before they close the distance. Effective for this reason with a [[killbox]] setup as well.&lt;br /&gt;
**Useful for hunters in case of revenge.&lt;br /&gt;
*'''Painblock''' blocks pain, with an effect similar to [[go-juice]].&lt;br /&gt;
*'''Stun''' stuns the target for a few seconds.&lt;br /&gt;
**Best used to support a melee attacker against another.&lt;br /&gt;
**Help melee attackers close the distance to shooters.&lt;br /&gt;
**Peel melee attackers off ranged.&lt;br /&gt;
*'''Chunk skip''' skips 5 nearby rock or steel slag chunks to a 5x5 target area in a random pattern.&lt;br /&gt;
**Can be used to create some [[cover]] if fighting on open terrain where natural cover is sparse or is in inconvenient locations. The chunks can be quickly rearranged with a stockpile. &lt;br /&gt;
**Sometimes can be used to steal cover from enemies, provided that your psycaster can target the desired chunks. This ability tends to skip chunks closest to the psycaster, so this might only be possible if they are a melee fighter and can get close to enemy positions.&lt;br /&gt;
**Can be used outside of combat to quickly relocate chunks around your base right to the [[stonecutter's table]] or [[electric smelter]]. This can speed up production if a worker has to walk a sizable distance each time to get a new chunk.&lt;br /&gt;
**A situational use would be to place chunks behind walls or in open doorways, therefore possibly preventing enemies from using superior 75% cover and forcing them to use chunks as inferior cover or to move to a different spot. This is unreliable due to the random pattern in which chunks are skipped to the target area, as well as the fact that pawns are not immediately forced to move if a chunk is placed on them - they are only prevented from standing on that tile again if they move.&lt;br /&gt;
*'''Blinding Pulse''' reduces the Sight of enemies and thus their accuracy, giving you the upper hand in combat. Especially useful against clustered ranged tribals. Using this against melee fighters is useful as well, reducing their hit chance.&lt;br /&gt;
*'''Neural heat dump''' is good for burst-casting expensive combat psycasts such as berserk pulse, if you're willing to pay the price of putting a pawn out of action. Pacifists are a good choice if you don't need them to pull fallen allies out of battle.&lt;br /&gt;
**The side effect, putting a pawn into a coma for a day, can also be useful to save a pawn from getting mauled by animal revenge, to prevent a sick pawn from having a mental break while they are in bed, and in various other situations.&lt;br /&gt;
*'''Beckon'''&lt;br /&gt;
**Can force enemies into melee range for engagement, or simply pull them out of cover into the open so your ranged attackers can destroy them.&lt;br /&gt;
**Great for peeling enemy melee off a vulnerable friendly.&lt;br /&gt;
**Can also be useful to pull an enemy ranged out of an ancient danger.&lt;br /&gt;
*'''Chaos Skip'''&lt;br /&gt;
**Use on enemies that already entered melee range to force them to break distance in a random direction. Be careful of skipping them into your base.&lt;br /&gt;
*'''Vertigo Pulse''' will force a group of enemies out of cover for a few seconds while preventing them from firing at your own pawns while they vomit uncontrollably. &lt;br /&gt;
*'''Smokepop''' is essentially a better version of the [[smoke launcher]].&lt;br /&gt;
*'''Skip''' is a versatile tool that can be used to manipulate allies, enemies, inanimate objects and the self alike.&lt;br /&gt;
**Teleport allied fighters into position quickly, especially melee fighters. &lt;br /&gt;
**Skip long-ranged enemies into range.&lt;br /&gt;
**Keep enemy melee fighters away from allies.&lt;br /&gt;
**Using skip on an ally harms your faction relations, even when used for benevolent purposes. To get around this when rescuing allies, have a colonist rescue the ally and then skip the colonist. This will not give a penalty.&lt;br /&gt;
**Teleport a raider near a [[Mechanoid_cluster|mechanoid cluster]] to make them fight each other.&lt;br /&gt;
**Can be used on self to quickly escape danger or to urgently move to a location.&lt;br /&gt;
**Move downed pawns, allies or enemies, out of danger to safely rescue or capture them.&lt;br /&gt;
**Teleport [[chemfuel]] away just before it blows up.&lt;br /&gt;
**Steal supplies from [[Raider#Siege|Sieges]].&lt;br /&gt;
***Sieges will continuously receive supplies of [[Packaged_survival_meal|Packaged survival meals]] and [[Mortar_shell|Mortar shells]] as they are removed from the siege, but they won't receive additional [[component|components]]. Stealing components before [[Mortar|Mortars]] are built will halt the siege and it potentially allows the unlimited theft of additional supplies.&lt;br /&gt;
**Safely capture bleeding fleeing enemies by repeatedly skipping them away from the map's edge until they colapse from blood loss.&lt;br /&gt;
*'''Focus''' is good for buffing allies prior to a battle, improving a doctor by giving them boosted tend [[Medical_Tend_Quality|quality]] and [[Medical_Tend_Speed|speed]] (but not [[Medical Surgery Success Chance|success chance]] or [[Medical Operation Speed|speed]] of a surgery, as the bonus from Sight for these caps at 100%).&lt;br /&gt;
*'''Wallraise''' creates a wall of rocks in a cross shape.&lt;br /&gt;
**Creates impromptu cover for your shooters to shelter behind.&lt;br /&gt;
**Use to create LOS blocker against rocket launchers that are about to fire. If you are quick you can even block the rockets mid-flight (note the 1.0s casting time, however).&lt;br /&gt;
**Blocking access to doors.&lt;br /&gt;
**Temporarily plug gaps made in animal pens during raider attacks (best used by positioning a rock wall adjacent to the gap, not directly in it, so that the pen is enclosed while still leaving the gap itself accessible for rebuilding).&lt;br /&gt;
**Protecting [[Unstable power cell]]s while in mech clusters from mortar fire, gunfire, and secondary explosions.&lt;br /&gt;
**Casting Wallraise on fire will extinguish it and prevent it from spreading again, although it's strictly worst than Waterskip in that regard.&lt;br /&gt;
**Walling in vulnerable pawns far from the base (requires two)&lt;br /&gt;
*'''Berserk''' forces an enemy to attack nearby targets indiscriminately, including their allies.&lt;br /&gt;
**Have enemies aggro on each other while your ranged fighters pick them off.&lt;br /&gt;
**Cause friendly fire as enemies fire at the berserker.&lt;br /&gt;
**Offers an alternative way to hunt dangerous animals like [[Thrumbo]]s.  Note that once animals have begun fighting each other, they will continue fighting until one of the two is downed or dies, even after Berserk has expired.  Damage incurred from each other also will not cause them to go manhunter.&lt;br /&gt;
**Extremely powerful against tanky enemies, who can kill non-affected enemies for an extended period of time.&lt;br /&gt;
*'''Invisibility''' makes enemies unable to target your allies.&lt;br /&gt;
**It is not broken on attacking making it a good choice for close-ranged attackers. &lt;br /&gt;
***Can be used to protect a single [[Defense_tactics#Melee_blocking|melee blocker]] against medium and large enemies, but won't block small enemies.&lt;br /&gt;
**Self-cast to allow your psycaster to safely get within range.&lt;br /&gt;
**Cast on snipers to aggro sieges or mech clusters.&lt;br /&gt;
**Cast on wielders of [[Doomsday rocket launcher|doomsday rocket launchers]] and the like to give them time to fire.&lt;br /&gt;
*'''Berserk Pulse''' is similar to Berserk but affects an area.&lt;br /&gt;
**It causes a dangerous increase in neural heat on all but the most well-equipped of psycasters, but is capable of defeating entire raids using only this psycast. Only the best psycasters can use this twice in a row, unless they have neural heat dump (or are willing to risk heat overflow).&lt;br /&gt;
**Extremely powerful against tanky enemies, who can kill non-affected enemies for an extended period of time.&lt;br /&gt;
**Works through walls! The target cell must be within line-of-sight (but can be cast on the wall itself), but the effect also applies to targets in range on the other side of the wall.  This can be used to great effect by funneling enemies into a U-shaped pathway around another (unconnected or blocked-by-door) hallway with your caster in it.  Berserk Pulse can be targeted at the end of the hallway your pawn is in and hit 13 cells in the U-shaped hallway surrounding it.  Since enemies do not have collision with each other until they enter combat, this can potentially catch a very large number of hostiles in the area.  Best use is alternating sandbags or stone chunks in that section of the U-shaped hallway to slow down the invading army specifically at that point, causing them to bunch up even more.&lt;br /&gt;
*'''Mass Chaos Skip''' skips all units in the area randomly, friend or foe, as well as briefly stunning them on arrival at their new location.&lt;br /&gt;
**Skip multiple enemies out of cover at once, exposing them to gunfire. &lt;br /&gt;
**Only skips things to a location within line of sight of their starting position.  However, it does not require line of sight from the caster to a pawn to initiate the skip (ie. it'll skip a pawn that's on the other side of a wall, but they'll still be on the other side of that wall afterwards).&lt;br /&gt;
**Note that &amp;quot;line of sight&amp;quot; operates based on actual sight mechanics (ie. the ability to see an area for the purposes of shooting it, using psycasts, etc), _not_ being able to path to it.  Buildings that do not permit pathing but do permit being shot over/through will not block Chaos Skip.&lt;br /&gt;
**Be careful: you may accidentally skip the enemies behind or even right next to your pawns.  The brief stun when the target arrives at the new location can permit time to react, however.&lt;br /&gt;
*'''Manhunter Pulse''' causes all animals in a large targeted area to become manhunter. &lt;br /&gt;
**Can be used to defend against raiders, or act as an offensive weapons on raids on enemy bases.&lt;br /&gt;
**If you also have a pawn with the Wallraise psycast, you can stack all colonists into the gap between two wall raises. The resulting carnage is entertaining.&lt;br /&gt;
*'''Flashstorm''' [[lightning]] strikes can be targeted down to a specific tile by roofing the entire area of effect except for the single tile that is targeted. Lightning will still strike at the same rate, but will only strike that unroofed tile. Multiple flash storms can be stacked on top of each other with the number and frequency of strikes stacking directly&lt;br /&gt;
** Without roofs, these are wildly inaccurate and only should be used: A) In a killbox with a single unroofed tile, or B) against massive stacks of tribals.&lt;br /&gt;
** Note that there is a substantial delay (60-180 seconds, at random on each cast) before the first strike, after which the ability lasts a fixed duration (164s).&lt;br /&gt;
*'''Neuroquake''' is a hail-mary-style psycast that is good against a large raid, provided you can protect your psycaster long enough. It is advised to limit all of your pawns, including animals, to the 5 tile radius around the caster, and lock all doors. Reducing psychic sensitivity to reduce coma time no longer is an option in 1.3, as the neuroquake coma no longer scales with a pawns psychic sensitivity.  1.3 also reduced the range from the entire map to a 60-tile radius around the caster.&lt;br /&gt;
*'''Word of Serenity''' will not prevent the a [[Traits#Tortured artist|Tortured Artist]] pawn from gaining an [[inspiration]] when used to end a [[mental break]], allowing relatively risk-free [[Quality|Legendary]] farming. It can also end [[Social#Social_Fights|social fights]] early by casting it on either combatant, at a cost of 30 psyfocus.&lt;br /&gt;
*'''Word of Inspiration''' can be used to great effect when combined with a [[persona weapon]] with the [[Persona weapon#Kill-focused|Kill-focused trait]].&lt;br /&gt;
** Since this trait counts it as a &amp;quot;kill&amp;quot; when the bonded pawn slaughters an animal with the weapon equipped and held, rapidly-breeding animals such as geese, chickens, and ducks (which lay an egg every 1.6, 2.0, and 3.5 days, respectively) can be turned directly into inspirations by hatching the eggs, then slaughtering the chicks, at a ratio of 4 animal slaughters per inspiration.&lt;br /&gt;
** This means that that, after a warm-up period while the first eggs incubate, each female goose (provided they have a male to fertilize the eggs) is worth 0.15625 inspirations per day.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
*[[Royalty DLC]] Initial Release - Introduced.&lt;br /&gt;
* [[Version/1.1.2559|1.1.2559]] - Burden range 25-&amp;gt;30. Stun entropy cost 10-&amp;gt;12. Stun range 25-&amp;gt;20.&lt;br /&gt;
* [[Version/1.1.2571|1.1.2571]] - Major Rebalance to several psycasts.&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Overhaul to some mechanics. Empire no longer gets angry at psycast use, removed psychic hangover, added meditation mechanics, added new psychic abilities.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Desired psyfocus level now configurable  and pawns will meditate enough to maintain it without needing scheduling. Reduce psyfocus decay rates 0.5% at each level. Wall, Grave, Sarcophagus, Animus stone, Sculptures and Nature Shrine psyfocus gain increased. &lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Solar Pinhole, Chunk Skip, Farskip, Neuroquake and Word of Trust/Joy/Inspiration/Love/Serenity added. Meditation focus objects now enhanced by objects placed nearby. Added visual effect for wallraise rocks expiring.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Bullet Shield renamed to Skipshield, prevent Farskip when caravan is overweight. Neural heat overload no longer causes psylink degradation or any other permanent damage.&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Neuroquake rebalance:  Neuroquake lists duration in the casting warning. Coma duration increased from 3 days -&amp;gt; 5 and no longer scales with psychic sensitivity. The negative moodlet to friendly bystanders applies whether they are conscious or not and is increased from -10 to -12. Casting warmup decreased from 125s -&amp;gt; 12s. Berserk radius decreased from entire map -&amp;gt; 60 tiles.&lt;br /&gt;
[[Category: Royalty]]&lt;/div&gt;</summary>
		<author><name>Prios</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psycasts&amp;diff=106069</id>
		<title>Psycasts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psycasts&amp;diff=106069"/>
		<updated>2022-08-02T04:38:55Z</updated>

		<summary type="html">&lt;p&gt;Prios: /* Tactics */  Added info about Word of Serenity and social fights. Suggested another use for wallraise (I've done this myself and it's prevented some major headaches with livestock).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
'''Psycasts''' are psychic powers available to pawns with psylink levels, added by the [[Royalty (DLC)| Royalty DLC]].&lt;br /&gt;
==Lore==&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
An organic connection to a larger psychic field. This allows a person to use specific psychic powers that they have learned to influence reality in ways that seem impossible. Higher levels of psylink permit the use of more powers. Regardless of psylink level, a person can only use specific powers that they have learned. Psylink comes from a variety of sources. Single-use [[psylink neuroformer]] devices can create a psylink. Tribal peoples also know how to develop it through ritual linking with [[Anima tree|psychically-connected lifeforms]]. As a physical phenomenon in the brain, psylink is poorly-understood by scientists, not least because it seems to actively conceal itself if studied too closely. One thing most agree on is that it somehow connects people to [[archotech]]s and harnesses their power, possibly through some sort of negotiation or sympathy mechanism.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
To use psycasts, a pawn must first have a Psylink level equal or greater than the level of the chosen psycast. A pawn may have up to 6 levels of psylink, and these levels can be gained through several different methods:&lt;br /&gt;
#  Acquire a [[Psylink neuroformer]] through [[Quests|questing]]&lt;br /&gt;
#  Gain Royalty [[Titles]] by accepting [[Titles#Honor|Honor]] as a quest reward.&lt;br /&gt;
#  Pawns can meditate at an [[Anima tree]] to grow anima grass. Once 20 grass has a grown, a ritual can be performed, consuming the grass and granting one Psylink level to a pawn with the [[Psycasts#Natural|&amp;quot;Natural&amp;quot;]] Meditation focus type&lt;br /&gt;
#  Pawns who get blinded through a Satisfying or Spectacular [[Rituals|Blinding Ceremony]] have a chance to get a psylink level, even if the pawns in question have a different [[Ideoligion]] without the [[Blindsight]] meme. The ceremony can be performed again if the pawns [[Bionic_eye|get]] [[Biosculpter_pod#Bioregeneration|their]] [[Healer_mech_serum|sight]] [[Resurrector_mech_serum|back]].{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
A random psycast of the new level will be learned when gaining a new level of Psylink - i.e. a random level 1 psycast is gained when a pawn gains their first level, a level 2 psycast is learned when gaining their second, etc. &lt;br /&gt;
&lt;br /&gt;
Further psycasts can be gained by using a [[Psytrainer]] which grants the specific psycast mentioned in their name. Additional psycasts are available for purchase from traders, with Empire bases and traders having the most, and tribals having the least. A psycaster can learn any number of psycasts through psytrainers, up to and including every psycast in the game and limited only by the availability of psytrainers themselves.&lt;br /&gt;
'''N.b.''' if using a psytrainer for a level higher than the current psylink level of the user, the learned psycast will replaced the one usually gained for that level when that level is acheived. Given using the psytrainer after gaining that level either grants an additional power or does not work and thus does not consume the psytrainer, it is always best to only use psytrainers '''after''' the required psylink level has been achieved.&lt;br /&gt;
&lt;br /&gt;
Also note, if a Psylink neuroformer or Anima ritual has been used to gain a psylink level above what is given for the current title, additional titles will not grant psylinks beyond what they normally do for that title. So if a neuroformer has been used to gain psylink level 1, and then the title of Yeoman is gained and bestowed, the pawn will still only have psylink level 1. This means using neuroformers or rituals on pawns that will gain titles is ultimately a waste, or vice versa.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
A psycaster's effectiveness is controlled by three primary factors: their Neural Heat Limit, their available Psyfocus and the [[Psychic Sensitivity]] of their target.&lt;br /&gt;
=== Neural Heat === &lt;br /&gt;
==== Neural Heat Limit ====&lt;br /&gt;
[[File:Neural Heat Unlimited.png|frame|right|Neural Heat Limiter Off]]&lt;br /&gt;
[[File:Neural Heat limited.png|frame|right|Neural Heat Limiter On]]&lt;br /&gt;
A psycaster's neural heat limit is the primary limitation to how many psycasts they can perform in a given period of time. Each psycast gives the caster a certain amount of neural heat. As long as a pawn stays within their neural heat limit, they'll suffer no ill effects. By default, a pawn will not use a psycast if the neural heat gain would cause them to exceed their limit. This will be represented by the psycast's icon being greyed out on the UI. A pawn can be instructed to ignore their normal heat limit by clicking on the &amp;quot;Neural Heat Limiter&amp;quot;, but exceeding the limit can cause [[Psycasts#Psychic Breakdown|psychic breakdown]]. &lt;br /&gt;
&lt;br /&gt;
The neural heat limit is affected by both the psycaster's psychic sensitivity and psylink level. A pawn with a level 1 Psylink and 100% psychic sensitivity will have a neural heat limit of 30.&lt;br /&gt;
&lt;br /&gt;
The equation for a pawn's neural heat limit is:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Limit = 30 * Psychic Sensitivity * (0.66... + (0.33... * Psylink level)&lt;br /&gt;
|}&lt;br /&gt;
or simpler:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Limit = (2 + Psylink level) * 10 * Psychic Sensitivity&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Assuming 100% psychic sensitivity, this in the following: &lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Psylink Level !! Limit&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 1)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 2)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 3)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 4)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 5)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 6)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The in-game meter for neural heat is rounded to the nearest integer, but in-game behavior suggests that the actual decimal value of heat is tracked by the game, as psycasts may sometimes say they have insufficient heat limit to cast even when the spare heat displayed on the pawn's neural heat meter exactly equals the casting cost.&lt;br /&gt;
&lt;br /&gt;
==== Neural Heat Recovery Rate ====&lt;br /&gt;
Heat naturally decreases over time, with faster rates provided by additional levels of psylink. Unlike the neural heat limit, it is not affected by the pawn's [[psychic sensitivity]]. The default rate of reduction for a pawn without a psylink or with a level 1 psylink is 0.54/s. Every additional psylink level increases the rate by 12.5%.  In addition, the [[pain]] currently felt by the psycasting pawn ''adds'' an additional increase in rate proportional to the primary rate multiplied by three times the pain percentage e.g. at 100% pain, the psycaster will recover neural heat at 400% of their normal rate.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Offsets to this value, such as from [[eltex]] items, occur to the base recovery rate and are thus subject to the multiplier from the psylink level and pain level. i.e. a normal [[quality]] [[eltex skullcap]] will improve a Psylink Level 1 Psycaster's recovery rate by 0.091/s but increase the rate of a Psylink Level 6 Psycaster's by 0.148/s.&lt;br /&gt;
&lt;br /&gt;
The resulting value follows the equation, assuming at least 1 level of psylink.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Recovery Rate = ((0.54+Gear Offsets)*(0.875 + 0.125*Psylink level)) * (1+3*Pain percentage)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Psylink Level !! Multiplier !! Base rate&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 1.000x&lt;br /&gt;
| {{#expr: 0.54*1}}00/s &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1.125x&lt;br /&gt;
| {{#expr: 0.54*1.125}}/s &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 1.250x&lt;br /&gt;
| {{#expr: 0.54*1.250}}0/s &lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 1.375x&lt;br /&gt;
| {{#expr: 0.54*1.375}}/s &lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| 1.500x&lt;br /&gt;
| {{#expr: 0.54*1.500}}00/s &lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| 1.625x&lt;br /&gt;
| {{#expr: 0.54*1.6250}}/s &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Psychic Breakdown ====&lt;br /&gt;
A pawn can be instructed to exceed their neural heat limit clicking the icon next to the neural heat gauge to disable the limit.  Exceeding the pawn's neural heat limit can cause an effect called Psychic Breakdown.  The severity of the Psychic breakdown has elements of randomness to it, but will generally be more severe the farther past the neural heat limit a pawn goes, and the longer they are past their heat limit.  Psychic breakdowns come in 3 levels of severity:&lt;br /&gt;
&lt;br /&gt;
*Minor = -25% [[consciousness]], -6 [[mood#Situation_Special|mood]] penalty, 5 days mtb of minor [[mental break]]&lt;br /&gt;
*Major = -50% [[consciousness]], -12 [[mood#Situation_Special|mood]] penalty, 5 days mtb of minor or major [[mental break]]&lt;br /&gt;
*Total = 10% [[consciousness]], -18 [[mood#Situation_Special|mood]] penalty, max (pawn incapacitated)&lt;br /&gt;
&lt;br /&gt;
Psychic breakdowns last a variable number of days, depending on the severity.  Minor breaks last from 1-5 days, major breaks last from 6-10 days, and total breaks last from 11-15 days. In addition, if a pawn reaches twice their normal neural heat limit, they'll immediately be incapacitated for 3 hours, in addition to the effects of any psychic break that may develop.&lt;br /&gt;
&lt;br /&gt;
Because the severity and duration of the psychic break, as well as the chances of it in the first place, depend on how long and by how much your pawn has exceeded their heat limit.  This means that using weapons and armor (such as an [[Eltex|Eltex Staff]] or armor, or a persona weapon with the Neural cooling trait) can help minimize or even avoid psychic breakdowns even if you have to turn off the neural heat limit during combat.&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
{{quote|Psyfocus is a special type of mental structuring which is necessary to use psychic powers. Psyfocus dissipates over time, and must be built by regular meditation. Losing all psyfocus makes someone unable to use psychics, but has no other consequences. Higher levels of psyfocus permit higher-level powers, but also increase the rate of psyfocus dissipation|In-game Description}}&lt;br /&gt;
&lt;br /&gt;
In addition to the neural heat increase, each psycast also removes an amount of psyfocus. Every psycaster has a maximum psyfocus amount of 100% and all psyfocus costs are the same for every caster.&lt;br /&gt;
Unlike neural heat, if the psycaster has insufficient psyfocus for the psycast, it cannot be cast. There is no way to exceed this limit.&lt;br /&gt;
&lt;br /&gt;
Level 3-6 psycasts also require the user to have a minimum level of psyfocus stored in order to be useable, independent of their actual psyfocus cost. Psycasters need at least 25% psyfocus to use level 3-4 psycasts and at least 50% psyfocus to use level 5-6 psycasts.&lt;br /&gt;
&lt;br /&gt;
With a few exceptions, psyfocus can only be gained by through meditation and degrades a small amount per day relative to the amount of psyfocus the psycaster currently has. Below 25% psyfocus, the psyfocus falls at 3.5% per day, between 25 and 50%, psyfocus falls 5.5% per day, and above 50% it falls at 7.5% per day.&lt;br /&gt;
&lt;br /&gt;
By default, a pawn gains 50% psyfocus per day of meditation. Meditation foci further improve these rates by their listed strength. So an Artistic-focused psycaster meditating to 9 legendary sculptures (+44%) would gain 94% psyfocus per day of meditation. Other sources of psy-focus include:&lt;br /&gt;
&lt;br /&gt;
*Using [[Go-juice]] instantly gives 15% psyfocus when taken by psycasters.&lt;br /&gt;
*Using [[Wake-up]] increases the psyfocus gain from meditation by 20% per day for the duration of the effect.&lt;br /&gt;
*Certain [[Ideoligion#Rituals|ritual]]s {{IdeologyIcon}} grant full psyfocus to all participants when completed with sufficient quality.&lt;br /&gt;
*The Psy-meditative [[Persona_traits|persona trait]] grants an additional +10% psyfocus gain per day of meditation while the weapon is held in hand.&lt;br /&gt;
*The Kill-focused [[Persona_traits|persona trait]] grant an instant +20% psyfocus on killing an enemy. Note that psyfocus is gained for the killing blow, even on friendlies, so finishing off downed hostiles and even slaughtering colony animals will grant psyfocus as long as the weapon is held in hand whilst doing so.  Animal age and body size do not affect this rate either.  This can be used to turn excess colony animals, especially from rapidly-breeding animals such as chickens, geese, and ducks into massive psyfocus gain, which can then be leveraged for high-psyfocus-cost utility psycasts such as [[Psycasts#Special_psycasts|Word of Inspiration]] or [[Psycasts#Special_psycasts|Word of Trust]].&lt;br /&gt;
&lt;br /&gt;
Note that &amp;quot;day&amp;quot; in the context of &amp;quot;psyfocus per day of meditation&amp;quot; is a full 24-hours, so even with a pawn meditating for 100% of their waking time, they'll generally only get around 2/3rds of this gain per in-game day.&lt;br /&gt;
&lt;br /&gt;
Pawns in a caravan will also regenerate psyfocus while remaining stationary or waiting. This however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.&lt;br /&gt;
&lt;br /&gt;
A pawn's target psyfocus level can be set using with gizmo on the toolbar while they are selected. The pawn will attempt to maintain that psyfocus level by meditating any time it drops below that value and the pawn is [[Menus#Schedule|scheduled]] for &amp;quot;'''Anything'''&amp;quot;. Meditation performed as recreation, scheduled or not, or by the pawn being scheduled for &amp;quot;'''Meditation'''&amp;quot; will also increase psyfocus, but will not necessarily stop when the target psyfocus level is exceeded. This can be used to ensure a psycaster maintains psyfocus without strictly scheduling their day with &amp;quot;'''Work'''&amp;quot; and without them taking constant breaks to maintain their psyfocus as it deceases during the day. The psyfocus target can be set to a minimum threshold below 100%, as low as 0%, and then some time can be set for meditation specifically. This meditation time will put them over the target, giving them a buffer before they will stop working and go meditate. If this buffer is greater than 7.5% (the maximum dissipation rate per day, when psyfocus is &amp;gt;50%) and the meditation time allocated is sufficient to gain this amount, the pawn will never stop working during its &amp;quot;'''Anything'''&amp;quot; times to meditate. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Meditation Focus !! Focus Type !! Base Strength !! Psyfocus/Hour&amp;lt;br&amp;gt;@ Base|| Max Strength !! Psyfocus/Hour&amp;lt;br&amp;gt;@ Max&lt;br /&gt;
|- &lt;br /&gt;
! [[Anima tree]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| +28%&lt;br /&gt;
| {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +36% &lt;br /&gt;
| {{#expr: (0.5+0.36)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Animus stone]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| +34%&lt;br /&gt;
| {{#expr: (0.5+0.34)/0.24 round 1}}% &lt;br /&gt;
| +42% &lt;br /&gt;
| {{#expr: (0.5+0.42)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Small nature shrine]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| +22%&lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Large nature shrine]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}% &lt;br /&gt;
| +38%&lt;br /&gt;
| {{#expr: (0.5+0.38)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Grave]]&lt;br /&gt;
| [[Psycasts#Morbid|Morbid]]&lt;br /&gt;
| +6%&lt;br /&gt;
| {{#expr: (0.5+0.6)/0.24 round 1}}% &lt;br /&gt;
| +34%&lt;br /&gt;
| {{#expr: (0.5+0.34)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Sarcophagus]]&lt;br /&gt;
| [[Psycasts#Morbid|Morbid]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +38%&lt;br /&gt;
| {{#expr: (0.5+0.38)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Small sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Terror sculpture]] {{IdeologyIcon}}&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large stele]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +15% &lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand stele]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +18%&lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Walls]]&lt;br /&gt;
| [[Psycasts#Minimal|Minimal]]&lt;br /&gt;
| +22%&lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
| +22% &lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Brazier]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +31% &lt;br /&gt;
| {{#expr: (0.5+0.31)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Darklight brazier]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +31% &lt;br /&gt;
| {{#expr: (0.5+0.31)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Campfire]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +12%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}}% &lt;br /&gt;
| +28% &lt;br /&gt;
| {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Torch lamp]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Darktorch]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Fungus darktorch]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Meditation throne]]&lt;br /&gt;
| [[Psycasts#Dignified|Dignified]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +33%&lt;br /&gt;
| {{#expr: (0.5+0.33)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand meditation throne]]&lt;br /&gt;
| [[Psycasts#Dignified|Dignified]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +33%&lt;br /&gt;
| {{#expr: (0.5+0.33)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each pawn has one or more meditiation types. Each type allows the pawn to use different objects as a focus. A pawn with multiple types can use any type available to them.&lt;br /&gt;
&lt;br /&gt;
==== Natural ====&lt;br /&gt;
Required:Tribal Childhood [[Backstories]] - note that as of [[Version/1.3.3117|1.3.3117]], player created backstories do not gain the natural meditation focus even when found on tribal pawns or the backstory is tribal themed. It is unclear if this is intended or a bug. &lt;br /&gt;
The following backstories are affected: Accursed Child, Sole Survivor (n.b. '''not''' the generic backstory of the same name), Forest Child. &lt;br /&gt;
Additionally the following childhood backstories can be found on pawns that spawn as tribals, but also don't grant the focus: Mad Scientist, Youth Delinquent, Killer, Game Fanatic, Dusty Farm Hand, Ranger Child.&lt;br /&gt;
&lt;br /&gt;
Natural meditation is available to tribal pawns. Natural meditation objects and shrines are most effective when nothing is built nearby - buildings or furniture within 35 tiles will reduce their effectiveness.&lt;br /&gt;
&lt;br /&gt;
'''[[Anima tree]]:'''&lt;br /&gt;
[[File:Anima tree.png|64px|left|link=Anima tree]]&lt;br /&gt;
Anima trees have a base meditation focus strength of 28%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, while each small or large natural shrine within 10 tiles increases it by 1%. Up to 4 buildings can affect the tree, for a maximum bonus of +8% for 4 animus stones. Its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 36% for an anima tree with no artificial buildings within 35 tiles and surrounded by 4 animus stones. Also note that unlike other natural buildings, meditating at the anima tree also produces anima grass for additional psylink levels for pawns with the natural focus. &lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -15%&lt;br /&gt;
| -30%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Animus stone]]:'''&lt;br /&gt;
[[File:AnimusStone.png|64px|left|link=Animus stone]]&lt;br /&gt;
Animus stones have a base meditation focus strength of 34%. Each animus stone up to a total of additional 4 stones within 10 tiles of an animus stone increases the meditation effectiveness by 2%, for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 42% for a Animus stone with no artificial buildings within 35 tiles and surrounded by 4 additional animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Small nature shrine]]:'''&lt;br /&gt;
[[File:Small nature shrine.png|64px|left|link=Small nature shrine]]&lt;br /&gt;
Small nature shrines have a base meditation focus strength of 22%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, up to a total of 4 stones for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 30% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -6%&lt;br /&gt;
| -12%&lt;br /&gt;
| -22%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Large nature shrine]]:'''&lt;br /&gt;
[[File:Large nature shrine.png|64px|left|link=Large nature shrine]]&lt;br /&gt;
Large nature shrines have a base meditation focus strength of 30%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, up to a total of 4 stones for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 38% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Morbid ====&lt;br /&gt;
Required: [[Psychopath]], [[Bloodlust]], [[Cannibal]], [[Masochist]], [[Jealous]], [[Undergrounder]], [[Tortured artist]]&lt;br /&gt;
&lt;br /&gt;
Morbid meditation is used by pawns with the appropriate traits and requires graves or sarcophagi. Filled graves or sarcophagi are more effective and bodies with a relationship to the meditator are more effective than strangers.&lt;br /&gt;
&lt;br /&gt;
'''[[Grave]]:'''&lt;br /&gt;
[[File:GraveFull.png|64px|left|link=Grave]]&lt;br /&gt;
Graves have a base Meditation Focus Strength of 6%. This increases by 10% if the grave is full, and a further 10% if the grave is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional graves or sarcophagi. Each of these 4 grants an additional 1%, or 2% if full, for a maximum bonus of 8%. Note that only the primary grave has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 34% for a grave occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Sarcophagus]]:'''&lt;br /&gt;
[[File:Sarcophagus.png|64px|left|link=Sarcophagus]]&lt;br /&gt;
Sarcophagi have a base Meditation Focus Strength of 10%. This increases by 10% if the sarcophagus is full, and a further 10% if the sarcophagus is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional Graves or Sarcophagi. Each of these 4 grants an additional 1%, or 2% if full, for a maximum bonus of 8%. Note that only the primary sarcophagus has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 38% for a sarcophagus occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Artistic ====&lt;br /&gt;
Incompatible: Ascetic, Tribal Childhood Backstory&lt;br /&gt;
&lt;br /&gt;
Artistic focus is the default focus for non-tribal pawns. It uses artwork as a focus, with higher quality art being most effective.&lt;br /&gt;
&lt;br /&gt;
'''[[Small sculpture]]/[[Large sculpture]]/[[Grand sculpture]]/[[Terror sculpture]] {{IdeologyIcon}}:'''&lt;br /&gt;
[[File:Sculpture small bust a.png|64px|left|link=Sculptures]]&lt;br /&gt;
All sculpture sizes have identical meditation statistics and mechanics. Sculptures have a base Meditation Focus Strength that dependent on their [[quality]]. Higher quality sculptures have higher strengths, up to a maximum of 28% at legendary quality. Up to 8 additional sculpture of normal quality or better within 10 tiles will each increase this strength by a value dependent on its quality. 8 additional sculptures of masterwork or better can the maximum bonus of 16%. Note, as the focus sculpture's quality has a significantly larger effect than that of the supporting sculpture, it is always better to have the best quality sculpture as the focus.  &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 44% for a legendary sculpture surrounded by 8 additional sculptures of masterwork or legendary quality. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Base Strength&lt;br /&gt;
| +12%&lt;br /&gt;
| +16%&lt;br /&gt;
| +20%&lt;br /&gt;
| +22%&lt;br /&gt;
| +24%&lt;br /&gt;
| +26%&lt;br /&gt;
| +28%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| +0%&lt;br /&gt;
| +0%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +2%&lt;br /&gt;
| +2%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Large stele]]:'''&lt;br /&gt;
[[File:Largestele.png|64px|left|link=Large stele]]&lt;br /&gt;
Large steles have a base Meditation Focus Strength of 15%. It appears that no other modifiers exist for steles as they do for other foci.{{Check Tag|Fact Check Needed|Based on game code only}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Grand stele]]:'''&lt;br /&gt;
[[File:Grandstele.png|64px|left|link=Grand stele]]&lt;br /&gt;
Grand steles have a base Meditation Focus Strength of 18%. It appears that no other modifiers exist for steles as they do for other foci.{{Check Tag|Fact Check Needed|Based on game code only}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Minimal ====&lt;br /&gt;
Required: Ascetic&lt;br /&gt;
&lt;br /&gt;
Ascetics can meditate with nothing- all they need is a wall. This has the advantage of being practically free and it has a reasonable base effectiveness. However, this cannot be increased; if an ascetic pawn has multiple methods they should optimise and use them instead.&lt;br /&gt;
&lt;br /&gt;
'''[[Wall]]:'''&lt;br /&gt;
[[File:Wall wall.png|64px|left|link=Wall]]&lt;br /&gt;
Walls have a base Meditation Focus Strength of 22%. It appears that no other modifiers exist for wall as they do for other foci.{{Check Tag|Fact Check Needed|Based on game code only}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Flame ====&lt;br /&gt;
Required: Pyromaniac&lt;br /&gt;
&lt;br /&gt;
Pyromaniacs can use fire to meditate. All fires must be lit to add focus. While it requires upkeep, this is a cheap and effective method of meditation- the main drawback being the Pyromaniac.&lt;br /&gt;
&lt;br /&gt;
'''[[Brazier]]:'''&lt;br /&gt;
[[File:Brazier.png|64px|left|link=Brazier]]&lt;br /&gt;
Braziers have a base Meditation Focus Strength of 0% in their unlit state. This increases by 15% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 31% for a lit brazier surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
'''[[Campfire]]:'''&lt;br /&gt;
[[File:Campfire.png|64px|left|link=Campfire]]&lt;br /&gt;
Campfires have a base Meditation Focus Strength of 0% in their unlit state. This increases by 12% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 28% for a lit campfire surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
'''[[Torch lamp]]:'''&lt;br /&gt;
[[File:Torch lamp.png|64px|left|link=Torch lamp]]&lt;br /&gt;
Torch lamps have a base Meditation Focus Strength of 0% in their unlit state. This increases by 10% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 1%, for a maximum bonus of 8%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 18% for a lit torch lamp surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
==== Dignified ====&lt;br /&gt;
Required: [[Title]]&lt;br /&gt;
&lt;br /&gt;
Dignified meditation is used by nobility. It requires a throne and its effectiveness is based on the throne room's quality.&lt;br /&gt;
&lt;br /&gt;
'''[[Meditation throne]]/[[Grand meditation throne]]:'''&lt;br /&gt;
[[File:Throne_south.png|64px|left|link=Throne]]&lt;br /&gt;
Both thrones have identical meditation statistics and mechanics. They start with a meditation focus strength of 15%. If it is in a [[Room roles|throne room]] that meets the pawns [[Titles|requirements]], its focus strength is improved by 8%. Additionally its effectiveness is affected by room [[Room_stats#Levels_of_impressiveness|impressiveness]].&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. Also note, the room impressiveness descriptors only relate to descriptors the room will have at that specific value. The descriptors themselves do not control the value. A room with 50 room impressiveness will be listed &amp;quot;Slightly Impressive&amp;quot; but will not make the cut off for the 4% increase. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Impressiveness Value&lt;br /&gt;
!0&lt;br /&gt;
!30&lt;br /&gt;
!60&lt;br /&gt;
!100&lt;br /&gt;
!170&lt;br /&gt;
|- &lt;br /&gt;
!Description at Value&lt;br /&gt;
|Awful&lt;br /&gt;
|Mediocre&lt;br /&gt;
|Slightly Impressive&lt;br /&gt;
|Very Impressive&lt;br /&gt;
|Unbelievably Impressive &lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -5%&lt;br /&gt;
| +0%&lt;br /&gt;
| +4%&lt;br /&gt;
| +8%&lt;br /&gt;
| +10%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Psychic Sensitivity ===&lt;br /&gt;
In addition to its effects in calculating neural heat, psychic sensitivity is also important in how it effects targets.&lt;br /&gt;
The targets psychic sensitivity is important as it often acts as a modifier to the duration, and sometimes the magnitude, of the psychic effect. For example, a [[Traits|Psychically Hypersensitive]] (Sensitivity of 1.8) pawn will be affected by the Beserk psycast for 54 seconds instead of the normal 30, while a Psychically Dull (Sensitivity of 0.5) pawn would only be affected for 15 seconds, and a Psychically Deaf (Sensitivity of 0) pawn would be immune.&lt;br /&gt;
&lt;br /&gt;
=== Psycasting stat modifiers ===&lt;br /&gt;
{{Stub|section=1|reason=needs effective neural heat change like eltex items have (see their pages)}}&lt;br /&gt;
Psychic equipment can improve a psycaster's abilities by providing additional psychic sensitivity and/or by directly increasing the Heat recovery rate. &lt;br /&gt;
The following modifiers exist:&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
!&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Sensitivity Bonus&lt;br /&gt;
! Neural Heat Limit {{ref label|Neural Heat|C}}&lt;br /&gt;
! Recovery Rate Bonus&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Sight]]&lt;br /&gt;
| Capacity&lt;br /&gt;
| data-sort-value=&amp;quot;+50%&amp;quot; | +0 - 50%{{ref label|Sight|B}}&lt;br /&gt;
| data-sort-value=&amp;quot;+{{#expr: 50/100 * 30 * 2.6666 round 0}}&amp;quot; | +0 - {{#expr: 50/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Hypersensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +80%&lt;br /&gt;
| +{{#expr: 80/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
!  style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Sensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +40%&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Dull]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -50%&lt;br /&gt;
| -{{#expr: 50/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Deaf]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -100%&lt;br /&gt;
| -{{#expr: 100/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic foil helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| -90%&lt;br /&gt;
| -{{#expr: 90/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige recon armor]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige recon helmet]]  &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige marine armor]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige marine helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige cataphract armor]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige cataphract helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex shirt]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +10% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 10/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex vest]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +15% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 15/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.05&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex robe]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +20% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 20/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.083&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex helmet]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +15% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 15/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.066&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex skullcap]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +40% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.091&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex staff]] &lt;br /&gt;
| Weapon&lt;br /&gt;
| +50% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 50/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.083&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Hypersensitizer]] persona weapon {{ref label|Persona|A}}&lt;br /&gt;
| Weapon&lt;br /&gt;
| +40%&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Sensitivity]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| +20%&lt;br /&gt;
| +{{#expr: 20/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Quiet]] persona weapon {{ref label|Persona|A}}  &lt;br /&gt;
| Weapon&lt;br /&gt;
| -15%&lt;br /&gt;
| -{{#expr: 15/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Fog]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| -30%&lt;br /&gt;
| -{{#expr: 30/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Neural Cooling]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 0.15&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic sensitizer]] &lt;br /&gt;
| Implant&lt;br /&gt;
| +25%&lt;br /&gt;
| +{{#expr: 25/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{IdeologyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Blindsight#Blind psysense: Strong|Blinded with blind psysense]]&lt;br /&gt;
| Condition&lt;br /&gt;
| +30%{{ref label|Stacking|D}}&lt;br /&gt;
| +{{#expr: 30/100 * 30 * 2.6666 round 0}}{{ref label|Stacking|D}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Persona|A}} Psychic sensitivity traits are mutually exclusive with each other, but not with Neural Cooling. Persona traits appear on the following weapons: [[Persona monosword]], [[Persona plasmasword]], and [[Persona zeushammer]]&lt;br /&gt;
:{{note|Quality|Q}} Value scales with [[Quality]]. 0.5x -&amp;gt; 0.66x -&amp;gt; 0.83x -&amp;gt; 1.00x -&amp;gt; 1.16x -&amp;gt; 1.32x -&amp;gt; 1.5x. Note that Normal quality is not 1.00x&lt;br /&gt;
:{{note|Neural Heat|C}} Neural heat limit increase from the increased psychic sensitivity, assuming psylink level 6.&lt;br /&gt;
:{{note|Sight|B}} [[Sight]] capacity provides is a 1% bonus for each percentage point ''below'' 50% sight. i.e. 20% Sight results in a bonus of +30% psychic sensitivity, while total blindness at Sight 0$  provides +50% sensitivity.&lt;br /&gt;
:{{note|Stacking|D}} Note that this stacks with the +50% to psychic sensitivity provided just by being having Sight of 0%, for a total of +80% to sensitivity and a +64 to neural heat limit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thus the maximum psychic sensitivity possible would be a psychically hypersensitive pawn, blinded and with the Blind psysense precept, with a legendary Eltex staff, vest, shirt, robe and skullcap and an implanted psychic sensitizer for a total value of {{Hover title|link=no|100%+80%+50%+30%+75%+60%+30%+23%+15%+25%|488%}} psychic sensitivity and a neural heat limit, assuming psylink level 6, of {{#expr: 488/100 * 30 * 2.6666 round 0}}.&lt;br /&gt;
&lt;br /&gt;
== Psycasts == &lt;br /&gt;
A psycast is the ability performed by the psycaster. A Psycaster can only perform psycasts of a level equal to or below their psylink level. For example, to manifest Beckon, the psycaster would require psylink level 3. &lt;br /&gt;
&lt;br /&gt;
=== Regular psycasts ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Level !! Description !! Effects !! data-sort-type=number | Heat Gain !! data-sort-type=number | Casting Time !! data-sort-type=number | Duration !! data-sort-type=number | Range !! data-sort-type=number | Area of Effect !! data-sort-type=number | Psyfocus Cost&lt;br /&gt;
|- id=&amp;quot;Burden&amp;quot;&lt;br /&gt;
| [[File: Burden.png|64px]] || '''Burden''' || 1 || Slow the target for a short time by suppressing motor activity in the brain || ''Psychically-induced difficulty in locomotion''&lt;br /&gt;
* [[Moving]] capped at 40%&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]] {{Check Tag|Fact Check Needed|Not in game-files, needs in-game testing.}}&lt;br /&gt;
* Effect scales with target's [[Psychic Sensitivity]] {{Check Tag|Fact Check Needed|Multiplier exists in game-files, needs in-game testing to confirm.}} &lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 8&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 20s&lt;br /&gt;
|| 30 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
|- id=&amp;quot;Painblock&amp;quot;&lt;br /&gt;
| [[File: Painblock.png|64px]] || '''Painblock''' || 1 || Block pain pathways in the target's brain for a short time. This can allow a person to move and act even with grievous injuries which would normally incapacitate them. || ''Psychically-induced pain insensitivity.'' &lt;br /&gt;
* Target [[Pain]] Factor x10% &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 8&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 120s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Stun&amp;quot;&lt;br /&gt;
| [[File: Stun.png|64px]] ||'''Stun''' || 1 || Momentarily disrupt motor function in the target's brain, preventing any movement. || &lt;br /&gt;
''Psychically-induced.'' &lt;br /&gt;
* Stuns the target&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 12&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 3s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
*&lt;br /&gt;
|- id=&amp;quot;Chunk skip&amp;quot;&lt;br /&gt;
| [[File: ChunkSkip.png|64px]] || '''Chunk skip'''|| 1 || Skip the 5 chunks of rock or slag to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
&lt;br /&gt;
|| Skips the closest 5 chunks to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
|| 14&lt;br /&gt;
|| 1s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 4%&lt;br /&gt;
|- id=&amp;quot;Solar pinhole&amp;quot;&lt;br /&gt;
| [[File: SolarPinhole.png|64px]] || '''Solar pinhole''' || 1 || Generate a microscopic skipgate linked to the core of a nearby star. Solar material leaks through the pinprick in spacetime, illuminating and warming the surrounding area until it closes. The light is enough to work by, but not enough to grow plants. || &lt;br /&gt;
''Psychically-induced.'' &lt;br /&gt;
* Lights up a {{#expr:{{Lit Radius|15|{{#expr:217+217+208}}}} round 2}} tile area around it.&lt;br /&gt;
* Creates heat at a rate of 10 heat per second (compared to the 21 heat per second of a [[heater]] or [[campfire]]), but only when the temperature is below 20°C.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 5000s (5 days)&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 15 tiles&lt;br /&gt;
|| 8%&lt;br /&gt;
*&lt;br /&gt;
|- id=&amp;quot;Blinding pulse&amp;quot;&lt;br /&gt;
| [[File: BlindingPulse.png|64px]] || '''Blinding Pulse''' || 2 || Induce noise in the visual centers of the brain, obscuring vision of everyone near the target point. || ''Psychically-induced partial blindness.'' &lt;br /&gt;
* [[Sight]] * 0.5&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]] {{Check Tag|Fact Check Needed|Not in game-files, needs in-game testing}}&lt;br /&gt;
* Effect scales with target's [[Psychic Sensitivity]] {{Check Tag|Fact Check Needed|Multiplier exists in game-files, needs in-game testing to confirm}} &lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 20&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 30s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 7 tiles&lt;br /&gt;
|| 1%&lt;br /&gt;
|- id=&amp;quot;Waterskip&amp;quot;&lt;br /&gt;
|  [[File: Waterskip.png|64px]] || '''Waterskip''' || 2 || Douse a target in water, extinguishing fires. The water is archotechnologically skipped from distant bodies of water or underground aquifers || ''Psychically-induced.'' &lt;br /&gt;
* Creates a 3 tile diameter water dump at the targeted location leaving water puddles behind.&lt;br /&gt;
|| 25&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 3x3 tiles&lt;br /&gt;
|| 1.5%&lt;br /&gt;
|- id=&amp;quot;Neural heat dump&amp;quot;&lt;br /&gt;
| [[File: NeuralHeatDump.png|64px]] || '''Neural Heat Dump''' || 2 || Instantly dump all your neural heat into someone else. As a side effect, the target will fall into a debilitating but non-damaging coma for about a day. The target must actively accept the psychic invasion, so only conscious allies can be targeted. || ''Psychically induced neural heat cleansing.'' &lt;br /&gt;
* Caster reduces their neural heat to 0 &lt;br /&gt;
* Selected allied target within line-of-sight and 25 tiles falls into coma. Target does not require psylink to receive neural heat.&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 0&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 1000s (1 day)&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 0%&lt;br /&gt;
|- id=&amp;quot;Beckon&amp;quot;&lt;br /&gt;
| [[File: Beckon.png|64px]] || '''Beckon''' || 3 || Psychically command the target to approach the caster. || ''Psychically-induced.'' &lt;br /&gt;
* Target is unable to make ranged attacks and is forced to follow the caster. Lasts full duration or until struck. &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 20&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 8s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
|- id=&amp;quot;Chaos skip&amp;quot;&lt;br /&gt;
| [[File: ChaosSkip.png|64px]] || '''Chaos Skip''' || 3 || Teleport the target to a random position near where he started. || ''Psychically-induced.'' &lt;br /&gt;
* Target, pawn or item, is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
* 1s Stun after teleporting&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 18&lt;br /&gt;
|| 0.25s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Vertigo pulse&amp;quot;&lt;br /&gt;
| [[File: VertigoPulse.png|64px]] || '''Vertigo Pulse''' || 3 || Interfere with the spatial orientation sense of everyone near the target point, causing intermittent loss of balance. Flesh creatures will become extremely nauseous as well. || ''Psychically-induced loss of spatial orientation. This will cause flesh creatures to vomit.'' &lt;br /&gt;
* Targets within the radius become dizzy and wander in a 3 tile radius from their initial position&lt;br /&gt;
* Living targets have a chance to vomit.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 30&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 20s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 7 tiles&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Smokepop&amp;quot;&lt;br /&gt;
| [[File: Smokepop.png|64px]] || '''Smokepop''' || 4 || Skip dust particles up from under the ground surface to form a [[Smoke|thick cloud]]. This reduces the accuracy of any shot fired through it, and prevents turrets from locking on entirely. || ''Psychically-induced.'' &lt;br /&gt;
* Creates a 7 tile diameter [[smoke]] cloud at the targeted location.&lt;br /&gt;
|| 30&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous'', Smoke dissipates in ~30 seconds&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Skip&amp;quot;&lt;br /&gt;
| [[File: Skip.png|64px]] ||'''Skip''' || 4 || Teleport the target to a desired position not too far from his starting point. || ''Psychically-induced.'' &lt;br /&gt;
* Target, pawn or item, is teleported to a selected tile visible to the target.&lt;br /&gt;
-15 Goodwill impact&lt;br /&gt;
|| 25&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 28 tiles&lt;br /&gt;
|| Target/Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Focus&amp;quot;&lt;br /&gt;
| [[File: Focus.png|64px]] || '''Focus''' || 4 || Psychically focus the target's mind, boosting their sight, hearing and moving capacities. || ''Psychically-induced mental focus, increasing sight, hearing and movement capactities.''{{Sic}}&lt;br /&gt;
* [[Sight]] * 1.3&lt;br /&gt;
* [[Hearing]] * 1.3&lt;br /&gt;
* [[Moving]]  *1.3&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 15&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 60s&lt;br /&gt;
|| 28 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 3%&lt;br /&gt;
|- id=&amp;quot;Wallraise&amp;quot;&lt;br /&gt;
| [[File: Wallraise.png|64px]] ||'''Wallraise''' || 4 || Form a temporary wall by skipping rubble and soil up from deep under the ground. || ''A fragile wall made of rubble. It will collapse in time.' &lt;br /&gt;
* Creates a cross-shaped set of wall 3 blocks across and 3 blocks wide at the target location. Wall has 100 HP and lasts for 4 hours or {{ticks|10000}}.&lt;br /&gt;
** Walls cannot intersect other walls, but will shunt items out of the way.&lt;br /&gt;
|| 35&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous'', Wall disappears after 4 hours.&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Berserk&amp;quot;&lt;br /&gt;
| [[File: Berserk.png|64px]] || '''Berserk'''  || 5 || Induce an angry psychosis in the target's mind, causing them to attack anyone nearby. || ''Psychically-induced.'' &lt;br /&gt;
* Target goes [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* -15 Faction Relations when used on allies.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 40&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 4%&lt;br /&gt;
|- id=&amp;quot;Flashstorm&amp;quot;&lt;br /&gt;
| [[File: Flashstorm.png|64px]] || '''Flashstorm'''  || 5 || Use differential-pressure skipgates in the atmosphere to generate a localized flashstorm. The storm will strike the area with lightning for some time before dissapating. || ''Psychically-induced.'' &lt;br /&gt;
* Creates a [[Weather|flashstorm]] at target location. &lt;br /&gt;
* -35 Goodwill impact.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 164s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| 14 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|- id=&amp;quot;Invisibility&amp;quot;&lt;br /&gt;
| [[File: Invisibility.png|64px]] || '''Invisibility''' || 5 || Psychically manipulate the visual centers of everyone nearby, rendering them unable to perceive a particular individual for a short time. || ''Psychically-induced invisibility. This actually affects others nearby, making their brains unable to perceive the sight of this individual, even if the eyes are unaffected.'' &lt;br /&gt;
* Targeted creature cannot be attacked or targeted by any non-AoE psychic powers. This includes psycasts on self.&lt;br /&gt;
|| 45&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 3%&lt;br /&gt;
|- id=&amp;quot;Berserk pulse&amp;quot;&lt;br /&gt;
| [[File: BerserkPulse.png|64px]] || '''Berserk Pulse''' || 6 ||  Generate an overwhelming rush of undirected rage in everyone near the target point. || ''Psychically-induced.'' &lt;br /&gt;
* All creatures within the radius go [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* -75 Faction Relations when used on allies.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 10s&lt;br /&gt;
|| 15 tiles&lt;br /&gt;
|| 5x5 tiles&lt;br /&gt;
|| 6%&lt;br /&gt;
|- id=&amp;quot;Mass chaos skip&amp;quot;&lt;br /&gt;
| [[File: MassChaosSkip.png|64px]] || '''Mass Chaos Skip''' || 6 || Skip everyone near a target point to a random location nearby. || ''Psychically-induced.'' &lt;br /&gt;
* Targets within radius is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
* -5 Goodwill impact.&lt;br /&gt;
|| 40&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 17 tiles&lt;br /&gt;
|| 3%&lt;br /&gt;
|- id=&amp;quot;Skipshield&amp;quot;&lt;br /&gt;
| [[File: Skipshield.png|64px]] || '''Skipshield''' || 6 || Generate a spherical skipgate that sends all incoming and outgoing ground-level projectiles to some distant place. People and items are not affected. || ''Psychically-induced.'' &lt;br /&gt;
* Makes a 4.9-tile radius circle that cannot be shot through, into, or out of. See [[#Tactics|below]] for image. Does not {{Hover title|E.g. from mortars, orbital bombardment targeters, or aerodrone strikes or salvos|block non-ground-level projectiles}}.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 9 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|- id=&amp;quot;Manhunter pulse&amp;quot;&lt;br /&gt;
| [[File: ManhunterPulse.png|64px]] || '''Manhunter pulse'''|| 6 || Drive nearby animals into a manhunting rage using a psychic pulse || ''Psychically-induced.'' &lt;br /&gt;
* All animals within the radius go [[Mental break#Manhunter|Manhunter]], attacking the nearest human regardless of previous affiliation. &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* Makes faction hostile when used on animals of allied caravans&lt;br /&gt;
|| 50&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 60s&lt;br /&gt;
|| 35 tiles&lt;br /&gt;
|| 57 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special psycasts ===&lt;br /&gt;
&lt;br /&gt;
Officially added in 1.2, these psycasts cost a great amount of psyfocus in return for some useful utility, often outside combat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Level (Title) !! Description !! Effects !! data-sort-type=number | Heat Gain !! data-sort-type=number | Casting Time !! data-sort-type=number | Duration !! data-sort-type=number | Range !! data-sort-type=number | Area of Effect !! data-sort-type=number | Psyfocus Cost&lt;br /&gt;
|- id=&amp;quot;Word of trust&amp;quot;&lt;br /&gt;
|  [[File: WordOfTrust.png|64px]]||'''Word of Trust''' || 1 || Speak to the prisoner while using psychic suggestion to reduce his resistance to recruitment. This psycast can only reduce a prisoner's resistance, but cannot recruit him. || ''Psychically induced.''&lt;br /&gt;
* Resistance amount scales with target's [[Psychic Sensitivity]]. Base effect is to reduce resistance by 20.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 30 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 60%&lt;br /&gt;
|- id=&amp;quot;Word of joy&amp;quot;&lt;br /&gt;
| [[File: WordOfJoy.png|64px]]|| '''Word of Joy'''|| 2 || Speak happy, calming words to someone while using psychic suggestion to implant a joyfuzz loop in his mind. The joyfuzz will suppress uncomfortable thoughts and sensations in the target to improve mood. This has the side-effect of dulling sensation and decision-making, which reduces consciousness.|| ''The affected pawn gains the Joybuzz status, providing 30 joy at the cost of -20% consciousness for 7 days.''&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -25 Faction Relations when used on allies.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| 5000s (5 days)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 40%&lt;br /&gt;
|- id=&amp;quot;Word of love&amp;quot;&lt;br /&gt;
| [[File: WordOfLove.png|64px]] || '''Word of Love''' || 3 || Speak about someone's romantic virtues while using psychic suggestion to implant romantic desire in the listener. For days afterward, the listener will feel psychically-induced romantic attraction towards the other person. This great increases opinion and makes them much more likely to attempt romantic advances and marriage proposals if they get the chance. This psycast can be used to connect two other people, induce love for the caster, or force oneself to love another. || ''Psychically-induced romantic desire. This increases an individual's opinion of someone else, and increases the likelihood of romantic advances and marriage proposals, while reducing the chance of a breakup.'' &lt;br /&gt;
* Greatly increases relations between target(s), nearly guaranteeing a relationship forms if recursively casted on two pawns.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s &lt;br /&gt;
|| 8000s (8 days)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 50%&lt;br /&gt;
|- id=&amp;quot;Word of serenity&amp;quot;&lt;br /&gt;
| [[File: WordOfSerenity.png|64px]]||'''Word of Serenity'''|| 4 || Use calming words and psychic suggestion to end a mental break on a person or animal. The target will fall into a short psychic sleep. The psyfocus cost depends on the intensity of the target's mental break.|| Instantly ends any mental break by forcing the target into a 6 hour coma. The psyfocus cost depends on the level of the mental break; minor breaks cost 30% psyfocus, major breaks cost 50%, and extreme breaks cost 70%.&lt;br /&gt;
* Coma duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| 250s (6 hours)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 30-70%&lt;br /&gt;
|- id=&amp;quot;Word of inspiration&amp;quot;&lt;br /&gt;
| [[File: WordOfInspiration.png|64px]] || '''Word of Inspiration'''|| 5 || Speak words encouraging creativity while psychically hypercharging the target's mind with new ideas. The target will experience a random inspiration appropriate to them.|| Targeted pawn will receive a random [[inspiration]] based upon their passions and skills.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| ''Instantaneous''&amp;lt;br&amp;gt;Inspiration lasts its normal duration&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 80%&lt;br /&gt;
|- id=&amp;quot;Farskip&amp;quot;&lt;br /&gt;
| [[File: Farskip.png|64px]] || '''Farskip'''|| 5 || Skip the caster, along with anyone standing near him, to an ally at a distant location. This can send people far across the planet, but only works if there is a willing ally on the other side to use as a navigation beacon. The skipped people will always appear near a random ally on the target map.&lt;br /&gt;
|| Stuns for between 3 and 10 seconds; teleports allies within 5 tiles to distant colonist on map; if used while in caravan, whole caravan will be teleported (unusable if overburdened)&lt;br /&gt;
|| 0&lt;br /&gt;
|| 5s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| User&lt;br /&gt;
|| 5 tile radius&lt;br /&gt;
|| 70%&lt;br /&gt;
|- id=&amp;quot;Neuroquake&amp;quot;&lt;br /&gt;
| [[File: Neuroquake.png|64px]] || '''Neuroquake'''|| 6 || Find a discontinuity in the psychic field and unfold it, releasing a massive amount of psychic energy. Every creature in range but outside of the safe, inner, circle will be driven violently insane. Casting this takes 12 seconds of meditation, and afterwards, the caster will go into a five-day psychic coma. The disturbing neuroquake echoes will inflict pain on everyone for many kilometers around, causing diplomatic consequences with all factions.&lt;br /&gt;
|| &lt;br /&gt;
* Causes berserk mental state in a 60-tile radius, outside of 5 tile safe radius. &lt;br /&gt;
* -12 mood for all pawns present&lt;br /&gt;
* -10 Faction Relations  for all factions, no matter the distance you are from their bases.&lt;br /&gt;
* -75 Faction Relations if berserk affects allies.&lt;br /&gt;
* Caster put in coma for 5 days.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 12s&lt;br /&gt;
|| ''Instantaneous''&amp;lt;br&amp;gt;5 day coma&lt;br /&gt;
|| User&lt;br /&gt;
|| 60 tile radius&lt;br /&gt;
|| 50%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
[[File:Skip  shield radius.jpg|thumb|right|175px|Radius of the skipshield with unshielded area denoted in red, partially shielded areas in gold (see Note left).&amp;lt;br&amp;gt; Note that despite the shield visually extending beyond the tiles, it does not protect them.]]&lt;br /&gt;
Psycasts can be used to great tactical advantage- provided that you can get in range of the enemy to use them.&lt;br /&gt;
*'''Skipshield''' is most obvious to use to cover your own pawns, allowing melee pawns to close, or giving a respite from attacks. If used for this purpose, keep in mind that it doesn't just stop shots going into the shield, but also from going out the other side. This creates a &amp;quot;shadow&amp;quot; - an expanding cone of area on the opposite side of the shield to the shooter where they can't hit. As the psycast can be positioned whereever you like, unlike the [[low-shield pack]], a single shield can effectively cover a greater area with clever position. Also consider that it prevents firing out of as well. This can allow you to &amp;quot;switch off&amp;quot; any pawn's ranged attacks, even if you couldn't cover all of your pawns with a single or even multiple casts. This is especially useful when a [[doomsday rocket launcher]]-armed [[raider]] drop-pods into the middle of your pawns.  &lt;br /&gt;
** The radius of the shield is not blocked by walls. Therefore it can be cast on the inside of a fortification and prevent attacks from the outside doing damage to the walls. This is exceedingly useful for protecting against [[termite]]s and other breach raids for a short period to prevent breaches, or buy time.  &lt;br /&gt;
** '''Note:''' Pawns on the tiles shown in [[gold tile|gold]] in the image to the right are shielded from attacks directly targeted at them however, due to a bug, they can still be hit by attacks aimed at other nearby pawns that miss. &lt;br /&gt;
*'''Solar pinhole''' can be used to warm rooms during a cold snap if you don't have enough heaters. Since solar pinholes are relatively inexpensive psyfocus-wise, multiple can be casted if needed.&lt;br /&gt;
**Use it when mining deep underground to avoid the darkness work speed penalty.&lt;br /&gt;
*'''Burden''' slows the target down.&lt;br /&gt;
**Very useful for getting one or two more shots on melee attackers before they close the distance. Effective for this reason with a [[killbox]] setup as well.&lt;br /&gt;
**Useful for hunters in case of revenge.&lt;br /&gt;
*'''Painblock''' blocks pain, with an effect similar to [[go-juice]].&lt;br /&gt;
*'''Stun''' stuns the target for a few seconds.&lt;br /&gt;
**Best used to support a melee attacker against another.&lt;br /&gt;
**Help melee attackers close the distance to shooters.&lt;br /&gt;
**Peel melee attackers off ranged.&lt;br /&gt;
*'''Chunk skip''' skips 5 nearby rock or steel slag chunks to a 5x5 target area in a random pattern.&lt;br /&gt;
**Can be used to create some [[cover]] if fighting on open terrain where natural cover is sparse or is in inconvenient locations. The chunks can be quickly rearranged with a stockpile. &lt;br /&gt;
**Sometimes can be used to steal cover from enemies, provided that your psycaster can target the desired chunks. This ability tends to skip chunks closest to the psycaster, so this might only be possible if they are a melee fighter and can get close to enemy positions.&lt;br /&gt;
**Can be used outside of combat to quickly relocate chunks around your base right to the [[stonecutter's table]] or [[electric smelter]]. This can speed up production if a worker has to walk a sizable distance each time to get a new chunk.&lt;br /&gt;
**A situational use would be to place chunks behind walls or in open doorways, therefore possibly preventing enemies from using superior 75% cover and forcing them to use chunks as inferior cover or to move to a different spot. This is unreliable due to the random pattern in which chunks are skipped to the target area, as well as the fact that pawns are not immediately forced to move if a chunk is placed on them - they are only prevented from standing on that tile again if they move.&lt;br /&gt;
*'''Blinding Pulse''' reduces the Sight of enemies and thus their accuracy, giving you the upper hand in combat. Especially useful against clustered ranged tribals. Using this against melee fighters is useful as well, reducing their hit chance.&lt;br /&gt;
*'''Neural heat dump''' is good for burst-casting expensive combat psycasts such as berserk pulse, if you're willing to pay the price of putting a pawn out of action. Pacifists are a good choice if you don't need them to pull fallen allies out of battle&lt;br /&gt;
**The side effect, putting a pawn into a coma for a day, can also be useful to save a pawn from getting mauled my animal revenge, to prevent a sick pawn from having a mental break while they are in bed and in various other situations.&lt;br /&gt;
*'''Beckon'''&lt;br /&gt;
**Best used to force enemies into melee range for engagement.&lt;br /&gt;
**Great for peeling enemy melee off a vulnerable friendly.&lt;br /&gt;
**Can also be useful to pull an enemy ranged out of an ancient danger.&lt;br /&gt;
*'''Chaos Skip'''&lt;br /&gt;
**Use on enemies that already entered melee range to force them to break distance in a random direction. Be careful of skipping them into your base.&lt;br /&gt;
*'''Vertigo Pulse''' will force a group of enemies out of cover for a few seconds while preventing them from firing at your own pawns while they vomit uncontrollably.&lt;br /&gt;
*'''Smokepop''' is essentially a better version of the [[smoke launcher]].&lt;br /&gt;
*'''Skip''' is a versatile tool that can be used to manipulate allies, enemies, inanimate objects and the self alike.&lt;br /&gt;
**Teleport allied fighters into position quickly, especially melee fighters. &lt;br /&gt;
**Skip long-ranged enemies into range.&lt;br /&gt;
**Keep enemy melee fighters away from allies.&lt;br /&gt;
**Using skip on an ally harms your faction relations, even when used for benevolent purposes. To get around this when rescuing allies, have a colonist rescue the ally and then skip the colonist. This will not give a penalty.&lt;br /&gt;
**Teleport a raider near a [[Mechanoid_cluster|mechanoid cluster]] to make them fight each other.&lt;br /&gt;
**Can be used on self to quickly escape danger or to urgently move to a location.&lt;br /&gt;
**Move downed pawns, allies or enemies, out of danger to safely rescue or capture them.&lt;br /&gt;
**Teleport [[chemfuel]] away just before it blows up.&lt;br /&gt;
**Steal supplies from [[Raider#Siege|Sieges]].&lt;br /&gt;
***Sieges will continuously receive supplies of [[Packaged_survival_meal|Packaged survival meals]] and [[Mortar_shell|Mortar shells]] as they are removed from the siege, but they won't receive additional [[component|components]]. Stealing components before [[Mortar|Mortars]] are built will halt the siege and it potentially allows the unlimited theft of additional supplies.&lt;br /&gt;
**Safely capture bleeding fleeing enemies by repeatedly skipping them away from the map's edge until they colapse from blood loss.&lt;br /&gt;
*'''Focus''' is good for buffing allies prior to a battle, improving a doctor by giving them boosted tend [[Medical_Tend_Quality|quality]] and [[Medical_Tend_Speed|speed]] (but not [[Medical Surgery Success Chance|success chance]] or [[Medical Operation Speed|speed]] of a surgery, as the bonus from Sight for these caps at 100%).&lt;br /&gt;
*'''Wallraise''' creates a wall of rocks in a cross shape.&lt;br /&gt;
**Creates impromptu cover for your shooters to shelter behind.&lt;br /&gt;
**Use to create LOS blocker against rocket launchers that are about to fire. If you are quick you can even block the rockets mid-flight (note the 1.0s casting time, however).&lt;br /&gt;
**Blocking access to doors.&lt;br /&gt;
**Temporarily plug gaps made in animal pens during raider attacks (best used by positioning a rock wall adjacent to the gap, not directly in it, so that the pen is enclosed while still leaving the gap itself accessible for rebuilding).&lt;br /&gt;
**Protecting [[Unstable power cell]]s while in mech clusters from mortar fire, gunfire, and secondary explosions.&lt;br /&gt;
**Casting Wallraise on fire will extinguish it and prevent it from spreading again, although it's strictly worst than Waterskip in that regard.&lt;br /&gt;
**Walling in vulnerable pawns far from the base (requires two)&lt;br /&gt;
*'''Berserk''' forces an enemy to attack nearby targets indiscriminately, including their allies.&lt;br /&gt;
**Have enemies aggro on each other while your ranged fighters pick them off.&lt;br /&gt;
**Cause friendly fire as enemies fire at the berserker.&lt;br /&gt;
**Offers an alternative way to hunt dangerous animals like [[Thrumbo]]s.  Note that once animals have begun fighting each other, they will continue fighting until one of the two is downed or dies, even after Berserk has expired.  Damage incurred from each other also will not cause them to go manhunter.&lt;br /&gt;
**Extremely powerful against tanky enemies, who can kill non-affected enemies for an extended period of time.&lt;br /&gt;
*'''Invisibility''' makes enemies unable to target your allies.&lt;br /&gt;
**It is not broken on attacking making it a good choice for close-ranged attackers. &lt;br /&gt;
***Can be used to protect a single [[Defense_tactics#Melee_blocking|melee blocker]] against medium and large enemies, but won't block small enemies.&lt;br /&gt;
**Self-cast to allow your psycaster to safely get within range.&lt;br /&gt;
**Cast on snipers to aggro sieges or mech clusters.&lt;br /&gt;
*'''Berserk Pulse''' is similar to Berserk but affects an area.&lt;br /&gt;
**It causes a dangerous increase in neural heat on all but the most well-equipped of psycasters, but is capable of defeating entire raids using only this psycast. Only the best psycasters can use this twice in a row, unless they have neural heat dump.&lt;br /&gt;
**Extremely powerful against tanky enemies, who can kill non-affected enemies for an extended period of time.&lt;br /&gt;
**Works through walls! The target cell must be within line-of-sight (but can be cast on the wall itself), but the effect also applies to targets in range on the other side of the wall.  This can be used to great effect by funneling enemies into a U-shaped pathway around another (unconnected or blocked-by-door) hallway with your caster in it.  Berserk Pulse can be targeted at the end of the hallway your pawn is in and hit 13 cells in the U-shaped hallway surrounding it.  Since enemies do not have collision with each other until they enter combat, this can potentially catch a very large number of hostiles in the area.  Best use is alternating sandbags or stone chunks in that section of the U-shaped hallway to slow down the invading army specifically at that point, causing them to bunch up even more.&lt;br /&gt;
*'''Mass Chaos Skip''' skips all units in the area randomly, friend or foe, as well as briefly stunning them on arrival at their new location.&lt;br /&gt;
**Skip multiple enemies out of cover at once, exposing them to gunfire. &lt;br /&gt;
**Only skips things to a location within line of sight of their starting position.  However, it does not require line of sight from the caster to a pawn to initiate the skip (ie. it'll skip a pawn that's on the other side of a wall, but they'll still be on the other side of that wall afterwards).&lt;br /&gt;
**Note that &amp;quot;line of sight&amp;quot; operates based on actual sight mechanics (ie. the ability to see an area for the purposes of shooting it, using psycasts, etc), _not_ being able to path to it.  Buildings that do not permit pathing but do permit being shot over/through will not block Chaos Skip.&lt;br /&gt;
**Be careful: you may accidentally skip the enemies behind or even right next to your pawns.  The brief stun when the target arrives at the new location can permit time to react, however.&lt;br /&gt;
*'''Manhunter Pulse''' causes all animals in a large targeted area to become manhunter. &lt;br /&gt;
**Can be used to defend against raiders, or act as an offensive weapons on raids on enemy bases.&lt;br /&gt;
**If you also have a pawn with the Wallraise psycast, you can stack all colonists into the gap between two wall raises. The resulting carnage is entertaining.&lt;br /&gt;
*'''Flashstorm''' [[lightning]] strikes can be targeted down to a specific tile by roofing the entire area of effect except for the single tile that is targeted. Lightning will still strike at the same rate, but will only strike that unroofed tile. Multiple flash storms can be stacked on top of each other with the number and frequency of strikes stacking directly&lt;br /&gt;
** Without roofs, these are wildly inaccurate and only should be used: A) In a killbox with a single unroofed tile, or B) against massive stacks of tribals.&lt;br /&gt;
** Note that there is a substantial delay (60-180 seconds, at random on each cast) before the first strike, after which the ability lasts a fixed duration (164s).&lt;br /&gt;
*'''Neuroquake''' is a hail-mary-style psycast that is good against a large raid, provided you can protect your psycaster long enough. It is advised to limit all of your pawns, including animals, to the 5 tile radius around the caster, and lock all doors. Reducing psychic sensitivity to reduce coma time no longer is an option in 1.3, as the neuroquake coma no longer scales with a pawns psychic sensitivity.  1.3 also reduced the range from the entire map to a 60-tile radius around the caster.&lt;br /&gt;
*'''Word of Serenity''' will not prevent the a [[Traits#Tortured artist|Tortured Artist]] pawn from gaining an [[inspiration]] when used to end a [[mental break]], allowing relatively risk-free [[Quality|Legendary]] farming. It can also end [[Social#Social_Fights|social fights]] early by casting it on either combatant, at a cost of 30 psyfocus.&lt;br /&gt;
*'''Word of Inspiration''' can be used to great effect when combined with a [[persona weapon]] with the [[Persona weapon#Kill-focused|Kill-focused trait]].&lt;br /&gt;
** Since this trait counts it as a &amp;quot;kill&amp;quot; when the bonded pawn slaughters an animal with the weapon equipped and held, rapidly-breeding animals such as geese, chickens, and ducks (which lay an egg every 1.6, 2.0, and 3.5 days, respectively) can be turned directly into inspirations by hatching the eggs, then slaughtering the chicks, at a ratio of 4 animal slaughters per inspiration.&lt;br /&gt;
** This means that that, after a warm-up period while the first eggs incubate, each female goose (provided they have a male to fertilize the eggs) is worth 0.15625 inspirations per day.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
*[[Royalty DLC]] Initial Release - Introduced.&lt;br /&gt;
* [[Version/1.1.2559|1.1.2559]] - Burden range 25-&amp;gt;30. Stun entropy cost 10-&amp;gt;12. Stun range 25-&amp;gt;20.&lt;br /&gt;
* [[Version/1.1.2571|1.1.2571]] - Major Rebalance to several psycasts.&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Overhaul to some mechanics. Empire no longer gets angry at psycast use, removed psychic hangover, added meditation mechanics, added new psychic abilities.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Desired psyfocus level now configurable  and pawns will meditate enough to maintain it without needing scheduling. Reduce psyfocus decay rates 0.5% at each level. Wall, Grave, Sarcophagus, Animus stone, Sculptures and Nature Shrine psyfocus gain increased. &lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Solar Pinhole, Chunk Skip, Farskip, Neuroquake and Word of Trust/Joy/Inspiration/Love/Serenity added. Meditation focus objects now enhanced by objects placed nearby. Added visual effect for wallraise rocks expiring.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Bullet Shield renamed to Skipshield, prevent Farskip when caravan is overweight. Neural heat overload no longer causes psylink degradation or any other permanent damage.&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Neuroquake rebalance:  Neuroquake lists duration in the casting warning. Coma duration increased from 3 days -&amp;gt; 5 and no longer scales with psychic sensitivity. The negative moodlet to friendly bystanders applies whether they are conscious or not and is increased from -10 to -12. Casting warmup decreased from 125s -&amp;gt; 12s. Berserk radius decreased from entire map -&amp;gt; 60 tiles.&lt;br /&gt;
[[Category: Royalty]]&lt;/div&gt;</summary>
		<author><name>Prios</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=105970</id>
		<title>Ideoligion</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=105970"/>
		<updated>2022-08-01T22:35:51Z</updated>

		<summary type="html">&lt;p&gt;Prios: /* Fluid ideoligions */ Tested to see if you can &amp;quot;hoard&amp;quot; development points beyond those required for a reform: you can't. This also resolves the &amp;quot;do you actually lose all your points&amp;quot; fact check question. Also have found that any conversion awards a development point, and added info about allowed changes. Removed the stub tag because this section seems pretty fleshed out now.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}{{stub}}&lt;br /&gt;
&lt;br /&gt;
'''Ideoligions''' are both a system of mechanics introduced by, and the primary focus of, the [[Ideology DLC]]. They allow colonies to introduce a variety of new restrictions and capabilities to change gameplay, as well as new interactions with other factions.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
When starting a game, after choosing the world tile, the player can choose their starting ideoligion. There are four options: You could choose to &amp;quot;Play Classic&amp;quot;, choose one of the prebuilt ideoligions, or choose to form your own - if you choose to create your own, you have the choice between creating a fluid or static ideoligion. You additionally have the ability to customise the ideoligions of the factions, within some restrictions on the memes depending on their type of faction.&lt;br /&gt;
&lt;br /&gt;
Once the game begins, you can view your ideoligions and those of other factions by clicking on the lightbulb icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
===Forming an ideologion===&lt;br /&gt;
Forming an ideoligion begins with selecting a structure. Structures typically determine the default style and randomized content of your ideoligion, and may unlock certain rituals, but have no effect on what memes can be chosen. You can choose up to 4 memes, which establish the practical foundation of your ideoligion. The impact of memes varies across three tiers, with some not affecting gameplay much and others altering it drastically. Certain memes may unlock or require certain styles, rituals, and other features in the same vein as structures do. The primary effect of memes comes from precepts, however, as many memes similarly unlock or require specific precepts, which perform most of the gameplay alteration available within the expansion. Precepts can affect gameplay in a number of ways to varying degrees, as they change your colonists' expectations in accordance with the beliefs they represent. For example, an ideoligion with the Guilty and Animal Personhood memes requires that the precepts for charity and animal slaughter are set to some form of requirement and disapproval, respectively; meaning your colonists will gain a mood debuff if beggars are turned away or a colony animal is slaughtered.&lt;br /&gt;
&lt;br /&gt;
Beyond memes and precepts, there are also styles, roles, rituals, buildings, weapon and clothing preferences, venerated animals, and rules for types of hair and tattoo. Styles determine, in conjunction with structures, the overall &amp;quot;theme&amp;quot; of your ideoligion both in description and aesthetics; for example, a Christian-structured ideoligion will feature &amp;quot;God&amp;quot; as its sole deity and its artistic members will only produce Christian-themed sculptures. Roles serve a more practical purpose, and most require a specific meme to be unlocked; but every ideoligion will have a role for its leader and moral guide. Colonists assigned a specific role may be granted certain bonuses and powers, though often at the cost of being more difficult to keep happy and being unable to perform certain types of work. Rituals are specific social events of varying forms and themes which, depending on their quality, may provide a mood buff or debuff to the colonists participating in them. Successful, high-quality rituals may also grant an additional reward such as faction goodwill or the addition of a new pawn to your colony. Buildings may be required by certain rituals, such as the symbol burning ritual; there must to be a symbol to burn, of course. Otherwise, however, buildings are primarily an aesthetic choice and the only required buildings are one place of worship and a seat for it, such as an ideogram and kneel sheet.&lt;br /&gt;
&lt;br /&gt;
=== Fluid ideoligions ===&lt;br /&gt;
Fluid ideoligions are ideoligions that allow for reformation once a sufficient number of development points are obtained. This process allows for the development of the ideoligion over time and in response to in-game circumstances or progress. Fluid ideoligions must start with only a single meme, though more may be added via reformation. They are otherwise formed in the same way as static ideoligions. &lt;br /&gt;
&lt;br /&gt;
Every time you complete a ritual or convert a person to your ideoligion, you gain development points. The number of development points gained by ritual can vary with the quality of said ritual: a terrible ritual awards no points, a decent ritual awards 1 point, and an exceptional ritual awards 2 points; some rituals can even award 3 points if you are lucky. Converting someone (without a conversion ritual) awards 1 point.&lt;br /&gt;
&lt;br /&gt;
With enough development points, you can reform the ideoligion to change structure, alter memes, or change styles, and to change precepts, roles, rituals, buildings, relics, animals, apparel, and pawn appearance, as well as the ideoligion's color, symbol, name, and narrative. If changing memes, a single meme may be added ''or'' removed with each reformation, though the total number of memes remains capped at a maximum of 4, and you cannot remove your last meme. If changing styles, existing styles can be removed or changed freely, while one single new style may additionally be added, up to the maximum of 3 styles. Other changes are unlimited, within the limits imposed by structure and memes.&lt;br /&gt;
&lt;br /&gt;
The current point total is displayed just below &amp;quot;styles&amp;quot; in the ideoligion tab. The first reformation costs 10 development points. You can reform your ideoligion many times, although each time your points are reset to 0 and the cost goes up by 2 points - thus, the goal moves from 10, to 12, to 14, and so on, to a maximum of 20. Activities that provide points will list them in their information.&lt;br /&gt;
&lt;br /&gt;
Development points cannot be &amp;quot;stockpiled&amp;quot; beyond those needed for reformation. For example, if you need 10 development points for a reformation and already have 10 points, any further points earned will be lost.&lt;br /&gt;
&lt;br /&gt;
===Play Classic===&lt;br /&gt;
If you choose to &amp;quot;Play Classic&amp;quot;, your colonists with be given an ideoligion with no memes, the Ideological structure, Astropolitan culture, and precepts reminiscent of base game Rimworld.&lt;br /&gt;
&lt;br /&gt;
The ideoligion will have the following precepts:&lt;br /&gt;
* [[#Corpses|Corpses: Ugly]]&lt;br /&gt;
* [[#Insect meat|Insect meat: Despised]]&lt;br /&gt;
* [[#Marriage name|Marriage name: Usually man's]]&lt;br /&gt;
* [[#Eating nutrient paste|Eating nutrient paste: Disgusting]]&lt;br /&gt;
* [[#Physical love|Physical love: Free]]&lt;br /&gt;
* [[#Women's spouses|Women's spouses: One only]]&lt;br /&gt;
* [[#Men's spouses|Men's spouses: One only]]&lt;br /&gt;
&lt;br /&gt;
It will have a leader and a moral guide, a funeral ritual and a random altar or ideogram, as well as 2-3 random relics.&lt;br /&gt;
&lt;br /&gt;
===Conversion===&lt;br /&gt;
{{Stub|section=1|reason=Exact mechanics and interweaving with [[Mental_break#Crisis_of_belief]]}}&lt;br /&gt;
{{See also|Conversion Power|Global Certainty Loss Factor}}&lt;br /&gt;
Colonists and other pawns of different ideoligions can be converted to whatever ideoligions the player has access to. Imprisoned pawns can be converted by reducing certainty in the prisoner menu, as one might reduce resistance. Other pawns will typically have to be converted using a moral guide for the relevant ideoligion, either through the use of a conversion ritual, the Convert ability, or - most likely - both. Since moral guides cannot be selected without a minimum number of colonists of that ideoligion present, this route may be difficult for players attempting to cultivate a multi-ideoligion colony.&lt;br /&gt;
&lt;br /&gt;
Conversion attempts can also happen passively as part of normal [[social]] interaction, as governed by the converter's [[Ideoligion Spread Chance]].&lt;br /&gt;
&lt;br /&gt;
Once a pawn's certainty is reduced to 0 by a conversion attempt, the pawn will be converted to the ideoligion of the converter. &lt;br /&gt;
&lt;br /&gt;
Certainty loss from conversion attempts of all types is scaled by the converter's [[Conversion Power]] and the [[Global Certainty Loss Factor]] of the convertee. Additionally, a pawn will lose less or more certainty if they have a trait that agrees or conflicts with the memes of the converter's ideoligion. For example a Transhumanist ideoligion will have greater difficulty converting a [[Traits#Body purist|Body Purist]], but less difficulty converting a [[Traits#Body modder|Body Modder]].&lt;br /&gt;
&lt;br /&gt;
Lost certainty is regained at a rate of ??{{Check Tag|Value Needed}} per day, and scales with the [[Mood]] of the pawn with happier pawns gaining&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Certainty loss = 6% * Conversion Power of the Converter * If Converter is Moral Guide (x2) *  Global Certainty Loss Factor of Convertee * Relic Conversion Power Factor * Trait/Meme Agreeableness * AI Storyteller's Low pop conversion boost multiplier''' &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Relic Conversion Power Factor&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart|width=200|height=200|yAxisMin=|xAxisMax=10| yAxisTitle=Conversion Power Factor|xAxisTitle=Relics in Reliquaries (#)|type=line|x=0, 1, 3, 5, 10 |y1=1.00, 1.10, 1.20, 1.25, 1.30}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
Choosing your structure affects which symbols the game uses for your ideoligion. It does not affect gameplay.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Structure !! Description !! Styles !! Unlocked Rituals !! Chance to Have Precept&lt;br /&gt;
|- id=&amp;quot;Abstract theist&amp;quot;&lt;br /&gt;
| [[File:Abstract theist.png|64px]] || Abstract theist || The god(s) do not have physical form, but are everywhere at once. They know all, and can do anything. Their will defines the moral structure of the universe. ||  ||  || &lt;br /&gt;
|- id=&amp;quot;Animist&amp;quot;&lt;br /&gt;
| [[File:Animist.png|64px]] || Animist || Spirits live in everything around us. In the plants and animals, rivers and trees, sky and stars. The moral structure of the universe springs from the necessity of respecting them. || Animalist ||  || &lt;br /&gt;
|- id=&amp;quot;Archist&amp;quot;&lt;br /&gt;
| [[File:Archist.png|64px]] || Archist || Archotechs are the true gods. They know the moral structure of the universe, and serving them is how we will connect with it. ||  ||  || &lt;br /&gt;
|- id=&amp;quot;Buddhist origin&amp;quot;&lt;br /&gt;
| [[File:Buddhist origin.png|64px]] || Buddhist origin || This ideoligion is a descendant of ancient Buddhism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Buddhist || Smokeleaf circle ||  Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Christian origin&amp;quot;&lt;br /&gt;
| [[File:Christian origin.png|64px]] || Christian origin || This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Christianity. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Christian || Christmas tree party || Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Embodied theist&amp;quot;&lt;br /&gt;
| [[File:Embodied theist.png|64px]] || Embodied theist || The god(s) walk the planets like us, yet they are powerful and immortal as we are not. They decide the moral structure of the universe. ||  ||  || &lt;br /&gt;
|- id=&amp;quot;Hindu origin&amp;quot;&lt;br /&gt;
| [[File:Hindu origin.png|64px]] || Hindu origin || This is a variant of the embodied theist structure. This ideoligion is a descendant of ancient Hinduism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Hindu || Smokeleaf circle || Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Ideological&amp;quot;&lt;br /&gt;
| [[File:Ideological.png|64px]] || Ideological || There are no gods. The moral structure of the universe is found in our grand narrative of social forces. ||  || Symbol burning || &lt;br /&gt;
|- id=&amp;quot;Islamic origin&amp;quot;&lt;br /&gt;
| [[File:Islamic origin.png|64px]] || Islamic origin || This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Islam. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Islamic ||  || Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
Cultures affect names, appearances, and symbols.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Culture !! Factions Allowed !! Description&lt;br /&gt;
|- id=&amp;quot;Astropolitan&amp;quot;&lt;br /&gt;
|[[File:Astropolitan.png|32px]] || Astropolitan || New Arrivals  || A broad collection of cultures common among frequent space travelers.&lt;br /&gt;
|- id=&amp;quot;Rustican&amp;quot;&lt;br /&gt;
| || Rustican || Outlander Factions || A hardy industrial cultures common among rimworld outlanders.&lt;br /&gt;
|- id=&amp;quot;Corunan&amp;quot;&lt;br /&gt;
|[[File:GentleTribe.png|32px]] || Corunan || New Tribe&amp;lt;br&amp;gt;Tribal Factions || An ancient culture common among rimworld tribes.&lt;br /&gt;
|- id=&amp;quot;Kriminul&amp;quot;&lt;br /&gt;
|[[File:Pirate.png|32px]] || Kriminul || Pirate Factions || A broad category describing the styles and practices of many pirate groups.&lt;br /&gt;
|- id=&amp;quot;Sophian&amp;quot;&lt;br /&gt;
|[[File:Empire map marker.png|32px]] || Sophian {{RoyaltyIcon}} || [[Empire]] Faction&amp;lt;br&amp;gt;Ancient Factions || A techno-feudal culture centered on the planet Sophiamunda.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
An ideoligion can have 0-3 associated styles. People belonging to that ideoligion will apply those styles when making specific items. Colonists will get thoughts based on the styles of the objects around them, depending on their ideoligion's [[#Diversity of thought|diversity of thought]] precept either for having surroundings match or not match their ideoligion. Neutral surroundings produce no thought. If multiple styles of an ideoligion affect the same object, left-most applies. Note that building appearance in the construction menu will be based on your primary ideoligion, but the actual building might be different if built by a pawn of a different ideoligion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Style !! New buildables !! Affects items !! Affects objects !! Affects ritual ambience sound&lt;br /&gt;
|-&lt;br /&gt;
| Hindu &lt;br /&gt;
| - &lt;br /&gt;
| [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]] &lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]] &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Christian &lt;br /&gt;
| - &lt;br /&gt;
| -  &lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]] &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Islamic &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]] &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Buddhist &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]] &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Morbid &lt;br /&gt;
| [[Morbid carpet]], [[Morbid slab (broad)]], [[Morbid slab (medium)]], [[Morbid stone tile]] || [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]] &lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]], [[Small altar#Styles|Small altar]], Medium altar, Large altar, Grand altar, Stool, Table (1x2, 2x2, 2x4, 3x3), Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Column &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Totemic &lt;br /&gt;
| [[Totemic boards]], [[Totemic slab (broad)]], [[Totemic slab (medium)]], [[Totemic stone tile]] &lt;br /&gt;
| [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]] &lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]], [[Small altar#Styles|Small altar]], Medium altar, Large altar, Grand altar, Stool, Dining chair, Table (1x2, 2x2, 2x4, 3x3), Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Column || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Spikecore &lt;br /&gt;
| [[Spikecore floor-star (broad)]], [[Spikecore floor-star (medium)]], [[Spikecore plates]], [[Spikecore stone tile]] || [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]], [[Flak jacket#Styles|Flak jacket]], [[Duster#Styles|Duster]], [[Jacket#Styles|Jacket]], [[Parka#Styles|Parka]] &lt;br /&gt;
| Table (1x2, 2x2, 2x4, 3x3), Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Column &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Rustic &lt;br /&gt;
| [[Rustic rug (broad)]], [[Rustic rug (medium)]] &lt;br /&gt;
| [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]] &lt;br /&gt;
| Column, Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Table (1x2, 2x2, 2x4, 3x3) &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Animalist &lt;br /&gt;
| [[Animalist slab (broad)]], [[Animalist slab (medium)]] &lt;br /&gt;
| [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]], [[War mask#Styles|War mask]] &lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]] &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Techist &lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Column, Plant pot, Standing lamp (regular, red, green, blue, darklamp), Shelf, [[Autodoor#Styles|Autodoor]], Table (1x2, 2x2, 2x4, 3x3) &lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Style dominance ===&lt;br /&gt;
Pawns consider objects with style dominance within 27 tiles outdoors, or in the same room regardless of distance. An item is considered &amp;quot;uniform&amp;quot; if pawn's ideoligion can build it, and &amp;quot;diverse&amp;quot; otherwise, regardless of the actual style: for example, a totemic table will be considered diverse for an ideoligion with morbid and totemic styles, because the morbid style overrides totemic tables. If the total style dominance of uniform or diverse objects is at least 10 more than the other category, pawns will get an appropriate thought; the actual style of the object does not matter for stacking either: a morbid slab and a totemic slab in the same room will be uniform for an ideoligion with both styles, cancel each other out and give no thought for an ideoligion with one of those styles, and diverse for an ideoligion with neither.&lt;br /&gt;
&lt;br /&gt;
An ideoligion with no styles would still consider its own buildings (such as ideogram), but not ritual seats, to be uniform.&lt;br /&gt;
&lt;br /&gt;
Clothing, whether worn or placed on the ground, and uninstalled objects have no impact on style dominance.&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Style Dominance::+]]&lt;br /&gt;
| ?Style Dominance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Memes ==&lt;br /&gt;
&lt;br /&gt;
You must choose one to four memes at the beginning of your playthrough to form the foundational ideas of your ideoligion. Some have much more gameplay impact than others. Hovering over a meme will show you the information in this table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Meme !! Description !! Impact !! Incompatible Memes !! Required Precepts !! Chance to Have Precept !! Disabled Precepts !! Unlocked Roles !! Required Rituals !! Unlocked Rituals !! New Buildables !! Unlocked Craftables !! Start with Research !! Agreeing Traits !! Conflicting Traits !! Styles&lt;br /&gt;
|- id=&amp;quot;Animal personhood&amp;quot;&lt;br /&gt;
| [[File:Animal personhood.png|64px]] || '''Animal personhood''' || Animals have rights as humans do. ||data-sort-value=3|High || Rancher || '''Animal connection:''' Strong&amp;lt;br&amp;gt;'''Slaughtering animals:''' Prohibited, Horrible, or Disapproved&amp;lt;br&amp;gt;'''Meat eating:''' Abhorrent, Horrible, or Disapproved || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Blindsight&amp;quot;&lt;br /&gt;
| [[File:Blindsight.png|64px]] || '''[[Blindsight]]''' || Only those who are blind can perceive true reality. ||data-sort-value=3|High || Darkness || '''Blind psysense:''' Strong &amp;lt;br&amp;gt;'''Blindness:''' Respected, Elevated, or Sublime || - || '''Blindness:''' Horrible&amp;lt;br&amp;gt;'''Lighting:''' Darklight preferred&amp;lt;br&amp;gt;'''Combat in darkness:''' preferred || [[Ideoligion#Medical specialist|Medical specialist]] || Blinding || - || - || Blindfold || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Cannibal&amp;quot;&lt;br /&gt;
| [[File:Cannibal.png|64px]] || '''Cannibal''' || We must consume human flesh. ||data-sort-value=3|High || - || '''Organ use:''' Acceptable &amp;lt;br&amp;gt;'''Cannibalism:''' Preferred, Required (strong), or Required (ravenous) &amp;lt;br&amp;gt;'''Execution:''' Don't care, Respected if guilty, or Required || - || '''Execution:''' Always horrible or Horrible if innocent || - || - || Cannibal feast || - || - || - || Cannibal || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Collectivist&amp;quot;&lt;br /&gt;
| [[File:Collectivist.png|64px]] || '''Collectivist''' || Each person is part of a greater whole. People should work to play their part and help the group. ||data-sort-value=1|Low || Individualist || '''Work drive:''' Tripled || Visage mask: Relaxed || '''Marriage name:''' Keep names || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Darkness&amp;quot;&lt;br /&gt;
| [[File:Darkness.png|64px]] || '''Darkness''' || Bright light burns and destroys! Darkness nourishes and creates. People ought to live in darkness. ||data-sort-value=3|High || Blindsight || '''Lighting:''' Darklight preferred&amp;lt;br&amp;gt;'''Combat in darkness:''' Preferred || - || - || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Female supremacy&amp;quot;&lt;br /&gt;
| [[File:Female supremacy.png|64px]] || '''Female supremacy''' || Women are the superior gender and should rule. ||data-sort-value=2|Medium || Male supremacy || - || Burka: Relaxed&amp;lt;br&amp;gt;Veil: Strong || - || - || - || - || - || - || - || Misogynist || - || -&lt;br /&gt;
|- id=&amp;quot;Flesh purity&amp;quot;&lt;br /&gt;
| [[File:Flesh purity.png|64px]] || '''Flesh purity''' || The human body should not be debased. ||data-sort-value=2|Medium || High life&amp;lt;br&amp;gt;Transhumanist || '''Drug use:''' Prohibited&amp;lt;br&amp;gt;'''Biosculpting:''' Despised&amp;lt;br&amp;gt;'''Body modification:''' Abhorrent&amp;lt;br&amp;gt;'''Scarification:''' Horrible || - || '''Body modification:''' Approved&amp;lt;br&amp;gt;'''Physical love:''' Free and approved || [[Ideoligion#Medical specialist|Medical specialist]] || - || Symbol burning || - || - || - || Body purist&amp;lt;br&amp;gt;Nudist || Body modder || -&lt;br /&gt;
|- id=&amp;quot;Guilty&amp;quot;&lt;br /&gt;
| [[File:Guilty.png|64px]] || '''Guilty''' || Our people carry guilt from ages past. Others are more worthy. ||data-sort-value=1|Low || Supremacist&amp;lt;br&amp;gt;Loyalist || '''Pain:''' Idealized &amp;lt;br&amp;gt; '''Charity:''' Essential, Important, or Worthwhile || - || '''Apostasy:''' Abhorrent, Horrible, and Guilty&amp;lt;br&amp;gt;'''Slavery:''' Honorable || - || - || Symbol burning || - || Torture crown || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;High life&amp;quot;&lt;br /&gt;
| [[File:High life.png|64px]] || '''High life''' || Exotic states of mind are central to a good life. ||data-sort-value=2|Medium || Flesh purity || '''Drug use:''' Essential || Flophat: Relaxed || '''Drug use:''' Prohibited, Medical only, or Medical/social only || [[Ideoligion#Plants specialist|Plants specialist]] || Smokeleaf circle || Smokeleaf circle || Autobong&amp;lt;br&amp;gt;Mindbend carpet || - || - || Chemical interest&amp;lt;br&amp;gt;Chemical fascination || - || -&lt;br /&gt;
|- id=&amp;quot;Human primacy&amp;quot;&lt;br /&gt;
| [[File:Human primacy.png|64px]] || '''Human primacy''' || Humans are the moral center of the universe. ||data-sort-value=2|Medium || Nature primacy || '''Bonding:''' Disapproved || - || '''Slaughtering animals:''' Prohibited, Horrible, and Disapproved&amp;lt;br&amp;gt;'''Killing innocent animals:''' Abhorrent, Horrible, and Disapproved&amp;lt;br&amp;gt;'''Meat eating:''' Abhorrent, Horrible, Disapproved, Mildly required, Seriously required, and Strictly required&amp;lt;br&amp;gt;'''Mining:''' Prohibited, Horrible, and Disapproved&amp;lt;br&amp;gt;'''Cutting trees:''' Prohibited, Horrible, and Disapproved || [[Ideoligion#Production specialist|Production specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Individualist&amp;quot;&lt;br /&gt;
| [[File:Individualist.png|64px]] || '''Individualist''' || Each person is a free individual with the right to their own ideas and decisions. Nobody should be made to conform. ||data-sort-value=1|Low || Collectivist&amp;lt;br&amp;gt;Supremacist || - || - || '''Slavery:''' Honorable || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Loyalist&amp;quot;&lt;br /&gt;
| [[File:Loyalist.png|64px]] || '''Loyalist''' || We stand for our own before others. ||data-sort-value=1|Low || Supremacist&amp;lt;br&amp;gt;Guilty || - || - || - || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Male supremacy&amp;quot;&lt;br /&gt;
| [[File:Male supremacy.png|64px]] || '''Male supremacy''' || Men are the superior gender and should rule. ||data-sort-value=2|Medium || Female supremacy || - || Burka: Relaxed&amp;lt;br&amp;gt;Veil: Strong || - || - || - || - || - || - || - || Misandrist || - || -&lt;br /&gt;
|- id=&amp;quot;Nature primacy&amp;quot;&lt;br /&gt;
| [[File:Nature primacy.png|64px]] || '''Nature primacy''' || Man is a stain on nature's perfection. ||data-sort-value=2|Medium || Human primacy || - || - || - || [[Ideoligion#Plants specialist|Plants specialist]] || || - || - || - || - || - || - || Animalist&lt;br /&gt;
|- id=&amp;quot;Nudism&amp;quot;&lt;br /&gt;
| [[File:Nudism.png|64px]] || '''Nudism''' || Clothing binds, controls, and suffocates us. We should all hang free. ||data-sort-value=3|High || - || '''Male clothing:''' Fully nude or Pants at most &amp;lt;br&amp;gt;'''Female clothing:''' Fully nude or Pants at most || - || - || - || - || Symbol burning || - || - || - || Nudist || - || -&lt;br /&gt;
|- id=&amp;quot;Pain is virtue&amp;quot;&lt;br /&gt;
| [[File:Pain is virtue.png|64px]] || '''Pain is virtue''' || Virtue is shown through suffering of self and others. ||data-sort-value=3|High || - || '''Pain:''' Idealized&amp;lt;br&amp;gt;'''Comfort:''' Ignored&amp;lt;br&amp;gt;'''Slab bed:''' Preferred || - || '''Charity:''' Essential, Important, and Worthwhile&amp;lt;br&amp;gt;'''Execution:''' Always abhorrent and Always horrible&amp;lt;br&amp;gt;'''Scarification:''' Horrible&amp;lt;br&amp;gt;'''Skullspike:''' Disapproved || - || Scarification || Symbol burning || Slab bed&amp;lt;br&amp;gt;Slab double bed || Torture crown || - || Ascetic&amp;lt;br&amp;gt;Tortured artist&amp;lt;br&amp;gt;Masochist || Wimp&amp;lt;br&amp;gt;Gourmand || Morbid&lt;br /&gt;
|- id=&amp;quot;Proselytizer&amp;quot;&lt;br /&gt;
| [[File:Proselytizer.png|64px]] || '''Proselytizer''' || It is our duty to spread our beliefs. ||data-sort-value=2|Medium || - || '''Proselytizing:''' Occasional, Sometimes, or Frequent || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Raider&amp;quot;&lt;br /&gt;
| [[File:Raider.png|64px]] || '''Raider''' || The strong should take from the weak. ||data-sort-value=2|Medium || - || '''Raiding:''' Respected or Required &amp;lt;br&amp;gt;'''Execution:''' Horrible if innocent, Don't care, Respected if guilty, or Required || - || '''Skullspike:''' Disapproved&amp;lt;br&amp;gt;'''Slavery:''' Abhorrent, Horrible, and Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]]|| - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Rancher&amp;quot;&lt;br /&gt;
| [[File:Rancher.png|64px]] || '''Rancher''' || Raising animals is the right way; raising plants to eat is not. ||data-sort-value=3|High || Animal personhood || '''Ranching:''' Central &amp;lt;br&amp;gt;'''Meat eating:''' Mildly required, Seriously required, or Strictly required || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Supremacist&amp;quot;&lt;br /&gt;
| [[File:Supremacist.png|64px]] || '''Supremacist''' || Our people should dominate all others. ||data-sort-value=1|Low || Individualist&amp;lt;br&amp;gt;Loyalist&amp;lt;br&amp;gt;Guilty || '''Slavery:''' Acceptable or Honorable &amp;lt;br&amp;gt; '''Execution:''' Required, Respected if guilty, or Don't care || - || '''Charity:''' Essential, Important and Worthwhile&amp;lt;br&amp;gt;'''Skullspike:''' Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot;&lt;br /&gt;
| [[File:Transhumanist.png|64px]] || '''Transhumanist''' || Human progress means merging with technology. ||data-sort-value=2|Medium || Flesh purity || '''Sleep accelerator:''' Preferred&amp;lt;br&amp;gt;'''Neural supercharge:''' Preferred&amp;lt;br&amp;gt;'''Biosculpting:''' Accelerated&amp;lt;br&amp;gt;'''Age reversal:''' Demanded&amp;lt;br&amp;gt;'''Eating nutrient paste:''' Don't mind&amp;lt;br&amp;gt;'''Body modification:''' Approved || Slicecap: Relaxed || '''Body modification:''' Abhorrent or Disapproved || [[Ideoligion#Research specialist|Research specialist]] || - || - || Hex carpet&amp;lt;br&amp;gt;Hex tile&amp;lt;br&amp;gt;Neural supercharger&amp;lt;br&amp;gt;Sleep accelerator || - || - || Body modder || Body purist || Techist&lt;br /&gt;
|- id=&amp;quot;Tree connection&amp;quot;&lt;br /&gt;
| [[File:Tree connection.png|64px]] || '''Tree connection''' || Trees are the essence of life, and we must be near them. ||data-sort-value=3|High || - || '''Trees:''' Desired || - || - || [[Ideoligion#Plants specialist|Plants specialist]] || - || - || - || - || Tree sowing || - || - || -&lt;br /&gt;
|- id=&amp;quot;Tunneler&amp;quot;&lt;br /&gt;
| [[File:Tunneler.png|64px]] || '''Tunneler''' || Humans ought to live underground, and enjoy the succulent fruit of the depths. ||data-sort-value=3|High || - || '''Fungus:''' Preferred&amp;lt;br&amp;gt;'''Insect meat:''' Loved&amp;lt;br&amp;gt;'''Small spaces:''' Don't care || - || '''Mining:''' Prohibited, Horrible, or Disapproved || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || Fungal gravel || - || Stonecutting || Undergrounder || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other Faction Customization ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Meme !! Civil outlander !! Rough outlander !! Gentle tribe !! Fierce tribe !! Savage tribe !! Cannibal tribe !! Nudist tribe !! Pirate gang !! Pirate cannibal gang !! Shattered Empire !! Ancient faction&lt;br /&gt;
|-&lt;br /&gt;
| Supremacist || [[file:checkoff.png]] || '''Required''' || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]] || [[file:checkon.png]] || '''Required''' || '''Required''' || [[file:checkoff.png]]* || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Loyalist || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Guilty || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Individualist || '''Required**''' || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Collectivist || '''Required**''' || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Transhumanist || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Flesh purity || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Raider || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || '''Required''' || '''Required''' || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Proselytizer || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| High life || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Nature primacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Human primacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Female supremacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Male supremacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Animal personhood || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Rancher || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Pain is virtue || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Darkness || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Tunneler || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Tree connection || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Nudism || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Blindsight || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || '''Required''' || [[file:checkon.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*Appears on faction's options but conflicts with required meme&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**Individualist OR Collectivist must be chosen&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Natural goodwill with other factions ===&lt;br /&gt;
&lt;br /&gt;
Additionally, Supremacist and Raider have -50 with everyone, Loyalist -10 with everyone, and Guilty +10 with everyone. There is a +10 bonus for having the same ideoligion.&lt;br /&gt;
&lt;br /&gt;
Modifiers stack, but each pair only applies once; for example Flesh purity + Cannibal vs Flesh purity + Cannibal give +10 for Flesh purity/Flesh purity, +10 for Cannibal/Cannibal, and +10 for Flesh purity/Cannibal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Individualist !! Collectivist !! Transhumanist !! Flesh purity !! Proselytizer !! High life !! Nature primacy !! Human primacy !! Female supremacy !! Male supremacy !! Animal personhood !! Rancher !! Pain is virtue !! Nudism !! Cannibal&lt;br /&gt;
|-&lt;br /&gt;
! Individualist&lt;br /&gt;
| +10 || -10 || || || -10 || || || || -10 || -10 || || || || || -10&lt;br /&gt;
|-&lt;br /&gt;
! Collectivist&lt;br /&gt;
| -10 || +10 || || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Transhumanist&lt;br /&gt;
| || || +10 || -20 || || || -20 || +10 || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Flesh purity&lt;br /&gt;
| || || -20 || +10 || || -30 || || +10 || || || || || || || +10&lt;br /&gt;
|-&lt;br /&gt;
! Proselytizer&lt;br /&gt;
| -10 || || || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! High life&lt;br /&gt;
| || || || -30 || || +10 || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Nature primacy&lt;br /&gt;
| || || -20 || || || || +10 || -30 || || || +10 || -30 || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Human primacy&lt;br /&gt;
| || || +10 || +10 || || || -30 || +10 || || || -10 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Female supremacy&lt;br /&gt;
| -10 || || || || || || || || +10 || -30 || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Male supremacy&lt;br /&gt;
| -10 || || || || || || || || -30 || +10 || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Animal personhood&lt;br /&gt;
| || || || || || || +10 || -10 || || || +10 || -10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Rancher&lt;br /&gt;
| || || || || || || -30 || || || || -10 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Pain is virtue&lt;br /&gt;
| || || || || || || || || || || || || +10 || || +10&lt;br /&gt;
|-&lt;br /&gt;
! Nudism&lt;br /&gt;
| || || || || || || || || || || || || || +10 ||&lt;br /&gt;
|-&lt;br /&gt;
! Cannibal&lt;br /&gt;
| -10 || || || +10 || || || || || || || || || +10 || || +10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Precepts==&lt;br /&gt;
Associated precepts have a chance to appear if a meme is present, but can still be removed if not required.&lt;br /&gt;
&lt;br /&gt;
Some precepts are available to all ideologies, some require at least one of the enabling memes, and some may be unavailable if certain memes are present.&lt;br /&gt;
&lt;br /&gt;
===Present in every ideoligion===&lt;br /&gt;
There are 19 issues (precept categories) that are present in every ideoligion and may not be removed. However, their level may be changed. They include &amp;quot;basic&amp;quot; precepts from the base game, used in &amp;quot;Play Classic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Issue !! Precept !! Description !! Requirement !! Associated !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blindness&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| [[File:Blindness.png|64px]] || rowspan=&amp;quot;4&amp;quot;| Blindness&lt;br /&gt;
| Horrible || Blinding people for ideoligious reasons is horrible. || Not [[#Blindsight|Blindsight]] || || Colonists gain Mood: Someone got blinded: -2 unless they have the Psychopath or Bloodlust traits&lt;br /&gt;
|-&lt;br /&gt;
| Respected || To be blind is a moral thing worthy of respect. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Colonists gain Moods: Blind (+5), Vision Blocked (+2), or Was Blinded (+3). They also gain a +20 Opinion bonus towards blind pawns, or a -8 Opinion malus to sighted pawns.&lt;br /&gt;
|-&lt;br /&gt;
| Elevated || The blind stand pure above the sighted. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Moods as Respected, but Blind increases to +10 and Was Blinded to +5. Half-Blind (+1) and Not Blind (-3) are added. Opinion bonus towards blind pawns increases to +35 and malus towards sighted pawns increases to -10. Opinion bonus towards half-blind pawns is added (+10).&lt;br /&gt;
|-&lt;br /&gt;
| Sublime || Only the blind can be truly noble, for the sighted find their minds clouded by physical vision. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Moods as Elevated, but Blind increases to +15, Was Blinded to +6. Half-Blind drops to -1, and Not Blind to -6. Opinion bonus towards blind pawns increases to +50 and malus towards sighted pawns increases to -30.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cannibalism&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | [[File:Cannibalism.png|64px]] || rowspan=&amp;quot;7&amp;quot; | Cannibalism&lt;br /&gt;
|Abhorrent || Eating human flesh is a deeply abhorrent and disgusting act. || || || -20 mood for eating human meat&amp;lt;br&amp;gt;-12 mood for butchering a human&amp;lt;br&amp;gt;-5 mood for a human butchered in the colony&amp;lt;br&amp;gt;-20 opinion for butchering a human&amp;lt;br&amp;gt;-10 opinion for eating human meat&amp;lt;br&amp;gt;-2, -4, -6, -8 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
|Horrible || Eating human flesh is a horrible thing to do. || || || -12 mood for eating human meat&amp;lt;br&amp;gt;-6 mood for butchering a human&amp;lt;br&amp;gt;-3 mood for a human butchered in the colony&amp;lt;br&amp;gt;-10 opinion for butchering a human&amp;lt;br&amp;gt;-5 opinion for eating human meat&amp;lt;br&amp;gt;-2, -3, -5, -6 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
|Disapproved || Eating human flesh is an ugly thing to do. || || [[#Pain is virtue|Pain is virtue]] || -5 mood for eating human meat&amp;lt;br&amp;gt;-3 mood for butchering a human&amp;lt;br&amp;gt;-1 mood for a human butchered in the colony&amp;lt;br&amp;gt;-5 opinion for butchering a human&amp;lt;br&amp;gt;-3 opinion for eating human meat&amp;lt;br&amp;gt;-1, -2, -3, -4 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
|Acceptable || Human meat is just meat, like any other. || || [[#Pain is virtue|Pain is virtue]] ||&lt;br /&gt;
|-&lt;br /&gt;
|Preferred || To consume human meat is a noble and necessary part of life. || || [[#Cannibal|Cannibal]] || +2 mood for eating human meat&amp;lt;br&amp;gt;-2 mood for not eating human meat for ? days&amp;lt;br&amp;gt;+1, +2, +3, +4 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
|Required (strong) || Consuming human flesh is important. It should be in every meal. || [[#Cannibal|Cannibal]] || [[#Cannibal|Cannibal]] || -2 mood for eating food without human meat&amp;lt;br&amp;gt;-3 opinion for eating food without human meat&amp;lt;br&amp;gt;+4 mood for eating human meat&amp;lt;br&amp;gt;-4 mood for not eating human meat for ? days&amp;lt;br&amp;gt;+2, +3, +5, +6 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
|Required (ravenous) || Man-flesh is morality. To eat a meal without it is unthinkable. || [[#Cannibal|Cannibal]] || [[#Cannibal|Cannibal]] || -4 mood for eating food without human meat&amp;lt;br&amp;gt;-5 opinion for eating food without human meat&amp;lt;br&amp;gt;+6 mood for eating human meat&amp;lt;br&amp;gt;-8 mood for not eating human meat for ? days&amp;lt;br&amp;gt;+2, +4, +6, +8 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Corpses&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Precept corpses.png|64px]] || rowspan=&amp;quot;2&amp;quot; | Corpses&lt;br /&gt;
| Ugly || The sight of a dead person is horrible. || || || -4 mood for seeing a human corpse&amp;lt;br&amp;gt;-6 mood for seeing a rotten human corpse&lt;br /&gt;
|-&lt;br /&gt;
| Don't care || The sight of a dead person is nothing to be concerned about. || [[#Pain is virtue|Pain is virtue]]&amp;lt;br&amp;gt;[[#Cannibal|Cannibal]]&amp;lt;br&amp;gt;[[#Supremacist|Supremacist]]&amp;lt;br&amp;gt;[[#Raider|Raider]] || [[#Pain is virtue|Pain is virtue]]&amp;lt;br&amp;gt;[[#Cannibal|Cannibal]]&amp;lt;br&amp;gt;[[#Raider|Raider]] || No saw corpse debuff. No saw rotting corpse debuff&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Diversity of thought&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | [[File:IdeoDiversity.png|64px]] || rowspan=&amp;quot;7&amp;quot; | Diversity of thought&lt;br /&gt;
|Intense bigotry || Other beliefs are evil deceptions ruining the world. It's totally unacceptable to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] || -3, -6, or -9 mood for having other ideologies in the colony&amp;lt;br&amp;gt;+3 for having all colonists of the same ideology&amp;lt;br&amp;gt;-25 opinion for different ideology&amp;lt;br&amp;gt;-5 mood for having a leader of a different ideoligion&amp;lt;br&amp;gt;-4 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br&amp;gt;+5 mood for matching style surroundings&amp;lt;br&amp;gt;-4 mood for mismatching style surroundings&amp;lt;br&amp;gt;-6 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
|Moderate bigotry || Other beliefs are immoral delusions which do real harm. It's bad to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] || -2, -4, or -6 mood for having other ideologies in the colony&amp;lt;br&amp;gt;+2 for having all colonists of the same ideology&amp;lt;br&amp;gt;-15 opinion for different ideology&amp;lt;br&amp;gt;-4 mood for having a leader of a different ideoligion&amp;lt;br&amp;gt;-2 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br&amp;gt;+4 mood for matching style surroundings&amp;lt;br&amp;gt;-3 mood for mismatching style surroundings&amp;lt;br&amp;gt;-4 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
|Mild bigotry || Other beliefs are clearly folly. It's not good to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] || -1, -2, or -3 mood for having other ideologies in the colony&amp;lt;br&amp;gt;+1 for having all colonists of the same ideology&amp;lt;br&amp;gt;-5 opinion for different ideology&amp;lt;br&amp;gt;-3 mood for having a leader of a different ideoligion&amp;lt;br&amp;gt;-1 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br&amp;gt;+3 mood for matching style surroundings&amp;lt;br&amp;gt;-2 mood for mismatching style surroundings&amp;lt;br&amp;gt;-3 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
|Neutral || Other beliefs are neither approved or disapproved. || || || -2 mood for having a leader of a different ideoligion&amp;lt;br&amp;gt;+2 mood for matching style surroundings&amp;lt;br&amp;gt;0 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
|Appreciated || Other beliefs are worth understanding. It's good to live with others who think differently. || || [[#Individualist|Individualist]] || +1, +2, or +3 mood for having other ideologies in the colony&amp;lt;br&amp;gt;0 mood for matching style surroundings&amp;lt;br&amp;gt;+2 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
|Highly appreciated || Other beliefs hold unique knowledge. It's great to live with others who think differently. || [[#Individualist|Individualist]] || [[#Individualist|Individualist]] || +2, +4, or +6 mood for having other ideologies in the colony&amp;lt;br&amp;gt;0 mood for matching style surroundings&amp;lt;br&amp;gt;+3 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
|Exalted || Working through disagreement is the height of morality. It's very moral to live with others who think differently. || [[#Individualist|Individualist]] || [[#Individualist|Individualist]] || +3, +6, or +9 mood for having other ideologies in the colony&amp;lt;br&amp;gt;0 mood for matching style surroundings&amp;lt;br&amp;gt;+4 mood for mismatching style surroundings&lt;br /&gt;
&lt;br /&gt;
|-  id=&amp;quot;Eating nutrient paste&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:EatingNutrientPaste.png|64px]] || rowspan=&amp;quot;2&amp;quot; | Eating Nutrient Paste&lt;br /&gt;
| Disgusting || Nutrient paste is disgusting. || || || -4 mood for eating nutrient paste&lt;br /&gt;
|-&lt;br /&gt;
| Don't mind || There's nothing wrong with a meal of efficient, healthy nutrient paste. || [[#Transhumanist|Transhumanist]] || [[#Transhumanist|Transhumanist]] || Nullifies mood penalty from eating nutrient paste. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | [[File:Execution.png|64px]] || rowspan=6 | Execution&lt;br /&gt;
| Always abhorrent || Executing a prisoner is an abhorrent evil under any circumstances. || Not [[#Pain is virtue|pain is virtue]] || [[#Individualist|Individualist]] || Pawns will not execute prisoners&amp;lt;br&amp;gt;-20 mood for 6 days for killing a prisoner&amp;lt;br&amp;gt;-3/-4/-6/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a colonist&amp;lt;br&amp;gt;-3/-4/-6/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a prisoner or guest&amp;lt;br&amp;gt;-7 mood for 6 days for non-execution prisoner death&amp;lt;br&amp;gt;-25 opinion for executing a prisoner&amp;lt;br&amp;gt;-25 opinion for killing a prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Always horrible || Executing a prisoner is a horrible thing under any circumstances. || Not [[#Pain is virtue|pain is virtue]]&amp;lt;br&amp;gt;Not [[#Cannibal|cannibal]] || [[#Individualist|Individualist]] || -15 mood for 6 days for killing or executing a prisoner&amp;lt;br&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a colonist&amp;lt;br&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a prisoner or guest&amp;lt;br&amp;gt;-5 mood for 6 days for non-execution guilty prisoner death&amp;lt;br&amp;gt;-15 opinion for executing a prisoner&amp;lt;br&amp;gt;-15 opinion for killing a prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible if innocent || Executing an innocent prisoner is a horrible thing. If the prisoner is guilty, it's acceptable. || Not [[#Cannibal|cannibal]] || || -15 mood for 6 days for killing or executing an innocent prisoner&amp;lt;br&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a colonist&amp;lt;br&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a prisoner or guest&amp;lt;br&amp;gt;-5 mood for 6 days for non-execution guilty prisoner death&amp;lt;br&amp;gt;-30 opinion for executing an innocent prisoner&amp;lt;br&amp;gt;-15 opinion for killing an innocent prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Don't care || Executing prisoners is acceptable, whether they are guilty or innocent. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Respected if guilty || Executing prisoners is acceptable. If the prisoner is guilty, it is cause for great happiness. || || [[#Pain is virtue|Pain is virtue]]&amp;lt;br&amp;gt;[[#Collectivist|Collectivist]] || +10 mood for 6 days for executing a guilty prisoner&amp;lt;br&amp;gt;+3 mood for 6 days for a guilty prisoner executed&amp;lt;br&amp;gt;+20 opinion for executing a guilty prisoner&lt;br /&gt;
|-&lt;br /&gt;
| Required || Prisoners must be executed on a regular basis. When they are, it is a happy occasion. || || [[#Supremacist|Supremacist]]&amp;lt;br&amp;gt;[[#Pain is virtue|Pain is virtue]] || +10 mood for 6 days for executing a prisoner&amp;lt;br&amp;gt;+10 mood for killing a prisoner&amp;lt;br&amp;gt;+3 mood for 2 days for prisoner or guest executed&amp;lt;br&amp;gt;-3 mood for no executions for ? days&amp;lt;br&amp;gt;+15 opinion for executing a prisoner&amp;lt;br&amp;gt;+15 opinion for killing a prisoner&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Fungus.png|64px]] || rowspan=&amp;quot;2&amp;quot; | Fungus&lt;br /&gt;
| Despised || That dark-grown fungus food is just disgusting || Not [[#Tunneler|Tunneler]] || || Ate fungus raw: -6&amp;lt;br&amp;gt;Ate fungus cooked: -3&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || Fungus is the right crop to eat. Crops of the light are poisoned by the air and sun. || [[#Tunneler|Tunneler]] || [[#Tunneler|Tunneler]] || Ate fungus: +3&amp;lt;br&amp;gt;Ate cooked fungus: +3&amp;lt;br&amp;gt;Ate non-fungus plant raw: -5&amp;lt;br&amp;gt;Ate non-fungus plant cooked: -3&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Insect meat&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:InsectMeat.png|64px]] || rowspan=&amp;quot;2&amp;quot; | Insect Meat&lt;br /&gt;
| Despised || Insect meat is disgusting to even look at, much less eat. Slimy! || || || -6 mood for eating insect meat&amp;lt;br&amp;gt;-3 mood for eating cooked insect meat&lt;br /&gt;
|-&lt;br /&gt;
| Loved || There is nothing more divine than the succulent, slimy flesh of an insect || || [[#Tunneler|Tunneler]] || Gives a +6 moodlet when pawns eat meals with insect meat as an ingredient, duration 1 day.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | [[File:MarriageName.png|64px]] || rowspan=&amp;quot;6&amp;quot; | Marriage Name &lt;br /&gt;
|Always Man's || Couples must share the man's name. || || [[#Male Supremacy|Male supremacy]] || Couples always take man's name&lt;br /&gt;
|-&lt;br /&gt;
|Usually Man's || Most couples share the man's name || || || As random, but 95% to not consider taking woman's name and 75% to not consider keeping names&lt;br /&gt;
|-&lt;br /&gt;
|Random || Couples randomly choose whether to share a name, and which name to share. || || || Couples randomly select between taking man's, woman's, or keeping names&lt;br /&gt;
|-&lt;br /&gt;
|Keep Names || Both partners keep their names upon marriage. || Not [[#Collectivist|Collectivist]] || || Couples always keep their names&lt;br /&gt;
|-&lt;br /&gt;
|Usually Woman's || Most couples share the woman's name || || || As random, but 95% to not consider taking man's name and 75% to not consider keeping names&lt;br /&gt;
|-&lt;br /&gt;
|Always Woman's || Couples must share the woman's name. || || [[#Female supremacy|Female supremacy]] || Couples always take woman's name&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[File:Nudity_Female.png|64px]] || rowspan=7 | Female Clothing&lt;br /&gt;
| Fully nude || Women must be entirely nude at all times. Utility items like shields belts or jump packs are acceptable. || || [[#Male supremacy|Male supremacy]]&amp;lt;br&amp;gt;[[#Nudism|Nudism]] || -4 mood when wearing any clothing and for 0.5 days after removing it&amp;lt;br&amp;gt;-5 opinion for wearing clothes&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || Women should cover their groin, but may not cover anything else. Utility items like shields belts or jump packs are acceptable. || || [[#Nudism|Nudism]] || -4 mood when wearing any clothing except pants and for 0.5 days after removing it&amp;lt;br&amp;gt;-4 mood for not covering groin&amp;lt;br&amp;gt;-5 opinion for wearing clothes other than pants&amp;lt;br&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| No rules || A woman may display or cover any part of her body. || || [[#Individualist|Individualist]] || &lt;br /&gt;
|-&lt;br /&gt;
| Pants || Women must cover their groin. The rest of the body may be covered, or not. || || || -4 mood for not covering groin&amp;lt;br&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| Pants and shirt || Women must cover their groin and chest. The rest of the body may be covered, or not. || || || -4 mood for not covering groin or chest&amp;lt;br&amp;gt;-10 opinion for uncovered groin or chest&lt;br /&gt;
|-&lt;br /&gt;
| Pants, shirt, and hat || Women must cover their entire body and hair. The face may be covered, or not. || || [[#Male supremacy|Male supremacy]] || -4 mood for not covering groin, chest, or hair&amp;lt;br&amp;gt;-10 opinion for uncovered groin, chest, or hair&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || Women must cover their entire body, including their hair and face. || || [[#Male supremacy|Male supremacy]] || -4 mood for not covering groin, chest, hair, or face&amp;lt;br&amp;gt;-10 opinion for uncovered groin, chest, hair, or face&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[File:Nudity_Male.png|64px]] || rowspan=7 | Male Clothing&lt;br /&gt;
| Fully nude || Men must be entirely nude at all times. Utility items like shields belts or jump packs are acceptable. || || [[#Female supremacy|Female supremacy]]&amp;lt;br&amp;gt;[[#Nudism|Nudism]] || -4 mood when wearing any clothing and for 0.5 days after removing it&amp;lt;br&amp;gt;-5 opinion for wearing clothes&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || Men should cover their groin, but may not cover anything else. Utility items like shields belts or jump packs are acceptable. || || [[#Nudism|Nudism]] || -4 mood when wearing any clothing except pants and for 0.5 days after removing it&amp;lt;br&amp;gt;-4 mood for not covering groin&amp;lt;br&amp;gt;-5 opinion for wearing clothes other than pants&amp;lt;br&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| No rules || A man may display or cover any part of his body. || || [[#Individualist|Individualist]] || &lt;br /&gt;
|-&lt;br /&gt;
| Pants || Men must cover their groin. The rest of the body may be covered, or not. || || || -4 mood for not covering groin&amp;lt;br&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| Pants and shirt || Men must cover their groin and chest. The rest of the body may be covered, or not. || || || -4 mood for not covering groin or chest&amp;lt;br&amp;gt;-10 opinion for uncovered groin or chest&lt;br /&gt;
|-&lt;br /&gt;
| Pants, shirt, and hat || Men must cover their entire body and hair. The face may be covered, or not. || || [[#Female supremacy|Female supremacy]] || -4 mood for not covering groin, chest, or hair&amp;lt;br&amp;gt;-10 opinion for uncovered groin, chest, or hair&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || Men must cover their entire body, including their hair and face. || || [[#Female supremacy|Female supremacy]] || -4 mood for not covering groin, chest, hair, or face&amp;lt;br&amp;gt;-10 opinion for uncovered groin, chest, hair, or face&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | [[File:OrganUse.png|64px]] || rowspan=4 | Organ use&lt;br /&gt;
| Totally abhorrent || Any harvesting, trading, or installing natural organs is an abhorrent evil. || || Flesh purity || -30 mood for harvesting someone's organ&amp;lt;br&amp;gt;-10 mood for organ harvested in the colony&amp;lt;br&amp;gt;-30 mood for trading an organ&amp;lt;br&amp;gt;-5 mood for organ traded in the colony&amp;lt;br&amp;gt;-30 mood for installing an organ&amp;lt;br&amp;gt;-4 mood for organ installed in the colony&amp;lt;br&amp;gt;-30 opinion for harvesting an organ&amp;lt;br&amp;gt;-30 opinion for trading an organ&amp;lt;br&amp;gt;-15 opinion for installing an organ&lt;br /&gt;
|-&lt;br /&gt;
| No harvest or sell || Harvesting organs is a horrible thing. Selling any natural organ is pretty bad too. However, it's okay to buy and install them. || || Flesh purity || -15 mood for harvesting someone's organ&amp;lt;br&amp;gt;-5 mood for organ harvested in the colony&amp;lt;br&amp;gt;-8 mood for selling an organ&amp;lt;br&amp;gt;-2 mood for organ sold in the colony&amp;lt;br&amp;gt;-20 opinion for harvesting an organ&amp;lt;br&amp;gt;-10 opinion for selling an organ&lt;br /&gt;
|-&lt;br /&gt;
| No harvest || Harvesting organs is a horrible thing. However, it's okay to buy, install, or sell them. || || Cannibal&amp;lt;br&amp;gt;Raider&amp;lt;br&amp;gt;Collectivist || -15 mood for harvesting someone's organ&amp;lt;br&amp;gt;-5 mood for organ harvested in the colony&amp;lt;br&amp;gt;-20 opinion for harvesting an organ&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || It's okay to harvest, buy, install, or sell organs. || || Cannibal&amp;lt;br&amp;gt;Raider&amp;lt;br&amp;gt;Collectivist ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | [[File:PhysicalLove.png|64px]] || rowspan=&amp;quot;7&amp;quot; | Physical Love&lt;br /&gt;
| Free || Physical intimacy is a natural part of life, with any partner, married or not. || || Individualist&lt;br /&gt;
|-&lt;br /&gt;
| Prohibited || The physical act of lust is always vile, disgusting, and wrong. || || [[#Flesh purity|Flesh purity]]&amp;lt;br&amp;gt;[[#Pain is virtue|Pain is virtue]] || Pawns will not share beds&amp;lt;br&amp;gt;-30 mood for 1 day for lovin'&amp;lt;br&amp;gt;-20 opinion for lovin'&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || The physical act of lust is vile, though within marriage it is necessary. || || [[#Flesh purity|Flesh purity]]&amp;lt;br&amp;gt;[[#Pain is virtue|Pain is virtue]] || Pawns will not share beds with non-spouses&amp;lt;br&amp;gt;-30 mood for 1 day for lovin' with non-spouse&amp;lt;br&amp;gt;-20 opinion for lovin' with non-spouse&amp;lt;br&amp;gt;-5 mood for 1 day for lovin' with spouse&amp;lt;br&amp;gt;-5 opinion for lovin' with spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (strict) || To make love with another outside of marriage is deeply immoral. || || || Pawns will not share beds with non-spouses&amp;lt;br&amp;gt;-30 mood for 1 day for lovin' with non-spouse&amp;lt;br&amp;gt;-20 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (moderate) || To make love with another outside of marriage is wrong. || || || Pawns will not share beds with non-spouses&amp;lt;br&amp;gt;-15 mood for 1 day for lovin' with non-spouse&amp;lt;br&amp;gt;-10 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (mild) || Though it's understandable to make love with another outside of marriage, it's not a good thing. || || || Pawns will not share beds with non-spouses&amp;lt;br&amp;gt;-5 mood for 1 day for lovin' with non-spouse&amp;lt;br&amp;gt;-5 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Free and approved || The physical act of love is a noble thing, no matter who does it with whom. || Not [[#Flesh purity|flesh purity]] || [[#Individualist|Individualist]] || +5 opinion for loving'&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Research&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot;| [[File:Research.png|64px]]|| rowspan=&amp;quot;7&amp;quot;| Research&lt;br /&gt;
| Not allowed || To research technology is an immoral act. It is not to be done. || || || Pawns are unwilling to research.&lt;br /&gt;
|-&lt;br /&gt;
| Extremely slow || Research isn't a worthwhile activity at all. Why try hard at it? || || || 0.25x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Very slow || Research work is unworthy of serious respect. Better not to be seen trying hard at it. || || || 0.50x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Slow || Research work just isn't particularly meaningful. Why try hard at it? || || || 0.75x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Normal || Research is a worthwhile form of work that the community needs. || || || 1.00x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Fast || Research is an especially virtuous activity. || || || 1.25x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Very fast || Research is among the most meaningful acts a person can perform. || || || 1.50x [[Research Speed]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;|[[File:Scarification.png|64px]] || rowspan=&amp;quot;4&amp;quot;|Scarification&lt;br /&gt;
| Extreme || Every person ought to bear the ritual scars - all over. || [[#Pain is virtue|Pain is virtue]] || || +6 mood for getting scarified&amp;lt;br&amp;gt;+3 mood for having 5 scars&amp;lt;br&amp;gt;-3 mood for having fewer than 5 scars&amp;lt;br&amp;gt;+10 opinion for having 5 scars&amp;lt;br&amp;gt;-5 opinion for having 1-4 scars&amp;lt;br&amp;gt;-10 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || Every person ought to bear the ritual scars - many of them. || [[#Pain is virtue|Pain is virtue]] || || +5 mood for getting scarified&amp;lt;br&amp;gt;+2 mood for having 3 scars&amp;lt;br&amp;gt;-2 mood for having fewer than 3 scars&amp;lt;br&amp;gt;+5 opinion for having 3 scars&amp;lt;br&amp;gt;-3 opinion for having 1-2 scars&amp;lt;br&amp;gt;-5 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Minor || Every person ought to bear a ritual scar. || [[#Pain is virtue|Pain is virtue]] || || +3 mood for getting scarified&amp;lt;br&amp;gt;+1 mood for having a scar&amp;lt;br&amp;gt;-1 mood for having no scars&amp;lt;br&amp;gt;+3 opinion for having a scar&amp;lt;br&amp;gt;-3 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Scarifying people for ideoligious reasons is horrible. || Not [[#Pain is virtue|Pain is virtue]] || || -2 mood for scarification ceremony in the colony&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skullspike&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Precept skullspike.png|64px]] ||  rowspan=&amp;quot;2&amp;quot; | Skullspike&lt;br /&gt;
| Desired || A skull on a spike symbolizes our superiority. || || [[#Pain is virtue|Pain is virtue]]&amp;lt;br&amp;gt;[[#Supremacist|Supremacist]]&amp;lt;br&amp;gt;[[#Raider|Raider]] || Adds a mood increase of +1 for 1-3 skullspikes, +2 for 4-8 skullspikes, and +3 for 9+ skullspikes. &lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Putting skulls on spikes is a barbaric practice. || Not [[#Pain is virtue|Pain is virtue]]&amp;lt;br&amp;gt;Not [[#Supremacist|Supremacist]]&amp;lt;br&amp;gt;Not [[#Raider|Raider]] || || Adds a mood malus of -1 for 1-3 skullspikes, -2 for 4-8 skullspikes, and -3 for 9+ skullspikes.  &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slavery&amp;quot;&lt;br /&gt;
| rowspan=5 | [[File:Slavery.png|64px]] || rowspan=5 | Slavery&lt;br /&gt;
| Abhorrent || Owning or trading human beings is deeply evil. || Not [[#Raider|raider]] || [[#Guilty|Guilty]]&amp;lt;br&amp;gt;[[#Individualist|Individualist]] || -3 mood per slave in the colony&amp;lt;br&amp;gt;Pawns will not sell pawns into slavery&amp;lt;br&amp;gt;Pawns will not enslave prisoners&amp;lt;br&amp;gt;-10 mood for 6 days for a pawn sold into slavery&amp;lt;br&amp;gt;-20 opinion for selling a pawn into slavery&amp;lt;br&amp;gt;-20 opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Owning or trading human beings is a horrible thing. || Not [[#Raider|raider]] || [[#Guilty|Guilty]]&amp;lt;br&amp;gt;[[#Individualist|Individualist]] || -2 mood per slave in the colony&amp;lt;br&amp;gt;-10 mood for 6 days for selling a pawn into slavery&amp;lt;br&amp;gt;-10 mood for 6 days for enslaving a prisoner&amp;lt;br&amp;gt;-3 mood for 6 days for a pawn sold into slavery&amp;lt;br&amp;gt;-3 mood for 6 days for a prisoner enslaved&amp;lt;br&amp;gt;-10 opinion for selling a pawn into slavery&amp;lt;br&amp;gt;-10 opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Slavery is part of life, though it is extremely distasteful. || Not [[#Raider|raider]] || [[#Guilty|Guilty]]&amp;lt;br&amp;gt;[[#Individualist|Individualist]] || -1 mood per slave in the colony&amp;lt;br&amp;gt;-5 mood for 6 days for selling a pawn into slavery&amp;lt;br&amp;gt;-5 mood for 6 days for enslaving a prisoner&amp;lt;br&amp;gt;-2 mood for 6 days for a pawn sold into slavery&amp;lt;br&amp;gt;-2 mood for 6 days for a prisoner enslaved&amp;lt;br&amp;gt;-5 opinion for selling a pawn into slavery&amp;lt;br&amp;gt;-5 opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || Slavery is a normal, unremarkable part of life. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Honorable || One who owns and trades slaves should be honored and respected. || Not [[#Guilty|guilty]]&amp;lt;br&amp;gt;Not [[#Individualist|individualist]] || [[#Supremacist|Supremacist]]&amp;lt;br&amp;gt;[[#Collectivist|Collectivist]]&amp;lt;br&amp;gt;[[#Pain is virtue|Pain is virtue]] || +1 mood per slave in the colony&amp;lt;br&amp;gt;-2 mood for no slaves in the colony&amp;lt;br&amp;gt;+4 mood for 6 days for selling a pawn into slavery&amp;lt;br&amp;gt;+4 mood for 6 days for enslaving a prisoner (unless they were enslaved before)&amp;lt;br&amp;gt;+2 mood for 6 days for a pawn sold into slavery&amp;lt;br&amp;gt;+2 mood for 6 days for a prisoner enslaved&amp;lt;br&amp;gt;+10 opinion for selling a pawn into slavery&amp;lt;br&amp;gt;+10 opinion for enslaving a pawn&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | [[File:SpouseCountFemale.png|64px]] || rowspan=5 | Women's spouses&lt;br /&gt;
| One only || Women may have one spouse only. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Two or fewer || Women may have up to two spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Three or fewer || Women may have up to three spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Four or fewer || Women may have up to four spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Unlimited || Women may have as many spouses as they like. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | [[File:SpouseCountMale.png|64px]] || rowspan=5 | Men's spouses&lt;br /&gt;
| One only || Men may have one spouse only. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Two or fewer || Men may have up to two spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Three or fewer || Men may have up to three spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Four or fewer || Men may have up to four spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Unlimited || Men may have as many spouses as they like. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Optional===&lt;br /&gt;
These precepts can be added through memes or by player choice.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Issue !! Precept !! Description !! Requirement !! Associated !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal slaughter&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| [[File:AnimalSlaughter.png|64px]] || rowspan=&amp;quot;3&amp;quot;| Slaughtering animals&lt;br /&gt;
| Prohibited || Slaughtering animals is absolutely prohibited. || || [[#Animal personhood|Animal personhood]] || '''Prohibitions:'''&amp;lt;br&amp;gt;Slaughter animal&amp;lt;br&amp;gt;'''Mood:'''&amp;lt;br&amp;gt;Someone slaughtered an animal: -4&amp;lt;br&amp;gt;'''Opinions:'''&amp;lt;br&amp;gt;Slaughtered animal: -10&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To slaughter an animal is a horrible thing. || || [[#Animal personhood|Animal personhood]] || '''Mood:'''&amp;lt;br&amp;gt;Slaughtered animal: -15&amp;lt;br&amp;gt;Someone slaughtered an animal: -2&amp;lt;br&amp;gt;'''Opinions:'''&amp;lt;br&amp;gt;Slaughtered animal: -5&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To slaughter an animal is an ugly thing. || || [[#Animal personhood|Animal personhood]] || '''Mood:'''&amp;lt;br&amp;gt;Slaughtered animal: -5&amp;lt;br&amp;gt;Someone slaughtered an animal: -1&amp;lt;br&amp;gt;'''Opinions:'''&amp;lt;br&amp;gt;Slaughtered animal: -3&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Apostasy&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| [[File:Apostasy.png|64px]] || rowspan=&amp;quot;3&amp;quot;| Apostasy&lt;br /&gt;
| Abhorrent || To leave our ideoligion after having known it is the depth of immorality. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br&amp;gt;Changed ideoligion: -30&amp;lt;br&amp;gt;Apostate: -10&amp;lt;br&amp;gt;[[Global certainty loss factor]]: x40%&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To leave our ideoligion after having known it indicates deep moral flaws. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br&amp;gt;Changed ideoligion: -15&amp;lt;br&amp;gt;Apostate: -5&amp;lt;br&amp;gt;[[Global certainty loss factor]]: x60%&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To leave our ideoligion after having known it indicates character flaws. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br&amp;gt;Changed ideoligion: -8&amp;lt;br&amp;gt;Apostate: -3&amp;lt;br&amp;gt;[[Global certainty loss factor]]: x80%&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Autonomous weapons&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| [[File:AutonomousWeapons.png|64px]] || rowspan=&amp;quot;3&amp;quot;| Autonomous weapons&lt;br /&gt;
| Prohibited || Allowing a machine to decide to kill is an absolutely inhuman thing to do. || || [[#Nature primacy|Nature primacy]] || Cannot build Turrets&amp;lt;br&amp;gt;Colonists gain Mood: Automated Turret in Colony: -12&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Allowing a machine to decide to kill is a terrible thing. || || [[#Nature primacy|Nature primacy]] || Colonists gain Mood: Automated Turret in Colony: -8&lt;br /&gt;
|- &lt;br /&gt;
| Disapproved || Allowing a machine to decide to kill is an ugly thing. || || [[#Nature primacy|Nature primacy]] || Colonists gain Mood: Automated Turret in Colony: -4&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Body modification&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| [[File:BodyModifications.png|64px]] || rowspan=&amp;quot;3&amp;quot;| Body modification&lt;br /&gt;
| Abhorrent || To modify the natural human body is a flagrant violation of clear moral laws. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || Colonists gain a -30 mood penalty for a prosthetic, or -18 for an artificial part. They also have a -80 opinion malus towards any pawn with a prosthetic or artificial part. These do not apply if the pawn is not a Body Modder.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To modify the natural human body is an ugly, dirty act. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || As Abhorrent, but mood penalties are reduced to -5 and -4 respectively. Opinion maluses are reduced to -10. These do not apply if the pawn is not a Body Modder.&lt;br /&gt;
|-&lt;br /&gt;
| Approved || Humans should strive to reach our full potential by improving our flawed natural bodies. || Not [[#Flesh purity|Flesh purity]] || [[#Transhumanist|Transhumanist]] || +1/+1/+2/+2/+3 mood for 1/2/3/4/5+ artificial parts (bonus disabled for Body Modder)&amp;lt;br&amp;gt;-3 mood for zero artificial parts if expectations ≥ Moderate (penalty disabled for Body Purist)&amp;lt;br&amp;gt;-3 opinion for zero artificial parts if expectations ≥ Moderate (disabled for Body Purist)&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Charity&amp;quot;&lt;br /&gt;
| rowspan=3|[[File:Charity.png|64px]] || rowspan=3|Charity&lt;br /&gt;
| Essential || We must always be charitable to those in need. To refuse one would be an inhuman act, no matter the circumstances. || Not [[#Supremacist|supremacist]]&amp;lt;br&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || -8 mood for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;&amp;gt;Charity quest is one marked as such in the quest log, and includes: beggars, relic pilgrims, joining wanderer, crashing shuttle, pod crash refugee, refugees, chased noble, and joining wanderer in danger&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;-12 mood for attacking beggars or pilgrims&amp;lt;br&amp;gt;+4 mood for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Important || It's important to be charitable to those in need. Refusing to help is a terrible act. || Not [[#Supremacist|supremacist]]&amp;lt;br&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || -4 mood for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;-8 mood for attacking beggars or pilgrims&amp;lt;br&amp;gt;+2 mood for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Worthwhile || Helping those in need is a good thing. It makes the community stronger. || Not [[#Supremacist|supremacist]]&amp;lt;br&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || -2 mood for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;-6 mood for attacking beggars or pilgrims&amp;lt;br&amp;gt;+1 mood for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Drug use&amp;quot;&lt;br /&gt;
| rowspan=4|[[File:DrugUse.png|64px]] || rowspan=4|Drug use &lt;br /&gt;
| Prohibited || The body should absolutely not be poisoned by chemicals. The only exception is the use of medicine in direct medical care. || Not [[#High life|high life]] || [[#Flesh purity|Flesh purity]]&amp;lt;br&amp;gt;[[#Collectivist|Collectivist]] || -15 mood for 3 days for using a drug&amp;lt;br&amp;gt;-15 mood for 3 days for administering a drug&amp;lt;br&amp;gt;-3 opinion for 5 days for using a drug&amp;lt;br&amp;gt;-3 opinion for 5 days for administering a drug&amp;lt;br&amp;gt;Pawns are unwilling to take drugs&amp;lt;br&amp;gt;Pawns are unwilling to administer drugs&lt;br /&gt;
|- &lt;br /&gt;
| Medical only || Poisoning the body for recreational purposes is a deeply immoral act. || Not [[#High life|high life]] || [[#Collectivist|Collectivist]] || -15 mood for 3 days for using a recreational drug&amp;lt;br&amp;gt;-15 mood for 3 days for administering a recreational drug&amp;lt;br&amp;gt;-5 opinion for 5 days for using a recreational drug&amp;lt;br&amp;gt;-5 opinion for 5 days for administering a recreational drug&amp;lt;br&amp;gt;Pawns are unwilling to take recreational drugs&amp;lt;br&amp;gt;Pawns are unwilling to administer recreational drugs&lt;br /&gt;
|- &lt;br /&gt;
| Medical or social only || A drink with a smoke is fine, especially with friends, but poisoning the body with powerful chemicals is wrong. || Not [[#High life|high life]] || [[#Collectivist|Collectivist]] || -15 mood for 3 days for using a hard drug&amp;lt;br&amp;gt;-15 mood for 3 days for administering a hard drug&amp;lt;br&amp;gt;-8 opinion for 5 days for using a hard drug&amp;lt;br&amp;gt;-8 opinion for 5 days for administering a hard drug&amp;lt;br&amp;gt;Pawns are unwilling to take hard drugs&amp;lt;br&amp;gt;Pawns are unwilling to administer hard drugs&lt;br /&gt;
|-&lt;br /&gt;
| Essential || Exotic states of mind are central to a good life. || [[#High life|High life]] || [[#High life|High life]] || x1.5 drug plant harvest yeild&amp;lt;br&amp;gt;x1.5 drug synthesis speed&amp;lt;br&amp;gt;+10% drug sell price&amp;lt;br&amp;gt;+3 mood for having taken a drug within 0.75 days&amp;lt;br&amp;gt; Linearly increasing mood penalty for not having taken drugs recently, starting at -1 after 2 days, up to -10 mood after 11 days.&lt;br /&gt;
|- id=&amp;quot;Combat in darkness&amp;quot;&lt;br /&gt;
| [[File:DarknessCombat.png|64px]] || Combat in darkness || Preferred || We fight better in the dark. || Not [[#Blindsight|blindsight]] || [[#Darkness|Darkness]] || Shooting accuracy +25% in the dark, -20% in the light&amp;lt;br&amp;gt;Melee hit chance +10% in the dark, -10% in the light&amp;lt;br&amp;gt;Melee dodge chance +10% in the dark, -10% in the light&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cutting trees&amp;quot;&lt;br /&gt;
| rowspan=3 | [[File:Precept tree cutting.png|64px]] || rowspan=3 | Cutting trees &lt;br /&gt;
| Prohibited || To violate the forest by cutting down a tree is a deeply abhorrent act and should never be done. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br&amp;gt;Pawns will not cut trees&amp;lt;br&amp;gt;-4 mood for 3 days for a tree cut&amp;lt;br&amp;gt;-4 mood for 3 days for an uprooted tree dying&amp;lt;br&amp;gt;-10 opinion for cutting a tree&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To cut down a tree is a horrible act. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br&amp;gt;-10 mood for 3 days for cutting a tree&amp;lt;br&amp;gt;-2 mood for 3 days for a tree cut&amp;lt;br&amp;gt;-2 mood for 3 days for an uprooted tree dying&amp;lt;br&amp;gt;-5 opinion for cutting a tree&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To cut down a tree is a distasteful thing to do. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br&amp;gt;-5 mood for 3 days for cutting a tree&amp;lt;br&amp;gt;-1 mood for 3 days for a tree cut&amp;lt;br&amp;gt;-1 mood for 3 days for an uprooted tree dying&amp;lt;br&amp;gt;-3 opinion for cutting a tree&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Killing innocent animals&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |  || rowspan=&amp;quot;3&amp;quot; | Killing innocent animals&lt;br /&gt;
| Abhorrent || To kill an innocent animal is a horrifically inhuman act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br&amp;gt;Pawns will not attack innocent animals&amp;lt;br&amp;gt;-4 mood for 6 days if innocent animal is killed&amp;lt;br&amp;gt;-15 opinion for killing innocent animal&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To kill an innocent animal is a horrible act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br&amp;gt;-15 mood for killing an innocent animal&amp;lt;br&amp;gt;-2 mood for 6 days if innocent animal is killed&amp;lt;br&amp;gt;-10 opinion for killing innocent animal&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To kill an innocent animal is an ugly act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br&amp;gt;-5 mood for killing an innocent animal&amp;lt;br&amp;gt;-1 mood for 6 days if innocent animal is killed&amp;lt;br&amp;gt;-5 opinion for killing innocent animal&lt;br /&gt;
&lt;br /&gt;
|-id=&amp;quot;Lighting&amp;quot;&lt;br /&gt;
| [[File:Lighting.png|64px]] || Lighting || Darklight preferred || Normal lights are too bright. Darklights are better. || Not [[#Blindsight|blindsight]] || [[#Darkness|Darkness]] || +4 mood in the darkness&amp;lt;br&amp;gt;-4 mood in dim light&amp;lt;br&amp;gt;-8 mood in bright light. &amp;lt;br&amp;gt;Disables low-[[light]] [[move speed]] penalties &amp;lt;br&amp;gt; Disables low-[[light]] [[global work speed]] penalties &lt;br /&gt;
&lt;br /&gt;
|-id=&amp;quot;Meat eating&amp;quot;&lt;br /&gt;
| rowspan=6 | [[File:MeatEating.png|64px]] || rowspan=6 | Meat eating&lt;br /&gt;
| Abhorrent || Eating meat of any kind is deeply evil. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br&amp;gt;-24 mood for 1 day for eating meat&amp;lt;br&amp;gt;-15 opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Eating meat of any kind is a horrible act. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br&amp;gt;-12 mood for 1 day for eating meat&amp;lt;br&amp;gt;-10 opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Eating meat of any kind should be avoided. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br&amp;gt;-4 mood for 1 day for eating meat&amp;lt;br&amp;gt;-5 opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Mildly required || Every meal ought to have meat. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br&amp;gt;-4 mood for 1 day for eating food without meat&amp;lt;br&amp;gt;-5 opinion for eating food without meat&lt;br /&gt;
|-&lt;br /&gt;
| Seriously required || Every meal must have meat. Eggs, milk, and processed food are okay as well. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br&amp;gt;-10 mood for 1 day for eating food without meat&amp;lt;br&amp;gt;-10 opinion for eating food without meat&lt;br /&gt;
|-&lt;br /&gt;
| Strictly required || If a meal doesn't have meat, the person who eats it must be morally deficient. Eggs, milk, and processed foods are fine. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br&amp;gt;-16 mood for 1 day for eating food without meat&amp;lt;br&amp;gt;-15 opinion for eating food without meat&lt;br /&gt;
&lt;br /&gt;
|-id=&amp;quot;Mining&amp;quot;&lt;br /&gt;
| rowspan=3 | [[File:Mining.png|64px]] || rowspan=3 | Mining&lt;br /&gt;
| Prohibited || Raping the natural earth with mining tools is a horrifically evil act. || Not [[#Human primacy|human primacy]]&amp;lt;br&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br&amp;gt;Pawns will not mine&amp;lt;br&amp;gt;-40 mood for 2 days for destroying a natural wall&amp;lt;br&amp;gt;-4 mood for 2 days for a block mined a colony&amp;lt;br&amp;gt;-15 opinion for mining a block&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Violating the natural earth with mining tools is a horrible act. || Not [[#Human primacy|human primacy]]&amp;lt;br&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br&amp;gt;-20 mood for 2 days for mining a block&amp;lt;br&amp;gt;-20 mood for 2 days for destroying a natural wall&amp;lt;br&amp;gt;-2 mood for 2 days for a natural wall destroyed a colony&amp;lt;br&amp;gt;-10 opinion for destroying a natural wall&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Mining into the natural earth is an ugly act. || Not [[#Human primacy|human primacy]]&amp;lt;br&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br&amp;gt;-3 mood for 2 days for mining a block&amp;lt;br&amp;gt;-3 mood for 2 days for destroying a natural wall&amp;lt;br&amp;gt;-1 mood for 2 days for a natural wall destroyed a colony&amp;lt;br&amp;gt;-5 opinion for destroying a natural wall&lt;br /&gt;
&lt;br /&gt;
|-id=&amp;quot;Raiding&amp;quot;&lt;br /&gt;
| rowspan=2 | [[File:Raiding.png|64px]]|| rowspan=2 | Raiding&lt;br /&gt;
| Respected || We don't work like common laborers, we take from the weak as the strong should. Failing to do so is a mark of shame. || || || Global work speed -8%&amp;lt;br&amp;gt;+3 mood for 5 days for participating in a raid&amp;lt;br&amp;gt;+6 mood for a raid less than ? days ago&amp;lt;br&amp;gt;-6 mood for a raid more than ? days ago&lt;br /&gt;
|-&lt;br /&gt;
| Required || We don't work like common laborers, we take from the weak as the strong should. Failing to do so is a tremendous shame. || || || Global work speed -16%&amp;lt;br&amp;gt;+6 mood for 5 days for participating in a raid&amp;lt;br&amp;gt;+12 mood for a raid less than ? days ago&amp;lt;br&amp;gt;-12 mood for a raid more than ? days ago&lt;br /&gt;
&lt;br /&gt;
|-id=&amp;quot;Trees&amp;quot;&lt;br /&gt;
| [[File:Trees.png|64px]]|| Trees || Desired || It's essential to live surrounded by beautiful trees. || || [[#Tree Connection|Tree connection]] || Gives a thought, scaling from -5 to +9 for having (or not having) many trees on the map&amp;lt;br&amp;gt;Gives a thought, scaling from 0 to -20 for the number of trees chopped in the last quadrum&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references group=&amp;quot;Optional precepts&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Meme-specific===&lt;br /&gt;
These issues and their precepts can only be added by having a specific meme, and cannot be removed as long as the meme is present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Issue !! Precept !! Description !! Meme !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Age reversal&amp;quot;&lt;br /&gt;
| [[File:AgeReversal.png|64px]]|| Age reversal || Demanded || Why get old? One must have a once-yearly age reversal treatment in the biosculpter pod. || [[#Transhumanist|Transhumanist]] || -4/-7/-10 mood if pawn over biological age of 25 didn't have age reversal in the last year and expectations are at least high&amp;lt;br&amp;gt;+3 mood for 4 days after age reversal&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal connection&amp;quot;&lt;br /&gt;
| [[File:Precept animal connection.png|64px]] || Animal connection&lt;br /&gt;
| Strong || We have a strong connection to our animal friends || [[#Animal personhood|Animal personhood]] ||&lt;br /&gt;
* 2x [[Tame Animal Chance]]&lt;br /&gt;
* 2x Animal Bonding Chance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Biosculpting&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| [[File:Precept biosculpting.png|64px]]  || rowspan=&amp;quot;2&amp;quot;| Biosculpting&lt;br /&gt;
| Accelerated || All biosculpting cycles take half the usual time. || [[#Transhumanist|Transhumanist]] || All biosculpting cycles take half the usual time.&lt;br /&gt;
|-&lt;br /&gt;
| Despised || Biosculpter pods violate the purity human flesh and should never be used. || [[#Flesh purity|Flesh purity]] || -8 mood for 12 days for using biosculpter pod&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BlindPsysense.png|64px]] ||  Blind psysense || Strong|| Our blind have special ways of connecting with the psychic aether || [[#Blindsight|Blindsight]] || Boosts Psychic Sensitivity by 30% for blind pawns. &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bonding&amp;quot;&lt;br /&gt;
| [[File:Bonding.png|64px]]|| Bonding || Disapproved || To emotionally bond with a lower being is a shameful act || [[#Human primacy|Human primacy]] || Appears to disable bonding event for pawns with ideology.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Comfort&amp;quot;&lt;br /&gt;
| [[File:Comfort.png|64px]] || Comfort || Ignored || We should pay no attention to comfort || [[#Pain is virtue|Pain Is Virtue]] || Disables comfort need, and comfort-related thoughts, both positive and negative&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Eclipse&amp;quot;&lt;br /&gt;
| [[File:Precept Eclipse.png|64px]] || Eclipse || Beautiful || Eclipses are a beautiful respite from the blinding sunlight. || [[#Darkness|Darkness]]&amp;lt;br&amp;gt;''unless'' [[#Blindsight|blindsight]] || +5 mood for seeing an eclipse&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:GauranlenConnection.png|64px]] || Gauranlen connection || Strong || We have a special connection with the Gauranlen trees. The trees refocus production easily under our influence, and we are not satisfied unless we have that connection. || [[#Tree Connection|Tree connection]] || +25% pruning speed&amp;lt;br&amp;gt;+3 mood for Gauranlen tree connection&amp;lt;br&amp;gt;0/-1/-2/-4/-6 mood at very low/low/moderate/high/sky high expectations without Gauranlen tree connection&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MiningYield.png|64px]]|| Mining yield || High || Mining is so important that we do it with great focus and respect, and we get more resources because of that. || Tunneler || +10% mining yield&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:NeuralSupercharger.png|64px]] || Neural supercharger || Preferred || Having a neural supercharge is the new standard. Without it, you're obsolete. || [[#Transhumanist|Transhumanist]] || -6 mood if expectations are at least moderate and haven't had [[Neural supercharger|neural supercharge]] in 2? days&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Pain.png|64px]]|| Pain || Idealized || To experience nerve-singing pain is a mark of morality. || [[#Pain is virtue|Pain is virtue]]&amp;lt;br&amp;gt;[[#Guilty|Guilty]] || +3/5/7/9 mood for minor/serious/intense/mind-shattering pain&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | [[File:Proselytizing.png|64px]] || rowspan=3 | Proselytizing&lt;br /&gt;
| Occasional || Those who know the truth should try to bring it to others, when it seems appropriate. || [[#Proselytizer|Proselytizer]] || x3 conversion attempt frequency&lt;br /&gt;
|-&lt;br /&gt;
| Sometimes || Those who know the truth should bring it to others at every opportunity. || [[#Proselytizer|Proselytizer]] || x5 conversion attempt frequency&lt;br /&gt;
|-&lt;br /&gt;
| Frequent || Those who know the truth have a duty to always spread it and drive out other beliefs. || [[#Proselytizer|Proselytizer]] || x7 conversion attempt frequency&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ranching.png|64px]]|| Ranching || Central || We must raise and consume many large animals, and we must not eat plants. || [[#Rancher|Rancher]] || Sets plant work speed to 90%, Tame Chance to 120%, Animal Gathering Yield to 120%, Butchery Efficiency to 120%, and Animal Learning Factor to 200%. Gives a 10% improvement to selling prices for animal products. Grants a -3 to +3 moodlet based upon animal population (more animals are  better), a -4 moodlet for sowing “human food plants,” and a -3 moodlet if the colony fails to slaughter animals regularly. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RoughLiving.png|64px]]|| Rough living &lt;br /&gt;
| Welcomed || We don't need to separate ourselves from the roughness of nature. || [[#Tree connection|Tree connection]]&amp;lt;br&amp;gt;[[#Pain is virtue|Pain Is Virtue]] || Nullifies: &lt;br /&gt;
* &amp;quot;Ate without table -3&amp;quot;&lt;br /&gt;
* &amp;quot;Slept outside -4&amp;quot; &lt;br /&gt;
* &amp;quot;Slept on ground -4&amp;quot; &lt;br /&gt;
* &amp;quot;Soaking wet -3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slab bed&amp;quot;&lt;br /&gt;
| [[File:Preept Slab Bed.png|64px]] || Slab bed || Preferred || The right way to sleep is on a slab bed. || [[#Pain is virtue|Pain is virtue]] || Makes colonists prefer slab beds, and gives a +2 thought when they sleep in slab beds. &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleep accelerator&amp;quot;&lt;br /&gt;
| [[File:Precept sleep accelerator.png|64px]] || Sleep accelerator || Preferred || One should always use a sleep accelerator. Slow-sleeping is just foolishly wasting your potential. || [[#Transhumanist|Transhumanist]] || +3 mood for 1 day when using [[sleep accelerator]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Small spaces&amp;quot;&lt;br /&gt;
| [[File:SmallSpaces.png|64px]] || Small spaces || Don't care || There's nothing bothersome about being in tight quarters. || [[#Tunneler|Tunneler]] || Disables negative thoughts about small spaces. Positive thoughts about spacious areas are unaffected.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Temperature&amp;quot;&lt;br /&gt;
| [[File:Precept temperature.png|64px]] || Temperature || Tough || Extreme temperatures don't bother us as much. || [[#Tree connection|Tree connection]]&amp;lt;br&amp;gt;[[#Pain is virtue|Pain is virtue]] || Nullifies: &lt;br /&gt;
* &amp;quot;Slept in the cold -4&amp;quot; &lt;br /&gt;
* &amp;quot;Slept in the heat -4&amp;quot; &lt;br /&gt;
Note: It doesn't appear to affect comfortable temperatures or the related [[hypothermia]]/[[heatstroke]] tolerances. It is only referenced for the above moodlets&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Work drive&amp;quot;&lt;br /&gt;
| [[File:Precept work drive.png|64px]] || Work drive || Tripled ||The duration of the leader's work drive ability is tripled. || [[#Collectivist|Collectivist]] || 3x Work Drive Duration (from 3 days to 9 days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Roles==&lt;br /&gt;
{{Move|destination=Roles|reason=Keep table as it is, link from here to separate page for proper analysis and summary like [[Persona weapon]]. See talk page to discuss &amp;amp; leave opinion}}&lt;br /&gt;
{{Stub|section=1|reason=Needs mechanical detail beyond just what the stats are and the tables cover}}&lt;br /&gt;
===General info===&lt;br /&gt;
Some factors are consistent across all roles.&lt;br /&gt;
&lt;br /&gt;
Roles can have assigned equipment that they will demand when they have the role - they get a -? Mood debuff without it and a +? mood buff with it. &lt;br /&gt;
&lt;br /&gt;
All roles lose Certainty at 50% the normal rate. &lt;br /&gt;
&lt;br /&gt;
Only New Tribe colonies can select the [[War mask]] and [[Tribal headdress]] as options, while only New Arrivals colonies can select the [[Slicecap]] and [[Beret]] {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
[[File:Leader.png|left]]&lt;br /&gt;
A leader who holds the group together and represents your faction in diplomatic interactions.&lt;br /&gt;
&lt;br /&gt;
Will always be restricted to any [[Ideoligion#Supreme gender|Supreme gender]] selected.&lt;br /&gt;
{{clear}}&lt;br /&gt;
Leader abilities share a cooldown of {{ticks|600000}} or 10 in-game [[Time|days]].&lt;br /&gt;
&lt;br /&gt;
Leaders receive a flat +2% to [[Trade Price Improvement]] when they act as [[trade]]rs.&lt;br /&gt;
&lt;br /&gt;
Leaders can select between these apparels as assigned equipment:&lt;br /&gt;
* [[Headwrap]]&lt;br /&gt;
* [[Broadwrap]]&lt;br /&gt;
* [[War mask]]&lt;br /&gt;
* [[Slicecap]]&lt;br /&gt;
* [[Visage mask]]&lt;br /&gt;
* [[Authority cap]]&lt;br /&gt;
* [[Cowboy hat]]&lt;br /&gt;
* [[Tribal headdress]]&lt;br /&gt;
* [[Beret]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ability Image !! Ability !! Ability Desc || Ability Effect&lt;br /&gt;
|- id=&amp;quot;Leader speech&amp;quot;&lt;br /&gt;
| [[File:LeaderSpeech.png|64px]] || Leader Speech || A rousing speech intended to improve morale. Colonists will gather, and the leader will speak for a few hours. If all goes well, listeners will feel inspired, and gain respect for the leader. If it goes poorly, the speech will do social damage. || ?&lt;br /&gt;
|- id=&amp;quot;Work drive ability&amp;quot;&lt;br /&gt;
| [[File:WorkDrive.png|64px]] || Work Drive || Call on a person to work harder for some time. || ''The sense of being called upon by a leader to work harder.''&lt;br /&gt;
* [[Global Work Speed]] +50%&lt;br /&gt;
|- id=&amp;quot;Combat command&amp;quot;&lt;br /&gt;
| [[File:CombatCommand.png|64px]] || Combat Command || Create an aura that boosts the combat skills of everyone nearby. The effect lasts 24 hours and remains attached to the leader for the duration. || ''Combat abilities are boosted thanks to being near someone who is using the combat command ability.''&lt;br /&gt;
* [[Shooting Accuracy]] +3&lt;br /&gt;
* [[Melee Hit Chance]] +3&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|- id=&amp;quot;Trial&amp;quot;&lt;br /&gt;
| [[File:Trial.png|64px]] || Trial || A trial over some heinous accusation. The initiator will accuse someone of terrible wrongdoing and gather people for a trial. Spectators will listen as the accuser and accused argue back and forth, then decide if the accusation is true. If the accused is convicted, you can freely banish, arrest or execute them and nobody will mind. The chance of a conviction depends on the social abilities of the accused and accuser, and the number of spectators.|| If successful, you are allowed to execute, banish, or arrest a person without social consequences.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Moral Guides===&lt;br /&gt;
[[File:MoralGuide.png|left]]&lt;br /&gt;
A moral/spiritual leader who heads rituals and personally counsels believers&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
Moral Guide abilities share a cooldown of {{ticks|180000}} or 3 in-game [[Time|days]].&lt;br /&gt;
&lt;br /&gt;
Moral Guides can select between these apparels as assigned equipment:&lt;br /&gt;
* [[Cape]]&lt;br /&gt;
* [[Veil]]&lt;br /&gt;
* [[Hood]]&lt;br /&gt;
* [[Headwrap]]&lt;br /&gt;
* [[Broadwrap]]&lt;br /&gt;
* [[Burka]]&lt;br /&gt;
* [[Tribal headdress]], only for tribal factions&lt;br /&gt;
* [[War mask]], only for tribal factions&lt;br /&gt;
* [[Slicecap]], requires Transhumanist meme&lt;br /&gt;
* [[Visage mask]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ability Image !! Ability !! Ability Desc || Ability Effect&lt;br /&gt;
|- id=&amp;quot;Convert&amp;quot;&lt;br /&gt;
| [[File:Convert.png|64px]] || Convert || Attempt to convert someone to the speaker's ideoligion. This will reduce the target's certainty in their own beliefs. The certainty reduction depends on the speaker's negotiation ability. || ?&lt;br /&gt;
|- id=&amp;quot;Counsel&amp;quot;&lt;br /&gt;
| [[File:Counsel.png|64px]] || Counsel || Offer counsel to a person to cancel the effects of a sad memory. The chance of success depends on the speaker's social skills and their relationship with the listener. || ?&lt;br /&gt;
|- id=&amp;quot;Reassure&amp;quot;&lt;br /&gt;
| [[File:Reassure.png|64px]] || Reassure || Increase someone's certainty in their own beliefs. The regained certainty is based on the speaker's negotiation ability. || ?&lt;br /&gt;
|- id=&amp;quot;Conversion ritual&amp;quot;&lt;br /&gt;
| [[File:ConversionRitual.png|64px]] || Conversion Ritual || Try to persuade someone into joining your ideoligion. If it goes well, target's ideoligion certainty will be reduced or they will convert. If it goes badly, they will gain certainty in their old beliefs. || ?&lt;br /&gt;
|- id=&amp;quot;Preach health&amp;quot;&lt;br /&gt;
| [[File:PreachHealth.png|64px]] || Preach Health || Preach moral strength to a sick or wounded person through the concepts of your ideology. This will improve their rate of wound healing and immunity gain. || ''This person's will to survive was reinforced by a talk with a moral guide of their ideoligion. That moral certainty has improved their healing and immunization gain rates.''&lt;br /&gt;
* [[Immunity Gain Speed]] +0.25%&lt;br /&gt;
* [[Injury Healing Factor]] +0.25%&lt;br /&gt;
* AoE: 1 target, touch range&lt;br /&gt;
* Cast time: 12s&lt;br /&gt;
* Duration: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
Can only be used on pawns with the same Ideoligion as the Moral Guide themselves.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Specialists===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Description !! Required Memes !! Pawn requirements !! Bonuses !!  Disabled Work Types !! Ability Image !! Ability !! Ability Desc || Ability Effect&lt;br /&gt;
|- id=&amp;quot;Shooting specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistShooting.png]] || Shooting Specialist || A special ideoligious status focusing on ranged combat to the exclusion of all else. This specialized role gives increased accuracy and the ability to boost the shooting abilities of nearby allies. Holders of this role will refuse to do many kinds of non-shooting-related work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Raider|Raider]]&lt;br /&gt;
*[[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Shooting|Shooting skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Shooting&lt;br /&gt;
**Violent&lt;br /&gt;
|&lt;br /&gt;
* [[Shooting Accuracy]] +7&lt;br /&gt;
* [[Aiming Time]] -50%&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
|| [[File:MarksmanCommand.png|64px]] || Marksman Command || Call out shots and boost the shooting skills of everyone nearby. The effect remains attached to the caster for 24 hours. || ''Someone is using the marksman command ability nearby, boosting this person's shooting abilities.''&lt;br /&gt;
* [[Shooting Accuracy]] +4&lt;br /&gt;
* [[Aiming Time]] -40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|- id=&amp;quot;Animals specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistAnimals.png]] || Animals Specialist || A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency, and the ability to boost the animals-related abilities of nearby allies. Holders of this role will refuse to perform some non-animals-related tasks.&amp;lt;&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Animal personhood|Animal personhood]]&lt;br /&gt;
*[[Ideoligion#Rancher|Rancher]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Animals|Animals skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Animals&lt;br /&gt;
|&lt;br /&gt;
* 2x [[Tame Animal Chance]]&lt;br /&gt;
* 2x [[Train Animal Chance]]&lt;br /&gt;
* 0.2x Animal revenge chance&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
|| [[File:AnimalCalm.png|64px]] || Animal Calm || Use unique methods of connecting with animals to calm a maddened beast.|| &lt;br /&gt;
* Hold animal stunned while casting, calms hostile animals if successful.&lt;br /&gt;
* Casting time: 1.5s&lt;br /&gt;
* AoE: Single target? Touch range.&lt;br /&gt;
* Duration: Instantaneous&lt;br /&gt;
|- id=&amp;quot;Medical specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistMedical.png]] || Medical Specialist || A special ideoligious status focusing on medicine to the exclusion of all else. This specialized role gives improved surgery and tending efficiency, and the ability to boost the medical abilities of nearby allies. Believers who receive care from one of this role will be happy about it. Holders of this role will refuse to do any kind of violence, and won't perform some non-medical tasks.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Flesh purity|Flesh purity]]&lt;br /&gt;
*[[Ideoligion#Blindsight|Blindsight]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Medical|Medical skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Caring&lt;br /&gt;
|&lt;br /&gt;
* 1.5x [[Medical Tend Quality]]&lt;br /&gt;
* 1.5x [[Medical Operation Speed]]&lt;br /&gt;
* 1.5x [[Medical Surgery Success Chance]]&lt;br /&gt;
* Mood buff to pawns treated by this specialist&lt;br /&gt;
|&lt;br /&gt;
* Violent&lt;br /&gt;
|| [[File:ImmunityDrive.png|64px]] || Immunity Drive || Offer moral support that energizes the body, boosting someone's immunity gain for one day.  || ''&amp;quot;This person has received moral support of an ideoligious nature. Their mental certainty has energized their body and boosted their immune system.&amp;quot;''&lt;br /&gt;
* 2x [[Immunity Gain Speed]]&lt;br /&gt;
|- id=&amp;quot;Melee specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistMelee.png]] || Melee Specialist || A special ideoligious status focusing on melee combat to the exclusion of all else. This specialized role gives increased dodge and hit chance in melee combat and ability to the boost melee abilities for nearby allies. Holders of this role will refuse to do many kinds of non-melee-related work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Raider|Raider]]&lt;br /&gt;
*[[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Melee|Melee skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Violent&lt;br /&gt;
|&lt;br /&gt;
* [[Melee Hit Chance]] +8&lt;br /&gt;
* [[Melee Dodge Chance]] +8&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
* Hunting&lt;br /&gt;
* Shooting&lt;br /&gt;
|| [[File:BerserkTrance.png|64px]] || Berserk Trance || The caster fills himself with anger over ideological grievances. This strengthens the body past normal limits, but also means losing control and attacking every enemy nearby in an unstoppable rage. The berserk state will last for 3 hours. || ''&amp;quot;Driven by fierce moral certainty and stories of ideoligious grievance, this person has driven him or herself into a rage. Every muscle is at peak performance, but it's hard to shut down the anger.&amp;quot;''&lt;br /&gt;
* [[Melee Hit Chance]] +8&lt;br /&gt;
* [[Melee Dodge Chance]] +8&lt;br /&gt;
* 0.1x [[Pain]] &lt;br /&gt;
* Puts user in Berserk Trance mental state (Unknown effects)&lt;br /&gt;
* Casting time: 1.5s&lt;br /&gt;
* AoE: Self&lt;br /&gt;
* Duration: {{ticks|7500}}&lt;br /&gt;
|- id=&amp;quot;Mining specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistMining.png]] || Mining Specialist || A special ideoligious status focusing on mining to the exclusion of all else. This specialized role gives increased mining speed, and the ability to boost the mining speed of nearby allies. Holders of this role will refuse to do some non-mining work. &lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Darkness|Darkness]]&lt;br /&gt;
*[[Ideoligion#Tunneler|Tunneler]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Mining|Mining skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Mining&lt;br /&gt;
|&lt;br /&gt;
* [[Mining Speed]] +70%&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Constructing&lt;br /&gt;
|| [[File:MiningCommand.png|64px]] || Mining Command || Offer guidance on mining techniques, boosting the mining speed for everyone nearby. The effect remains attached to the caster for 24 hours.|| ''&amp;quot;This person's mining speed is boosted thanks to being near someone who is using the mining command ability.&amp;quot;'''&lt;br /&gt;
* [[Mining Speed]] +40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|- id=&amp;quot;Plants specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistPlants.png]] || Plants Specialist || A special ideoligious status focusing on planting to the exclusion of all else. This specialized role gives increased sowing and harvesting efficiency, and the ability to boost the farming speed of nearby allies. Holders of this role will refuse to perform some non-plants-related work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#High life|High life]]&lt;br /&gt;
*[[Ideoligion#Nature primacy|Nature primacy]]&lt;br /&gt;
*[[Ideoligion#Tree connection|Tree connection]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Plants|Plants skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Plantwork&lt;br /&gt;
|&lt;br /&gt;
* [[Plant Work Speed]] +70%&lt;br /&gt;
* [[Plant Harvest Yield]] +30%&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Constructing&lt;br /&gt;
* Mining&lt;br /&gt;
|| [[File:FarmingCommand.png|64px]] || Farming Command || Offer guidance on farming techniques, boosting the farming abilities for everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's farming abilities are boosted thanks to being near someone who is using the farming command ability.&amp;quot;'''&lt;br /&gt;
* [[Plant Work Speed]] +40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|- id=&amp;quot;Production specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistProduction.png]] || Production Specialist || A special ideoligious status focusing on crafting and construction to the exclusion of all else. This specialized role gives increased crafting and construction efficiency, and the ability to boost the production abilities of nearby allies. Holders of this role will refuse to do some non-production work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Human primacy|Human primacy]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Construction|Construction skill]] &amp;gt; 6 OR [[Skills#Crafting|Crafting skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Construction OR&lt;br /&gt;
**Crafting&lt;br /&gt;
|&lt;br /&gt;
* [[Construction Speed]] +50%&lt;br /&gt;
* [[General Labor Speed]] +50&lt;br /&gt;
* [[Quality]] +1 level{{ref label|Quality|1}}&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
|| [[File:ProductionCommand.png|64px]] || Production Command || Offer guidance on construction techniques, boosting construction and crafting abilities for everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's construction and crafting speeds are boosted thanks to being near someone who is using the production command ability.&amp;quot;''&lt;br /&gt;
* [[Construction Speed]] +40%&lt;br /&gt;
* [[General Labor Speed]] +20&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|- id=&amp;quot;Research specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistResearch.png]] || Research Specialist || A special ideoligious status focusing on research to the exclusion of all else. This specialized role gives increased research and hacking speed, and the ability to boost research abilities of nearby allies. Holders of this role will refuse to perform some non-research tasks.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Transhumanist|Transhumanist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Intellectual|Intellectual skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Intellectual&lt;br /&gt;
|&lt;br /&gt;
* [[Research Speed]] +70%&lt;br /&gt;
* [[Hacking Speed]] +70%&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
|| [[File:ResearchCommand.png|64px]] || Research Command || Provide suggestions and mental support, boosting the research speed of everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's research speed is boosted because they are near someone who is using the research command ability.&amp;quot;''&lt;br /&gt;
* [[Research Speed]] +30%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Quality|1}} This affects the quality of every item the pawn creates, including [[sculptures|Art]], despite the tooltip only listing Crafting and Construction.&lt;br /&gt;
&lt;br /&gt;
== Rituals ==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
{{Main|Rituals}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Ritual !! Factors !! Outcomes !! Notes&lt;br /&gt;
|- id=&amp;quot;Funeral&amp;quot;&lt;br /&gt;
| [[File:Ritual funeral.png|64px]] || Funeral || Participant count (10): +70%&amp;lt;br&amp;gt;Moral guide present: +30% || 5% Terrible: 3&amp;lt;br&amp;gt;15% Lackluster: -1&amp;lt;br&amp;gt;60% Good: +5&amp;lt;br&amp;gt;20% Heartwarming: +8 || If there is no corpse in the grave or sarcophagus, the ritual quality is only increased by 20% by the presence of the moral guide, and only by 60% by a full participant count.&lt;br /&gt;
|- id = &amp;quot;Social festival&amp;quot;&lt;br /&gt;
| || Social Festival || Participant count (10): +25%&amp;lt;br&amp;gt;Leader present: +25%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +20%&amp;lt;br&amp;gt;Seats for everyone: +20% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +5&amp;lt;br&amp;gt;20% Unforgettable: +8|| &lt;br /&gt;
|- id = &amp;quot;Dance party&amp;quot;&lt;br /&gt;
| || Dance party || Participant count (10): +30%&amp;lt;br&amp;gt;Started at lightball: +20%&amp;lt;br&amp;gt;Active loudspeakers (6): +30%&amp;lt;br&amp;gt;Room Impressiveness (120): +20%|| 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +8&amp;lt;br&amp;gt;20% Unforgettable: +16|| If the party is fun or unforgettable, there is a chance&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; that all participants will get +20% [[Global Work Speed]] for 24h. Only available to non-tribals.&lt;br /&gt;
|- id = &amp;quot;Drum party&amp;quot;&lt;br /&gt;
| || Drum party || Participant count (10): +30%&amp;lt;br&amp;gt;Started at campfire: 20%&amp;lt;br&amp;gt;Drums (6): +30%&amp;lt;br&amp;gt;Room Impressiveness (120): +20%|| 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +8&amp;lt;br&amp;gt;20% Unforgettable: +16|| If the party is fun or unforgettable, there is a chance&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; that all participants will get +20% [[Global Work Speed]] for 24h. Only available to tribals.&lt;br /&gt;
|- id = &amp;quot;Skylantern festival&amp;quot;&lt;br /&gt;
| [[File:Ritual skylantern festival.png|64px]] || Skylantern festival ||  Participant count (10): +100% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Unimpressive: -1&amp;lt;br&amp;gt;60% Beautiful: +6&amp;lt;br&amp;gt;20% Unforgettable: +10|| Each participant makes a skylantern out of {{icon small|wood}} 4 [[wood]]. If the festival is beautiful or unforgettable, friendly visitors might see them and arrive with a gift.&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- id = &amp;quot;Consumable&amp;quot;&lt;br /&gt;
| || Christmas tree&amp;lt;br&amp;gt;Symbol burning&amp;lt;br&amp;gt;Smokeleaf circle&amp;lt;br&amp;gt;Cannibal feast || Participant count (10): +80%&amp;lt;br&amp;gt;Room Impressiveness (120): +20% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +5&amp;lt;br&amp;gt;20% Unforgettable: +8||Destroys the ritual target.&lt;br /&gt;
|- id = &amp;quot;Scarification&amp;quot;&lt;br /&gt;
| [[File:Ritual scarification.png|64px]] || Scarification || Participant count (10): +25%&amp;lt;br&amp;gt; Moral guide present: +20%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +20%|| 5% Terrible: -2&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +1&amp;lt;br&amp;gt;20% Spectacular: +3||Scarifies the subject. Only available with the Pain is Virtue meme.&lt;br /&gt;
|- id = &amp;quot;Blinding ceremony&amp;quot;&lt;br /&gt;
| [[File:Ritual blinding.png|64px]] || Blinding ceremony || Participant count (10): +25%&amp;lt;br&amp;gt; Moral guide present: +20%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +20%|| 5% Terrible: -2&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +1&amp;lt;br&amp;gt;20% Spectacular: +3||Blinds the subject. If the ceremony is satisfying or spectacular, the blinded person may get a [[psycasts|psylink]] upgrade or unlock a new psychic power.&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; Only available with the Blindsight meme.&lt;br /&gt;
|- id = &amp;quot;Animal sacrifice&amp;quot;&lt;br /&gt;
| [[File:Ritual animal sacrifice.png|64px]] || Animal sacrifice || Participant count (10): +25%&amp;lt;br&amp;gt;Moral guide present: +25%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +15% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +5&amp;lt;br&amp;gt;20% Spectacular: +8|| If the sacrifice is satisfying or spectacular, there is a 5% (satisfying) or 10% (spectacular) chance that a random participant gains an [[inspiration]]. Only available with the Human Primacy meme.&lt;br /&gt;
|- id = &amp;quot;Gladiator duel&amp;quot;&lt;br /&gt;
| [[File:Ritual gladiator duel.png|64px]] || Gladiator duel || Participant count (10): +20%&amp;lt;br&amp;gt;Leader present: +20%&amp;lt;br&amp;gt;Duelist dies: +100%&amp;lt;br&amp;gt;Weapon used: +60% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Good: +5&amp;lt;br&amp;gt;20% Unforgettable: +8|| The two necessary escorts count towards the participant count. Spectators gain 1000 melee experience, gain a mood boost&amp;lt;sup&amp;gt;separate from the usual mood boost?&amp;lt;/sup&amp;gt;, and fill their recreation bars.&amp;lt;sup&amp;gt;verify&amp;lt;/sup&amp;gt; The duelists also gain the mood effect from ritual quality. Only available with the Pain is Virtue, Cannibal, Supremacist, or Raider memes.&lt;br /&gt;
|- id = &amp;quot;Prisoner execution&amp;quot;&lt;br /&gt;
|  [[File:Ritual public execution.png|64px]] || Prisoner execution || Participant count (10): +80%&amp;lt;br&amp;gt;Started at altar: +20% || 15% Awkward: -1&amp;lt;br&amp;gt;65% Satisfying: +6&amp;lt;br&amp;gt;20% Spectacular: +8 || Participating [[slaves]] are fully suppressed. Can be performed by all ideologions.&lt;br /&gt;
|- id = &amp;quot;Leader speech&amp;quot;&lt;br /&gt;
| || Leader speech || Participant count (10): +40%&amp;lt;br&amp;gt;Room impressiveness (120): +20&amp;lt;br&amp;gt;Leader's Social Impact (150%): +40% || 5% Terrible: -8&amp;lt;br&amp;gt;15% Uninspiring: -4&amp;lt;br&amp;gt;60% Encouraging: +5&amp;lt;br&amp;gt;20% Inspirational: +8 || The speech quality will also affect the listeners' opinions of the leader, with a terrible speech resulting in a -30 opinion, an uninspiring speech resulting in a -15 opinion, an encouraging speech in a +20 opinion, and an inspirational speech in a +40 opinion.&lt;br /&gt;
|- id = &amp;quot;Trial&amp;quot;&lt;br /&gt;
| || Trial || Participant count (20): +60%&amp;lt;br&amp;gt;Leader's Negotiation Ability * 0.25&amp;lt;br&amp;gt;Defendant's Negotiation Ability * -0.25|| 50% Exonerated&amp;lt;br&amp;gt;50% Convicted || If the defendant is convicted, they are considered guilty for the purpose of executions and banishments. If the defendant has a mental break during the trial, their [[Negotiation Ability]] is effectively set to 0.&lt;br /&gt;
|- id = &amp;quot;Conversion ritual&amp;quot;&lt;br /&gt;
| || Conversion ritual || Participant count (10): +40%&amp;lt;br&amp;gt;Room impressiveness (120): +20%&amp;lt;br&amp;gt;Moral guide's Social Impact (150%): +30%&amp;lt;br&amp;gt;Convertee's Expectations (Very Low): +10%, (Sky High): -30%|| 5% Terrible&amp;lt;br&amp;gt;15% Ineffective&amp;lt;br&amp;gt;60% Effective: +3&amp;lt;br&amp;gt;20% Masterful: +6 || The convertee's certainty is offset by an amount depending on ritual quality: terrible: +20%; ineffective: +12%; effective: -30%; masterful: -100%.&lt;br /&gt;
|- id = &amp;quot;Tree connection&amp;quot;&lt;br /&gt;
| || Tree connection || Participant count (10): +100% ||  || The connector will start with 25-45% connection strength, depending on ritual quality.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Relics==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
{{Main|Relic}}&lt;br /&gt;
Mood penalty for lost or destroyed &amp;lt;link to mood page here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
Ideoligions can add special statue-like buildings that will be required when there are 3 or more pawns of the ideoligion in your faction and their expectations reach moderate or higher. These buildings must be placed in a room of at least 25 area, and must not contain beds or workstations. The larger building will also require 4 columns to be in the room. Both buildings may be placed in the same room. Placing the buildings in a room which doesn't meet the requirements will give a &amp;quot;[building name] disrespected&amp;quot; negative moodlet.&lt;br /&gt;
&lt;br /&gt;
==Weapon preferences==&lt;br /&gt;
Ideoligion can have one or several pairs of noble and despised weapons types. Weapon pairs can't be combined if they overlap.&lt;br /&gt;
&lt;br /&gt;
Wielding a noble weapon grants +3 mood while wielding a despised one grants -5.&lt;br /&gt;
&lt;br /&gt;
Killing any pawn (?) with a noble weapon grants +3 mood for 1 day while using a despised one to attack anything - including objects - grants -5 for 2 days.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pair !! First group !! Second group&lt;br /&gt;
|-&lt;br /&gt;
|Melee / Ranged || All melee weapons, including beer and wood || All ranged weapons, including grenades&lt;br /&gt;
|-&lt;br /&gt;
|Melee piercer / Melee blunt || [[Thrumbo horn]], [[Elephant tusk]], [[Breach axe]], [[Gladius]], [[Longsword]], [[Knife]], [[Ikwa]], [[Spear]], [[Persona monosword]], [[Monosword]], [[Plasmasword]], [[Persona plasmasword]] || [[Beer]], [[Wood]], [[Mace]], [[Club]], [[Persona zeushammer]], [[Axe]], [[Warhammer]], [[Zeushammer]], [[Eltex staff]]&lt;br /&gt;
|-&lt;br /&gt;
|Long shots / Short shots || [[Bolt-action rifle]], [[Sniper rifle]] || [[Machine pistol]], [[Pump shotgun]], [[Chain shotgun]], [[Heavy SMG]]&lt;br /&gt;
|-&lt;br /&gt;
|Ranged heavy / Ranged light || [[Incendiary launcher]], [[Smoke launcher]], [[EMP launcher]], [[Heavy SMG]], [[LMG]], [[Sniper rifle]], [[Minigun]], [[Triple rocket launcher]], [[Greatbow]], [[Charge lance]] || [[Revolver]], [[Autopistol]], [[Machine pistol]], [[Short bow]], [[Recurve bow]], [[Charge rifle]]&lt;br /&gt;
|-&lt;br /&gt;
|Neolithic / Ultratech || [[Wood]], [[Club]], [[Knife]], [[Ikwa]], [[Spear]], [[Short bow]], [[Pila]], [[Recurve bow]], [[Greatbow]] || [[Persona monosword]], [[Persona zeushammer]], [[Persona plasmasword]], [[Monosword]], [[Zeushammer]], [[Plasmasword]], [[Eltex staff]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Apparel preferences==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
{{See also|Styling station}}&lt;br /&gt;
If more than 60% of a colonist's apparel is their favorite color or the color of their ideoligion, they will gain a small mood buff.&lt;br /&gt;
&lt;br /&gt;
The color of the ideoligion can be set at creation.&lt;br /&gt;
&lt;br /&gt;
==Venerated animals==&lt;br /&gt;
An ideoligion can have up to 18 venerated [[animal]]s.&lt;br /&gt;
&lt;br /&gt;
Colonists will not hunt or attack venerated animals with ranged weapons (but will attack them in melee), unless the animal is in manhunter mood. They will not slaughter tame venerated animals.&lt;br /&gt;
&lt;br /&gt;
Colonists will butcher venerated animals without any issue, but will refuse to eat their [[meat]] or any meal made with it (including meals stacked together), even when starving. They can be manually ordered to eat such food, but will get -8 mood for 5 days. If a colonist that venerates an animal is unconscious, other colonists (of any ideoligion) will not feed them such food, and '''cannot''' be manually ordered to do so. Colonists take no issue using [[leather]], [[wool]], [[milk]], or [[eggs]] of the venerated animal.&lt;br /&gt;
&lt;br /&gt;
Colonists will get -5 mood for 5 days if a tame venerated animal dies for any reason. Releasing tame animals is fine.&lt;br /&gt;
&lt;br /&gt;
Colonists will get a positive thought for the amount of tame venerated animals in the colony, depending on their total body size divided by the total number of colonists: &amp;lt;!-- +1 is bugged and will not appear, --&amp;gt;+2 for 1 or more, +3 for 2 or more, +4 for 4 or more, and +5 for 6 or more. In case of multiple venerated animals, all their body sizes are added together, producing a single thought. All colonists are counted for this, but only those of an appropriate ideoligion will get the thought.&lt;br /&gt;
&lt;br /&gt;
Venerated animals are twice as easy to tame.&lt;br /&gt;
&lt;br /&gt;
== Hair and tattoos ==&lt;br /&gt;
&lt;br /&gt;
An ideoligion has associated hairstyles, beards, and tattoos. Specific hairstyles and tattoos may be allowed for men, women, or either. Some of those may be more or less common.&lt;br /&gt;
&lt;br /&gt;
Newly spawned paws of an ideoligion will always have matching appearance.&lt;br /&gt;
&lt;br /&gt;
If pawn's hairstyle, beard, or tattoo do not match what their ideoligion allows (usually as a result of a conversion), they will try to use [[styling station]] on their free time to automatically change their looks. They can also be sent to adjust their appearance manually.&lt;br /&gt;
&lt;br /&gt;
== Version history==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fixed gender supremacy memes having opposite agreeing traits e.g. Female Supremacy inexplicably being agreed with by Misogynist traited pawns.&lt;br /&gt;
* [[Version/1.3.3069|1.3.3069]] - &lt;br /&gt;
** Adjust trees-related thoughts. Negatives for killing trees are reduced. Positives for seeing trees are amplified.&lt;br /&gt;
** Chance of resentment on failed conversion attempt reduced from 36% to 20%. Chance of fight reduced from 4% to 2%.&lt;br /&gt;
** If a pawn has sight under 50%, he should gain a psychic sensitivity bonus of up to 50%.&lt;br /&gt;
* [[Version/1.3.3069b|1.3.3069b]] - Added a feature that lets you save and load ideoligions within the ideoligion customization screen.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Desired apparel now uses the same faction restrictions as role apparel does. Tribal-Only: War mask, Tribal Headdress. Non-tribal only: Slicecap, Beret. Removed visage mask restriction to non-tribal only.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Tree connection pawns have a 25% boost to [[Pruning Speed]]. Added temperature tough issue and precept.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fixed Immunity Drive. Was previously targeting wrong stat and inoperative. Add a new ideoligion setup interface which allows playing like classic RimWorld, using presets, or fully customizing. Change harmful aging thought minimum age from 20 to 25. Added temperature precept icon.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fluid ideoligion system added. Reduce production specialist crafting speed buffs from +70% to +50%. &lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - &lt;br /&gt;
** Improved viability of multi-ideo colonies. Pawns of pawns of any ideo can now spectate any ritual, even if it's not of their own ideo.&lt;br /&gt;
** Gaining, changing, or removing a role now requires a simple ritual.&lt;br /&gt;
** Added a precept related to Darkness meme that gives believers a positive thought during an eclipse.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Pawns can now install pre-built furniture even if it is incompatible with their ideoligion.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Reworked eclipse precept artwork.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Precept Eclipse OLD.png|Eclipse Precept icon prior to 1.3.3287&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Prios</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Reliquary&amp;diff=105969</id>
		<title>Reliquary</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Reliquary&amp;diff=105969"/>
		<updated>2022-08-01T21:22:24Z</updated>

		<summary type="html">&lt;p&gt;Prios: /* Analysis */ Did some math based on displayed values for the Convert power, determined the bonus to Convert is multiplicative.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{infobox main|misc|&lt;br /&gt;
|name = Reliquary&lt;br /&gt;
|image = Reliquary.png|Reliquary&lt;br /&gt;
|description = A ceremonial building that protects and displays a relic. Relics are ancient objects venerated by some cultures, belief systems, or religions.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Misc&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 30&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.4&lt;br /&gt;
|minifiable = false&lt;br /&gt;
|size = 3 ˣ 2&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 350&lt;br /&gt;
|terrain affordance = light&lt;br /&gt;
|work to make = 40000&lt;br /&gt;
|stuff tags = Metallic, Stony&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 300&lt;br /&gt;
|resource 2 = Gold&lt;br /&gt;
|resource 2 amount = 75&lt;br /&gt;
|page verified for version = 1.3.3069&lt;br /&gt;
}}&lt;br /&gt;
A '''Reliquary''' is a building added by the [[Ideology DLC]]. It is used to house a [[relic]].&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
The reliquary is constructed using {{Required Resources}}.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
If your colony has an available relic it can be installed by selecting a pawn that can reach both the relic and the reliquary, then right clicking on the reliquary or on the relic itself.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
Once a relic is installed the reliquary provides a mood bonus of 3 for any rituals performed in the same room as the reliquary, and gives +10% multiplicative bonus strength to the Moral Guide's [[Ideoligion#Moral_Guides|Convert]] power for that ideoligion (when the power is used on the same map as the reliquary).&lt;br /&gt;
{{Building Material Table}}&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3387|1.3.3387]] - Decription updated from '''A ceremonial building that protects and displays a relic. Relics are ancient objects venerated by believers of a specific ideoligion.&amp;quot;'' -&amp;gt; ''&amp;quot;A ceremonial building that protects and displays a relic. Relics are ancient objects venerated by some cultures, belief systems, or religions.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Prios</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Relic&amp;diff=105968</id>
		<title>Relic</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Relic&amp;diff=105968"/>
		<updated>2022-08-01T21:19:21Z</updated>

		<summary type="html">&lt;p&gt;Prios: /* Benefits */ Did a bit of math with the displayed values for Convert and determined that the relic bonus is multiplicative.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Move|reason=Suggested to be merged with [[ideoligion]]? Is it distinct/detailed enough to justify its own page}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Relics are objects of spiritual or ideological significance. They can be discovered by completing long and dangerous quests. A relic can be installed in a reliquary to attract pilgrims, enhance rituals, and strengthen an ideoligion's ability to convert outsiders.&amp;lt;/blockquote&amp;gt; &lt;br /&gt;
A '''relic''' is a holy item revered by your [[ideoligion]]. These are created through the ideoligion creation screen in the beginning of your game (1-4 relics), and can be any weapon or relic item, from a goblet to a [[pump shotgun]] to a [[thrumbo horn]]. These special items are acquired through a 5 part quest involving hacking ancient terminals, infiltrating a tribal village, hacking spacedrones, breaking into compounds, and more. Once all five quests are complete, the location of the relic is revealed. The relic needs to be placed in a [[reliquary]], made out of large amounts of gold. These have ?? effects and can ??. A relic being lost or destroyed causes a mood malus of -5 for 30 days. This malus can stack up to five times. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
In order to obtain a relic you must participate in a 5 part quest.&lt;br /&gt;
&lt;br /&gt;
*Hacking a Spacedrone&lt;br /&gt;
**A spacedrone will land near the colony which you must hack. Raiders from a certain faction will periodically raid the base, with an interval of approximately 8 hours. These raids will be focused on attacking the drone, and raiders will ignore pawns shooting at them. The drone has 750 hack points. Once finished hacking, the drone will explode in 30 seconds in 1x speed.&lt;br /&gt;
&lt;br /&gt;
*Worshipful Village&lt;br /&gt;
**The quest creates a neutral tribal village that is not part of any faction, and worship an ancient terminal containing information about the relic. The villagers are neutral at first, allowing you to visit on the pretense that you are worshipping the terminal too, but will turn hostile upon three conditions: harming a member of the tribe, contact with the terminal, and overstaying your visit (10 hours). Reinforcements will arrive if you do not leave in time after turning hostile.&lt;br /&gt;
&lt;br /&gt;
*Ancient Compound&lt;br /&gt;
**An ancient compound will spawn on the map, containing hermetic crates, fuel barrels, and ??. &lt;br /&gt;
&lt;br /&gt;
*Ferried Ancient Compound&lt;br /&gt;
**The exact same as the above quest, but the questgiver will shuttle a set number of pawns to the location. The location will not spawn until you arrive.&lt;br /&gt;
&lt;br /&gt;
*Relic Location&lt;br /&gt;
**In this last and final quest, you are to travel to an ancient structure guarded by some mechanoids. The structure contains a [[reliquary]] containing the relic. The relic can be uninstalled and the reliquary deconstructed for valuable gold, ending the quest.&lt;br /&gt;
&lt;br /&gt;
== Relic Types ==&lt;br /&gt;
&lt;br /&gt;
''Table of Relics to be completed''&lt;br /&gt;
===Inert relics===&lt;br /&gt;
Non-weapon relics&lt;br /&gt;
&lt;br /&gt;
General stats:&lt;br /&gt;
* Description: An object with ideoligious significance.&lt;br /&gt;
* Mass: 1.5&lt;br /&gt;
* HP: 200&lt;br /&gt;
* Beauty: 1&lt;br /&gt;
* Market Value: 200&lt;br /&gt;
* Stuff count: 100 (Defined, but seemingly not used)&lt;br /&gt;
&lt;br /&gt;
Types and [[Stuff]] options:&lt;br /&gt;
* Chalice - Metallic, Stony&lt;br /&gt;
* Pendant - Metallic&lt;br /&gt;
* Box - Metallic, Woody, Stony&lt;br /&gt;
* Tablet - Stony&lt;br /&gt;
* Fragment - Metallic, Stony&lt;br /&gt;
* Hilt - Metallic, Stony&lt;br /&gt;
* Ark - Metallic&lt;br /&gt;
* Cube - Metallic, Woody, Stony&lt;br /&gt;
&lt;br /&gt;
== Benefits ==&lt;br /&gt;
&lt;br /&gt;
* A relic being present at a ritual gives a +3 mood bonus for 4 days. Finding all the sacred relics gives a +15 mood bonus for 15 days. &lt;br /&gt;
* A relic installed in a reliquary gives +10% multiplicative bonus strength to the Moral Guide's [[Ideoligion#Moral_Guides|Convert]] power for that ideoligion, when the power is used on the same map as the reliquary. In effect, the total certainty reduction is multiplied by 110%.&lt;br /&gt;
* Powerful weapon: All Relic weapons with [[Quality]] will be Legendary.&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Pawns no longer [[electric smelter|smelt]] relics, to avoid accidental mishaps.&lt;/div&gt;</summary>
		<author><name>Prios</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Reliquary&amp;diff=105942</id>
		<title>Reliquary</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Reliquary&amp;diff=105942"/>
		<updated>2022-07-31T04:33:51Z</updated>

		<summary type="html">&lt;p&gt;Prios: Added minor info about another way to order relic installation; added info about the bonus to Convert power&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{infobox main|misc|&lt;br /&gt;
|name = Reliquary&lt;br /&gt;
|image = Reliquary.png|Reliquary&lt;br /&gt;
|description = A ceremonial building that protects and displays a relic. Relics are ancient objects venerated by some cultures, belief systems, or religions.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Misc&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 30&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.4&lt;br /&gt;
|minifiable = false&lt;br /&gt;
|size = 3 ˣ 2&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 350&lt;br /&gt;
|terrain affordance = light&lt;br /&gt;
|work to make = 40000&lt;br /&gt;
|stuff tags = Metallic, Stony&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 300&lt;br /&gt;
|resource 2 = Gold&lt;br /&gt;
|resource 2 amount = 75&lt;br /&gt;
|page verified for version = 1.3.3069&lt;br /&gt;
}}&lt;br /&gt;
A '''Reliquary''' is a building added by the [[Ideology DLC]]. It is used to house a [[relic]].&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
The reliquary is constructed using {{Required Resources}}.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
If your colony has an available relic it can be installed by selecting a pawn that can reach both the relic and the reliquary, then right clicking on the reliquary or on the relic itself.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
Once a relic is installed the reliquary provides a mood bonus of 3 for any rituals performed in the same room as the reliquary, and gives +10% bonus strength to the Moral Guide's [[Ideoligion#Moral_Guides|Convert]] power for that ideoligion (when the power is used on the same map as the reliquary).&lt;br /&gt;
{{Building Material Table}}&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3387|1.3.3387]] - Decription updated from '''A ceremonial building that protects and displays a relic. Relics are ancient objects venerated by believers of a specific ideoligion.&amp;quot;'' -&amp;gt; ''&amp;quot;A ceremonial building that protects and displays a relic. Relics are ancient objects venerated by some cultures, belief systems, or religions.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Prios</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Relic&amp;diff=105941</id>
		<title>Relic</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Relic&amp;diff=105941"/>
		<updated>2022-07-31T04:23:24Z</updated>

		<summary type="html">&lt;p&gt;Prios: /* Benefits */ Added info about the buff to Convert power, merged weapon info with weapon entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Move|reason=Suggested to be merged with [[ideoligion]]? Is it distinct/detailed enough to justify its own page}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Relics are objects of spiritual or ideological significance. They can be discovered by completing long and dangerous quests. A relic can be installed in a reliquary to attract pilgrims, enhance rituals, and strengthen an ideoligion's ability to convert outsiders.&amp;lt;/blockquote&amp;gt; &lt;br /&gt;
A '''relic''' is a holy item revered by your [[ideoligion]]. These are created through the ideoligion creation screen in the beginning of your game (1-4 relics), and can be any weapon or relic item, from a goblet to a [[pump shotgun]] to a [[thrumbo horn]]. These special items are acquired through a 5 part quest involving hacking ancient terminals, infiltrating a tribal village, hacking spacedrones, breaking into compounds, and more. Once all five quests are complete, the location of the relic is revealed. The relic needs to be placed in a [[reliquary]], made out of large amounts of gold. These have ?? effects and can ??. A relic being lost or destroyed causes a mood malus of -5 for 30 days. This malus can stack up to five times. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
In order to obtain a relic you must participate in a 5 part quest.&lt;br /&gt;
&lt;br /&gt;
*Hacking a Spacedrone&lt;br /&gt;
**A spacedrone will land near the colony which you must hack. Raiders from a certain faction will periodically raid the base, with an interval of approximately 8 hours. These raids will be focused on attacking the drone, and raiders will ignore pawns shooting at them. The drone has 750 hack points. Once finished hacking, the drone will explode in 30 seconds in 1x speed.&lt;br /&gt;
&lt;br /&gt;
*Worshipful Village&lt;br /&gt;
**The quest creates a neutral tribal village that is not part of any faction, and worship an ancient terminal containing information about the relic. The villagers are neutral at first, allowing you to visit on the pretense that you are worshipping the terminal too, but will turn hostile upon three conditions: harming a member of the tribe, contact with the terminal, and overstaying your visit (10 hours). Reinforcements will arrive if you do not leave in time after turning hostile.&lt;br /&gt;
&lt;br /&gt;
*Ancient Compound&lt;br /&gt;
**An ancient compound will spawn on the map, containing hermetic crates, fuel barrels, and ??. &lt;br /&gt;
&lt;br /&gt;
*Ferried Ancient Compound&lt;br /&gt;
**The exact same as the above quest, but the questgiver will shuttle a set number of pawns to the location. The location will not spawn until you arrive.&lt;br /&gt;
&lt;br /&gt;
*Relic Location&lt;br /&gt;
**In this last and final quest, you are to travel to an ancient structure guarded by some mechanoids. The structure contains a [[reliquary]] containing the relic. The relic can be uninstalled and the reliquary deconstructed for valuable gold, ending the quest.&lt;br /&gt;
&lt;br /&gt;
== Relic Types ==&lt;br /&gt;
&lt;br /&gt;
''Table of Relics to be completed''&lt;br /&gt;
===Inert relics===&lt;br /&gt;
Non-weapon relics&lt;br /&gt;
&lt;br /&gt;
General stats:&lt;br /&gt;
* Description: An object with ideoligious significance.&lt;br /&gt;
* Mass: 1.5&lt;br /&gt;
* HP: 200&lt;br /&gt;
* Beauty: 1&lt;br /&gt;
* Market Value: 200&lt;br /&gt;
* Stuff count: 100 (Defined, but seemingly not used)&lt;br /&gt;
&lt;br /&gt;
Types and [[Stuff]] options:&lt;br /&gt;
* Chalice - Metallic, Stony&lt;br /&gt;
* Pendant - Metallic&lt;br /&gt;
* Box - Metallic, Woody, Stony&lt;br /&gt;
* Tablet - Stony&lt;br /&gt;
* Fragment - Metallic, Stony&lt;br /&gt;
* Hilt - Metallic, Stony&lt;br /&gt;
* Ark - Metallic&lt;br /&gt;
* Cube - Metallic, Woody, Stony&lt;br /&gt;
&lt;br /&gt;
== Benefits ==&lt;br /&gt;
&lt;br /&gt;
* A relic being present at a ritual gives a +3 mood bonus for 4 days. Finding all the sacred relics gives a +15 mood bonus for 15 days. &lt;br /&gt;
* A relic installed in a reliquary gives +10% bonus strength to the Moral Guide's [[Ideoligion#Moral_Guides|Convert]] power for that ideoligion, when the power is used on the same map as the reliquary.&lt;br /&gt;
* Powerful weapon: All Relic weapons with [[Quality]] will be Legendary.&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Pawns no longer [[electric smelter|smelt]] relics, to avoid accidental mishaps.&lt;/div&gt;</summary>
		<author><name>Prios</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mental_inspiration&amp;diff=105675</id>
		<title>Mental inspiration</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mental_inspiration&amp;diff=105675"/>
		<updated>2022-07-22T01:26:51Z</updated>

		<summary type="html">&lt;p&gt;Prios: /* Inspired taming */ Grammatical correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite|reason=Cleanup. Information in intro needs to be moved to headinds. Effects are written in descriptive language, but needs mechanical specifics. Needs acquisition (inc mood math), info on WoI psycast, and an analysis section}}&lt;br /&gt;
{{Image wanted|reason=Icon from colonist bar that designates an inspiration}}&lt;br /&gt;
Colonists with a high mood can randomly have '''mental inspirations''', giving a stat boost for some time. Unlike [[mental break]]s, you retain full control of the mentally inspired colonist.&lt;br /&gt;
&lt;br /&gt;
At 100 mood, a colonist has an inspiration on average once every 10 days.{{Check Tag|Wb lower?|What about lower moods, what is the specific correlation between mood and MTB?}} This can be a huge bonus to a colony, so if you find some of your colonists' moods are running pretty high, that might be a good time to rigorously enforce MORE recreation for them, to push them over the edge into inspiration.&lt;br /&gt;
&lt;br /&gt;
Some [[traits]] prevent certain types of inspirations. Additionally, the pawns with the [[Traits#Tortured artist|Tortured Artist]] trait have a 50% to gain an Inspired Creativity inspiration after a [[mental break]] ends, with a possible exception of &amp;quot;Run Wild&amp;quot; mental breaks{{Check Tag|Verify}}. These pawns can be manipulated to create [[Quality]] work of all types by intentionally giving them a generally poor environment such as through  awful accommodations, poor food, no access to recreation, and/or any other stressors.&lt;br /&gt;
&lt;br /&gt;
Colonists can only have one inspiration at a time. Having an inspiration prevents any others until the current inspiration ends. &lt;br /&gt;
&lt;br /&gt;
There are 8 different types of inspirations that can strike, chosen at random from all the options for which the affected colonist meets the requirements.&lt;br /&gt;
&lt;br /&gt;
==Inspirations==&lt;br /&gt;
=== Go frenzy ===&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; will move faster for the next 8 days.}}&lt;br /&gt;
* '''Base duration:''' 8 day &lt;br /&gt;
* '''Minimum skill:''' None&lt;br /&gt;
* '''Incompatible Trait:''' [[Traits#Slowpoke|Slowpoke]]&lt;br /&gt;
&lt;br /&gt;
A colonist's great mood lifts them up and makes them [[move speed|move]] 1.4x as fast, as long as they feels inspired.&lt;br /&gt;
&lt;br /&gt;
=== Inspired creativity ===&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; The next item, art, or furniture [PAWN_pronoun] creates will be two quality levels higher than it would otherwise be. This even allows the creation of legendary items. The inspiration will end after 8 days, or when the creation is completed.}}&lt;br /&gt;
{{See also|Quality}}&lt;br /&gt;
* '''Base duration:''' 8 days &lt;br /&gt;
* '''Minimum skill:''' [[Skills#Artistic|Artistic]] 3 / [[Skills#Crafting|Crafting]] 3 / [[Skills#Construction|Construction]] 3&lt;br /&gt;
&lt;br /&gt;
A sudden burst of inspiration gives colonist insight on how to make a quality item. After it is completed, that item will be [[Quality#Quality with Inspired Creativity|2 Quality levels higher]] than it would otherwise be, allowing for the creation of legendary items. The inspiration is only good for the next single object created, after which the inspiration ends.&lt;br /&gt;
&lt;br /&gt;
=== Inspired recruitment ===&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; will successfully recruit the next prisoner regardless of difficulty or resistance. The inspiration will end after 8 days, or when the prisoner is recruited.}}&lt;br /&gt;
* '''Base duration:''' 8 days &lt;br /&gt;
* '''Minimum skill:''' [[Skills#Social|Social]] 3&lt;br /&gt;
&lt;br /&gt;
A colonist gains insight on how to recruit prisoners into the colony. They will successfully recruit the next prisoner they attempts to recruit, regardless of difficulty or remaining resistance.&lt;br /&gt;
&lt;br /&gt;
To make the most out of the recruitment, you may manually have the warden prioritize the recruitment attempt on a specific prisoner. If the prisoner has been talked to recently, you will need to disable warden interactions for that prisoner, and wardening for the inspired warden, then wait a while before enabling them both.&lt;br /&gt;
&lt;br /&gt;
The inspiration ends after a prisoner is recruited.&lt;br /&gt;
&lt;br /&gt;
=== Inspired surgery ===&lt;br /&gt;
{{Quote|The next time &amp;lt;NAME&amp;gt; performs a surgery, [PAWN_possessive] chance of success will be doubled. A small minimum chance of failure still applies. The inspiration will end after 8 days, or when the surgery is performed.}}&lt;br /&gt;
* '''Base duration:''' 8 days &lt;br /&gt;
* '''Minimum skill:''' [[Skills#Medical|Medical]] 3&lt;br /&gt;
&lt;br /&gt;
A colonist becomes more concentrated in surgeries after being inspired, and as a result, the success chance for the next surgery they perform will be doubled. '''Note''' however that the 98% success rate maximum still applies i.e. there will always be a 2% chance of failure. Thus high skill doctors operating in high quality hospitals can receive no benefit from this inspiration but it can make a great difference for those with lower Medicine skill who are not good surgeons yet, or operations such as [[carcinoma]] removal that have a lower chance of success.{{Check Tag|Fact Check|Carcinomas have high chances of bad outcomes but is it directly affecting the same stat?}}&lt;br /&gt;
&lt;br /&gt;
The inspiration ends after a surgery is performed, even if the surgery fails.&lt;br /&gt;
&lt;br /&gt;
=== Inspired taming ===&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; will successfully tame the next animal regardless of difficulty. The inspiration will end after 8 days, or when an animal was tamed.}}&lt;br /&gt;
* '''Base duration:''' 8 days &lt;br /&gt;
* '''Minimum skill:''' [[Skills#Animals|Animals]] 3&lt;br /&gt;
&lt;br /&gt;
A colonist is inspired to tame an animal. They will successfully tame the next animal regardless of difficulty. They will not be able to tame any animal that they do not have the requisite skill level to tame however.&lt;br /&gt;
&lt;br /&gt;
The inspiration ends when an animal is tamed.&lt;br /&gt;
&lt;br /&gt;
=== Inspired trade ===&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; will get a significant trade price bonus when closing [PAWN_possessive] next trade deal. The inspiration will expire after 8 days, or when the deal is done.}}&lt;br /&gt;
* '''Base duration:''' 8 days &lt;br /&gt;
* '''Minimum skill:''' [[Skills#Social|Social]] 3&lt;br /&gt;
&lt;br /&gt;
A colonist is inspired to obtain a great deal. They will get a great 18% boost in [[Trade Price Improvement|trade prices]], essentially meaning 12 more levels of [[Skills#Social|Social skill]].&lt;br /&gt;
&lt;br /&gt;
After one successful trade deal, the inspiration ends.&lt;br /&gt;
&lt;br /&gt;
=== Shoot frenzy ===&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; will shoot more accurately for the next 8 days.}}&lt;br /&gt;
* '''Base duration:''' 8 days &lt;br /&gt;
* '''Minimum skill:''' None &lt;br /&gt;
* '''Incompatible Trait:''' [[Traits#Brawler|Brawler]], non-violent&lt;br /&gt;
&lt;br /&gt;
A colonist is inspired to shoot more accurately and will shoot as if they have +8 additional levels in the [[Shooting]] skill.&lt;br /&gt;
&lt;br /&gt;
This is more useful if the colony frequently receives raids or if the inspired colonist is a hunter.&lt;br /&gt;
&lt;br /&gt;
=== Work frenzy ===&lt;br /&gt;
{{Stub|section=1|reason=Does this multiplication occur before or after the effect of traits such as Industrious?}}&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; will work faster for the next 8 days.}}&lt;br /&gt;
* '''Base duration:''' 8 day &lt;br /&gt;
* '''Minimum skill:''' None&lt;br /&gt;
&lt;br /&gt;
A colonist suddenly becomes significantly more productive and will have their [[Global Work Speed]] multiplied by 1.8x for the duration of the inspiration. Global Work Speed is applied as a multiplier to the following stats:&lt;br /&gt;
{{#ask: [[Global Work Speed Factor::true]]&lt;br /&gt;
| format = ul&lt;br /&gt;
| limit  = 100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Legacy inspirations ==&lt;br /&gt;
&lt;br /&gt;
These no longer exist in the current version of the game.&lt;br /&gt;
&lt;br /&gt;
=== Inspired art ===&lt;br /&gt;
* '''Base duration:''' 8 days &amp;lt;br&amp;gt;&lt;br /&gt;
: '''Minimum skill:''' Artistic 6&lt;br /&gt;
&lt;br /&gt;
A sudden burst of inspiration gives colonists a great idea for a piece of art, and after it is completed, that piece of art will be 3 levels higher than it would otherwise be. The inspiration is only good for 1 piece of art. Replaced by [[Mental inspiration#Inspiredvcreativity|Inspired Creativity]] in Beta 19.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added with the following inspirations: Work frenzy, Go frenzy, Shoot frenzy, Inspired trade, Inspired recruitment, Inspired surgery, Inspired art. At the time, incapacitation would end the inspiration.&lt;br /&gt;
* Beta 19/ 1.0 - Inspired colonists now get a special icon in the colonist bar&lt;br /&gt;
* 1.1 - &amp;quot;Inspired taming&amp;quot; inspiration added.&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>Prios</name></author>
	</entry>
</feed>