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	<updated>2026-04-06T01:06:01Z</updated>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wpdqx0on3exxu9vx&amp;topic_postId=wpe1pv02s1d2d8jx&amp;topic_revId=wpe1pv02s1d2d8jx&amp;action=single-view</id>
		<title>Topic:Wpdqx0on3exxu9vx</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Wpdqx0on3exxu9vx&amp;topic_postId=wpe1pv02s1d2d8jx&amp;topic_revId=wpe1pv02s1d2d8jx&amp;action=single-view"/>
		<updated>2022-02-04T12:08:57Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Ripmorld&quot; class=&quot;mw-userlink&quot; title=&quot;User:Ripmorld&quot;&gt;&lt;bdi&gt;Ripmorld&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Ripmorld&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Ripmorld (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Ripmorld&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Ripmorld&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:Wpdqx0on3exxu9vx&amp;amp;topic_showPostId=wpe1pv02s1d2d8jx#flow-post-wpe1pv02s1d2d8jx&quot;&gt;commented&lt;/a&gt; on &quot;Surgeon mood penalty missing/Wai?&quot; (&lt;em&gt;Because that is known to completely cancel out the mood debuff&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wpdqx0on3exxu9vx&amp;topic_postId=wpe1oowekjqubqtp&amp;topic_revId=wpe1oowekjqubqtp&amp;action=single-view</id>
		<title>Topic:Wpdqx0on3exxu9vx</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Wpdqx0on3exxu9vx&amp;topic_postId=wpe1oowekjqubqtp&amp;topic_revId=wpe1oowekjqubqtp&amp;action=single-view"/>
		<updated>2022-02-04T12:08:22Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Ripmorld&quot; class=&quot;mw-userlink&quot; title=&quot;User:Ripmorld&quot;&gt;&lt;bdi&gt;Ripmorld&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Ripmorld&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Ripmorld (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Ripmorld&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Ripmorld&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:Wpdqx0on3exxu9vx&amp;amp;topic_showPostId=wpe1oowekjqubqtp#flow-post-wpe1oowekjqubqtp&quot;&gt;commented&lt;/a&gt; on &quot;Surgeon mood penalty missing/Wai?&quot; (&lt;em&gt;Ideology , did you turn organ harvesting into &amp;quot;acceptable&amp;quot; ?&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Devilstrand_(plant)&amp;diff=98074</id>
		<title>Devilstrand (plant)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Devilstrand_(plant)&amp;diff=98074"/>
		<updated>2021-12-28T05:10:20Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: Undo revision 98071 by Ripmorld (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{for|the fabric|devilstrand}}{{infobox main|plant|&lt;br /&gt;
|name = Devilstrand&lt;br /&gt;
|image = Devilstrand_mushroom.png|Devilstrand mushroom&lt;br /&gt;
|description = This fragile mushroom was genetically engineered to produce a silk net that is both difficult to tear and soft to the touch. While the mushroom takes a very long time to grow, only exotic ultra-tech fabrics outperform its devilstrand fibers.&amp;lt;br&amp;gt;Some say it's called devilstrand because of its red color. Others think it owes its name to the greed it inspires in people.&lt;br /&gt;
|type = Plant&lt;br /&gt;
|type2 = Domesticated&lt;br /&gt;
|path cost = 14&lt;br /&gt;
|hp = 85&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|beauty outdoors = 1&lt;br /&gt;
|grow days = 22.5&lt;br /&gt;
|sow work = 400&lt;br /&gt;
|harvest work = 200&lt;br /&gt;
|product = devilstrand&lt;br /&gt;
|yield = 6&lt;br /&gt;
|min sowing skill = 10&lt;br /&gt;
|min fertility = 0.7&lt;br /&gt;
|fertility sensitivity = 1&lt;br /&gt;
|nutrition = 0.2&lt;br /&gt;
|sowTags = Ground&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Devilstrand mushroom''' is a player-growable production crop with a low yield, and very long growing cycle. Can't be sown in hydroponics, and is immune to blight. Mature devilstrand yields 6 [[devilstrand]].}}&lt;br /&gt;
&lt;br /&gt;
Devilstrand mushrooms are entirely immune to blight.&lt;br /&gt;
==Growing==&lt;br /&gt;
Devilstrand has a base growing time of 22.5 days, needs a minimum soil fertility of 50%, and has a fertility sensitivity rating of 100%. Devilstrand can also only be sown by level 10 growers and above, and once the [[research#Devilstrand|Devilstrand]] research has been completed. Due to its long growing cycle, in many biomes it needs to be planted in a greenhouse. The following table details how long it takes for devilstrand to grow in each growable ground type, factoring in the plant resting time and being in ideal growing conditions:&lt;br /&gt;
&lt;br /&gt;
{{Grow Table}}&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
Devilstrand's raw product is devilstrand, which has a market value of 10 [[silver]]. The refined product with the largest profit margin is a [[duster]], having a -22.56%&amp;lt;ref&amp;gt;70% sell price multiplier and assuming normal quality. Your mileage may vary; see [[quality]] for more information on skill level's impact on the average market value of produced goods.&amp;lt;/ref&amp;gt; profit margin. The following table details silver per day, per plant. It only factors in the 50% selling markdown, the market value of the products, and the yield per day:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_24 text-center}}&lt;br /&gt;
! Ground Type&lt;br /&gt;
| Gravel&lt;br /&gt;
| Soil&lt;br /&gt;
| Rich Soil&lt;br /&gt;
| Hydroponics&lt;br /&gt;
|- &lt;br /&gt;
! Raw&lt;br /&gt;
| 0.72&lt;br /&gt;
| 1.03&lt;br /&gt;
| 1.44&lt;br /&gt;
| -&lt;br /&gt;
|- &lt;br /&gt;
! Refined&lt;br /&gt;
| 0.56&lt;br /&gt;
| 0.8&lt;br /&gt;
| 1.12&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike [[cloth]] dusters, you'll actually be better off selling devilstrand than devilstrand dusters. This is because cloth dusters have a higher '''work:ingredient value''' ratio compared to devilstrand dusters; a larger market value gain relative to the total value of the ingredients.&lt;br /&gt;
&lt;br /&gt;
Generally, you can't generate a profit from devilstrand dusters unless you have at least a level 15 crafter doing the tailoring - and even then, cloth dusters would still be leaps and bounds better for economic purposes.&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Nutrition increased from 0.15 -&amp;gt; 0.2&lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Domesticated plants]]&lt;br /&gt;
[[Category:Resource plants]]&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Devilstrand_(plant)&amp;diff=98073</id>
		<title>Devilstrand (plant)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Devilstrand_(plant)&amp;diff=98073"/>
		<updated>2021-12-28T05:09:49Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: Undo revision 98072 by Ripmorld (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{for|the fabric|devilstrand}}{{infobox main|plant|&lt;br /&gt;
|name = Devilstrand&lt;br /&gt;
|image = Devilstrand_mushroom.png|Devilstrand mushroom&lt;br /&gt;
|description = This fragile mushroom was genetically engineered to produce a silk net that is both difficult to tear and soft to the touch. While the mushroom takes a very long time to grow, only exotic ultra-tech fabrics outperform its devilstand fibers.&amp;lt;br&amp;gt;Some say it's called devilstand because of its red color. Others think it owes its name to the greed it inspires in people.&lt;br /&gt;
|type = Plant&lt;br /&gt;
|type2 = Domesticated&lt;br /&gt;
|path cost = 14&lt;br /&gt;
|hp = 85&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|beauty outdoors = 1&lt;br /&gt;
|grow days = 22.5&lt;br /&gt;
|sow work = 400&lt;br /&gt;
|harvest work = 200&lt;br /&gt;
|product = devilstrand&lt;br /&gt;
|yield = 6&lt;br /&gt;
|min sowing skill = 10&lt;br /&gt;
|min fertility = 0.7&lt;br /&gt;
|fertility sensitivity = 1&lt;br /&gt;
|nutrition = 0.2&lt;br /&gt;
|sowTags = Ground&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Devilstrand mushroom''' is a player-growable production crop with a low yield, and very long growing cycle. Can't be sown in hydroponics, and is immune to blight. Mature devilstrand yields 6 [[devilstrand]].}}&lt;br /&gt;
&lt;br /&gt;
Devilstrand mushrooms are entirely immune to blight.&lt;br /&gt;
==Growing==&lt;br /&gt;
Devilstand has a base growing time of 22.5 days, needs a minimum soil fertility of 50%, and has a fertility sensitivity rating of 100%. Devilstand can also only be sown by level 10 growers and above, and once the [[research#Devilstrand|Devilstrand]] research has been completed. Due to its long growing cycle, in many biomes it needs to be planted in a greenhouse. The following table details how long it takes for devilstand to grow in each growable ground type, factoring in the plant resting time and being in ideal growing conditions:&lt;br /&gt;
&lt;br /&gt;
{{Grow Table}}&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
Devilstand's raw product is devilstand, which has a market value of 10 [[silver]]. The refined product with the largest profit margin is a [[duster]], having a -22.56%&amp;lt;ref&amp;gt;70% sell price multiplier and assuming normal quality. Your mileage may vary; see [[quality]] for more information on skill level's impact on the average market value of produced goods.&amp;lt;/ref&amp;gt; profit margin. The following table details silver per day, per plant. It only factors in the 50% selling markdown, the market value of the products, and the yield per day:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_24 text-center}}&lt;br /&gt;
! Ground Type&lt;br /&gt;
| Gravel&lt;br /&gt;
| Soil&lt;br /&gt;
| Rich Soil&lt;br /&gt;
| Hydroponics&lt;br /&gt;
|- &lt;br /&gt;
! Raw&lt;br /&gt;
| 0.72&lt;br /&gt;
| 1.03&lt;br /&gt;
| 1.44&lt;br /&gt;
| -&lt;br /&gt;
|- &lt;br /&gt;
! Refined&lt;br /&gt;
| 0.56&lt;br /&gt;
| 0.8&lt;br /&gt;
| 1.12&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike [[cloth]] dusters, you'll actually be better off selling devilstand than devilstand dusters. This is because cloth dusters have a higher '''work:ingredient value''' ratio compared to devilstand dusters; a larger market value gain relative to the total value of the ingredients.&lt;br /&gt;
&lt;br /&gt;
Generally, you can't generate a profit from devilstand dusters unless you have at least a level 15 crafter doing the tailoring - and even then, cloth dusters would still be leaps and bounds better for economic purposes.&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Nutrition increased from 0.15 -&amp;gt; 0.2&lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Domesticated plants]]&lt;br /&gt;
[[Category:Resource plants]]&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Devilstrand_(plant)&amp;diff=98072</id>
		<title>Devilstrand (plant)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Devilstrand_(plant)&amp;diff=98072"/>
		<updated>2021-12-28T05:07:36Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{for|the fabric|devilstrand}}{{infobox main|plant|&lt;br /&gt;
|name = Devilstand&lt;br /&gt;
|image = Devilstrand_mushroom.png|Devilstrand mushroom&lt;br /&gt;
|description = This fragile mushroom was genetically engineered to produce a silk net that is both difficult to tear and soft to the touch. While the mushroom takes a very long time to grow, only exotic ultra-tech fabrics outperform its devilstand fibers.&amp;lt;br&amp;gt;Some say it's called devilstand because of its red color. Others think it owes its name to the greed it inspires in people.&lt;br /&gt;
|type = Plant&lt;br /&gt;
|type2 = Domesticated&lt;br /&gt;
|path cost = 14&lt;br /&gt;
|hp = 85&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|beauty outdoors = 1&lt;br /&gt;
|grow days = 22.5&lt;br /&gt;
|sow work = 400&lt;br /&gt;
|harvest work = 200&lt;br /&gt;
|product = devilstrand&lt;br /&gt;
|yield = 6&lt;br /&gt;
|min sowing skill = 10&lt;br /&gt;
|min fertility = 0.7&lt;br /&gt;
|fertility sensitivity = 1&lt;br /&gt;
|nutrition = 0.2&lt;br /&gt;
|sowTags = Ground&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Devilstrand mushroom''' is a player-growable production crop with a low yield, and very long growing cycle. Can't be sown in hydroponics, and is immune to blight. Mature devilstrand yields 6 [[devilstrand]].}}&lt;br /&gt;
&lt;br /&gt;
Devilstrand mushrooms are entirely immune to blight.&lt;br /&gt;
==Growing==&lt;br /&gt;
Devilstand has a base growing time of 22.5 days, needs a minimum soil fertility of 50%, and has a fertility sensitivity rating of 100%. Devilstand can also only be sown by level 10 growers and above, and once the [[research#Devilstrand|Devilstrand]] research has been completed. Due to its long growing cycle, in many biomes it needs to be planted in a greenhouse. The following table details how long it takes for devilstand to grow in each growable ground type, factoring in the plant resting time and being in ideal growing conditions:&lt;br /&gt;
&lt;br /&gt;
{{Grow Table}}&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
Devilstand's raw product is devilstand, which has a market value of 10 [[silver]]. The refined product with the largest profit margin is a [[duster]], having a -22.56%&amp;lt;ref&amp;gt;70% sell price multiplier and assuming normal quality. Your mileage may vary; see [[quality]] for more information on skill level's impact on the average market value of produced goods.&amp;lt;/ref&amp;gt; profit margin. The following table details silver per day, per plant. It only factors in the 50% selling markdown, the market value of the products, and the yield per day:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_24 text-center}}&lt;br /&gt;
! Ground Type&lt;br /&gt;
| Gravel&lt;br /&gt;
| Soil&lt;br /&gt;
| Rich Soil&lt;br /&gt;
| Hydroponics&lt;br /&gt;
|- &lt;br /&gt;
! Raw&lt;br /&gt;
| 0.72&lt;br /&gt;
| 1.03&lt;br /&gt;
| 1.44&lt;br /&gt;
| -&lt;br /&gt;
|- &lt;br /&gt;
! Refined&lt;br /&gt;
| 0.56&lt;br /&gt;
| 0.8&lt;br /&gt;
| 1.12&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike [[cloth]] dusters, you'll actually be better off selling devilstand than devilstand dusters. This is because cloth dusters have a higher '''work:ingredient value''' ratio compared to devilstand dusters; a larger market value gain relative to the total value of the ingredients.&lt;br /&gt;
&lt;br /&gt;
Generally, you can't generate a profit from devilstand dusters unless you have at least a level 15 crafter doing the tailoring - and even then, cloth dusters would still be leaps and bounds better for economic purposes.&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Nutrition increased from 0.15 -&amp;gt; 0.2&lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Domesticated plants]]&lt;br /&gt;
[[Category:Resource plants]]&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Devilstrand_(plant)&amp;diff=98071</id>
		<title>Devilstrand (plant)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Devilstrand_(plant)&amp;diff=98071"/>
		<updated>2021-12-28T05:07:04Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{for|the fabric|devilstrand}}{{infobox main|plant|&lt;br /&gt;
|name = Devilstrand&lt;br /&gt;
|image = Devilstrand_mushroom.png|Devilstrand mushroom&lt;br /&gt;
|description = This fragile mushroom was genetically engineered to produce a silk net that is both difficult to tear and soft to the touch. While the mushroom takes a very long time to grow, only exotic ultra-tech fabrics outperform its devilstand fibers.&amp;lt;br&amp;gt;Some say it's called devilstand because of its red color. Others think it owes its name to the greed it inspires in people.&lt;br /&gt;
|type = Plant&lt;br /&gt;
|type2 = Domesticated&lt;br /&gt;
|path cost = 14&lt;br /&gt;
|hp = 85&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|beauty outdoors = 1&lt;br /&gt;
|grow days = 22.5&lt;br /&gt;
|sow work = 400&lt;br /&gt;
|harvest work = 200&lt;br /&gt;
|product = devilstrand&lt;br /&gt;
|yield = 6&lt;br /&gt;
|min sowing skill = 10&lt;br /&gt;
|min fertility = 0.7&lt;br /&gt;
|fertility sensitivity = 1&lt;br /&gt;
|nutrition = 0.2&lt;br /&gt;
|sowTags = Ground&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Devilstrand mushroom''' is a player-growable production crop with a low yield, and very long growing cycle. Can't be sown in hydroponics, and is immune to blight. Mature devilstrand yields 6 [[devilstrand]].}}&lt;br /&gt;
&lt;br /&gt;
Devilstrand mushrooms are entirely immune to blight.&lt;br /&gt;
==Growing==&lt;br /&gt;
Devilstand has a base growing time of 22.5 days, needs a minimum soil fertility of 50%, and has a fertility sensitivity rating of 100%. Devilstand can also only be sown by level 10 growers and above, and once the [[research#Devilstrand|Devilstrand]] research has been completed. Due to its long growing cycle, in many biomes it needs to be planted in a greenhouse. The following table details how long it takes for devilstand to grow in each growable ground type, factoring in the plant resting time and being in ideal growing conditions:&lt;br /&gt;
&lt;br /&gt;
{{Grow Table}}&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
Devilstand's raw product is devilstand, which has a market value of 10 [[silver]]. The refined product with the largest profit margin is a [[duster]], having a -22.56%&amp;lt;ref&amp;gt;70% sell price multiplier and assuming normal quality. Your mileage may vary; see [[quality]] for more information on skill level's impact on the average market value of produced goods.&amp;lt;/ref&amp;gt; profit margin. The following table details silver per day, per plant. It only factors in the 50% selling markdown, the market value of the products, and the yield per day:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_24 text-center}}&lt;br /&gt;
! Ground Type&lt;br /&gt;
| Gravel&lt;br /&gt;
| Soil&lt;br /&gt;
| Rich Soil&lt;br /&gt;
| Hydroponics&lt;br /&gt;
|- &lt;br /&gt;
! Raw&lt;br /&gt;
| 0.72&lt;br /&gt;
| 1.03&lt;br /&gt;
| 1.44&lt;br /&gt;
| -&lt;br /&gt;
|- &lt;br /&gt;
! Refined&lt;br /&gt;
| 0.56&lt;br /&gt;
| 0.8&lt;br /&gt;
| 1.12&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike [[cloth]] dusters, you'll actually be better off selling devilstand than devilstand dusters. This is because cloth dusters have a higher '''work:ingredient value''' ratio compared to devilstand dusters; a larger market value gain relative to the total value of the ingredients.&lt;br /&gt;
&lt;br /&gt;
Generally, you can't generate a profit from devilstand dusters unless you have at least a level 15 crafter doing the tailoring - and even then, cloth dusters would still be leaps and bounds better for economic purposes.&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Nutrition increased from 0.15 -&amp;gt; 0.2&lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Domesticated plants]]&lt;br /&gt;
[[Category:Resource plants]]&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=98047</id>
		<title>Ideoligion</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=98047"/>
		<updated>2021-12-26T05:04:54Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: /* Rituals */ added missing outcome for the trial&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 ideologion. There are four options: You could choose to &amp;quot;Play Classic&amp;quot;, choose one of the prebuilt ideologions, or choose to form your own - if you choose to create your own, you have the choice between creating a fluid or static ideologion. You additionally have the ability to customise the ideologions 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 ideologions 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 ideologions can only start with a single meme, but are otherwise formed in the same as static ideoligions.&lt;br /&gt;
&lt;br /&gt;
Every time you complete a ritual or convert a prisoner, 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. Once you gain 10 points you can change your ideology in some way, such as by adding or removing a meme, still up to a maximum of 4 memes. There is a point counter just below &amp;quot;styles&amp;quot; in the ideoligion tab. 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.&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 ideologion 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}}&lt;br /&gt;
{{See also|Conversion Power}}&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 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;
== 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 || || [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]] || Small sculpture, Large sculpture, Grand sculpture || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Christian || || || Small sculpture, Large sculpture, Grand sculpture || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Islamic || || || Small sculpture, Large sculpture, Grand sculpture || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Buddhist || || || Small sculpture, Large sculpture, Grand sculpture || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Morbid || [[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]] || Small sculpture, Large sculpture, Grand sculpture, Small altar, Medium altar, Large altar, Grand altar, Stool, Table (1x2, 2x2, 2x4, 3x3), Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Column || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Totemic || [[Totemic boards]], [[Totemic slab (broad)]], [[Totemic slab (medium)]], [[Totemic stone tile]] || [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]] || Small sculpture, Large sculpture, Grand sculpture, 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 || [[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]] || Table (1x2, 2x2, 2x4, 3x3), Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Column || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Rustic || [[Rustic rug (broad)]], [[Rustic rug (medium)]] || [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]] || Column, Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Table (1x2, 2x2, 2x4, 3x3) || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Animalist || [[Animalist slab (broad)]], [[Animalist slab (medium)]] || [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]], [[War mask#Styles|War mask]] || Small sculpture, Large sculpture, Grand sculpture || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Techist || || || Column, Plant pot, Standing lamp (regular, red, green, blue, darklamp), Shelf, Autodoor, Table (1x2, 2x2, 2x4, 3x3) || 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]] || -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. || || || -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 his 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]] || -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. || || || -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]] || Colonists gain a -3 mood penalty if they have no prosthetics or artificial parts unless expectations are below Moderate. They gain a bonus based on having prosthetics or artificial parts, and a -10 opinion malus towards any pawn ''without'' prosthetics or artificial parts. Values are adjusted for pawns with Body Purist and Body Modder.&lt;br /&gt;
&lt;br /&gt;
|-&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;
|-&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 recently&amp;lt;br&amp;gt;up to -10 mood for not having taken drugs recently (seems to be at least several days)&lt;br /&gt;
&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|  || 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;
| || 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;
|-&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{{Check Tag|Does it disable positive thoughs as well?}}&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;
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 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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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&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;
&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;
==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/1.3.3080|1.3.3101]] - Reduce production specialist crafting speed buffs from +70% to +50%.&lt;br /&gt;
* [[Version/1.3.3080|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;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Antigrain_warhead&amp;diff=97521</id>
		<title>Antigrain warhead</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Antigrain_warhead&amp;diff=97521"/>
		<updated>2021-11-29T01:44:15Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: might need some updated pictures , I remember anti-grain has a tint of gold color somewhere&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{infobox main|resource|&lt;br /&gt;
| name = Antigrain warhead&lt;br /&gt;
| image = Antigrain warhead.png&lt;br /&gt;
| description = An ultra-tech warhead powered by a grain of antimatter. Usually used by spacecraft or glitterworld war machines, it creates a huge explosion and starts fires around the target. Can be fired from mortars or installed as a trap. Explodes when damaged.&lt;br /&gt;
| type = Resources&lt;br /&gt;
| type2 = Mortar shell&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| stack limit = 25&lt;br /&gt;
| beauty = &lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| mass base = 1.25&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = 1.5&lt;br /&gt;
| damage = 550&lt;br /&gt;
| damage type = BombSuper&lt;br /&gt;
| velocity = 41&lt;br /&gt;
| blastRadius = 14.9&lt;br /&gt;
| defName = Shell_AntigrainWarhead&lt;br /&gt;
| thingCategories = MortarShells&lt;br /&gt;
| tradeTags = MortarShells&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
| page verified for version = 1.3.3066&lt;br /&gt;
}}&lt;br /&gt;
The '''antigrain warhead''' is a [[mortar shell]] that can be fired by using a [[mortar]] or used as material to make an [[IED antigrain warhead trap]]. It both does massive damage and has a large blast radius, making it exceptionally effective, although rare.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Antigrain warheads cannot be crafted, but it can be obtained as a reward from [[Events#World quest incidents|quests]], or rarely found inside an [[ancient shrine]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
When fired from a mortar, {{lc:{{P|Name}}}}s deal [[Damage types#{{P|Damage Type}}|{{P|Damage Type}}]] damage in a {{P|Blast Radius}} tile radius, dealing {{P|Damage Base}} at the center and {{#expr: {{P|Damage Base}}*0.2}} damage at the extreme edge of the radius and linearly interpolated in between. It will also set fire to roughly 22% of the affected tiles&lt;br /&gt;
&lt;br /&gt;
When damaged beyond 70% of its health, it will explode after between {{ticks|30}} and {{ticks|60}}, dealing [[Damage Type#BombSuper|BombSuper]] damage in a radius around itself. The radius depends on the quantity in the stack, with a single shell covering a 14.9 tile radius, and expanding this radius proportional to the square root of the stack size times 0.4 up to a maximum radius of {{#expr: 14.9+((24*0.4)^0.5) round 2}} tiles at a full stack of 25. As above, it will deal {{P|Damage Base}} at the center of the explosion, {{#expr: {{P|Damage Base}}*0.2}} damage at the extreme edge of the radius and be linearly interpolated in between. It will also set fire to roughly 22% of the affected tiles&lt;br /&gt;
&lt;br /&gt;
Deterioration damage, however, will not cause said explosion, and the warhead will &amp;quot;deteriorate to nothing&amp;quot; instead.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Antigrain warheads deal more than enough damage to one-shot most enemies in the game. This makes them utterly unmatched in siege defense, as they are capable of wiping out entire groups of [[raider]]s in a single blast. Additionally, their blast radius is sufficient to always hit the targeted tile in the blast, giving them reliability in hitting point targets far exceeding that of normally inaccurate mortars. &lt;br /&gt;
&lt;br /&gt;
Tougher, armored enemies such as the [[centipede]] are a bit more than likely to survive a blast, but will be severely weakened such that finishing them off becomes much easier. Also take note that a direct hit, rare as it is, will likely kill it outright.&lt;br /&gt;
&lt;br /&gt;
[[IED antigrain warhead trap|Installed as a trap]], it can be extremely useful against [[crashed ship parts]] as doing so helps overcome the inaccuracy of mortars.&lt;br /&gt;
&lt;br /&gt;
===Storage===&lt;br /&gt;
As with all mortar shells, it is heavily advised that you keep it in a safe place where it cannot deteriorate, come under fire, or be targetted by a [[Mental break|tantrum]]. In addition to the loss of the antigrain warhead itself, its detonation is likely to cause massive damage to your base, anything inside it, and its occupants. If a tantruming pawn does decide to punch an antigrain warhead, try arresting them. If your pawns are too far, shooting them may be the better option than the alternative - the injuries, mood and social penalties, and even risk of death are still better than the almost-guaranteed death of the tantruming pawn, let alone the collateral damage. For maximum safety, consider sealing it behind a quickly-deconstructable wall, ideally under thick mountain roof on the small chance that a mortar hits that single tile.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added.&lt;br /&gt;
* ? - Description changed from ''&amp;quot;A tiny ultra-tech warhead usually used by spacecraft or glitterworld war machines. Powered by a grain of antimatter, it creates a huge explosion and starts fires around the target. Can be fired from mortars or installed as a trap. Explodes when damaged.&amp;quot;'' -&amp;gt; ''&amp;quot;An ultra-tech warhead powered by a grain of antimatter. Usually used by spacecraft or glitterworld war machines, it creates a huge explosion and starts fires around the target. Can be fired from mortars or installed as a trap. Explodes when damaged.&amp;quot;'' &lt;br /&gt;
{{nav/questitems}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Mortar shells]]&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ideology_(DLC)&amp;diff=97002</id>
		<title>Ideology (DLC)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ideology_(DLC)&amp;diff=97002"/>
		<updated>2021-11-25T01:01:31Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: /* Rituals */ a small tip to boost the outcome&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{For|the Ideology system added by this DLC|Ideoligion}}&lt;br /&gt;
{{quote|&amp;quot;What do you believe?&amp;quot;|Ideology DLC Tag line|large=1}}&lt;br /&gt;
''Released on July 20, 2021''&lt;br /&gt;
&lt;br /&gt;
'''Ideology''' is a [[DLC]] for RimWorld that focuses on belief systems, social roles, rituals, hunts for ancient relics and cross-cultural interaction. The DLC also adds Gauranlen trees that produce multipurpose working creatures called dryads and also adds a new win condition, the Archotech Nexus. The DLC managed to run out of Steam keys for [http://www.rimworldgame.com www.rimworldgame.com] buyers within a hour.&lt;br /&gt;
&lt;br /&gt;
With the Ideology expansion, each person in the game gets a belief system.&lt;br /&gt;
&lt;br /&gt;
Belief systems define social roles for leaders, moral guides, and skill specialists. They invoke rituals from gentle festivals to brutal sacrifices. They guide preferences around food, comfort, love, technology, and violence. They venerate specific animals, desire different apparel and tattoos, and give access to different buildings and strategies.&lt;br /&gt;
&lt;br /&gt;
Everything is customizable. Make your own story of pirate nudist cannibals, blind undergrounder mole people, charitable ranching cowboys, machine-obsessed transhumanists, or rustic peaceful tribes who link with curious tree creatures.&lt;br /&gt;
&lt;br /&gt;
You can build mind-bending temples with colorful drug motifs, terrifying sacrificial altars clad in skulls, winding mazes of underground tunnels full of technology, or beautiful orchards with drifting leaves.&lt;br /&gt;
&lt;br /&gt;
You’ll hold unforgettable rituals - sick dance parties with pounding music, bountiful feasts of human flesh, beautiful skylantern festivals, ceremonial blindings, Christmas festivities around the tree, vicious gladiator duels, and more.&lt;br /&gt;
&lt;br /&gt;
As you grow powerful, you’ll hunt for the venerated relics of your belief system in new multi-part quests. Penetrate ancient complexes full of diverse threats. Infiltrate wary tribal villages and hack downed spacedrones while holding off other treasure-hunters. Find the relic in its ancient temple and bring it back to your reliquary to attract wealthy pilgrims to your colony and help you convert even more people to your beliefs.&lt;br /&gt;
&lt;br /&gt;
And when you’re successful and secure, you can seek transcendence beyond reality in the new, epic archonexus endgame.&lt;br /&gt;
&lt;br /&gt;
Ideology makes your story into your story more than ever before.&lt;br /&gt;
&lt;br /&gt;
==Memes==&lt;br /&gt;
Each belief system is built around a collection of 1-4 core memes, where each meme represents a core idea in the belief system. By combining memes and changing the details of how they are expressed, you can create a staggeringly vast array of different belief systems.&lt;br /&gt;
&lt;br /&gt;
The memes are:&lt;br /&gt;
* Animal personhood: Animals have rights as humans do.&lt;br /&gt;
* Rancher: Raising animals is the right way; raising plants to eat is not.&lt;br /&gt;
* Pain is virtue: Virtue is shown through the suffering of self and others.&lt;br /&gt;
* Darkness: Bright light burns and destroys! Darkness nourishes and creates. People ought to live in darkness.&lt;br /&gt;
* Tunneler: Humans ought to live underground, and enjoy the succulent fruit of the depths.&lt;br /&gt;
* Tree connection: Trees are the essence of life, and we must be near them.&lt;br /&gt;
* Nudism: Clothing binds, controls, and suffocates us. We should all hang free.&lt;br /&gt;
* Blindsight: Only the blind can perceive true reality.&lt;br /&gt;
* Cannibal: We must consume human flesh.&lt;br /&gt;
* Transhumanist: Human progress means merging with technology.&lt;br /&gt;
* Flesh purity: The human body should not be debased.&lt;br /&gt;
* Raider: The strong should take from the weak.&lt;br /&gt;
* Proselytizer: It is our duty to spread our beliefs.&lt;br /&gt;
* High life: Exotic states of mind are central to a good life.&lt;br /&gt;
* Nature primacy: Man is a stain on nature's perfection.&lt;br /&gt;
* Human primacy: Humans are the moral center of the universe.&lt;br /&gt;
* Female supremacy: Women are the superior gender and should rule.&lt;br /&gt;
* Male supremacy: Men are the superior gender and should rule.&lt;br /&gt;
* Supremacist: Our people should dominate all others&lt;br /&gt;
* Loyalist: We stand for our own before others.&lt;br /&gt;
* Guilty: Our people carry guilt from ages past. Others are more worthy.&lt;br /&gt;
* Individualist: A community's role is to serve each individual.&lt;br /&gt;
* Collectivist: A person's role is to serve the community.&lt;br /&gt;
&lt;br /&gt;
==Precepts==&lt;br /&gt;
Each meme can give rise to a variety of different precepts. Each precept is a specific rule or guideline which affects a specific behavior or preference. The same meme won’t always imply the same precepts - if you want fine control, you can edit and randomize precepts exactly the way you like. Some precepts relate to issues like:&lt;br /&gt;
&lt;br /&gt;
* Eating nutrient paste: This meal can be seen as disgusting or efficient.&lt;br /&gt;
* Cannibalism: Some believers find eating human flesh abhorrent, others are unbothered, and some hunger for it.&lt;br /&gt;
* Insect meat: The slimy flesh of insects can be gross or delectable.&lt;br /&gt;
* Fungus eating: Mushy fungus food, which can now be farmed underground on fungal gravel, is preferred by some and hated by others.&lt;br /&gt;
* Organ use: Opinions differ on the harvest, sale, purchase, and installation of organs.&lt;br /&gt;
* Execution: This act is potentially evil beyond measure, necessary, and even enjoyed.&lt;br /&gt;
* Venerated animal: A certain animal is believed to have a special moral role. Therefore, it must never be harmed, and people are happier with it around.&lt;br /&gt;
* Animal connection: Some belief systems have a strong connection to animals and consider them friends.&lt;br /&gt;
* Slaughtering animals: It may be necessary for food, but others strongly disapprove.&lt;br /&gt;
* Apostasy: Abandoning one’s belief system indicates character flaws or deep immorality.&lt;br /&gt;
* Autonomous weapons: Views vary on whether machines should be allowed to decide who to kill.&lt;br /&gt;
* Blindness: Some people believe that to be blinded is to be moral and unclouded by physical reality. Others disagree.&lt;br /&gt;
* Blind psysense: Blind individuals have special ways to connect to the psychic aether.&lt;br /&gt;
* Body modification: Some demand modified bodies, while others abhor them.&lt;br /&gt;
* Bonding: Some believe forming personal bonds with animals is good - others don’t.&lt;br /&gt;
* Charity: Charitable belief systems emphasize the importance of generosity and helping others.&lt;br /&gt;
* Men/women’s spouses: Rules exist regarding how many spouses a man or woman can have.&lt;br /&gt;
* Physical love: Restrictions on intimate life.&lt;br /&gt;
* Comfort: Some pay no attention to comfort.&lt;br /&gt;
* Slab bed: Some think the proper way to sleep is on a cold, uncomfortable slab.&lt;br /&gt;
* Corpses: Seeing the dead may be disturbing to colonists or it may not bother them at all.&lt;br /&gt;
* Drug use: Drugs may be prohibited, limited to medical and social use, or essential.&lt;br /&gt;
* Diversity of thought: Varies widely from deep appreciation to intense bigotry.&lt;br /&gt;
* Killing innocent animals: Such acts may be disapproved, hated, or unthinkable.&lt;br /&gt;
* Lighting: Those adjusted to the darkness have a preference for darklights.&lt;br /&gt;
* Darkness combat: Some believers fight better in the dark.&lt;br /&gt;
* Meat-eating: Colonies might be strict about following a carnivore diet, or reject it completely.&lt;br /&gt;
* Mining: Raiding the earth of its resources is an ugly act.&lt;br /&gt;
* Male/female clothing: Opinions differ on which parts of the body should be covered.&lt;br /&gt;
* Pain: To suffer and undergo violent, nerve-singing pain is to be moral.&lt;br /&gt;
* Proselytizing: Spreading your beliefs may be an occasional task or your ultimate duty.&lt;br /&gt;
* Raiding: The strong take from the weak. Failing to do so means that you are also weak.&lt;br /&gt;
* Ranching: The right way to live is to raise large animals for their meat. Crops have no place here.&lt;br /&gt;
* Research: Expanding one’s knowledge may be trivial or crucial to a colony.&lt;br /&gt;
* Scarification: Some belief systems value ritual scars on the body, while others deplore the idea.&lt;br /&gt;
* Skullspike: Not all enjoy collecting skulls and sticking them on pikes. But some do.&lt;br /&gt;
* Slavery: Belief systems have different views on the ownership and trade of slaves.&lt;br /&gt;
* Small spaces: Some people have no issue with claustrophobic spaces.&lt;br /&gt;
* Sleep accelerator: To sleep without an accelerator would be foolish and a waste of time.&lt;br /&gt;
* Biosculpting: Biosculpting is demanded by some believers, whereas others feel it violates the body.&lt;br /&gt;
* Age reversal: Why would you ever get old if you had the power to reverse it?&lt;br /&gt;
* Neural supercharger: Some think it’s degrading to live without having their brain constantly supercharged by technology.&lt;br /&gt;
* Cutting trees: Some may grow upset when trees are cut down, to varying degrees.&lt;br /&gt;
* Trees: Believers want to be surrounded by nature and grand forests.&lt;br /&gt;
* Gauranlen connection: Some belief systems have a much stronger connection to the Gauranlen trees and their dryads.&lt;br /&gt;
* Weapons: There are preferences for weapons. Some are noble and sought after, others are despised.&lt;br /&gt;
* Work drive: The leader’s work drive ability is tripled.&lt;br /&gt;
&lt;br /&gt;
Belief systems each have an underlying structure. These don’t have gameplay effects, but they give variety to how different belief systems look and feel, and the narratives the game generates for them:&lt;br /&gt;
&lt;br /&gt;
* Ideological beliefs are justified by historical narratives.&lt;br /&gt;
* Theistic beliefs may be monotheistic or polytheistic, seeing their gods as abstract or physically-embodied. Some may be distant descendants of historical belief systems.&lt;br /&gt;
* Animist beliefs see spirits in the world around us.&lt;br /&gt;
* Archist beliefs see the superintelligent machine archotechs as the true gods of reality.&lt;br /&gt;
&lt;br /&gt;
==Conversion==&lt;br /&gt;
People can convert each other to new beliefs. You can assign wardens to convert prisoners, or use the special abilities of your moral guide. People will also spontaneously try to convert those around them. Those with proselytizing beliefs will do this much more intensely, which can lead to conflict, including fights between people. Depending on traits, some people are much easier to convert than others.&lt;br /&gt;
&lt;br /&gt;
You can bring everyone in your colony to one belief system, or try to keep a diversity of beliefs to capture the benefits of all of them.&lt;br /&gt;
&lt;br /&gt;
==Social roles==&lt;br /&gt;
{{Main|Roles}}&lt;br /&gt;
Make use of your favorite colonists’ strengths and skills by assigning them formal social roles. Each belief system defines special roles that believers can take on.&lt;br /&gt;
&lt;br /&gt;
The leader role gives inspirational speeches, buffs combat allies around them, encourages harder work, and plays a special role in some rituals. They can also accuse individuals of crimes and hold trials.&lt;br /&gt;
The moral guide role supports the mental well-being and spiritual strength of your people, and leads many rituals including funerals, sacrifices, and more. They can preach health to the sick to speed up healing, provide counsel to sad colonists to lift their moods, reassure people in their beliefs, and convert non-believers to their own belief system.&lt;br /&gt;
The specialist role gives better effectiveness at one primary skill and gains a special ability related to that skill. As a tradeoff, specialists become more focused on their specific skill and won’t do some other work. You can assign many specialists.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
Each belief system defines a collection of unique rituals. These player-controlled events are special gatherings that have a variety of impacts depending on how they are carried out. For example, a wild party in a massive dance hall with giant speakers may attract new recruits or lead to the discovery of an ancient complex full of loot. On the other hand, if you throw a party in a field with no music at all, you might not get the same benefits.&lt;br /&gt;
&lt;br /&gt;
Belief system-based rituals include:&lt;br /&gt;
&lt;br /&gt;
* Dance party: Participants dance to music from giant speakers, illuminated by a colorful lightball.&lt;br /&gt;
* Drum party: Drummers make music as others dance the night away.&lt;br /&gt;
* Social festivals: The leader gives a speech and then people gather to drink and socialize.&lt;br /&gt;
* Tree celebration: A social festival around a decorated tree.&lt;br /&gt;
* Burn circle: A moral leader gives a condemnatory speech, and the people burn a hated symbol like an effigy or flag.&lt;br /&gt;
* Smoke circle: People burn a special giant bong or incense shrine and inhale the smoke together.&lt;br /&gt;
* Skylantern festival: People build and release beautiful wooden lanterns that float into the sky.&lt;br /&gt;
* Gladiator duel: Slaves or prisoners fight in a ring to entertain spectators. You can supply weapons and they will be used. If a fighter dies, the crowd will come away even more excited. (you can drug the fighter with go-juice or yayo to make them fight till death)&lt;br /&gt;
* Sacrifice: A moral leader kills an animal or prisoner before a crowd.&lt;br /&gt;
* Cannibal feast: Colonists gather to devour a scrumptious platter of human meat.&lt;br /&gt;
* Scarification: The moral guide inducts a new believer by aesthetically scarring them while others watch.&lt;br /&gt;
* Blinding: The moral guide inducts a new believer by blinding them while others watch.&lt;br /&gt;
* Funeral: People gather around a grave to remember someone they lost, while a moral guide gives a speech.&lt;br /&gt;
&lt;br /&gt;
Some rituals aren’t specific to belief systems:&lt;br /&gt;
&lt;br /&gt;
* Leader speeches: The colony’s leader gives a rousing speech intended to boost morale. If their social skills fail, it might have the opposite effect!&lt;br /&gt;
* Trial: The leader accuses someone of heinous crimes. The accuser and accused argue the case in front of witnesses. If convicted, the accused can be punished without social consequences.&lt;br /&gt;
* Public execution: A killing of a prisoner. This goes best after a trial where the prisoner is found guilty of something.&lt;br /&gt;
* Tree connection: A majestic ceremony where a colonist connects with a Gauranlen tree, giving them the ability to command the dryads inside.&lt;br /&gt;
&lt;br /&gt;
==Gauranlen trees==&lt;br /&gt;
A unique type of tree called the [[Gauranlen tree]] will occasionally sprout near your colony. These majestic orange trees have a symbiotic relationship with small creatures called [[dryads]]. The tree supports the dryads, and in return the dryads protect the tree. Each tree has a few dryads attached to it.&lt;br /&gt;
&lt;br /&gt;
A colonist can connect with a tree in a special ceremony. By pruning the tree over time, the colonist can strengthen the connection and gain the ability to influence its dryads.&lt;br /&gt;
&lt;br /&gt;
Under your influence, dryads can specialize into different castes:&lt;br /&gt;
&lt;br /&gt;
* [[Carrier]]: These chunky helpers will haul things where they need to go.&lt;br /&gt;
* [[Clawer]]: Vulnerable but fearsome, the clawer specializes in damage dealing.&lt;br /&gt;
* [[Barkskin]]: Slow but tough, the barkskin soaks hits for your other fighters.&lt;br /&gt;
* [[Woodmaker]]: Generates wood over time.&lt;br /&gt;
* [[Medicinemaker]]: Generates herbal medicine over time.&lt;br /&gt;
* [[Berrymaker]]: Generates berries over time.&lt;br /&gt;
* [[Gaumaker]]: Produces Gauranlen sprouts to make new Gauranlen trees.&lt;br /&gt;
&lt;br /&gt;
Beliefs matter. If your colonists venerate the trees, they can connect with Gauranlen trees more effectively and influence the dryads more efficiently. Only those who truly respect the trees can control their reproduction. With time, such a tree-connector colony can build an economy and an army from its Gauranlen orchard and the cute, useful, and fearsome dryads.&lt;br /&gt;
&lt;br /&gt;
==Relic hunts==&lt;br /&gt;
Every belief system holds some special objects as relics. It might be an ancient sword, a skull, a piece of armor, or anything else. Embark on multi-part quests to find and collect the relics that you believe in.&lt;br /&gt;
&lt;br /&gt;
Hunting a relic involves several kinds of quests to find the relic:&lt;br /&gt;
* &lt;br /&gt;
* Ancient complex quests take you to long-forgotten ruins containing treasure and info about the relic. A wide variety of challenges may await you - cryptosleeping soldiers, insects, sleeping mechanoids, unstable fuel stores, or pirates who followed you to the site. Use these threats against each other to survive while taking what you want.&lt;br /&gt;
* Spacedrone quests begin with an spacedrone landing beside your colony. It contains info on a relic, but you’ll have to hack it first! Build defenses on the spot to protect yourself against other treasure hunters while you extract the info.&lt;br /&gt;
* Worshipped terminal quests involve an ancient terminal venerated by a tribal village. They will allow you to visit, but attempting to hack the terminal will cause the locals to attack. Consider launching an attack from outside the village, or enter peacefully and try for a smash-and-grab. It’s your choice.&lt;br /&gt;
&lt;br /&gt;
Once you’ve found the ancient temple that holds the relic, you can go there and grab it in a daring raid as you evade and defeat a variety of security systems. Take it home and install it in a reliquary. The relic will help you turn others to your beliefs, and also attract pilgrims who will bring gifts.&lt;br /&gt;
&lt;br /&gt;
==Additional quests==&lt;br /&gt;
&lt;br /&gt;
Ideology also adds some new quests not related to the relics.&lt;br /&gt;
&lt;br /&gt;
Ancient complex loot quests see you raiding loot-filled ancient complexes, either in a shuttle or by traveling in a caravan. These ancient complexes aren’t about finding a relic - just about getting rich. Complexes are procedurally-generated and contain a wide variety of threats. The threats are designed to interact with each other and even be useful - You can intentionally wake sleeping ancient soldiers to help fight pirates who followed you to the complex, or ignite an ancient fuel node to burn out giant insects nesting in the next room. It can get pretty crazy - this is RimWorld, after all.&lt;br /&gt;
&lt;br /&gt;
New temporary encampments will set up near your colony. These small communities are lightly-defended and often not associated with any larger faction, making them good targets if you want to become a raider yourself. Beliefs matter - if your beliefs are aggressive, your colonists may even demand this kind of attack be carried out regularly to satisfy their need for dominance. The encampments vary from farms to logging sites, mines, and hunting lodges, each with different kinds of defenders and loot.&lt;br /&gt;
&lt;br /&gt;
Groups of beggars will arrive and ask for aid. Help them, and they might reward you later. You can also choose to betray them and enslave them, recruit them, sell them, or anything else. Beliefs matter - if your beliefs are charitable, your colonists will be especially happy when you take care of the needy travelers.&lt;br /&gt;
&lt;br /&gt;
==New buildings==&lt;br /&gt;
Belief systems unlock new buildings.&lt;br /&gt;
&lt;br /&gt;
Many of the buildings are used to support rituals. These include:&lt;br /&gt;
&lt;br /&gt;
* [[Altar]]: Traditional platforms used in rituals. These are the center of your ritual hall.&lt;br /&gt;
* [[Ideogram]]: Arcane symbols on the floor that are used in rituals.&lt;br /&gt;
* [[Lectern]]: Give your rituals a formal look with this slanted stand. Having one nearby will extend the duration of certain rituals’ positive effects.&lt;br /&gt;
* [[Pew]]: Simple benches for listeners to sit on during a ritual.&lt;br /&gt;
* [[Kneel pillow]]: Cushions on which people kneel during rituals.&lt;br /&gt;
* [[Kneel sheet]]: Carpets where friends can kneel during rituals.&lt;br /&gt;
* [[Drum]]: Drummers can create music for rituals and parties.&lt;br /&gt;
* [[Lightball]]: It spins and changes colour! This ball really amps up your dance parties.&lt;br /&gt;
* [[Loudspeaker]]: Turn it up! Dance parties get more intense the more of these you add.&lt;br /&gt;
* [[Christmas tree]]: Its pretty lights and ornaments are essential for some merry festivals.&lt;br /&gt;
* [[Pyre]]: Create a tower of flame by igniting this log structure.&lt;br /&gt;
* [[Sacrificial flag]]: Think of your enemies and what you’ll do to them in this symbolic burning.&lt;br /&gt;
* [[Effigy]]: Set human-shaped sculptures on fire and watch them burn.&lt;br /&gt;
* [[Cannibal platter]]: Feed many hungry mouths with a gruesome feast of human flesh.&lt;br /&gt;
* [[Burnbong]]: Ignite for a cloud of smokeleaf that fills the room.&lt;br /&gt;
* [[Incense shrine]]: Light these incense containers for pleasant smoke to be released.&lt;br /&gt;
&lt;br /&gt;
Belief systems also unlock specific new buildables that have specific functions:&lt;br /&gt;
&lt;br /&gt;
* [[Autobong]]s: Passively produce a cloud of smokeleaf for everyone around. Associated with drug worship.&lt;br /&gt;
* [[Dark lamp]]s and [[dark torch]]es: For those who shun the light, these provide gentle illumination.&lt;br /&gt;
* [[Slab bed]]s: For those colonists whose beliefs eschew physical comfort, sleeping on these is noble.&lt;br /&gt;
* [[Sleep accelerator]]s: Accelerate sleep at the cost of power and hunger. Transhumanists want these.&lt;br /&gt;
* [[Biosculpter pod]]s: Reverse aging and heal scars. Essential for those who reject the weakness of flesh.&lt;br /&gt;
* [[Neural supercharger]]s: Supercharge consciousness to speed up work. Transhumanists want these.&lt;br /&gt;
* [[Gibbet cage]]s: Display the corpse of a defeated foe to strike fear into all who see. Aggressors desire these.&lt;br /&gt;
* [[Bonsai plant pot]]s: Tree-worshippers can get their fix of trees even while indoors.&lt;br /&gt;
&lt;br /&gt;
==Styles==&lt;br /&gt;
Each belief system is associated with different aesthetic styles. Styles affect how many things look - rituals, furniture, floors, apparel, and art. Your colonists will enjoy being around things that match the styles of their belief system, and some may reject styles of other beliefs.&lt;br /&gt;
&lt;br /&gt;
Styles include:&lt;br /&gt;
* Rustic: The homey country ranch look.&lt;br /&gt;
* Totemic: A tribal-inspired look.&lt;br /&gt;
* Spikecore: The spiky space pirate look.&lt;br /&gt;
* Morbid: Skull-and-death imagery for those dark cults.&lt;br /&gt;
* Techist: Technological motifs everywhere - circuits and hexes.&lt;br /&gt;
* Animalist: Animal motifs.&lt;br /&gt;
* Hindu: Descendant of ancient Hindu imagery.&lt;br /&gt;
* Christian: Descendant of ancient Christian imagery.&lt;br /&gt;
* Islamic: Descendant of ancient Islamic imagery.&lt;br /&gt;
* Buddhist: Descendant of ancient Buddhist imagery.&lt;br /&gt;
&lt;br /&gt;
One belief system can mix-and-match several of these together. Make the morbid pirates or techno-Buddhists you dream of.&lt;br /&gt;
&lt;br /&gt;
Styles affect apparel in many ways. Animalist believers may shape their recon armor helmets as terrifying animal faces. Morbid death-worshippers will use skull helmets. Spikecore pirates will wear dusters with spiked shoulders. There are many, many visual variations, so every colony will dress different.&lt;br /&gt;
&lt;br /&gt;
Styles also affect the artwork your colony produces. Statues will display the iconography of their creators’ belief systems.&lt;br /&gt;
&lt;br /&gt;
Some styles also come with specific floors including:&lt;br /&gt;
* Morbid tiles and carpets with horror skulls.&lt;br /&gt;
* Spikecore tiles and plates.&lt;br /&gt;
* Totemic tile and boards.&lt;br /&gt;
* Hex carpets and tiles for a techist look.&lt;br /&gt;
* Mindbend carpets for those seeking spirits in the smoke.&lt;br /&gt;
&lt;br /&gt;
Styles are also expressed in new decorative floor coverings:&lt;br /&gt;
* Spikecore floor stars for your gladiator arena.&lt;br /&gt;
* Rustic rugs for that farmhouse look.&lt;br /&gt;
* Morbid, totemic, and animalist slabs for those central points in the colony.&lt;br /&gt;
&lt;br /&gt;
==New apparel==&lt;br /&gt;
Beyond styles, belief systems can make people want to wear specific items of apparel. Some of these can be specific to certain social roles as well - a priest or moral leader may need to wear a special hat or robe.&lt;br /&gt;
&lt;br /&gt;
Ideology includes a variety of new apparel items believers might want:&lt;br /&gt;
&lt;br /&gt;
* [[Authority cap]]s: Enhance the ability to suppress slaves.&lt;br /&gt;
* [[Tailcap]]s: For the outdoorsy look.&lt;br /&gt;
* [[Burka]]s: Full body cover.&lt;br /&gt;
* [[Flophat]]s: Relaxed headwear.&lt;br /&gt;
* [[Slicecap]]s: High-tech headwear.&lt;br /&gt;
* [[Shadecone]]s: Look good in the sun.&lt;br /&gt;
* [[Visage mask]]s: Cover the face entirely.&lt;br /&gt;
* [[Torture crown]]s: Add pain, for those who want to suffer.&lt;br /&gt;
* [[Robe]]s: For the solemn look.&lt;br /&gt;
* [[Headwrap]]s and [[broadwrap]]s: Traditional head coverings.&lt;br /&gt;
&lt;br /&gt;
Colonists also want new tattoos and beards and hairstyles related to their beliefs. They can visit a styling station to recolor garments using [[dye]]s harvested from the new tinctoria crop, change tattoos, or restyle their beard and hair. Colonists get mood buffs if the majority of their apparel is dyed the color of their ideologion or their favorite color.&lt;br /&gt;
&lt;br /&gt;
==Slaves==&lt;br /&gt;
{{Main|Slavery}}&lt;br /&gt;
You can enslave prisoners or purchase slaves from traders. Slaves will work on most tasks like colonists, at the cost of reduced work speed.&lt;br /&gt;
&lt;br /&gt;
Every belief system has an attitude towards slavery - some find the practice abhorrent, while others accept and even demand slaves as part of their beliefs.&lt;br /&gt;
&lt;br /&gt;
You can arm your slaves and command them directly in combat. But watch out - slaves will rebel if they get the opportunity or they are not sufficiently suppressed. Your wardens can suppress slaves by periodically threatening them. You can use structures like terror statues and gibbet cages to passively suppress slaves. You can also make slaves wear special collars and body straps to keep them under control.&lt;br /&gt;
&lt;br /&gt;
==Archonexus endgame==&lt;br /&gt;
As your colony grows wealthy, you’ll have the opportunity to sell the whole thing and start anew with your favorite colonists and animals. In return, you’ll receive a piece of a map that leads to the archonexus - a conduit through which an ancient machine superintelligence is said to affect the physical world.&lt;br /&gt;
&lt;br /&gt;
This quest acts like a partial game reset where you will start over with your selected colonists and animals. You can keep your favorite characters while moving to a new colony in a new place and progressing on an epic quest.&lt;br /&gt;
&lt;br /&gt;
Each new colony appears next to an ancient archotech structure of increasing psychic influence. Study each structure to unlock further pieces of the map. Unlock three pieces, and you can locate the archonexus itself, invoke its power, and transcend physical reality through the mind of the machine god.&lt;br /&gt;
&lt;br /&gt;
Enjoy the endgame credits to a new epic song by Alistair Lindsay.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The release of this DLC achieved, at least in part, several Proposed Modules from the original RimWorld Kickstarter, Namely &amp;quot;Beliefs and Religions&amp;quot; and &amp;quot;Archeology&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Category: Ideology| ]]&lt;br /&gt;
[[Category: DLC]]&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Caravan_hitching_spot&amp;diff=96376</id>
		<title>Caravan hitching spot</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Caravan_hitching_spot&amp;diff=96376"/>
		<updated>2021-11-12T06:41:28Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}{{infobox main|misc|&lt;br /&gt;
|name = Caravan packing spot&lt;br /&gt;
|image = CaravanPackingSpot.png|Caravan packing spot&lt;br /&gt;
|description = Designates a spot for forming caravans. Put this near your stockpiles to speed up the caravan loading process.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Misc&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;
|terrain affordance = light&lt;br /&gt;
|work to make = 0&lt;br /&gt;
}}&lt;br /&gt;
A '''caravan packing spot''' designates a place for [[caravan]]s to gather around when forming. As of Rimworld 1.3 Pack animals will be led and roped to the Caravan packing spot, be aware this can quickly accumulate animal filth. Other Animals that have been designated to be brought along with the caravan will go to the caravan packing spot to await the finishing of the packing. The caravan packing spot should be placed in the main stockpile to minimize travel time and maximize efficiency. &lt;br /&gt;
&lt;br /&gt;
==Acquisition== &lt;br /&gt;
There is no cost, build time or skill requirements for placing caravan packing spots. Just select them from the misc tab in the architect menu and place them. &lt;br /&gt;
&lt;br /&gt;
{{nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Caravan_hitching_spot&amp;diff=96375</id>
		<title>Caravan hitching spot</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Caravan_hitching_spot&amp;diff=96375"/>
		<updated>2021-11-12T06:40:58Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: Undo revision 96366 by Ripmorld (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|misc|&lt;br /&gt;
|name = Caravan packing spot&lt;br /&gt;
|image = CaravanPackingSpot.png|Caravan packing spot&lt;br /&gt;
|description = Designates a spot for forming caravans. Put this near your stockpiles to speed up the caravan loading process.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Misc&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;
|terrain affordance = light&lt;br /&gt;
|work to make = 0&lt;br /&gt;
}}&lt;br /&gt;
A '''caravan packing spot''' designates a place for [[caravan]]s to gather around when forming. As of Rimworld 1.3 Pack animals will be led and roped to the Caravan packing spot, be aware this can quickly accumulate animal filth. Other Animals that have been designated to be brought along with the caravan will go to the caravan packing spot to await the finishing of the packing. The caravan packing spot should be placed in the main stockpile to minimize travel time and maximize efficiency. &lt;br /&gt;
&lt;br /&gt;
==Acquisition== &lt;br /&gt;
There is no cost, build time or skill requirements for placing caravan packing spots. Just select them from the misc tab in the architect menu and place them. &lt;br /&gt;
&lt;br /&gt;
{{nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Caravan_hitching_spot&amp;diff=96374</id>
		<title>Caravan hitching spot</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Caravan_hitching_spot&amp;diff=96374"/>
		<updated>2021-11-12T06:40:47Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: Undo revision 96367 by Ripmorld (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite|reason=Out dated and obsolete.}}&lt;br /&gt;
{{infobox main|misc|&lt;br /&gt;
|name = Caravan packing spot&lt;br /&gt;
|image = CaravanPackingSpot.png|Caravan packing spot&lt;br /&gt;
|description = Designates a spot for forming caravans. Put this near your stockpiles to speed up the caravan loading process.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Misc&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;
|terrain affordance = light&lt;br /&gt;
|work to make = 0&lt;br /&gt;
}}&lt;br /&gt;
A '''caravan packing spot''' designates a place for [[caravan]]s to gather around when forming. As of Rimworld 1.3 Pack animals will be led and roped to the Caravan packing spot, be aware this can quickly accumulate animal filth. Other Animals that have been designated to be brought along with the caravan will go to the caravan packing spot to await the finishing of the packing. The caravan packing spot should be placed in the main stockpile to minimize travel time and maximize efficiency. &lt;br /&gt;
&lt;br /&gt;
==Acquisition== &lt;br /&gt;
There is no cost, build time or skill requirements for placing caravan packing spots. Just select them from the misc tab in the architect menu and place them. &lt;br /&gt;
&lt;br /&gt;
{{nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Caravan_hitching_spot&amp;diff=96373</id>
		<title>Caravan hitching spot</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Caravan_hitching_spot&amp;diff=96373"/>
		<updated>2021-11-12T06:40:36Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: Undo revision 96372 by Ripmorld (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite|reason=Out dated and obsolete.}}&lt;br /&gt;
{{infobox main|misc|&lt;br /&gt;
|name = Caravan hitching spot&lt;br /&gt;
|image = CaravanPackingSpot.png|Caravan packing spot&lt;br /&gt;
|description = Designates a spot for hitching animals and forming caravans. Colonist will hitch animals here while loading a caravan. You can also use these during encounters away from home to keep animals from wandering.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Misc&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;
|terrain affordance = light&lt;br /&gt;
|work to make = 0&lt;br /&gt;
}}&lt;br /&gt;
A '''caravan hitching spot''' designates a place for [[caravan]]s to gather around when forming. As of Rimworld 1.3 Pack animals will be led and roped to the Caravan packing spot, be aware this can quickly accumulate animal filth. Other Animals that have been designated to be brought along with the caravan will go to the caravan packing spot to await the finishing of the packing. The caravan packing spot should be placed in the main stockpile to minimize travel time and maximize efficiency. &lt;br /&gt;
&lt;br /&gt;
If your colony have no pen for an animal , your colonist will automatically tie your animal to the hitching spot. But be careful , they may starve if they cannot reach any food.&lt;br /&gt;
==Acquisition== &lt;br /&gt;
There is no cost, build time or skill requirements for placing caravan packing spots. Just select them from the misc tab in the architect menu and place them. &lt;br /&gt;
&lt;br /&gt;
{{nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Caravan_hitching_spot&amp;diff=96372</id>
		<title>Caravan hitching spot</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Caravan_hitching_spot&amp;diff=96372"/>
		<updated>2021-11-12T06:39:52Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
{{infobox main|misc|&lt;br /&gt;
|name = Caravan hitching spot&lt;br /&gt;
|image = CaravanPackingSpot.png|Caravan packing spot&lt;br /&gt;
|description = Designates a spot for hitching animals and forming caravans. Colonist will hitch animals here while loading a caravan. You can also use these during encounters away from home to keep animals from wandering.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Misc&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;
|terrain affordance = light&lt;br /&gt;
|work to make = 0&lt;br /&gt;
}}&lt;br /&gt;
A '''caravan hitching spot''' designates a place for [[caravan]]s to gather around when forming. As of Rimworld 1.3 Pack animals will be led and roped to the Caravan packing spot, be aware this can quickly accumulate animal filth. Other Animals that have been designated to be brought along with the caravan will go to the caravan packing spot to await the finishing of the packing. The caravan packing spot should be placed in the main stockpile to minimize travel time and maximize efficiency. &lt;br /&gt;
&lt;br /&gt;
If your colony have no pen for an animal , your colonist will automatically tie your animal to the hitching spot. But be careful , they may starve if they cannot reach any food.&lt;br /&gt;
==Acquisition== &lt;br /&gt;
There is no cost, build time or skill requirements for placing caravan packing spots. Just select them from the misc tab in the architect menu and place them. &lt;br /&gt;
&lt;br /&gt;
{{nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Caravan_hitching_spot&amp;diff=96367</id>
		<title>Caravan hitching spot</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Caravan_hitching_spot&amp;diff=96367"/>
		<updated>2021-11-12T06:27:54Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: Rewritten the outdated article , will upload a image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite|reason=Out dated and obsolete.}}&lt;br /&gt;
{{infobox main|misc|&lt;br /&gt;
|name = Caravan hitching spot&lt;br /&gt;
|image = CaravanPackingSpot.png|Caravan packing spot&lt;br /&gt;
|description = Designates a spot for hitching animals and forming caravans. Colonist will hitch animals here while loading a caravan. You can also use these during encounters away from home to keep animals from wandering.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Misc&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;
|terrain affordance = light&lt;br /&gt;
|work to make = 0&lt;br /&gt;
}}&lt;br /&gt;
A '''caravan hitching spot''' designates a place for [[caravan]]s to gather around when forming. As of Rimworld 1.3 Pack animals will be led and roped to the Caravan packing spot, be aware this can quickly accumulate animal filth. Other Animals that have been designated to be brought along with the caravan will go to the caravan packing spot to await the finishing of the packing. The caravan packing spot should be placed in the main stockpile to minimize travel time and maximize efficiency. &lt;br /&gt;
&lt;br /&gt;
If your colony have no pen for an animal , your colonist will automatically tie your animal to the hitching spot. But be careful , they may starve if they cannot reach any food.&lt;br /&gt;
==Acquisition== &lt;br /&gt;
There is no cost, build time or skill requirements for placing caravan packing spots. Just select them from the misc tab in the architect menu and place them. &lt;br /&gt;
&lt;br /&gt;
{{nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Caravan_hitching_spot&amp;diff=96366</id>
		<title>Caravan hitching spot</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Caravan_hitching_spot&amp;diff=96366"/>
		<updated>2021-11-12T06:18:43Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: this article need to be rewriten&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite|reason=Out dated and obsolete.}}&lt;br /&gt;
{{infobox main|misc|&lt;br /&gt;
|name = Caravan packing spot&lt;br /&gt;
|image = CaravanPackingSpot.png|Caravan packing spot&lt;br /&gt;
|description = Designates a spot for forming caravans. Put this near your stockpiles to speed up the caravan loading process.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Misc&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;
|terrain affordance = light&lt;br /&gt;
|work to make = 0&lt;br /&gt;
}}&lt;br /&gt;
A '''caravan packing spot''' designates a place for [[caravan]]s to gather around when forming. As of Rimworld 1.3 Pack animals will be led and roped to the Caravan packing spot, be aware this can quickly accumulate animal filth. Other Animals that have been designated to be brought along with the caravan will go to the caravan packing spot to await the finishing of the packing. The caravan packing spot should be placed in the main stockpile to minimize travel time and maximize efficiency. &lt;br /&gt;
&lt;br /&gt;
==Acquisition== &lt;br /&gt;
There is no cost, build time or skill requirements for placing caravan packing spots. Just select them from the misc tab in the architect menu and place them. &lt;br /&gt;
&lt;br /&gt;
{{nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Slavery&amp;diff=96263</id>
		<title>Slavery</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Slavery&amp;diff=96263"/>
		<updated>2021-11-10T01:41:36Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: /* Titles */ needs fact check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
While '''slavery''' technically exists in the base game, the [[Ideology DLC]] significantly adds to the system, allowing them to work and perform tasks. Slaves in base game RimWorld can only be sold for profit, with no other use.&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, stacking up to -15 for 4 days once slaves are sold. Unless you have a colony of psychos, selling slaves may bring down your colony by lowering the moods of pawns by large increments. There is no way to mitigate the negative moodlet. One way of dealing with this is to sell only 1-2 slaves every day in the late game, when pawns can take [[drug]]s and eat [[lavish meal]]s, and avoiding slavery altogether in the early game. This has a downside, however. Traders generally only stay for around two days, and only appear occasionally, meaning that it will be hard making slavery the main source of profit for the colony. Alternatively, you can stuff all of your pawns into [[cryptosleep casket]]s or give them extra high accommodation to prepare for the massive mood debuff and have the best psychopath trader (if using the cryptosleep tactic, otherwise, use the best trader colony-wide) sell as many slaves as possible.&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;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
* Prison rebellions &lt;br /&gt;
* New incapabilities: cannot hunt, make art, research or warden. Slaves are also incapable of synthesising Drugs (cooking Drugs is still possible). Currently unclear if they can do other social activities like trade.&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;
|-&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 || {{+|25}} || ?&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, and colonists present on the map, with a base interval of 45 days.&lt;br /&gt;
&lt;br /&gt;
Note that weapons such as [[Wood]], [[EMP grenades]]/[[EMP launcher|launchers]], and [[Smoke launcher]]s will not increase rebellion chance, despite being weapons. Also note that 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;
==== 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;
===== Terror =====&lt;br /&gt;
{{Stub|section=1|reason=needs specifics}}&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;
===== Authority =====&lt;br /&gt;
{{Stub|section=1|reason=needs specifics}}&lt;br /&gt;
[[Authority cap]]s do something?&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 (need fact check). 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;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Drugs&amp;diff=96256</id>
		<title>Drugs</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Drugs&amp;diff=96256"/>
		<updated>2021-11-09T22:48:13Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: /* When and What to Use */ fixed some wrong data, added a bit more content, and spaced it out&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
'''Drugs''' can be useful to gain temporary benefits of various sorts, but can lead to harmful [[addictiveness|addictions]], negative side effects, and even [[overdose]] resulting in permanent ailments or death. Most drugs are crafted at the [[drug lab]] using either [[psychoid leaves]] or [[neutroamine]]. &lt;br /&gt;
Beer, however requires [[hops]] and has an intermediate stage before fermenting called [[wort]].&lt;br /&gt;
&lt;br /&gt;
If you want to avoid drugs in your colony, you have the option of burning them at a [[campfire]] or [[crematorium]], or forbidding them and selling them to a trader which is lucrative on the market. Binging pawns will take drugs even if they're forbidden though.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
[[File:Burning drugs.png|400px|thumb|none|Burning drugs to prevent policy breakers from overdose.]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
The effects of drugs are modulated by body size, so smaller creatures need less beer to be drunk than bigger animals such as the [[Thrumbo]].&lt;br /&gt;
&lt;br /&gt;
Drugs can be assigned for regular taking through the drug policy system. Similar to Outfits, drug policies are an assigned schedule for taking drugs. You can set any number of drugs, each with a frequency. For example, you can assign a colonist to drink 2 beers every day, and take one Penoxycyline every 5 days. You can also toggle to use the drug to feed an addiction, separately from joy usage.&lt;br /&gt;
&lt;br /&gt;
Drugs can also be administered through a medical operation. Animals may take drugs on their own if they are within their allowed areas.&lt;br /&gt;
&lt;br /&gt;
== Addiction and Tolerance ==&lt;br /&gt;
Addictions are a sad reality that most drug-using colonies must face. Without a continuous supply of drugs, withdrawal symptoms will kick in and your poor colonist will suffer.  Luciferium has an instant addiction.  Once taken, it will need to be taken regularly.  Otherwise, the withdrawal from it will cause all sorts of mental breaks, eventually resulting in death.&lt;br /&gt;
&lt;br /&gt;
'''Tolerance''' is the value related to addiction upon consumption of any drugs. It has a fixed buildup amount for each drug, and decreases each day afterwards. Tolerance gain is inversely proportional to body size, so smaller colonists (teenagers) gain more tolerance per drug use. Colonists will have a chance of getting addicted once they cross a certain tolerance threshold. '''Safe''' consumption of drugs can be set in the restriction tab for drug usage.&lt;br /&gt;
&lt;br /&gt;
When tolerant, the severity given per dose of the drug will decrease by a fixed amount, meaning that they will last shorter, and colonists will need to consume more of them. &amp;lt;br&amp;gt;&lt;br /&gt;
Addiction also has the same effect, in addition to requiring the pawn get a regular dose of the drug to prevent withdrawal.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
!Drug	!!Mood    !!Joy          !!High duration per dose     !!Tolerance gain per dose     !!Tolerance fall rate     	!!New addiction min tolerance	!!New addiction chance	!!Safe dose interval !!Safe doses at 0 tolerance&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Ambrosia]]     ||{{Q|Ambrosia|Mood Offset}}        ||{{#expr:{{Q|Ambrosia|Joy Offset}}*100}}%        ||0.7 Days	||3.2% ||2% / Day  ||15% ||1% ||1.6 Days||4&lt;br /&gt;
|-&lt;br /&gt;
|[[Psychite tea]] ||{{Q|Psychite tea|Mood Offset}}    ||{{#expr:{{Q|Psychite tea|Joy Offset}}*100}}%    ||0.3 days  ||3% ||1.5% / Day  ||10% ||2% ||2 Days||3&lt;br /&gt;
|-&lt;br /&gt;
|[[Beer]]	      ||10-25                             ||{{#expr:{{Q|Beer|Joy Offset}}*100}}%            ||0.2 Days	||1.6% ||1.6% / Day  ||25% ||1% ||1 Day||15&lt;br /&gt;
|-&lt;br /&gt;
|[[Smokeleaf]]    ||{{Q|Smokeleaf joint|Mood Offset}} ||{{#expr:{{Q|Smokeleaf joint|Joy Offset}}*100}}% ||0.5 Days	||3% ||1.5% /Day  ||15% ||2% ||2 Days||5&lt;br /&gt;
|-&lt;br /&gt;
|[[Flake]]	      ||{{Q|Flake|Mood Offset}}           ||{{#expr:{{Q|Flake|Joy Offset}}*100}}%           ||0.3 Days	||4% ||1.5% / Day  ||0% ||5% ||Never||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Yayo]]	      ||{{Q|Yayo|Mood Offset}}            ||{{#expr:{{Q|Yayo|Joy Offset}}*100}}%            ||0.5 days	||4% ||1.5% / Day  ||0% ||1% ||Never||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Wake-up]]      ||{{Q|Wake-up|Mood Offset}}; 0      ||{{#expr:{{Q|Wake-up|Joy Offset}}*100}}%         ||0.5 days	||N/A ||N/A  ||0% ||2% ||Never||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Go-juice]]     ||{{Q|Go-juice|Mood Offset}}        ||{{#expr:{{Q|Go-juice|Joy Offset}}*100}}%        ||0.7 Days	||N/A ||N/A  ||0% ||2.6% ||Never||0&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|+ Values as of version 1.1.2654&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
* Tolerance gain values are for size 1.00 colonists (normal).&lt;br /&gt;
&lt;br /&gt;
=== Fighting Addictions ===&lt;br /&gt;
&lt;br /&gt;
==== Addiction Severity ====&lt;br /&gt;
Time spent in withdrawal is calculated by multiplying addiction severity by recovery time.  This means that the addiction takes longer to cure for each dose the addict takes to a maximum of 100%.&lt;br /&gt;
&lt;br /&gt;
==== Drug binges ====&lt;br /&gt;
Colonists with either the Chemical Interest or Fascination traits as well as addicts may randomly have drug binges. Such colonists will ignore drug policies. This can cause a relapse from getting those colonists clean. &lt;br /&gt;
&lt;br /&gt;
==== Remove access to drugs ====&lt;br /&gt;
Colonists can't take drugs that they can't reach.  A drug binging colonist without access to that drug will only wander around until their senses are restored.  Other withdrawal-based mental breaks are another story.&lt;br /&gt;
&lt;br /&gt;
To destroy drugs, you can burn them at a campfire.  You can also sell them to passing traders that are interested in buying, or have a non-binging colonist take them away on a caravan.&lt;br /&gt;
&lt;br /&gt;
One alternative to keeping drugs out of the hands of binging addicts is to place the drugs in a room and board up the entrance.  This could also be done to the addict by trapping them but will become counterproductive once they become hungry.  Another alternative, which may be quicker depending on the case, is to load the drugs in a transport pod and keep them there until the binge is over. &lt;br /&gt;
&lt;br /&gt;
==== 'Rehab center' ====&lt;br /&gt;
Instead of keeping the drugs from the addict, you can keep the addict from the drugs by imprisoning them and keeping them there until they're clean.  Imprisoning them also contains the impacts of their mental breaks.  You can arrest an addicted colonist by drafting another colonist and right clicking on the addict.  Using force can have a negative social influence on the patient and increased mood debuffs that will make recovery even harder, especially if such measure was performed with weapons (healing will take longer and could injure the body badly).  As with any combat, the addicted or the arresting colonist have the chance of dying.  It may be best to wait until the pawn collapses due to exhaustion or starvation, then arrest them without the possibility of a physical intervention.   If it must be done while they can stand, then it's wise to disarm this colonist before attempting to arrest them as they may resist and go berserk.  Still, addicted colonists will usually go down quickly due to the consciousness penalty from withdrawal.&lt;br /&gt;
&lt;br /&gt;
Chatting with the imprisoned while they're getting clean will help train your warden's Social skill.  Still, arresting any colonist will give them the accompanying thoughts of being imprisoned both during and afterward.&lt;br /&gt;
&lt;br /&gt;
This also works great for addicted prisoners as they're already imprisoned.  It is recommended to keep them in their own cell though.  Otherwise, they can go berserk and attack other prisoners.  If you want to recruit such an addict, it's recommended to get them clean before recruiting.  There's no use in releasing an addicted new recruit, only to throw them right back in their cell very soon.&lt;br /&gt;
&lt;br /&gt;
You can avoid the berserk state of a &amp;quot;drug rehab inmate&amp;quot; by installing and then removing peg legs to keep them incapacitated until new (and possibly better depending on technological level) replacement legs get reinstalled after the addiction ends. This trick can also be done by installing and removing a bionic spine which is half as costly as double bionic legs but does not make the pawn faster. Make sure you have prosthetics or bionics researched if you want to do this method of rehabilitation. &lt;br /&gt;
&lt;br /&gt;
==== Recovery ====&lt;br /&gt;
[[File:Medicine.png|right]]&lt;br /&gt;
Withdrawal will make the person feel a great mood drop and impair their stats, depending on the addicted drug. Once the withdrawal passes away, the colonist will feel good as new.&lt;br /&gt;
&lt;br /&gt;
During this time, you may want to give your colonist more time to enjoy himself. Giving him social drugs may help depending on the situation, but remember never to feed his addiction as this resets the withdrawal countdown, unless he's addicted to multiple drugs at the same time, in which it may be easier to deal with 1 drug addiction at a time. &amp;lt;br&amp;gt;&lt;br /&gt;
On the other hand, if they become incapacitated when the withdrawal symptoms hit all at once, it may be better to leave them like that, as they are unable to have mental breaks or such during the withdrawal period.&lt;br /&gt;
&lt;br /&gt;
The health overview tab which will display a counter with withdrawal percentage. The higher it gets, the closer to complete recovery (100%, though 99.5% is rounded to 100% in display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File:Psychite addiction withdrawal 100 percent.png|550px|thumb|none|Colonist who almost defeated her addiction to psychite]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Healer mech serum ====&lt;br /&gt;
Using the [[healer mech serum]] instantly treats non-[[luciferium]] drug addictions if there are no other serious health problems affecting the addict. This gives a convenient but somewhat costly way to bypass the lengthy withdrawal period. Note however healer mech serum '''cannot''' remove the luciferium need. There is no cure for luciferium addiction.&lt;br /&gt;
&lt;br /&gt;
== When and What to Use ==&lt;br /&gt;
To avoid the downsides of drugs, the following is advised: [[Penoxycyline]] should be taken every 6 days to mitigate 3 dangerous diseases (this might not be worth it if where you are living has a disease frequency less than 0.5) . Beer can be safely drunk every day, providing a decent +10 [[mood]]. [[Psychite tea]] can be consumed every two days, providing an additional +12 mood. If an [[ambrosia]] sprout happens, the 200 or so ambrosia can be consumed every 2 days (actually 1.6) for +5 mood. [[Smokeleaf joint]]s can also be smoked every 2 days, providing a +12 boost, but also massively reduces consciousness. &lt;br /&gt;
&lt;br /&gt;
Hard drugs should only be consumed in an emergency. [[Yayo]] can be provided to people whose family members died, or given to pawns during lengthy combat providing a massive +35 mood and + 40% rest and + 10% speed, but with a 1 percent addiction chance each time, regardless of tolerance. [[Flake]] should never be smoked (unless it's a guest and you don't need to deal with their addiction), although it is cheaper and provides the same mood buffs, it has a gigantic 5% addiction chance each. [[Go-juice]] can be used when utilizing the [[kiting]] combat tactic, increasing the speed of a pawn by 50 percent. [[Wake-up]] can be used in situations where something needs to be finished as soon as possible, such as constructing [[solar panel]]s during a toxic fallout power shortage, or finishing the blowback operation [[research]] on your 500% threat scale colony. &lt;br /&gt;
&lt;br /&gt;
During the late game, when silver is plentiful, you can have two or three [[luciferium]] addicted colonists. Alternatively, you can go wild and just get everybody addicted to every drug in-game.&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
Drugs, especially hard drugs, can be manufactured and sold for a large profit. Below are the optimal types of drugs for sale.&lt;br /&gt;
=== Psychoid-Type ===&lt;br /&gt;
[[Yayo]] costs 8 [[Psychoid leaves]] and is valued at 21 silver each. It weighs 50 grams and takes 6 work to make. On the other hand, [[flake]] takes 4 psychoid leaves and is valued at 14 silver each. It also weighs 50 grams and takes 5 work to make. [[Psychite tea]], however, is the most inefficient. It takes the same amount of leaves as flake, but is 4 silver less valuable than it. On the market, flake is worth 2/3&amp;lt;sup&amp;gt;rds&amp;lt;/sup&amp;gt; the [[silver]] of yayo, requires 80% of the [[Work To Make]], and 50% of the ingredient costs. The most economical option depends on which is the greater bottleneck: converting the leaves to the drug, or producing the leaves in the first place. &lt;br /&gt;
&lt;br /&gt;
If converting the leaves into drugs is the bottleneck then there are two options. The psychoid leaves could be turned into yayo, however converting as much as possible to flake and then selling the remaining psychoid leaves themselves is even more efficient. For example, a pawn requires {{ticks|35000}} of work and 800 psychoid leaves to synthesize 100 yayo worth {{icon|silver|2100}}. With the same amount of work, a pawn could craft 140 flake worth {{icon|silver|1960}} and consume 560 of the 800 psychoid leaves. The remaining 240 psychoid leaves are worth {{icon|silver|456}} for a total of {{icon|silver|2416}}. This is not without its downsides however - fewer traders accept psychoid leaves than accept drugs and without refrigeration, the leaves will eventually rot away. Thus, if the player is likely to caravan to a settlement or receive a relevant trader before they rot entirely away, or can accommodate the refrigeration of leaves long term, converting to flake and selling the remainder of leaves is ideal. If they cannot, converting to yayo for storage may be necessary.&lt;br /&gt;
If psychoid leaf production is the bottleneck and there is insufficient leaf supply to fully occupy your drug synthesizers' time, producing flake is the optimum as it produces more value per leaf at the cost of more work.&lt;br /&gt;
&lt;br /&gt;
If caravan weight is a limiting factor, yayo is worth more proportional to [[mass]], however the low weight of all the options mean this is unlikely to be relevant as a single [[muffalo]] can carry almost 20 stacks of flake worth over 20,000 silver. &lt;br /&gt;
&lt;br /&gt;
=== Other Hard Drugs ===&lt;br /&gt;
[[Wake-up]] and [[Go-juice]] are both made from 2 [[neutroamine]], with go-juice costing an additional unit of [[yayo]]. Wake-up is valued at 28 silver and takes 14 units of work to make. Go-juice is valued at 53 silver and takes 50 units of work to make. Because these hard drugs use [[neutroamine]] for production, it is generally unadvised to use these as profit drugs because neutroamine is both expensive and can not be made. It is better used for high-quality [[medicine]].&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Drug !! Market Value !! Ingredients !! Work Amount || Minimum Skills&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Wake-up]] || 35 || 2 [[Neutroamine]] || 15 ||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Penoxycyline]] || 18 || 2 [[Neutroamine]] || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Flake]] || 14 || 4 [[Psychoid leaves]] || 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Yayo]] || 21 || 8 [[Psychoid leaves]] || 6 ||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Psychite tea]] || 10 || 4 [[Psychoid leaves]] || 7 ||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Smokeleaf]]  || 11 || 4 [[Smokeleaf leaves]] || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Go-juice]] || 53 || 2 [[Neutroamine]], 1 [[Yayo]] || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Beer]] || 12 || 1 [[Wort]] || 17  ||&lt;br /&gt;
|+ Recipes as of [[Version/1.0.2408|1.0.2408]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Social Drugs==&lt;br /&gt;
{{List|Drug|query = [[Drug Category::social]]}}&lt;br /&gt;
&lt;br /&gt;
==Hard Drugs==&lt;br /&gt;
{{List|Drug|query = [[Drug Category::hard]]}}&lt;br /&gt;
&lt;br /&gt;
==Medical Drugs==&lt;br /&gt;
{{List|Drug|query = [[Drug Category::medical]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Orbital_bombardment_targeter&amp;diff=96213</id>
		<title>Orbital bombardment targeter</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Orbital_bombardment_targeter&amp;diff=96213"/>
		<updated>2021-11-09T02:10:47Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: Added some usage to the bombardment targeter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Format standardisation and expansion}}{{infobox main|&lt;br /&gt;
| name = Orbital bombardment targeter&lt;br /&gt;
| image = OrbitalBombardmentTargeter.png&lt;br /&gt;
| description = An ancient targeting apparatus for an orbital bombardment system. This unit designates a target and transmits the coordinates to a network of satellites, which then bombard the target area with kinetic impactors. This unit has been reprogrammed to accept unauthorized users, but once it is used, the network will detect the incursion and cut off the link permanently.&lt;br /&gt;
| type = Artifact&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| hp = 100&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| mass base = 0.2&lt;br /&gt;
| coverage = Waist&lt;br /&gt;
| layer = Belt&lt;br /&gt;
| range = 44.9&lt;br /&gt;
| warmup = 180&lt;br /&gt;
| tradeTags = ExoticMisc&lt;br /&gt;
| thingSetMakerTags = SingleUseWeapon, RewardStandardHighFreq&lt;br /&gt;
}}&lt;br /&gt;
The '''Orbital bombardment targeter''' is a powerful single-use [[utility]] artifact.&lt;br /&gt;
&lt;br /&gt;
It requires manual targeting, and has a 3 second activation time. Once activated, a targeting laser will shoot down from above and a series of approximately 30 explosions, one every {{ticks|18}}, will rock the ground near it for a {{ticks|540}}, dealing massive damage. The targeting radius is approximately 20 tiles, while each individual explosion's radius is 7 tiles and deals 50 [[Damage Types|bomb]]-type damage. &lt;br /&gt;
&lt;br /&gt;
Can hit objects though mountain , decent at dealing with late-stage infestations .&lt;br /&gt;
&lt;br /&gt;
Is great at dealing with tough mech cluster {{RoyaltyIcon}} that need to be wiped out immediately , since the [[Damage Types|bomb]] damage type deals x4 to impassible building.&lt;br /&gt;
&lt;br /&gt;
It has a targeting range of 45 tiles and requires a line of sight from the user to the target (it cannot target through walls).&lt;br /&gt;
&lt;br /&gt;
It takes up the utility slot of the body, being able to be carried with a weapon.&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Since 1.3.3067 escaping prisoners are capable of picking up and using these.&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - added. &lt;br /&gt;
* 1.2 - prior to this it was classified as a weapon, and could not be carried with a weapon. Like all ranged weapons it could not be used when the pawn is wearing a [[shield belt]].&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - new artwork for orbital targeters.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
OrbitalTargeter.png|Old generic targeter sprite&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav|utility|wide}}&lt;br /&gt;
{{nav/questitems}}&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Artifact]]&lt;br /&gt;
[[Category:Utility]]&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Shield_belt&amp;diff=96212</id>
		<title>Shield belt</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Shield_belt&amp;diff=96212"/>
		<updated>2021-11-09T01:55:55Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: /* Tips */ Removed a bad tip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Analysis section needs rewrite for tone/content/meaningful strategies and separation from Summary section (which needs to be added)}}{{infobox main&lt;br /&gt;
| name = Shield belt&lt;br /&gt;
| image = ShieldBelt.png|Shield belt&lt;br /&gt;
| description = A projectile-repulsion device. It will attempt to stop incoming projectiles or shrapnel, but does nothing against melee attacks or heat. It prevents the wearer from firing out, and shuts down instantly if hit by EMP.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Utility&lt;br /&gt;
| hp = 100&lt;br /&gt;
| marketvalue  = 390&lt;br /&gt;
| mass base = 3&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Shields&lt;br /&gt;
| work to make = 14000&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 20&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| coverage = Waist&lt;br /&gt;
| layer = Belt&lt;br /&gt;
| defName = Apparel_ShieldBelt&lt;br /&gt;
| thingCategories = ApparelUtility&lt;br /&gt;
| thingSetMakerTags = RewardStandardMidFreq, RewardStandardQualitySuper&lt;br /&gt;
| tags = BeltDefense&lt;br /&gt;
}}&lt;br /&gt;
The '''shield belt''' is an electrical defense accessory worn by melee fighters to absorb projectiles by creating a bubble of energy.  It blocks projectile attacks both from the outside and from within, meaning colonists will not fire with an equipped shield belt. &lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
As a complicated piece of technology, Shield Belts can only be made at the [[machining table]] and requires [[Research#Shields|Shields]] to be researched in order to be constructed. Crafting the belt requires {{Required Resources}}s, and a [[crafting]] skill of 6.&lt;br /&gt;
&lt;br /&gt;
Alternatively, they can be received as a quest reward, purchased from traders, or found on [[Raiders]].&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
The shield belt is a vital piece of equipment for melee colonists, as it blocks a significant portion of gunfire, allowing them to close in on ranged enemies to attack them. Once in melee range, melee pawns can be devastating as their [[DPS]] with a dedicated melee weapon will signficantly outclass that of ranged enemies.&lt;br /&gt;
&lt;br /&gt;
Shield belts will stop damage from projectiles and explosives, but does not prevent them from being set on fire, or staggering from being hit by weapons with sufficient stopping power. &lt;br /&gt;
&lt;br /&gt;
A shield belt's sturdiness varies according to [[quality]], normally being 110 points (corresponding to 30 damage). Once that energy is expended, the shield will break and the belt will need to recharge. Upon being hit by an [[EMP]] from any source they instantly lose all power and the shield will break. It takes {{ticks|3200}} after breaking before it begins to recharge again. They will recharge starting from 20 points, meaning they can be easily broken once again. Their recharge rate also varies with quality.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
Shield belts make it viable to bait enemy fire without placing your colonists at serious risk. Simply equip a colonist with a shield and run them in front of your line. Enemy AI tends to target the closest victim possible so they'll target your shield bait. This is especially effective against mechanoids to absorb those lethal charge lance shots and stray minigun hits.&lt;br /&gt;
&lt;br /&gt;
The shield belt can also be used to protect melee pawns from being shot while they charge toward the enemy.&lt;br /&gt;
&lt;br /&gt;
Shields used to block attacks from [[Spike trap]]s as if they were ranged attacks, however this is no longer the case.&lt;br /&gt;
&lt;br /&gt;
The shield belt can be used in combination with [[Locust armor]] to provide a [[Jump pack]] while still being able to equip the shield belt, although because of the abysmal sharp armor of the locust armor (87% on normal quality, giving less protection than even the [[Flak vest]]), the combination may not be optimal. &lt;br /&gt;
&lt;br /&gt;
Although the shield belt can tank a wave of explosion for the user, don't expect it will hold up to doomsday and triple rocket launchers , since it's likely for your pawn to be caught up in the secondary explosion.&lt;br /&gt;
&lt;br /&gt;
=== Visuals ===&lt;br /&gt;
The shield takes the form of a white bubble around them, which will shrink and diminish as the charge reduces and will vanish if the shield is downed. It shows up when the colonist is drafted, or under ranged attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;320px&amp;quot; heights=&amp;quot;320px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Shielded colonists example.png|Shielded colonists (left) and unshielded ones (right).&lt;br /&gt;
File:Depleted shield.png|Full shield (left) compared to nearly depleted shield (right).&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quality Table ==&lt;br /&gt;
The following table lists how much protection a shield belt provides at each [[quality]] level, assuming full durability.&lt;br /&gt;
&lt;br /&gt;
Shields take 3.3x damage from attacks (i.e. 3.3 charge blocks 1 point of damage). Upon impact, it also blocks all damage from a single projectile even if it can completely destroy the shield with more to spare.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basecharge|1.1}}{{#vardefine:baseregen|0.13}}&lt;br /&gt;
{| {{STDT| c_12 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;
!Maximum charge&lt;br /&gt;
|{{#expr:{{#var:basecharge}}*0.6*100 round 1}}&lt;br /&gt;
|{{#expr:{{#var:basecharge}}*0.8*100 round 1}}&lt;br /&gt;
|{{#expr:{{#var:basecharge}}*1.0*100 round 1}}&lt;br /&gt;
|{{#expr:{{#var:basecharge}}*1.2*100 round 1}}&lt;br /&gt;
|{{#expr:{{#var:basecharge}}*1.4*100 round 1}}&lt;br /&gt;
|{{#expr:{{#var:basecharge}}*1.7*100 round 1}}&lt;br /&gt;
|{{#expr:{{#var:basecharge}}*2.1*100 round 1}}&lt;br /&gt;
|- newline&lt;br /&gt;
!Recharge rate (energy per second)&lt;br /&gt;
|{{#expr:{{#var:baseregen}}*0.9*100 round 1}}&lt;br /&gt;
|{{#expr:{{#var:baseregen}}*0.95*100 round 1}}&lt;br /&gt;
|{{#expr:{{#var:baseregen}}*1.00*100 round 1}}&lt;br /&gt;
|{{#expr:{{#var:baseregen}}*1.05*100 round 1}}&lt;br /&gt;
|{{#expr:{{#var:baseregen}}*1.10*100 round 1}}&lt;br /&gt;
|{{#expr:{{#var:baseregen}}*1.2*100 round 1}}&lt;br /&gt;
|{{#expr:{{#var:baseregen}}*1.3*100 round 1}}&lt;br /&gt;
|- newline&lt;br /&gt;
!Market Value&lt;br /&gt;
|{{#expr: {{Market Value|{{P|Market Value Base}}*0.5}} }}{{icon|silver}}&lt;br /&gt;
|{{#expr: {{Market Value|{{P|Market Value Base}}*0.75}} }}{{icon|silver}}&lt;br /&gt;
|{{#expr: {{Market Value|{{P|Market Value Base}}}} }}{{icon|silver}}&lt;br /&gt;
|{{#ifexpr: {{Market Value|{{P|Market Value Base}}*1.25}}&amp;gt;{{P|Market Value Base}}+500 |{{#expr:{{P|Market Value Base}}+500 }}| {{Market Value|{{P|Market Value Base}}*1.25}}}} {{icon|silver}}&lt;br /&gt;
|{{#ifexpr: {{Market Value|{{P|Market Value Base}}*1.50}}&amp;gt;{{P|Market Value Base}}+1000|{{#expr:{{P|Market Value Base}}+1000}}| {{Market Value|{{P|Market Value Base}}*1.50}}}}{{icon|silver}}&lt;br /&gt;
|{{#ifexpr: {{Market Value|{{P|Market Value Base}}*2.50}}&amp;gt;{{P|Market Value Base}}+2000|{{#expr:{{P|Market Value Base}}+2000}}| {{Market Value|{{P|Market Value Base}}*2.50}}}}{{icon|silver}}&lt;br /&gt;
|{{#ifexpr: {{Market Value|{{P|Market Value Base}}*5.00}}&amp;gt;{{P|Market Value Base}}+3000|{{#expr:{{P|Market Value Base}}+3000}}| {{Market Value|{{P|Market Value Base}}*5.00}}}}{{icon|silver}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*By some quirk colonists don't fire even if a shield belt is inactivated by damage or EMP.&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - added.&lt;br /&gt;
* Prior to Alpha 17 it was called the '''Personal shield'''. It received a rename in Alpha 17, has a crafting recipe and also a slight retexture.&lt;br /&gt;
* In Beta 19 its crafting cost and market value is greatly reduced.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
PersonalShield.png|Original Personal Shield sprite&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|utility|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
[[Category:Utility]]&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wjyef85vjtxte8b1&amp;topic_postId=wjza1r2nkbqf0ex9&amp;topic_revId=wjza1r2nkbqf0ex9&amp;action=single-view</id>
		<title>Topic:Wjyef85vjtxte8b1</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Wjyef85vjtxte8b1&amp;topic_postId=wjza1r2nkbqf0ex9&amp;topic_revId=wjza1r2nkbqf0ex9&amp;action=single-view"/>
		<updated>2021-11-09T01:44:42Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Ripmorld&quot; class=&quot;mw-userlink&quot; title=&quot;User:Ripmorld&quot;&gt;&lt;bdi&gt;Ripmorld&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Ripmorld&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Ripmorld (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Ripmorld&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Ripmorld&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:Wjyef85vjtxte8b1&amp;amp;topic_showPostId=wjza1r2nkbqf0ex9#flow-post-wjza1r2nkbqf0ex9&quot;&gt;commented&lt;/a&gt; on &quot;Is there a dev command to remove a mood buff/debuff&quot; (&lt;em&gt;Ok , thank you . Character editor is it called .&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wjyef85vjtxte8b1&amp;topic_postId=wjyef85vjxvvmc99&amp;topic_revId=wjyef85vjxvvmc99&amp;action=single-view</id>
		<title>Topic:Wjyef85vjtxte8b1</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Wjyef85vjtxte8b1&amp;topic_postId=wjyef85vjxvvmc99&amp;topic_revId=wjyef85vjxvvmc99&amp;action=single-view"/>
		<updated>2021-11-08T16:16:49Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Ripmorld&quot; class=&quot;mw-userlink&quot; title=&quot;User:Ripmorld&quot;&gt;&lt;bdi&gt;Ripmorld&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Ripmorld&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Ripmorld (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Ripmorld&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Ripmorld&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:Wjyef85vjtxte8b1&amp;amp;topic_showPostId=wjyef85vjxvvmc99#flow-post-wjyef85vjxvvmc99&quot;&gt;commented&lt;/a&gt; on &quot;Is there a dev command to remove a mood buff/debuff&quot; (&lt;em&gt;I need a pawn to forget the death of his son&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Quests&amp;diff=96192</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Quests&amp;diff=96192"/>
		<updated>2021-11-08T06:19:51Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: /* Shuttle Crash Rescue */ removed outdated info , need fact check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Rewrite|reason='''Outdated in places, very rough and very incomplete.'''}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
'''Quests''' are a class of [[event]] that provide conditions to be met or actions to be performed to gain a reward. Generally they are offered by [[Factions]] but can also be offered by individual pawns or even unaligned AI's. The rewards vary from the weapons and gear, resources, goodwill with the offering faction, [[Titles|honor]] {{RoyaltyIcon}}, or even new [[colonists]] or just the loot at the location of the quest. The quests can require actions at the player's colony, at specially generated sites on the world map, or at faction settlements.&lt;br /&gt;
&lt;br /&gt;
Most quests must be accepted, however some are automatically given to the player. Some quests have requirements to be accepted and some have a time limit for acceptance. Quests can also be rejected however they can still be accepted until their acceptance time limit expires in case of mistake or mind changing. Offered, Accepted and Past (including failed, rejected and completed quests) quests can be viewed in the quest tab.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
Rewards can be a variety of things. Sometimes the reward will be set, sometimes the player will be able to chose from one of three options. These quests often offer goodwill with the offering faction as one option, if one exists and if that option has not been disabled in the tab. If a player is not interested in improving goodwill from a given faction, it is important to disable this option so that more choices for rewards are offered and the chances of getting something needed is increased.&lt;br /&gt;
&lt;br /&gt;
Sometimes no reward is offered, instead resolving the quest is the reward. Examples of this include:&lt;br /&gt;
* Resolving Effectors, such as psychic droners or weather control at an world map location &lt;br /&gt;
* Maps where the &amp;quot;reward&amp;quot; is the loot available at the map&lt;br /&gt;
* Decrees by [[Titles|Nobles]] {{RoyaltyIcon}}, which prevents the Noble from getting upset.&lt;br /&gt;
* Retrieving Relic {{IdeologyIcon}} information via hacking terminals from subquests.&lt;br /&gt;
&lt;br /&gt;
If the reward is a pawn, sometimes the icon can be clicked on to see their stats. Sometimes this is not an option as a way of introducing extra risk to accepting the quest.&lt;br /&gt;
&lt;br /&gt;
Factions with poor relations to the colony will exclusively offer Goodwill quests as a way to get back into their good graces. Similarly, Peace Talks quests will only occur when Hostile.&lt;br /&gt;
&lt;br /&gt;
Some items can only be obtained through quest rewards, such as [[Vanometric power cell]] and [[Infinite chemreactor]]s, others are rare outside of quests such as [[Archotech arm]]s, [[Archotech leg]]s, and [[Archotech eye]]s.&lt;br /&gt;
&lt;br /&gt;
{{nav/questitems}}&lt;br /&gt;
&lt;br /&gt;
== Bandit camp ==&lt;br /&gt;
&lt;br /&gt;
{{main|Offense tactics}}&lt;br /&gt;
&lt;br /&gt;
A nearby base is troubled by pirates setting up camp near them, and asks you to take them out in return for improved relations and some payment.  Once the bandits are defeated, the base itself may also be claimed and looted/disassembled for loot, along with whatever its defenders were carrying.&lt;br /&gt;
&lt;br /&gt;
The pirates in these bases start unaware of your attack team, until your team attacks them or gets too close to them.  Once either occurs, they'll turn and assault your team as normal.  Like pirate assaults on colonies, the defenders will break and flee towards the map borders once a sufficient percentage of them are killed or downed.&lt;br /&gt;
&lt;br /&gt;
These bases can also have turrets, but these are typically powered by solar arrays, with or without batteries.  Both solar arrays and batteries can be taken out from a distance using long-range weapons like sniper rifles, disabling the turrets without risking return fire.  This also allows the turrets to be collected as loot.&lt;br /&gt;
&lt;br /&gt;
Occasionally, these bases will have manned mortars.  However, if the person manning the mortar is defeated or otherwise incapacitated (example, using a [[Psychic insanity lance]] or [[Psychic shock lance]] on them), no other bandits will attempt to man the mortar, effectively disabling it entirely.&lt;br /&gt;
&lt;br /&gt;
== Prisoner rescue ==&lt;br /&gt;
A prisoner is held by the enemy(though walks around). Once the enemies have been killed, click a colonist, right click the prisoner, and click &amp;quot;offer help&amp;quot;. The camp only lasts a short amount of time and if not rescued, the pawns will permanently disappear off the map, never to be seen again.&lt;br /&gt;
&lt;br /&gt;
The setting is similar to the bandit camp quest, albeit a large enclosed square building with a prisoner visible inside.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:PRO 01.png |'''Analyse whether you like the prisoner'''&lt;br /&gt;
File:PRO 02.png |'''If you do, just getting in range will do. If you don't, just leave him/her there.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Strategies ===&lt;br /&gt;
Bring combatants with decent melee and/or shooting skills wielding decent weapon. While unnecessary for lower tier bandit camp, armor would be beneficial in tougher prison bandit camp. You may wish to bring extra gear to equip the prisoner with once they are released.&lt;br /&gt;
&lt;br /&gt;
The site tends to be guarded by at least one automatic [[Mini-turret]]. However, the defenses are usually powered by a [[Solar generator]]. Destroying the generator (or the [[power conduit]]s leading from it) will cripple the defenses. Alternatively, attack the site at night; there are no batteries to store energy, so they shut down in darkness.&lt;br /&gt;
&lt;br /&gt;
Once the site is cleared, you may wish to spend some time stripping the site of everything valuable before leaving. Besides fallen enemies and their items, the [[Sandbags]], [[Mini-turret]], [[Solar generator]], and the walls and floors can be deconstructed or uninstalled to salvage resources to take home.&lt;br /&gt;
&lt;br /&gt;
== Trade request ==&lt;br /&gt;
A nearby faction base requests a delivery of a number of specific items and will give payment after delivery is complete. You will need to gather up those items and deliver them before the time limit is up. The offered reward is always worth significantly more than the requested items.&lt;br /&gt;
&lt;br /&gt;
Anything of the listed quality or better will work. The amount of health remaining does not matter.&lt;br /&gt;
&lt;br /&gt;
For clothing, tainted apparel is not accepted.&lt;br /&gt;
&lt;br /&gt;
[[Patchleather]] will never be requested.&lt;br /&gt;
&lt;br /&gt;
== Item stash opportunity ==&lt;br /&gt;
Either your colony overhears about an item stash, or a faction leader notifies you about it, with potential unknown threat present. If untouched, it will be taken by random individual after the timer has reached its limit. The stash holds valuable items and [[artifact]]s.&lt;br /&gt;
&lt;br /&gt;
Sometimes you may be ambushed either by a pack of manhunting animal with scaria, a random hostile faction, or a mechanoid ambush.&lt;br /&gt;
&lt;br /&gt;
=== Strategies ===&lt;br /&gt;
Bring combatants with decent melee and/or shooting skills wielding decent weapon in case of item stashes actually containing threat. If needed to, bring pack animals  that can be sent to user-set allowed spot in case its an ambush.&lt;br /&gt;
&lt;br /&gt;
Or just '''leg it''', find you fastest moving pawn and equip him with a [[shield belt]]. Bring a dose of [[go juice]] if you have it, or [[yayo]] since it has a lower addiction chance. Caravan to the stash, take the drug ,and you should be able to outrun most threats.&lt;br /&gt;
If you found them surrounding the stash, you can always kite them by running around the map, and cut into the stash once you see the chance, and ran for your life towards the edge of the map.&lt;br /&gt;
&lt;br /&gt;
== Peace talks opportunity ==&lt;br /&gt;
&lt;br /&gt;
A hostile faction leader plans a peace talk with your faction at the location. You need to send a negotiator to the location to begin negotiations to improve relations.&lt;br /&gt;
&lt;br /&gt;
You will obviously want to bring the best negotiator your faction has to offer as doing so improves chance of good outcome. You should have a few guards come along to fight off ambushes, especially if the peace talks turn out disastrous and you get ambushed.&lt;br /&gt;
&lt;br /&gt;
Bringing along prisoners to release has no effect on the outcome.&lt;br /&gt;
&lt;br /&gt;
=== Outcome chances ===&lt;br /&gt;
&lt;br /&gt;
The actual outcome chances are dependent on the negotiator's Diplomacy Power stat, after going through a simple curve. To do this, the game calculates the bad outcome factor, of the negotiator first.&lt;br /&gt;
&lt;br /&gt;
*At 0% power, the bad outcome factor is 4.&lt;br /&gt;
*At 100% power (healthy, lvl 10 Social), the bad outcome factor is 1.&lt;br /&gt;
*At 150% power (healthy, lvl 20 Social), the bad outcome factor is 0.4.&lt;br /&gt;
&lt;br /&gt;
The new weight of each outcome is calculated afterwards.&lt;br /&gt;
*Triumph = 0.1 * ( 1 / Bad Outcome Factor)&lt;br /&gt;
*Success = 0.55 * ( 1 / Bad Outcome Factor)&lt;br /&gt;
*Flounder = 0.2&lt;br /&gt;
*Backfire = 0.1 * Bad Outcome Factor&lt;br /&gt;
*Disaster = 0.05 * Bad Outcome Factor&lt;br /&gt;
&lt;br /&gt;
The sum total of the new weights is then calculated.&lt;br /&gt;
&lt;br /&gt;
Finally, the probability of each outcome is calculated:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Probability of each outcome = New Weight &amp;amp;divide; Sum Total of Weights&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
Take a level 15 Social negotiator as an example:&lt;br /&gt;
&lt;br /&gt;
#The diplomacy power is 125%, corresponding to a bad outcome factor of 0.7.&lt;br /&gt;
#The new weight of each outcome, to 3 d.p.:&lt;br /&gt;
#*Triumph = 0.1 * ( 1 / 0.7) = 0.143&lt;br /&gt;
#*Success = 0.55 * ( 1 / 0.7) = 0.786&lt;br /&gt;
#*Flounder = 0.2&lt;br /&gt;
#*Backfire = 0.1 * 0.7 = 0.07&lt;br /&gt;
#*Disaster = 0.05 * 0.7 = 0.035&lt;br /&gt;
#The sum total of new weights is calculated:&lt;br /&gt;
#* 0.143 + 0.786 + 0.2 + 0.07 + 0.035 = 1.234&lt;br /&gt;
#Finally, the probability of each event, to 2 d.p.:&lt;br /&gt;
#*Triumph = 0.143 / 1.234 = 11.58%&lt;br /&gt;
#*Success = 0.786 / 1.234 = 63.69%&lt;br /&gt;
#*Flounder = 0.2 / 1.234 = 16.21%&lt;br /&gt;
#*Backfire = 0.07 / 1.234 = 5.67%&lt;br /&gt;
#*Disaster = 0.035 / 1.234 = 2.84%&lt;br /&gt;
&lt;br /&gt;
== Precious minerals found ==&lt;br /&gt;
&lt;br /&gt;
Spawned by using the [[Long-range mineral scanner]]. Similar to the item stash quest, except a lump of ore is spawned that requires mining. The ore lump will be as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &amp;lt;!--- IF you edit this table, please edit the one on the Long-range mineral scanner page --&amp;gt;&lt;br /&gt;
! Resource       !! No. of Tiles !! Total Yield !! Total Mass (kg) !! Pod Launcher Steel !! Pod Launcher Components&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]      || 55 - 60      || 2200 - 2400 || 1100 - 1200 || 0 || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]]   || 10 - 15      || 400 - 600   || 100 - 150 || 170 || 3 &lt;br /&gt;
|-&lt;br /&gt;
| [[Component]]s || 50 - 70      || 100 - 140   || 60 - 84 || 170 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]     || 60 - 80      || 2400 - 3200 || 16.8 - 22.4 || 170 || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]       || 8 - 12       || 320 - 480   || 2.5 - 3.8 || 170 || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]    || 15 - 20      || 600 - 800   || 600 - 800 || 470 || 8&lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]       || 20 - 25      || 700 - 875   || 350 - 438 || 350 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For [[pack animal]]s: [[Elephant]]s have the highest carrying capacity at 140 (kg) and [[Alpaca]]s have the lowest at 35 (kg)&lt;br /&gt;
&lt;br /&gt;
Steel at 1200 (kg) you'd need 8.5714 Elephants OR 34.2857 Alpacas.&lt;br /&gt;
&lt;br /&gt;
This does not include carrying capacity from any colonists. As the number of colonists on a mining mission can be a small or very large number and this doesn't take into account any injuries that might minimize capacity. Nor does this include the possibility of [[pod launcher]]s and the ability to launch resources back to base.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Retrieval team ===&lt;br /&gt;
&lt;br /&gt;
Your team must include miners who can extract the minerals from the lump of ore. Since not all threats are picked up by the scanner, it's best that your miners are capable of combat to eliminate threats whether or not any is detected.&lt;br /&gt;
&lt;br /&gt;
For non-small volume minerals, you will need pack animals to help carry them. [[Drill arm]]s {{RoyaltyIcon}} installed on your miners will significantly the mining time and thus the risk faced by both your miners and your undermanned home base.&lt;br /&gt;
&lt;br /&gt;
== '''Ship to the Stars''' ==&lt;br /&gt;
This quest is an optional '''endgame quest''' for Escaping the planet ending, with one reason: to get off this hellish planet. There is an inert ship at a location half a long distance away from your starting colony in a map similar to your starting map size.  In the middle of that map is the ship with a powered-down core, which takes 15 days to activate and during that time will attract lots of danger, similar to building your own ship.&lt;br /&gt;
=== Setting off ===&lt;br /&gt;
&lt;br /&gt;
You will need to prepare for your long distance journey to the ship. If you don't plan on expanding the ship you can only bring up to 18 colonists to leave the planet.&lt;br /&gt;
&lt;br /&gt;
To bring as much food as possible, make [[pemmican]], as it's light yet energy packed, perfect for long distance travel. If you need to travel for longer than 75 days, you will need to bring [[packaged survival meal]]s as well as these last indefinitely.&lt;br /&gt;
&lt;br /&gt;
Journey offers tend to spawn as far away as possible, meaning you will need to pack food for '''years'''. Colonists are unable to carry that much food on themselves to sustain them for that long, so you will either need to set up camp to forage/plant food, or bring pack animals with you.&lt;br /&gt;
&lt;br /&gt;
==== Trading for supplies ====&lt;br /&gt;
&lt;br /&gt;
A viable alternative to bringing massive amounts of food is to bring more valuable items instead, then barter for supplies as you slowly proceed towards the ship. With light yet valuable items such as drugs, you can carry a lot more worth with you.&lt;br /&gt;
&lt;br /&gt;
Carrying lots of high-value items will attract pirates so be well-guarded.&lt;br /&gt;
&lt;br /&gt;
==== Base hopping ====&lt;br /&gt;
&lt;br /&gt;
A more time-consuming method of reaching the journey destination is to bring less, but settle down regularly to restock on supplies.&lt;br /&gt;
&lt;br /&gt;
If you plan on growing food, it's best to settle days before the growing season to make the most out of it. Also do so before you completely run out of food, for you need time to set up and grow/ gather food.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that raids and other events will happen should you decide to settle down. Not that caravans are risk-free either.&lt;br /&gt;
&lt;br /&gt;
=== Settling down ===&lt;br /&gt;
&lt;br /&gt;
Once you party reaches the ship you will need to power it up before it can function. You will need to survive 15 days before you can leave. &lt;br /&gt;
&lt;br /&gt;
==== Base building ====&lt;br /&gt;
While the ship starts up, your colonists will require a place to live. Given the near constant combat and the effect it can have on the [[mood]] of colonists, it can be beneficial to bring along or produce sculptures and recreation items to improve their stay. &lt;br /&gt;
&lt;br /&gt;
Before turning on the ship core, build a large stone wall surrounding the ship. In the walls, your pawns will require a place to sleep and eat as well as storage for items. Bedrooms and separate combined dining/recreation room provide the optimum mood, but a combined barracks/dining room/recreation room can allow high room quality mood buffs with a minimum of investment. A separate clean room for use as a hospital is also recommended. &lt;br /&gt;
&lt;br /&gt;
It is generally advisable to stockpile sufficient food so as to not have to grow or cook food during the start up sequence.  However, a [[cooler|freezer]] may be useful - such as to store [[fine meal|fine]] and [[lavish meal]]s for an easy mood buff. Alternatively [[packaged survival meal]]s or even [[pemmican]] can be used to do away with the need for refrigeration at all.&lt;br /&gt;
&lt;br /&gt;
==== Defenses ====&lt;br /&gt;
&lt;br /&gt;
{{main|Defense structures}}&lt;br /&gt;
{{see also|Defense tactics}}&lt;br /&gt;
&lt;br /&gt;
You need to defend the ship from enemies who will attempt to demolish the ship parts and perhaps steal the materials. Treat it as if you are defending a base, with something important inside.&lt;br /&gt;
&lt;br /&gt;
Since enemies won't come until you start up the ship core, you can take your time to set up.&lt;br /&gt;
&lt;br /&gt;
=== Ship expansion and construction ===&lt;br /&gt;
&lt;br /&gt;
You can expand the ship by adding additional cryptosleep caskets for colonists to hibernate in. This is useful for saving some materials overall in building the ship, but you'll need to figure out how to get the necessary materials there- set up bases nearby, mine the resources in the map (which generates as a regular 'base' map so minerals do spawn), or do it the good old way with [[muffalo]].&lt;br /&gt;
&lt;br /&gt;
The ship also comes with 1 extra engine, which can be deconstructed for resources.&lt;br /&gt;
&lt;br /&gt;
=== Survival ===&lt;br /&gt;
&lt;br /&gt;
Defend the ship as how you would defend your base. If you can, you can bring pre-built [[mini-turret]]s and even bring the materials to build [[autocannon]]s or [[uranium_slug_cannon|uranium slug cannons]].&lt;br /&gt;
&lt;br /&gt;
==== Cryptosleep survival ====&lt;br /&gt;
&lt;br /&gt;
You can put unnecessary colonists to sleep inside the caskets to save resources. If you are more hardcore you can also have everyone hibernate there, as ship cryptosleep caskets allow you to eject colonists manually, and wake them up only to defend. This does mean that colonists will be afflicted with cryptosleep sickness, hampering their combat effectiveness when they need to rise to defend the ship.&lt;br /&gt;
&lt;br /&gt;
== Threatened Joiner == &lt;br /&gt;
Threat is chasing a pawn. If accepted the pawn will join, and the threat will come soon after. If the pawn is left outside, and the threat can kidnap them, they'll leave with the pawn. &lt;br /&gt;
&lt;br /&gt;
== Downed  Refugee == &lt;br /&gt;
Pawn is downed on world map site. Once there, if you want to recruit them, click a colonist, right-click the pawn, and click offer help.&lt;br /&gt;
&lt;br /&gt;
They are not part of any faction, meaning taking them prisoner, letting them die, or killing them, will not affect any diplomacy.&lt;br /&gt;
&lt;br /&gt;
== Ferried bandit camp == &lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
 '''''&amp;lt;ENEMY FACTION&amp;gt;''' have set up a camp and are harassing caravans of '''&amp;lt;QUEST GIVER FACTION&amp;gt;'''. '''&amp;lt;QUEST GIVER&amp;gt;''' is planning an aerial assault on the camp, which is guarded by '''&amp;lt;NUMBER&amp;gt; &amp;lt;ENEMY TYPE&amp;gt;'''. '''&amp;lt;QUEST GIVER PRONOUN&amp;gt;''' wants you to provide soldiers to carry out the attack. '''&amp;lt;QUEST GIVER PRONOUN&amp;gt;''' will send a shuttle to pick up your fighters, bring them to the attack site, and take them home afterward. They will be fed en-route. Once the attack begins, you must defeat all enemies and turrets within '''&amp;lt;DURATION&amp;gt;''''' - Quest description&lt;br /&gt;
&lt;br /&gt;
Identical to a normal bandit camp.  An NPC noble wants you to take out a camp of bandits, and will ferry your soldiers there in a shuttle.  You must provide a specific number of soldiers for the quest, and the [[shuttle]] will not launch without that exact number in it.  The location is generally much too far away (~150+ world tiles) to be able to support the team with additional troops normally.  The soldiers will be fed en route, and are given a generous time limit (several days) to take out the bandit camp.  The same [[shuttle]] will ferry them back.  Travel time takes only an in-game hour or so in either direction.&lt;br /&gt;
&lt;br /&gt;
Also, unlike a normal bandit camp, the bandits will typically begin attacking your team of soldiers within a few minutes of landing, even if your soldiers have not attacked them or gotten near them yet.&lt;br /&gt;
&lt;br /&gt;
This quest does not allow you to grab anything back, only your colonist. If for example, you found an interesting hostile that is incapacitated, you can't bring him back. One of a good solution is to have the pawns carry enough material to make [[Pod launcher]], [[Transport pod]] and have enough [[Chemfuel]] to fuel the pod as far enough as possible. If not, try and launch the pod with a few able colonist inside and bring them back to main base.&lt;br /&gt;
&lt;br /&gt;
'''Nota bene:''' If [[Titles|honor]] is chosen as a reward, only a pawn that participated in the attack can be given it.&lt;br /&gt;
&lt;br /&gt;
== Problem Causer == &lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
A world map location is created with a [[condition causer]]. The condition causer will create one of a variety of nominally detrimental effects in a radius that always includes your map tile. It will continue to do so until destroyed. See [[condition causer]] for details on the effects.&lt;br /&gt;
&lt;br /&gt;
== Decrees ==&lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
[[Noble]]s in your colony may issue wild decrees that demand an action to be done. If their decree's requirements are not met, they will become increasingly unhappy, though they will eventually forget about the decree or declare it impossible. The exact requirements for these outcomes are currently unknown. Satisfying a decree will give a +6 [[mood]] buff for 15 [[time|days]] with a stack limit of 3, while a decree failing will create a -4 mood penalty, also for 15 days also with a stack limit of 3.&lt;br /&gt;
&lt;br /&gt;
Decrees may be to:&lt;br /&gt;
* Produce a certain amount of certain common resource, such as [[steel]], [[wood]] or [[cloth]]. You are allowed 5 days to do this.&lt;br /&gt;
* Havest a certain amount from a cultivatable [[plant]]. Only plants with a [[Property:Grow Days|Grow Days]] stat of 10 or less are selected. You are allowed a number days equal to 2x the chosen plants grow days + 8 to do this.&lt;br /&gt;
* Hunt or slaughter a certain number of a specific type of [[animal]]. You are allowed 5 days to do this.&lt;br /&gt;
* Build a monument. You are allowed 15 days to do this.&lt;br /&gt;
&lt;br /&gt;
== Noble Wimp == &lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;PAWN NAME&amp;gt;'s &amp;lt;NEW TITLE&amp;gt; Ceremony == &lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
 '''&amp;lt;EMPIRE NAME&amp;gt;''''' is ready to grant '''''&amp;lt;PAWN NAME&amp;gt;''''' the title of '''''&amp;lt;NEW TITLE&amp;gt;''''' and the power of a level '''''&amp;lt;NEW PSYLINK LEVEL&amp;gt;''''' psylink in a bestowing ceremony. The bestower will arrive by shuttle and perform the ceremony. The bestower will only give a title if any throneroom requirements are satisfied. You can betray the bestower to steal psylink neuroformers, but this will make '''''&amp;lt;EMPIRE NAME&amp;gt;''''' your enemy. If you miss or fail this ceremony, there will be another opportunity later. If the bestower or guards are harmed for any reason, there will be diplomatic consequences.'' - Quest description&lt;br /&gt;
&lt;br /&gt;
Spawns a [[Empire|Bestower]] and several guards to officially grant a pawn a [[Titles|title]] and give the earned levels of [[Psycasts|Psylink]]. For Acolyte and above, accepting the quest requires a Throne Room that meets the new title's requirements and there cannot be pawns enemies with the Empire on the map.  The bestower must also be able to reach the throne room, or for the Yeoman ceremony, generally the recreation room or similar.  If a Party Spot has been designated, that will be the location the bestower uses for Yeoman ceremonies. The map must also be a safe temperature.  If any of these prerequisites is not fulfilled before the bestowing ceremony completes, the bestower will be &amp;quot;angered by the interference&amp;quot; and will leave, failing the quest.  The quest will naturally reoccur again later, usually within a few seasons.&lt;br /&gt;
&lt;br /&gt;
Provided the pawn to be bestowed does not already have an equal or higher psylink level to their new title, the bestower will spawn with 2 [[Psylink neuroformer]]s, so killing or downing them can allow them an additional level of psylink to be gained, at the cost of making an enemy out of the powerful [[Empire]] faction.  It's also possible to instead simply arrest the bestower and guards, rather than attack them.  They can then be looted for the neuroformers, then packaged into drop pods and sent back to an imperial faction settlement as a &amp;quot;gift&amp;quot; with some additional items to effectively buy back the lost faction standing.  The bestower and guards can also be harvested for their bionic parts first, if they have any (the bestower can spawn with archotech parts).&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;PAWN NAME&amp;gt;'s Inheritance == &lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
If a pawn with a royal title of yeoman and above dies, their designated heir will inherit their title. Their heir is randomly chosen, with extra weight given to the person's spouse.&lt;br /&gt;
&lt;br /&gt;
However, if you wish to change the heir of the said pawn, you can make a request via [[Comms console]] with the pawns with said royal title to change to specific heir within the colony. Once done, you are required to construct a monument and hold it in place for a set amount of days before the change is permanent (at least until the heir dies or is kidnapped, in which it will change to another random heir). However, the heir will have damaged social relations with the pawn in question and the new heir if this is done.&lt;br /&gt;
&lt;br /&gt;
== Refugee Hospitality == &lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
The quest states that a certain amount of refugees have escaped some bad event (i.e. slave caravan, home being destroyed), and that the refugees wish to take shelter in your colony for a certain amount of time.&lt;br /&gt;
&lt;br /&gt;
They are willing to work for you, and there is no diplomatic consequences for what you do with them as they do not belong to any known major factions, instead inside their own minor factions. They will remain available to do all works for the duration of their stay.&lt;br /&gt;
&lt;br /&gt;
The pawns skills and traits can vary from a very solid colonist to the most crippled unskilled pyromaniac you could get. They do come with [[weapons]] and [[clothing]], usually in poor quality and condition. '''Nota bene:''' Remove any and all equipment you care about from them before the quest ends. Because once the timer ends, you lose control of them, and they will leave the map, holding whatever they had before leaving.&lt;br /&gt;
&lt;br /&gt;
If [[Ideoligion]] is enabled in the playthrough, all refugees that arrives have assorted beliefs in their own ideoligion, which may make keeping them happy or preventing mental breaks a lot harder as some of them may belong to an ideoligion that does not support your ideoligion as a master ideology of the colony, inflicting mood debuffs.&lt;br /&gt;
&lt;br /&gt;
Refugees can be ordered to wear laying clothing on your own decision (they won't wear any unforbidden clothing unless ordered to do so), but they cannot be taken out once worn which is useful if you have clothing you do not necessarily need or you have naked refugees that does not have &amp;quot;Nudist&amp;quot; trait/ideoligion. Similarly, any outfit they came with cannot be taken outright. This also means you cannot set their outfit.&lt;br /&gt;
&lt;br /&gt;
Refugee pawns may request to join the colony when they are constantly being kept happy in the colony (ie. giving them things that makes them happy, letting them have their own ideology without attempting to convert them which affects their mood, etc) You can choose to accept them, refuse them or &amp;quot;jump to them&amp;quot;  (can be used to close window, and keep notification). A trick is to wait about half a day (depending on how many pawns are refugees), and strip them of what you want while having them drafted and near the map edge. &lt;br /&gt;
&lt;br /&gt;
After staying for their duration, they will leave your colony and head out of the map. If all of the refugee colonist from this faction who hasn't joined your colony left without getting killed, after a few ingame days/months/years, you get an event notification about them dropping at least one drop pod with rewards, sometimes more, to thank you for giving them refuge for those days. &lt;br /&gt;
&lt;br /&gt;
===Complications===&lt;br /&gt;
Sometimes complications will arise. This can include counter offers from other [[factions]] or the refugees secretly being infiltrators. &lt;br /&gt;
&lt;br /&gt;
====Counter Offer====&lt;br /&gt;
 '' '' - Event description when a random faction signals to kill them due to complications towards the refugees.&lt;br /&gt;
&lt;br /&gt;
Several days into their refuge, a random faction will send a signal, offering a reward for dispatching all the refugees living in your colony. This message will not appear in the quest tab. This part of the quest is optional and isn't required to do.&lt;br /&gt;
&lt;br /&gt;
Killing all of the refugee, or converting all of them to join your side via join offer (counts as a kill) before the quest ends and at least one left the map, will net the reward. If any of the refugees leaves the map at the end of the quest, this offer is nullified.&lt;br /&gt;
&lt;br /&gt;
====Betrayal====&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;'''''/The refugees who asked to stay with you is/are turning against you! It seems he/she/they had this treachery planned all along.'' - Event description when they turned out to be traitors.&lt;br /&gt;
The refugees may have staged this treachery and planned to betray your colony by suddenly turning hostile and attack anyone nearby after reaching half of their overall stay. If they were not equipping strong armor and weapon, they will likely be more a nuisance than a threat.&lt;br /&gt;
&lt;br /&gt;
Any refugees that have joined the colony via join offer will '''not''' betray you however. But their offer becomes invalid once they decided to betray whilst still with the refugees faction.&lt;br /&gt;
&lt;br /&gt;
== Host Royals ==&lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
You are asked to host a certain number of imperial royals for a certain number of days.  These imperials may have titles which cause them to want meditation spots or a certain quality of room.  They generally are not willing to do labor while hosted.  The quest requires that the imperials be kept above a certain mood threshold for their stay, and obviously protected from being killed.  Giving them good quarters, feeding them high-quality meals, and otherwise confining them to their rooms and beautiful surroundings such as a rec room and dining room with high impressiveness will keep their mood high, and also keep them safe from injury.&lt;br /&gt;
&lt;br /&gt;
A variant of the quest requires you to host a number of imperials all infected with [[blood rot]].  This disease is difficult and expensive to cure, so the imperials will need regular medical care to slow/reverse the progress of the disease so they do not die before the end of the quest.  They typically must be hosted for more than a season (~20-25 days).  Untreated, Blood Root is fatal in 2.5 days, but with good treatment a pawn can be kept alive and at the minimum disease severity indefinitely (the disease normally resolves in 30-40 days, but this is longer than the quest typically is set for).  Since the disease causes pain and &amp;quot;sick&amp;quot; thoughts at higher severity levels, which reduce the mood of the imperials, they should be treated by high-skill doctors with relatively good medicine, ideally in a hospital with good treatment offset, to optimize their mood.&lt;br /&gt;
&lt;br /&gt;
== '''Royal Ascent''' ==&lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
This quest is an '''endgame quest''' for Royal Passage ending. To be able to activate this quest, you need a colonist who has the rank of a Count/Countess for the empire in question, and a spare bedroom fit for a Count/Countess. (quality for the High Stellarch)&lt;br /&gt;
&lt;br /&gt;
You are asked to host a visit for the High Stellarch for the Empire for 12 days. Much like the &amp;quot;Host Royals&amp;quot; quest, he or she will want meditation spots or a Count/Countess-quality room and food. He or she generally will not do any labor during its 12 day visit, and will also require him or her be kept above 25% mood threshold for his/her stay. Protecting him/her from death is a must. He or she will always arrive with 4 red and gold colored cataphract with random title with all of which can be controlled, but will not do any work[need fact check] either other than used for defense.&lt;br /&gt;
&lt;br /&gt;
Much like the &amp;quot;Ship to the Stars&amp;quot; or activating the ship reactor, the raid will be very frequent during his or her stay, and you have to protect the high stellarch. There are hints and tips on [[Advanced_Endgame_Guide#Ending_the_game|dealing with this quest]] if required.&lt;br /&gt;
&lt;br /&gt;
After 12 days, a shuttle will land down near the base. The high stellarch is required to board into the shuttle, and you can send any and all pawns inside (including your animals). The survivng cataphract can be left behind, as they will make their own way out once the shuttle leaves.&lt;br /&gt;
&lt;br /&gt;
== Pawn Lending == &lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
Upon accepting the quest, a shuttle will land near the base and waits for you to send a specific number of pawns into the shuttle. Once the quota are met, the shuttle will depart, and the pawns lent will not be around for the duration of the requested need. After the day have elasped, the shuttle will return, dropping them back to the colony.&lt;br /&gt;
&lt;br /&gt;
Be wary that if you are doing the archo nexus ending with [[Ideology DLC]], these pawns cannot be selected to send to a new map until they return.&lt;br /&gt;
&lt;br /&gt;
== Shuttle Crash Rescue == &lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
 '' A shuttle of '''''&amp;lt;EMPIRE NAME&amp;gt;''''' has taken damage and is seeking a place to land. Its commander '''''&amp;lt;COMMANDER NAME&amp;gt;''''' wants to land at '''''&amp;lt;COLONY NAME&amp;gt;'''''. '''''&amp;lt;FACTION TYPE&amp;gt;''''' from '''''&amp;lt;FACTION NAME&amp;gt;''''' will attack the crashed shuttle site in an attempt to kill its occupants. You must defend them. The shuttle contains '''''&amp;lt;COMMANDER NAME&amp;gt;''''', '''''&amp;lt;AMOUNT&amp;gt;''''' other civilian(s), and '''''&amp;lt;AMOUNT&amp;gt;''''' '''''&amp;lt;DEFENDER TYPE&amp;gt;'''''. The commander and civilian(s) must be rescued, but the '''''&amp;lt;DEFENDER TYPE&amp;gt;''''' may be sacrificed. After 8 hours, a rescue shuttle will come to pick up the survivors. You'll need to get them all on board within 12 hours.'' - Quest Description&lt;br /&gt;
&lt;br /&gt;
[[File:Crashed shuttle.png|128px|frame|The crashed shuttle that is both the object and partial reward for the quest.]]&lt;br /&gt;
&lt;br /&gt;
A shortly after accepting the quest, a [[shuttle]] will crashland somewhere on the map, usually not far from the player's base. It is possible for it land directly on buildings or crops, destroying them and damaging things nearby. Imperials will stay near it, waiting for a rescue shuttle. When &amp;quot;time until rescue shuttle arrives&amp;quot; reaches 8 hours. After 4 hours a raid will appear on the edge of the map closest to the crash site[need fact check] and immediately proceed to attack landed civilians. Troopers that land with civilians will depend on the game stage - ranging from a few light troopers in flak armor to heavily-armored cataphracts with pulse weapons, and are usually able to repel early-game raids without much help from the player, though mid- to late-game raids can obliterate the whole imperial party easily. Therefore it is recommended for the player to start constructing simple defenses and equipping fighters just after the shuttle lands. If the crash happens inside the player's base area, it is possible to use superior defenses like [[Mini-turret|turrets]] or killboxes. [[Mortar|Mortars]] are ineffective and will usually be able to make just a single shot before the raiders get too close to friendlies (unless playing on a large map size), and it is usually better to have additional people on the spot.&lt;br /&gt;
&lt;br /&gt;
Raiders won't pay much attention to your colonists and will instead rush to kill imperial civilians, so it is advised to guard them with melee fighters and/or trained combat animals. Imperials can be surrounded by walls or [[Spike trap|spike traps]] and covered by smoke to give some protection against melee/ranged raiders. The quest is failed if one of the civilians dies, with a faction relations penalty for each death and a heavier one for the commander's death. Since civilians don't carry any armor or weapons, they can quickly die from stray shots or an enemy brawler getting too close.&lt;br /&gt;
&lt;br /&gt;
When the raiders start to flee, a rescue shuttle will land nearby and pick up the surviving imperials. Cargo pods containing the chosen reward (if any) will land near your base. The damaged shuttle can be deconstructed for 30 [[steel]], 52 - 53 [[plasteel]] and 7 - 8 [[component|components]]. Loot from the raiders is also yours to take.&lt;br /&gt;
&lt;br /&gt;
== Relic Retrieving ==&lt;br /&gt;
{{Ideology|no category}}&lt;br /&gt;
 '' You've learned that a relic of '''''&amp;lt;IDEOLIGION NAME&amp;gt;''''' is nearby.''&lt;br /&gt;
&lt;br /&gt;
This quest is a unique main quest, which requires you to do 5 sub-quests by hacking into terminals during said quests before you can retrieve the [[relic]] of your colony's [[ideoligion]] from a seemingly hostile area.&lt;br /&gt;
&lt;br /&gt;
=== The Villager's ===&lt;br /&gt;
 '' You've learned of an ancient terminal that contains information about the '''''&amp;lt;RELIC NAME&amp;gt;'''''. However, the terminal is surrounded by a tribal village, and the locals venerate it. They aren't part of any major faction.''&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to the [[tribe]]'s base. The tribe are initially neutral towards you, but any harm befalling them, attempting to hack the interface or staying for 10 hours or more will immediately render them hostile and attack your colonist.&lt;br /&gt;
&lt;br /&gt;
Dispatch the faction and get a colonist to hack the terminal to conclude the mission. Be wary that tarrying too long in the base (2 hours) will cause a lot of tribal members from said faction to appear.&lt;br /&gt;
&lt;br /&gt;
=== Cryptodrone Intel Hack ===&lt;br /&gt;
 '' You've detected an orbiting spacedrone that may contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. You have the code that will force it to land at '''''&amp;lt;COLONY NAME&amp;gt;'''''. ''&lt;br /&gt;
&lt;br /&gt;
This sub-quest will force a [[spacedrone|cryptodrone space ship]] to land, usually far away from the main base. Send a colonist to try and hack the drone whilst setting up a defense perimeter. A selected hostile (usually permanently hostile) faction will arrive every 8 hours in am attempt to destroy the drone, with half of them aiming after any nearby colonist, whereas the other half attacks the drone.&lt;br /&gt;
&lt;br /&gt;
Upon successfully hacking the cryptodrone, the quest concludes, but the drone will initiate a self-destruct sequence within 30 seconds after its hacked, after which it will explode.&lt;br /&gt;
&lt;br /&gt;
=== Ancient Complex ===&lt;br /&gt;
 '' You've learned of an ancient complex nearby. It is said to contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Self-travel description&lt;br /&gt;
&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''', has discovered an ancient complex a long distance away. He/She believes it contains information about the relic known as '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Shuttle-travel description&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to an abandoned ancient complex map. There is also a variant of the quest whereby a [[shuttle]] will take specific number of colonist and immediately taking off once the number of colonist are inside, usually landing at the edge of the map with the complex.&lt;br /&gt;
&lt;br /&gt;
The ancient complex is often littered with derelict structures and desiccated corpses with no information on how long they have been dead for and no decaying health. To conclude the quest, hack all the terminal within the map. If your colonist arrived by shuttle, you can send the colonist back, but only when there are no threat within the map.&lt;br /&gt;
&lt;br /&gt;
The base usually contains an explosive unstable barrel that explodes upon entering, and there are several other things to note by inside the base:&lt;br /&gt;
* Room filled with mostly derelict structure with nothing to gain from smashing it.&lt;br /&gt;
* Room filled with any kind of [[insects]] that will attack anyone on sight. They may be initially dormant.&lt;br /&gt;
* Room filled with [[mechanoids]]. They may be initially dormant.&lt;br /&gt;
* Room filled with derelict ancient casket. These will always contain hostile [[ancients]]. They may immediately open up upon entry.&lt;br /&gt;
* Room similar to the first type, except it will trigger an [[infestation]] incident upon entry.&lt;br /&gt;
&lt;br /&gt;
You may run into [[Hermetic crate]] (contains any item, including [[techprint]]s), [[Security crate]] (contains equipment), [[Ancient enemy terminal]] (calls enemy faction) and [[Ancient loot beacon]] (calls a drop beacon of loot from random places, with the chance of triggering a raid at the same time) from any of the room, which can be interacted by the pawns.&lt;br /&gt;
&lt;br /&gt;
== Outlanders Visit ==&lt;br /&gt;
{{Ideology|No category}}&lt;br /&gt;
 '' Outlanders have arrived to venerate the '''''&amp;lt;RELIC NAME&amp;gt;'''''. If you ensure they are safe and respected while they visit the ancient relic, they may offer you a reward. - Quest Description ''&lt;br /&gt;
&lt;br /&gt;
If you have at least one [[relic]] in your possession and have already placed it in a [[reliquary]], this quest may appear and immediately become active, with the notification that the [[outlanders]] have arrived. Some of the outlander with the role of &amp;quot;Well-equipped traveler&amp;quot; will arrive at the edge and slowly walk over to the reliquary hosting the relic. The pawns in question are always equipped with Excellent-[[quality]] weapons and apparel, and will always be members of the [[ideoligion]] associated with the relic, even if their temporary faction doesn't say so otherwise.&lt;br /&gt;
&lt;br /&gt;
Once everyone has arrived, they will view the relic for a while, then leave once by slowly walking to a map edge.&lt;br /&gt;
&lt;br /&gt;
Much like the Refugee's Hospitality, after several days/months/years, they will send a transport pod with the reward to thank you for keeping them safe while they examine the relics.&lt;br /&gt;
&lt;br /&gt;
== The Archonexus ==&lt;br /&gt;
{{Ideology|No category}}&lt;br /&gt;
 '' A group of wild people/'''''&amp;lt;FACTION NAME&amp;gt;''''' are/is looking to expand their territory, and are interested in taking over '''''&amp;lt;COLONY NAME&amp;gt;''''' with all its wealth. If you can increase your total wealth to $350000, they will take the settlement. In trade, they offer you part of a map showing the location of an ancient archotech nexus. '' - Part 1 Description &lt;br /&gt;
&lt;br /&gt;
 '' The map to the archonexus has three parts, and you hold one of them. '''''&amp;lt;FACTION A NAME&amp;gt;''''' and '''''&amp;lt;FACTION B NAME&amp;gt;''''' also each hold parts of the map. They'll trade their parts to you for a wealthy new colony and all of its recorded research. The next map part is encoded in a very strange way. In order to interpret it, you must first learn more about archotechnology by studying the structure here. '' - Part 2 Description &lt;br /&gt;
&lt;br /&gt;
 '' You have two parts of the archonexus map. '''''&amp;lt;FACTION B NAME&amp;gt;''''' have the last piece of the map, passed down from the time their ancestors survived the cataclysm. They'll give it to you if you give them a wealthy new colony in exchange. As before, the map part is encoded. In order to decode it, you must first study the archotech structure. '' - Part 3 Description&lt;br /&gt;
&lt;br /&gt;
This quest is an '''endgame quest''' for the Archo Nexus ending. Unlike some of the other endgame quest which shows up after a few ingame months, this quest may take years before they show up for the first part. There are four parts to this quest compared to the other quest, mostly which requires you to part most of your gained wealth (requires at least $350,000 worth) to restart at a new map with at most 5 existing pawns and creatures, along with one relic. Any others not taken belongs to the faction that takes them, including all the research that was gained. This is repeated for the second part as well. Note that [[Empire]] will never ask to acquisition your colony if they are present in the world map.&lt;br /&gt;
&lt;br /&gt;
To be able to advance through the quest, the following must be done.&lt;br /&gt;
* Wealth overall must be $350,000&lt;br /&gt;
* Must be in an ally status with the faction in question&lt;br /&gt;
* For second and third part, must have finished studying the [[Major Archotech Structure]] in the new colony map.&lt;br /&gt;
&lt;br /&gt;
On the third part, the faction will not immediately kick you out of the colony after you accepted them, rather, wait until you have finished this quest thoroughly before taking over the colony. To finish this quest, visit the dormant Archo Nexus map that is marked after getting the third map fragment, kill off any and every mechanoid present and then interact with a pawn at the Archo Nexus.&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - New world site components, Used in various situations:Sleeping mechanoids, Animal ambush, Enemy ambush&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Quest tab with information about available, active, and historical quests added&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Shuttle defense, Refugee hospitality, and Bandit camp quests added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - [[Trade]] requests will no longer request patchleather.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Betraying temporary colonists, such as for the [[#Refugee Hospitality|Refugee Hospitality]] quest, now display a timer. Before this it was possible to see if they would betray or not based on the presence of the timer.&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Quests&amp;diff=96191</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Quests&amp;diff=96191"/>
		<updated>2021-11-08T06:17:27Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: /* Royal Ascent */ Need fact check, and removed an outdated info&lt;/p&gt;
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{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
'''Quests''' are a class of [[event]] that provide conditions to be met or actions to be performed to gain a reward. Generally they are offered by [[Factions]] but can also be offered by individual pawns or even unaligned AI's. The rewards vary from the weapons and gear, resources, goodwill with the offering faction, [[Titles|honor]] {{RoyaltyIcon}}, or even new [[colonists]] or just the loot at the location of the quest. The quests can require actions at the player's colony, at specially generated sites on the world map, or at faction settlements.&lt;br /&gt;
&lt;br /&gt;
Most quests must be accepted, however some are automatically given to the player. Some quests have requirements to be accepted and some have a time limit for acceptance. Quests can also be rejected however they can still be accepted until their acceptance time limit expires in case of mistake or mind changing. Offered, Accepted and Past (including failed, rejected and completed quests) quests can be viewed in the quest tab.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
Rewards can be a variety of things. Sometimes the reward will be set, sometimes the player will be able to chose from one of three options. These quests often offer goodwill with the offering faction as one option, if one exists and if that option has not been disabled in the tab. If a player is not interested in improving goodwill from a given faction, it is important to disable this option so that more choices for rewards are offered and the chances of getting something needed is increased.&lt;br /&gt;
&lt;br /&gt;
Sometimes no reward is offered, instead resolving the quest is the reward. Examples of this include:&lt;br /&gt;
* Resolving Effectors, such as psychic droners or weather control at an world map location &lt;br /&gt;
* Maps where the &amp;quot;reward&amp;quot; is the loot available at the map&lt;br /&gt;
* Decrees by [[Titles|Nobles]] {{RoyaltyIcon}}, which prevents the Noble from getting upset.&lt;br /&gt;
* Retrieving Relic {{IdeologyIcon}} information via hacking terminals from subquests.&lt;br /&gt;
&lt;br /&gt;
If the reward is a pawn, sometimes the icon can be clicked on to see their stats. Sometimes this is not an option as a way of introducing extra risk to accepting the quest.&lt;br /&gt;
&lt;br /&gt;
Factions with poor relations to the colony will exclusively offer Goodwill quests as a way to get back into their good graces. Similarly, Peace Talks quests will only occur when Hostile.&lt;br /&gt;
&lt;br /&gt;
Some items can only be obtained through quest rewards, such as [[Vanometric power cell]] and [[Infinite chemreactor]]s, others are rare outside of quests such as [[Archotech arm]]s, [[Archotech leg]]s, and [[Archotech eye]]s.&lt;br /&gt;
&lt;br /&gt;
{{nav/questitems}}&lt;br /&gt;
&lt;br /&gt;
== Bandit camp ==&lt;br /&gt;
&lt;br /&gt;
{{main|Offense tactics}}&lt;br /&gt;
&lt;br /&gt;
A nearby base is troubled by pirates setting up camp near them, and asks you to take them out in return for improved relations and some payment.  Once the bandits are defeated, the base itself may also be claimed and looted/disassembled for loot, along with whatever its defenders were carrying.&lt;br /&gt;
&lt;br /&gt;
The pirates in these bases start unaware of your attack team, until your team attacks them or gets too close to them.  Once either occurs, they'll turn and assault your team as normal.  Like pirate assaults on colonies, the defenders will break and flee towards the map borders once a sufficient percentage of them are killed or downed.&lt;br /&gt;
&lt;br /&gt;
These bases can also have turrets, but these are typically powered by solar arrays, with or without batteries.  Both solar arrays and batteries can be taken out from a distance using long-range weapons like sniper rifles, disabling the turrets without risking return fire.  This also allows the turrets to be collected as loot.&lt;br /&gt;
&lt;br /&gt;
Occasionally, these bases will have manned mortars.  However, if the person manning the mortar is defeated or otherwise incapacitated (example, using a [[Psychic insanity lance]] or [[Psychic shock lance]] on them), no other bandits will attempt to man the mortar, effectively disabling it entirely.&lt;br /&gt;
&lt;br /&gt;
== Prisoner rescue ==&lt;br /&gt;
A prisoner is held by the enemy(though walks around). Once the enemies have been killed, click a colonist, right click the prisoner, and click &amp;quot;offer help&amp;quot;. The camp only lasts a short amount of time and if not rescued, the pawns will permanently disappear off the map, never to be seen again.&lt;br /&gt;
&lt;br /&gt;
The setting is similar to the bandit camp quest, albeit a large enclosed square building with a prisoner visible inside.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:PRO 01.png |'''Analyse whether you like the prisoner'''&lt;br /&gt;
File:PRO 02.png |'''If you do, just getting in range will do. If you don't, just leave him/her there.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Strategies ===&lt;br /&gt;
Bring combatants with decent melee and/or shooting skills wielding decent weapon. While unnecessary for lower tier bandit camp, armor would be beneficial in tougher prison bandit camp. You may wish to bring extra gear to equip the prisoner with once they are released.&lt;br /&gt;
&lt;br /&gt;
The site tends to be guarded by at least one automatic [[Mini-turret]]. However, the defenses are usually powered by a [[Solar generator]]. Destroying the generator (or the [[power conduit]]s leading from it) will cripple the defenses. Alternatively, attack the site at night; there are no batteries to store energy, so they shut down in darkness.&lt;br /&gt;
&lt;br /&gt;
Once the site is cleared, you may wish to spend some time stripping the site of everything valuable before leaving. Besides fallen enemies and their items, the [[Sandbags]], [[Mini-turret]], [[Solar generator]], and the walls and floors can be deconstructed or uninstalled to salvage resources to take home.&lt;br /&gt;
&lt;br /&gt;
== Trade request ==&lt;br /&gt;
A nearby faction base requests a delivery of a number of specific items and will give payment after delivery is complete. You will need to gather up those items and deliver them before the time limit is up. The offered reward is always worth significantly more than the requested items.&lt;br /&gt;
&lt;br /&gt;
Anything of the listed quality or better will work. The amount of health remaining does not matter.&lt;br /&gt;
&lt;br /&gt;
For clothing, tainted apparel is not accepted.&lt;br /&gt;
&lt;br /&gt;
[[Patchleather]] will never be requested.&lt;br /&gt;
&lt;br /&gt;
== Item stash opportunity ==&lt;br /&gt;
Either your colony overhears about an item stash, or a faction leader notifies you about it, with potential unknown threat present. If untouched, it will be taken by random individual after the timer has reached its limit. The stash holds valuable items and [[artifact]]s.&lt;br /&gt;
&lt;br /&gt;
Sometimes you may be ambushed either by a pack of manhunting animal with scaria, a random hostile faction, or a mechanoid ambush.&lt;br /&gt;
&lt;br /&gt;
=== Strategies ===&lt;br /&gt;
Bring combatants with decent melee and/or shooting skills wielding decent weapon in case of item stashes actually containing threat. If needed to, bring pack animals  that can be sent to user-set allowed spot in case its an ambush.&lt;br /&gt;
&lt;br /&gt;
Or just '''leg it''', find you fastest moving pawn and equip him with a [[shield belt]]. Bring a dose of [[go juice]] if you have it, or [[yayo]] since it has a lower addiction chance. Caravan to the stash, take the drug ,and you should be able to outrun most threats.&lt;br /&gt;
If you found them surrounding the stash, you can always kite them by running around the map, and cut into the stash once you see the chance, and ran for your life towards the edge of the map.&lt;br /&gt;
&lt;br /&gt;
== Peace talks opportunity ==&lt;br /&gt;
&lt;br /&gt;
A hostile faction leader plans a peace talk with your faction at the location. You need to send a negotiator to the location to begin negotiations to improve relations.&lt;br /&gt;
&lt;br /&gt;
You will obviously want to bring the best negotiator your faction has to offer as doing so improves chance of good outcome. You should have a few guards come along to fight off ambushes, especially if the peace talks turn out disastrous and you get ambushed.&lt;br /&gt;
&lt;br /&gt;
Bringing along prisoners to release has no effect on the outcome.&lt;br /&gt;
&lt;br /&gt;
=== Outcome chances ===&lt;br /&gt;
&lt;br /&gt;
The actual outcome chances are dependent on the negotiator's Diplomacy Power stat, after going through a simple curve. To do this, the game calculates the bad outcome factor, of the negotiator first.&lt;br /&gt;
&lt;br /&gt;
*At 0% power, the bad outcome factor is 4.&lt;br /&gt;
*At 100% power (healthy, lvl 10 Social), the bad outcome factor is 1.&lt;br /&gt;
*At 150% power (healthy, lvl 20 Social), the bad outcome factor is 0.4.&lt;br /&gt;
&lt;br /&gt;
The new weight of each outcome is calculated afterwards.&lt;br /&gt;
*Triumph = 0.1 * ( 1 / Bad Outcome Factor)&lt;br /&gt;
*Success = 0.55 * ( 1 / Bad Outcome Factor)&lt;br /&gt;
*Flounder = 0.2&lt;br /&gt;
*Backfire = 0.1 * Bad Outcome Factor&lt;br /&gt;
*Disaster = 0.05 * Bad Outcome Factor&lt;br /&gt;
&lt;br /&gt;
The sum total of the new weights is then calculated.&lt;br /&gt;
&lt;br /&gt;
Finally, the probability of each outcome is calculated:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Probability of each outcome = New Weight &amp;amp;divide; Sum Total of Weights&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
Take a level 15 Social negotiator as an example:&lt;br /&gt;
&lt;br /&gt;
#The diplomacy power is 125%, corresponding to a bad outcome factor of 0.7.&lt;br /&gt;
#The new weight of each outcome, to 3 d.p.:&lt;br /&gt;
#*Triumph = 0.1 * ( 1 / 0.7) = 0.143&lt;br /&gt;
#*Success = 0.55 * ( 1 / 0.7) = 0.786&lt;br /&gt;
#*Flounder = 0.2&lt;br /&gt;
#*Backfire = 0.1 * 0.7 = 0.07&lt;br /&gt;
#*Disaster = 0.05 * 0.7 = 0.035&lt;br /&gt;
#The sum total of new weights is calculated:&lt;br /&gt;
#* 0.143 + 0.786 + 0.2 + 0.07 + 0.035 = 1.234&lt;br /&gt;
#Finally, the probability of each event, to 2 d.p.:&lt;br /&gt;
#*Triumph = 0.143 / 1.234 = 11.58%&lt;br /&gt;
#*Success = 0.786 / 1.234 = 63.69%&lt;br /&gt;
#*Flounder = 0.2 / 1.234 = 16.21%&lt;br /&gt;
#*Backfire = 0.07 / 1.234 = 5.67%&lt;br /&gt;
#*Disaster = 0.035 / 1.234 = 2.84%&lt;br /&gt;
&lt;br /&gt;
== Precious minerals found ==&lt;br /&gt;
&lt;br /&gt;
Spawned by using the [[Long-range mineral scanner]]. Similar to the item stash quest, except a lump of ore is spawned that requires mining. The ore lump will be as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &amp;lt;!--- IF you edit this table, please edit the one on the Long-range mineral scanner page --&amp;gt;&lt;br /&gt;
! Resource       !! No. of Tiles !! Total Yield !! Total Mass (kg) !! Pod Launcher Steel !! Pod Launcher Components&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]      || 55 - 60      || 2200 - 2400 || 1100 - 1200 || 0 || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]]   || 10 - 15      || 400 - 600   || 100 - 150 || 170 || 3 &lt;br /&gt;
|-&lt;br /&gt;
| [[Component]]s || 50 - 70      || 100 - 140   || 60 - 84 || 170 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]     || 60 - 80      || 2400 - 3200 || 16.8 - 22.4 || 170 || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]       || 8 - 12       || 320 - 480   || 2.5 - 3.8 || 170 || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]    || 15 - 20      || 600 - 800   || 600 - 800 || 470 || 8&lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]       || 20 - 25      || 700 - 875   || 350 - 438 || 350 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For [[pack animal]]s: [[Elephant]]s have the highest carrying capacity at 140 (kg) and [[Alpaca]]s have the lowest at 35 (kg)&lt;br /&gt;
&lt;br /&gt;
Steel at 1200 (kg) you'd need 8.5714 Elephants OR 34.2857 Alpacas.&lt;br /&gt;
&lt;br /&gt;
This does not include carrying capacity from any colonists. As the number of colonists on a mining mission can be a small or very large number and this doesn't take into account any injuries that might minimize capacity. Nor does this include the possibility of [[pod launcher]]s and the ability to launch resources back to base.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Retrieval team ===&lt;br /&gt;
&lt;br /&gt;
Your team must include miners who can extract the minerals from the lump of ore. Since not all threats are picked up by the scanner, it's best that your miners are capable of combat to eliminate threats whether or not any is detected.&lt;br /&gt;
&lt;br /&gt;
For non-small volume minerals, you will need pack animals to help carry them. [[Drill arm]]s {{RoyaltyIcon}} installed on your miners will significantly the mining time and thus the risk faced by both your miners and your undermanned home base.&lt;br /&gt;
&lt;br /&gt;
== '''Ship to the Stars''' ==&lt;br /&gt;
This quest is an optional '''endgame quest''' for Escaping the planet ending, with one reason: to get off this hellish planet. There is an inert ship at a location half a long distance away from your starting colony in a map similar to your starting map size.  In the middle of that map is the ship with a powered-down core, which takes 15 days to activate and during that time will attract lots of danger, similar to building your own ship.&lt;br /&gt;
=== Setting off ===&lt;br /&gt;
&lt;br /&gt;
You will need to prepare for your long distance journey to the ship. If you don't plan on expanding the ship you can only bring up to 18 colonists to leave the planet.&lt;br /&gt;
&lt;br /&gt;
To bring as much food as possible, make [[pemmican]], as it's light yet energy packed, perfect for long distance travel. If you need to travel for longer than 75 days, you will need to bring [[packaged survival meal]]s as well as these last indefinitely.&lt;br /&gt;
&lt;br /&gt;
Journey offers tend to spawn as far away as possible, meaning you will need to pack food for '''years'''. Colonists are unable to carry that much food on themselves to sustain them for that long, so you will either need to set up camp to forage/plant food, or bring pack animals with you.&lt;br /&gt;
&lt;br /&gt;
==== Trading for supplies ====&lt;br /&gt;
&lt;br /&gt;
A viable alternative to bringing massive amounts of food is to bring more valuable items instead, then barter for supplies as you slowly proceed towards the ship. With light yet valuable items such as drugs, you can carry a lot more worth with you.&lt;br /&gt;
&lt;br /&gt;
Carrying lots of high-value items will attract pirates so be well-guarded.&lt;br /&gt;
&lt;br /&gt;
==== Base hopping ====&lt;br /&gt;
&lt;br /&gt;
A more time-consuming method of reaching the journey destination is to bring less, but settle down regularly to restock on supplies.&lt;br /&gt;
&lt;br /&gt;
If you plan on growing food, it's best to settle days before the growing season to make the most out of it. Also do so before you completely run out of food, for you need time to set up and grow/ gather food.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that raids and other events will happen should you decide to settle down. Not that caravans are risk-free either.&lt;br /&gt;
&lt;br /&gt;
=== Settling down ===&lt;br /&gt;
&lt;br /&gt;
Once you party reaches the ship you will need to power it up before it can function. You will need to survive 15 days before you can leave. &lt;br /&gt;
&lt;br /&gt;
==== Base building ====&lt;br /&gt;
While the ship starts up, your colonists will require a place to live. Given the near constant combat and the effect it can have on the [[mood]] of colonists, it can be beneficial to bring along or produce sculptures and recreation items to improve their stay. &lt;br /&gt;
&lt;br /&gt;
Before turning on the ship core, build a large stone wall surrounding the ship. In the walls, your pawns will require a place to sleep and eat as well as storage for items. Bedrooms and separate combined dining/recreation room provide the optimum mood, but a combined barracks/dining room/recreation room can allow high room quality mood buffs with a minimum of investment. A separate clean room for use as a hospital is also recommended. &lt;br /&gt;
&lt;br /&gt;
It is generally advisable to stockpile sufficient food so as to not have to grow or cook food during the start up sequence.  However, a [[cooler|freezer]] may be useful - such as to store [[fine meal|fine]] and [[lavish meal]]s for an easy mood buff. Alternatively [[packaged survival meal]]s or even [[pemmican]] can be used to do away with the need for refrigeration at all.&lt;br /&gt;
&lt;br /&gt;
==== Defenses ====&lt;br /&gt;
&lt;br /&gt;
{{main|Defense structures}}&lt;br /&gt;
{{see also|Defense tactics}}&lt;br /&gt;
&lt;br /&gt;
You need to defend the ship from enemies who will attempt to demolish the ship parts and perhaps steal the materials. Treat it as if you are defending a base, with something important inside.&lt;br /&gt;
&lt;br /&gt;
Since enemies won't come until you start up the ship core, you can take your time to set up.&lt;br /&gt;
&lt;br /&gt;
=== Ship expansion and construction ===&lt;br /&gt;
&lt;br /&gt;
You can expand the ship by adding additional cryptosleep caskets for colonists to hibernate in. This is useful for saving some materials overall in building the ship, but you'll need to figure out how to get the necessary materials there- set up bases nearby, mine the resources in the map (which generates as a regular 'base' map so minerals do spawn), or do it the good old way with [[muffalo]].&lt;br /&gt;
&lt;br /&gt;
The ship also comes with 1 extra engine, which can be deconstructed for resources.&lt;br /&gt;
&lt;br /&gt;
=== Survival ===&lt;br /&gt;
&lt;br /&gt;
Defend the ship as how you would defend your base. If you can, you can bring pre-built [[mini-turret]]s and even bring the materials to build [[autocannon]]s or [[uranium_slug_cannon|uranium slug cannons]].&lt;br /&gt;
&lt;br /&gt;
==== Cryptosleep survival ====&lt;br /&gt;
&lt;br /&gt;
You can put unnecessary colonists to sleep inside the caskets to save resources. If you are more hardcore you can also have everyone hibernate there, as ship cryptosleep caskets allow you to eject colonists manually, and wake them up only to defend. This does mean that colonists will be afflicted with cryptosleep sickness, hampering their combat effectiveness when they need to rise to defend the ship.&lt;br /&gt;
&lt;br /&gt;
== Threatened Joiner == &lt;br /&gt;
Threat is chasing a pawn. If accepted the pawn will join, and the threat will come soon after. If the pawn is left outside, and the threat can kidnap them, they'll leave with the pawn. &lt;br /&gt;
&lt;br /&gt;
== Downed  Refugee == &lt;br /&gt;
Pawn is downed on world map site. Once there, if you want to recruit them, click a colonist, right-click the pawn, and click offer help.&lt;br /&gt;
&lt;br /&gt;
They are not part of any faction, meaning taking them prisoner, letting them die, or killing them, will not affect any diplomacy.&lt;br /&gt;
&lt;br /&gt;
== Ferried bandit camp == &lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
 '''''&amp;lt;ENEMY FACTION&amp;gt;''' have set up a camp and are harassing caravans of '''&amp;lt;QUEST GIVER FACTION&amp;gt;'''. '''&amp;lt;QUEST GIVER&amp;gt;''' is planning an aerial assault on the camp, which is guarded by '''&amp;lt;NUMBER&amp;gt; &amp;lt;ENEMY TYPE&amp;gt;'''. '''&amp;lt;QUEST GIVER PRONOUN&amp;gt;''' wants you to provide soldiers to carry out the attack. '''&amp;lt;QUEST GIVER PRONOUN&amp;gt;''' will send a shuttle to pick up your fighters, bring them to the attack site, and take them home afterward. They will be fed en-route. Once the attack begins, you must defeat all enemies and turrets within '''&amp;lt;DURATION&amp;gt;''''' - Quest description&lt;br /&gt;
&lt;br /&gt;
Identical to a normal bandit camp.  An NPC noble wants you to take out a camp of bandits, and will ferry your soldiers there in a shuttle.  You must provide a specific number of soldiers for the quest, and the [[shuttle]] will not launch without that exact number in it.  The location is generally much too far away (~150+ world tiles) to be able to support the team with additional troops normally.  The soldiers will be fed en route, and are given a generous time limit (several days) to take out the bandit camp.  The same [[shuttle]] will ferry them back.  Travel time takes only an in-game hour or so in either direction.&lt;br /&gt;
&lt;br /&gt;
Also, unlike a normal bandit camp, the bandits will typically begin attacking your team of soldiers within a few minutes of landing, even if your soldiers have not attacked them or gotten near them yet.&lt;br /&gt;
&lt;br /&gt;
This quest does not allow you to grab anything back, only your colonist. If for example, you found an interesting hostile that is incapacitated, you can't bring him back. One of a good solution is to have the pawns carry enough material to make [[Pod launcher]], [[Transport pod]] and have enough [[Chemfuel]] to fuel the pod as far enough as possible. If not, try and launch the pod with a few able colonist inside and bring them back to main base.&lt;br /&gt;
&lt;br /&gt;
'''Nota bene:''' If [[Titles|honor]] is chosen as a reward, only a pawn that participated in the attack can be given it.&lt;br /&gt;
&lt;br /&gt;
== Problem Causer == &lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
A world map location is created with a [[condition causer]]. The condition causer will create one of a variety of nominally detrimental effects in a radius that always includes your map tile. It will continue to do so until destroyed. See [[condition causer]] for details on the effects.&lt;br /&gt;
&lt;br /&gt;
== Decrees ==&lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
[[Noble]]s in your colony may issue wild decrees that demand an action to be done. If their decree's requirements are not met, they will become increasingly unhappy, though they will eventually forget about the decree or declare it impossible. The exact requirements for these outcomes are currently unknown. Satisfying a decree will give a +6 [[mood]] buff for 15 [[time|days]] with a stack limit of 3, while a decree failing will create a -4 mood penalty, also for 15 days also with a stack limit of 3.&lt;br /&gt;
&lt;br /&gt;
Decrees may be to:&lt;br /&gt;
* Produce a certain amount of certain common resource, such as [[steel]], [[wood]] or [[cloth]]. You are allowed 5 days to do this.&lt;br /&gt;
* Havest a certain amount from a cultivatable [[plant]]. Only plants with a [[Property:Grow Days|Grow Days]] stat of 10 or less are selected. You are allowed a number days equal to 2x the chosen plants grow days + 8 to do this.&lt;br /&gt;
* Hunt or slaughter a certain number of a specific type of [[animal]]. You are allowed 5 days to do this.&lt;br /&gt;
* Build a monument. You are allowed 15 days to do this.&lt;br /&gt;
&lt;br /&gt;
== Noble Wimp == &lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;PAWN NAME&amp;gt;'s &amp;lt;NEW TITLE&amp;gt; Ceremony == &lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
 '''&amp;lt;EMPIRE NAME&amp;gt;''''' is ready to grant '''''&amp;lt;PAWN NAME&amp;gt;''''' the title of '''''&amp;lt;NEW TITLE&amp;gt;''''' and the power of a level '''''&amp;lt;NEW PSYLINK LEVEL&amp;gt;''''' psylink in a bestowing ceremony. The bestower will arrive by shuttle and perform the ceremony. The bestower will only give a title if any throneroom requirements are satisfied. You can betray the bestower to steal psylink neuroformers, but this will make '''''&amp;lt;EMPIRE NAME&amp;gt;''''' your enemy. If you miss or fail this ceremony, there will be another opportunity later. If the bestower or guards are harmed for any reason, there will be diplomatic consequences.'' - Quest description&lt;br /&gt;
&lt;br /&gt;
Spawns a [[Empire|Bestower]] and several guards to officially grant a pawn a [[Titles|title]] and give the earned levels of [[Psycasts|Psylink]]. For Acolyte and above, accepting the quest requires a Throne Room that meets the new title's requirements and there cannot be pawns enemies with the Empire on the map.  The bestower must also be able to reach the throne room, or for the Yeoman ceremony, generally the recreation room or similar.  If a Party Spot has been designated, that will be the location the bestower uses for Yeoman ceremonies. The map must also be a safe temperature.  If any of these prerequisites is not fulfilled before the bestowing ceremony completes, the bestower will be &amp;quot;angered by the interference&amp;quot; and will leave, failing the quest.  The quest will naturally reoccur again later, usually within a few seasons.&lt;br /&gt;
&lt;br /&gt;
Provided the pawn to be bestowed does not already have an equal or higher psylink level to their new title, the bestower will spawn with 2 [[Psylink neuroformer]]s, so killing or downing them can allow them an additional level of psylink to be gained, at the cost of making an enemy out of the powerful [[Empire]] faction.  It's also possible to instead simply arrest the bestower and guards, rather than attack them.  They can then be looted for the neuroformers, then packaged into drop pods and sent back to an imperial faction settlement as a &amp;quot;gift&amp;quot; with some additional items to effectively buy back the lost faction standing.  The bestower and guards can also be harvested for their bionic parts first, if they have any (the bestower can spawn with archotech parts).&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;PAWN NAME&amp;gt;'s Inheritance == &lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
If a pawn with a royal title of yeoman and above dies, their designated heir will inherit their title. Their heir is randomly chosen, with extra weight given to the person's spouse.&lt;br /&gt;
&lt;br /&gt;
However, if you wish to change the heir of the said pawn, you can make a request via [[Comms console]] with the pawns with said royal title to change to specific heir within the colony. Once done, you are required to construct a monument and hold it in place for a set amount of days before the change is permanent (at least until the heir dies or is kidnapped, in which it will change to another random heir). However, the heir will have damaged social relations with the pawn in question and the new heir if this is done.&lt;br /&gt;
&lt;br /&gt;
== Refugee Hospitality == &lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
The quest states that a certain amount of refugees have escaped some bad event (i.e. slave caravan, home being destroyed), and that the refugees wish to take shelter in your colony for a certain amount of time.&lt;br /&gt;
&lt;br /&gt;
They are willing to work for you, and there is no diplomatic consequences for what you do with them as they do not belong to any known major factions, instead inside their own minor factions. They will remain available to do all works for the duration of their stay.&lt;br /&gt;
&lt;br /&gt;
The pawns skills and traits can vary from a very solid colonist to the most crippled unskilled pyromaniac you could get. They do come with [[weapons]] and [[clothing]], usually in poor quality and condition. '''Nota bene:''' Remove any and all equipment you care about from them before the quest ends. Because once the timer ends, you lose control of them, and they will leave the map, holding whatever they had before leaving.&lt;br /&gt;
&lt;br /&gt;
If [[Ideoligion]] is enabled in the playthrough, all refugees that arrives have assorted beliefs in their own ideoligion, which may make keeping them happy or preventing mental breaks a lot harder as some of them may belong to an ideoligion that does not support your ideoligion as a master ideology of the colony, inflicting mood debuffs.&lt;br /&gt;
&lt;br /&gt;
Refugees can be ordered to wear laying clothing on your own decision (they won't wear any unforbidden clothing unless ordered to do so), but they cannot be taken out once worn which is useful if you have clothing you do not necessarily need or you have naked refugees that does not have &amp;quot;Nudist&amp;quot; trait/ideoligion. Similarly, any outfit they came with cannot be taken outright. This also means you cannot set their outfit.&lt;br /&gt;
&lt;br /&gt;
Refugee pawns may request to join the colony when they are constantly being kept happy in the colony (ie. giving them things that makes them happy, letting them have their own ideology without attempting to convert them which affects their mood, etc) You can choose to accept them, refuse them or &amp;quot;jump to them&amp;quot;  (can be used to close window, and keep notification). A trick is to wait about half a day (depending on how many pawns are refugees), and strip them of what you want while having them drafted and near the map edge. &lt;br /&gt;
&lt;br /&gt;
After staying for their duration, they will leave your colony and head out of the map. If all of the refugee colonist from this faction who hasn't joined your colony left without getting killed, after a few ingame days/months/years, you get an event notification about them dropping at least one drop pod with rewards, sometimes more, to thank you for giving them refuge for those days. &lt;br /&gt;
&lt;br /&gt;
===Complications===&lt;br /&gt;
Sometimes complications will arise. This can include counter offers from other [[factions]] or the refugees secretly being infiltrators. &lt;br /&gt;
&lt;br /&gt;
====Counter Offer====&lt;br /&gt;
 '' '' - Event description when a random faction signals to kill them due to complications towards the refugees.&lt;br /&gt;
&lt;br /&gt;
Several days into their refuge, a random faction will send a signal, offering a reward for dispatching all the refugees living in your colony. This message will not appear in the quest tab. This part of the quest is optional and isn't required to do.&lt;br /&gt;
&lt;br /&gt;
Killing all of the refugee, or converting all of them to join your side via join offer (counts as a kill) before the quest ends and at least one left the map, will net the reward. If any of the refugees leaves the map at the end of the quest, this offer is nullified.&lt;br /&gt;
&lt;br /&gt;
====Betrayal====&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;'''''/The refugees who asked to stay with you is/are turning against you! It seems he/she/they had this treachery planned all along.'' - Event description when they turned out to be traitors.&lt;br /&gt;
The refugees may have staged this treachery and planned to betray your colony by suddenly turning hostile and attack anyone nearby after reaching half of their overall stay. If they were not equipping strong armor and weapon, they will likely be more a nuisance than a threat.&lt;br /&gt;
&lt;br /&gt;
Any refugees that have joined the colony via join offer will '''not''' betray you however. But their offer becomes invalid once they decided to betray whilst still with the refugees faction.&lt;br /&gt;
&lt;br /&gt;
== Host Royals ==&lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
You are asked to host a certain number of imperial royals for a certain number of days.  These imperials may have titles which cause them to want meditation spots or a certain quality of room.  They generally are not willing to do labor while hosted.  The quest requires that the imperials be kept above a certain mood threshold for their stay, and obviously protected from being killed.  Giving them good quarters, feeding them high-quality meals, and otherwise confining them to their rooms and beautiful surroundings such as a rec room and dining room with high impressiveness will keep their mood high, and also keep them safe from injury.&lt;br /&gt;
&lt;br /&gt;
A variant of the quest requires you to host a number of imperials all infected with [[blood rot]].  This disease is difficult and expensive to cure, so the imperials will need regular medical care to slow/reverse the progress of the disease so they do not die before the end of the quest.  They typically must be hosted for more than a season (~20-25 days).  Untreated, Blood Root is fatal in 2.5 days, but with good treatment a pawn can be kept alive and at the minimum disease severity indefinitely (the disease normally resolves in 30-40 days, but this is longer than the quest typically is set for).  Since the disease causes pain and &amp;quot;sick&amp;quot; thoughts at higher severity levels, which reduce the mood of the imperials, they should be treated by high-skill doctors with relatively good medicine, ideally in a hospital with good treatment offset, to optimize their mood.&lt;br /&gt;
&lt;br /&gt;
== '''Royal Ascent''' ==&lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
This quest is an '''endgame quest''' for Royal Passage ending. To be able to activate this quest, you need a colonist who has the rank of a Count/Countess for the empire in question, and a spare bedroom fit for a Count/Countess. (quality for the High Stellarch)&lt;br /&gt;
&lt;br /&gt;
You are asked to host a visit for the High Stellarch for the Empire for 12 days. Much like the &amp;quot;Host Royals&amp;quot; quest, he or she will want meditation spots or a Count/Countess-quality room and food. He or she generally will not do any labor during its 12 day visit, and will also require him or her be kept above 25% mood threshold for his/her stay. Protecting him/her from death is a must. He or she will always arrive with 4 red and gold colored cataphract with random title with all of which can be controlled, but will not do any work[need fact check] either other than used for defense.&lt;br /&gt;
&lt;br /&gt;
Much like the &amp;quot;Ship to the Stars&amp;quot; or activating the ship reactor, the raid will be very frequent during his or her stay, and you have to protect the high stellarch. There are hints and tips on [[Advanced_Endgame_Guide#Ending_the_game|dealing with this quest]] if required.&lt;br /&gt;
&lt;br /&gt;
After 12 days, a shuttle will land down near the base. The high stellarch is required to board into the shuttle, and you can send any and all pawns inside (including your animals). The survivng cataphract can be left behind, as they will make their own way out once the shuttle leaves.&lt;br /&gt;
&lt;br /&gt;
== Pawn Lending == &lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
Upon accepting the quest, a shuttle will land near the base and waits for you to send a specific number of pawns into the shuttle. Once the quota are met, the shuttle will depart, and the pawns lent will not be around for the duration of the requested need. After the day have elasped, the shuttle will return, dropping them back to the colony.&lt;br /&gt;
&lt;br /&gt;
Be wary that if you are doing the archo nexus ending with [[Ideology DLC]], these pawns cannot be selected to send to a new map until they return.&lt;br /&gt;
&lt;br /&gt;
== Shuttle Crash Rescue == &lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
 '' A shuttle of '''''&amp;lt;EMPIRE NAME&amp;gt;''''' has taken damage and is seeking a place to land. Its commander '''''&amp;lt;COMMANDER NAME&amp;gt;''''' wants to land at '''''&amp;lt;COLONY NAME&amp;gt;'''''. '''''&amp;lt;FACTION TYPE&amp;gt;''''' from '''''&amp;lt;FACTION NAME&amp;gt;''''' will attack the crashed shuttle site in an attempt to kill its occupants. You must defend them. The shuttle contains '''''&amp;lt;COMMANDER NAME&amp;gt;''''', '''''&amp;lt;AMOUNT&amp;gt;''''' other civilian(s), and '''''&amp;lt;AMOUNT&amp;gt;''''' '''''&amp;lt;DEFENDER TYPE&amp;gt;'''''. The commander and civilian(s) must be rescued, but the '''''&amp;lt;DEFENDER TYPE&amp;gt;''''' may be sacrificed. After 8 hours, a rescue shuttle will come to pick up the survivors. You'll need to get them all on board within 12 hours.'' - Quest Description&lt;br /&gt;
&lt;br /&gt;
[[File:Crashed shuttle.png|128px|frame|The crashed shuttle that is both the object and partial reward for the quest.]]&lt;br /&gt;
&lt;br /&gt;
A shortly after accepting the quest, a [[shuttle]] will crashland somewhere on the map, usually not far from the player's base. It is possible for it land directly on buildings or crops, destroying them and damaging things nearby. Imperials will stay near it, waiting for a rescue shuttle. When &amp;quot;time until rescue shuttle arrives&amp;quot; reaches 2-3 hours, a raid will appear on the edge of the map closest to the crash site and immediately proceed to attack landed civilians. Troopers that land with civilians will depend on the game stage - ranging from a few light troopers in flak armor to heavily-armored cataphracts with pulse weapons, and are usually able to repel early-game raids without much help from the player, though mid- to late-game raids can obliterate the whole imperial party easily. Therefore it is recommended for the player to start constructing simple defenses and equipping fighters just after the shuttle lands. If the crash happens inside the player's base area, it is possible to use superior defenses like [[Mini-turret|turrets]] or killboxes. [[Mortar|Mortars]] are ineffective and will usually be able to make just a single shot before the raiders get too close to friendlies (unless playing on a large map size), and it is usually better to have additional people on the spot.&lt;br /&gt;
&lt;br /&gt;
Raiders won't pay much attention to your colonists and will instead rush to kill imperial civilians, so it is advised to guard them with melee fighters and/or trained combat animals. Imperials can be surrounded by walls or [[Spike trap|spike traps]] and covered by smoke to give some protection against melee/ranged raiders. The quest is failed if one of the civilians dies, with a faction relations penalty for each death and a heavier one for the commander's death. Since civilians don't carry any armor or weapons, they can quickly die from stray shots or an enemy brawler getting too close.&lt;br /&gt;
&lt;br /&gt;
When the raiders start to flee, a rescue shuttle will land nearby and pick up the surviving imperials. Cargo pods containing the chosen reward (if any) will land near your base. The damaged shuttle can be deconstructed for 30 [[steel]], 52 - 53 [[plasteel]] and 7 - 8 [[component|components]]. Loot from the raiders is also yours to take.&lt;br /&gt;
&lt;br /&gt;
== Relic Retrieving ==&lt;br /&gt;
{{Ideology|no category}}&lt;br /&gt;
 '' You've learned that a relic of '''''&amp;lt;IDEOLIGION NAME&amp;gt;''''' is nearby.''&lt;br /&gt;
&lt;br /&gt;
This quest is a unique main quest, which requires you to do 5 sub-quests by hacking into terminals during said quests before you can retrieve the [[relic]] of your colony's [[ideoligion]] from a seemingly hostile area.&lt;br /&gt;
&lt;br /&gt;
=== The Villager's ===&lt;br /&gt;
 '' You've learned of an ancient terminal that contains information about the '''''&amp;lt;RELIC NAME&amp;gt;'''''. However, the terminal is surrounded by a tribal village, and the locals venerate it. They aren't part of any major faction.''&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to the [[tribe]]'s base. The tribe are initially neutral towards you, but any harm befalling them, attempting to hack the interface or staying for 10 hours or more will immediately render them hostile and attack your colonist.&lt;br /&gt;
&lt;br /&gt;
Dispatch the faction and get a colonist to hack the terminal to conclude the mission. Be wary that tarrying too long in the base (2 hours) will cause a lot of tribal members from said faction to appear.&lt;br /&gt;
&lt;br /&gt;
=== Cryptodrone Intel Hack ===&lt;br /&gt;
 '' You've detected an orbiting spacedrone that may contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. You have the code that will force it to land at '''''&amp;lt;COLONY NAME&amp;gt;'''''. ''&lt;br /&gt;
&lt;br /&gt;
This sub-quest will force a [[spacedrone|cryptodrone space ship]] to land, usually far away from the main base. Send a colonist to try and hack the drone whilst setting up a defense perimeter. A selected hostile (usually permanently hostile) faction will arrive every 8 hours in am attempt to destroy the drone, with half of them aiming after any nearby colonist, whereas the other half attacks the drone.&lt;br /&gt;
&lt;br /&gt;
Upon successfully hacking the cryptodrone, the quest concludes, but the drone will initiate a self-destruct sequence within 30 seconds after its hacked, after which it will explode.&lt;br /&gt;
&lt;br /&gt;
=== Ancient Complex ===&lt;br /&gt;
 '' You've learned of an ancient complex nearby. It is said to contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Self-travel description&lt;br /&gt;
&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''', has discovered an ancient complex a long distance away. He/She believes it contains information about the relic known as '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Shuttle-travel description&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to an abandoned ancient complex map. There is also a variant of the quest whereby a [[shuttle]] will take specific number of colonist and immediately taking off once the number of colonist are inside, usually landing at the edge of the map with the complex.&lt;br /&gt;
&lt;br /&gt;
The ancient complex is often littered with derelict structures and desiccated corpses with no information on how long they have been dead for and no decaying health. To conclude the quest, hack all the terminal within the map. If your colonist arrived by shuttle, you can send the colonist back, but only when there are no threat within the map.&lt;br /&gt;
&lt;br /&gt;
The base usually contains an explosive unstable barrel that explodes upon entering, and there are several other things to note by inside the base:&lt;br /&gt;
* Room filled with mostly derelict structure with nothing to gain from smashing it.&lt;br /&gt;
* Room filled with any kind of [[insects]] that will attack anyone on sight. They may be initially dormant.&lt;br /&gt;
* Room filled with [[mechanoids]]. They may be initially dormant.&lt;br /&gt;
* Room filled with derelict ancient casket. These will always contain hostile [[ancients]]. They may immediately open up upon entry.&lt;br /&gt;
* Room similar to the first type, except it will trigger an [[infestation]] incident upon entry.&lt;br /&gt;
&lt;br /&gt;
You may run into [[Hermetic crate]] (contains any item, including [[techprint]]s), [[Security crate]] (contains equipment), [[Ancient enemy terminal]] (calls enemy faction) and [[Ancient loot beacon]] (calls a drop beacon of loot from random places, with the chance of triggering a raid at the same time) from any of the room, which can be interacted by the pawns.&lt;br /&gt;
&lt;br /&gt;
== Outlanders Visit ==&lt;br /&gt;
{{Ideology|No category}}&lt;br /&gt;
 '' Outlanders have arrived to venerate the '''''&amp;lt;RELIC NAME&amp;gt;'''''. If you ensure they are safe and respected while they visit the ancient relic, they may offer you a reward. - Quest Description ''&lt;br /&gt;
&lt;br /&gt;
If you have at least one [[relic]] in your possession and have already placed it in a [[reliquary]], this quest may appear and immediately become active, with the notification that the [[outlanders]] have arrived. Some of the outlander with the role of &amp;quot;Well-equipped traveler&amp;quot; will arrive at the edge and slowly walk over to the reliquary hosting the relic. The pawns in question are always equipped with Excellent-[[quality]] weapons and apparel, and will always be members of the [[ideoligion]] associated with the relic, even if their temporary faction doesn't say so otherwise.&lt;br /&gt;
&lt;br /&gt;
Once everyone has arrived, they will view the relic for a while, then leave once by slowly walking to a map edge.&lt;br /&gt;
&lt;br /&gt;
Much like the Refugee's Hospitality, after several days/months/years, they will send a transport pod with the reward to thank you for keeping them safe while they examine the relics.&lt;br /&gt;
&lt;br /&gt;
== The Archonexus ==&lt;br /&gt;
{{Ideology|No category}}&lt;br /&gt;
 '' A group of wild people/'''''&amp;lt;FACTION NAME&amp;gt;''''' are/is looking to expand their territory, and are interested in taking over '''''&amp;lt;COLONY NAME&amp;gt;''''' with all its wealth. If you can increase your total wealth to $350000, they will take the settlement. In trade, they offer you part of a map showing the location of an ancient archotech nexus. '' - Part 1 Description &lt;br /&gt;
&lt;br /&gt;
 '' The map to the archonexus has three parts, and you hold one of them. '''''&amp;lt;FACTION A NAME&amp;gt;''''' and '''''&amp;lt;FACTION B NAME&amp;gt;''''' also each hold parts of the map. They'll trade their parts to you for a wealthy new colony and all of its recorded research. The next map part is encoded in a very strange way. In order to interpret it, you must first learn more about archotechnology by studying the structure here. '' - Part 2 Description &lt;br /&gt;
&lt;br /&gt;
 '' You have two parts of the archonexus map. '''''&amp;lt;FACTION B NAME&amp;gt;''''' have the last piece of the map, passed down from the time their ancestors survived the cataclysm. They'll give it to you if you give them a wealthy new colony in exchange. As before, the map part is encoded. In order to decode it, you must first study the archotech structure. '' - Part 3 Description&lt;br /&gt;
&lt;br /&gt;
This quest is an '''endgame quest''' for the Archo Nexus ending. Unlike some of the other endgame quest which shows up after a few ingame months, this quest may take years before they show up for the first part. There are four parts to this quest compared to the other quest, mostly which requires you to part most of your gained wealth (requires at least $350,000 worth) to restart at a new map with at most 5 existing pawns and creatures, along with one relic. Any others not taken belongs to the faction that takes them, including all the research that was gained. This is repeated for the second part as well. Note that [[Empire]] will never ask to acquisition your colony if they are present in the world map.&lt;br /&gt;
&lt;br /&gt;
To be able to advance through the quest, the following must be done.&lt;br /&gt;
* Wealth overall must be $350,000&lt;br /&gt;
* Must be in an ally status with the faction in question&lt;br /&gt;
* For second and third part, must have finished studying the [[Major Archotech Structure]] in the new colony map.&lt;br /&gt;
&lt;br /&gt;
On the third part, the faction will not immediately kick you out of the colony after you accepted them, rather, wait until you have finished this quest thoroughly before taking over the colony. To finish this quest, visit the dormant Archo Nexus map that is marked after getting the third map fragment, kill off any and every mechanoid present and then interact with a pawn at the Archo Nexus.&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - New world site components, Used in various situations:Sleeping mechanoids, Animal ambush, Enemy ambush&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Quest tab with information about available, active, and historical quests added&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Shuttle defense, Refugee hospitality, and Bandit camp quests added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - [[Trade]] requests will no longer request patchleather.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Betraying temporary colonists, such as for the [[#Refugee Hospitality|Refugee Hospitality]] quest, now display a timer. Before this it was possible to see if they would betray or not based on the presence of the timer.&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Quests&amp;diff=96190</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Quests&amp;diff=96190"/>
		<updated>2021-11-08T06:12:07Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: /* Strategies */&lt;/p&gt;
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'''Quests''' are a class of [[event]] that provide conditions to be met or actions to be performed to gain a reward. Generally they are offered by [[Factions]] but can also be offered by individual pawns or even unaligned AI's. The rewards vary from the weapons and gear, resources, goodwill with the offering faction, [[Titles|honor]] {{RoyaltyIcon}}, or even new [[colonists]] or just the loot at the location of the quest. The quests can require actions at the player's colony, at specially generated sites on the world map, or at faction settlements.&lt;br /&gt;
&lt;br /&gt;
Most quests must be accepted, however some are automatically given to the player. Some quests have requirements to be accepted and some have a time limit for acceptance. Quests can also be rejected however they can still be accepted until their acceptance time limit expires in case of mistake or mind changing. Offered, Accepted and Past (including failed, rejected and completed quests) quests can be viewed in the quest tab.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
Rewards can be a variety of things. Sometimes the reward will be set, sometimes the player will be able to chose from one of three options. These quests often offer goodwill with the offering faction as one option, if one exists and if that option has not been disabled in the tab. If a player is not interested in improving goodwill from a given faction, it is important to disable this option so that more choices for rewards are offered and the chances of getting something needed is increased.&lt;br /&gt;
&lt;br /&gt;
Sometimes no reward is offered, instead resolving the quest is the reward. Examples of this include:&lt;br /&gt;
* Resolving Effectors, such as psychic droners or weather control at an world map location &lt;br /&gt;
* Maps where the &amp;quot;reward&amp;quot; is the loot available at the map&lt;br /&gt;
* Decrees by [[Titles|Nobles]] {{RoyaltyIcon}}, which prevents the Noble from getting upset.&lt;br /&gt;
* Retrieving Relic {{IdeologyIcon}} information via hacking terminals from subquests.&lt;br /&gt;
&lt;br /&gt;
If the reward is a pawn, sometimes the icon can be clicked on to see their stats. Sometimes this is not an option as a way of introducing extra risk to accepting the quest.&lt;br /&gt;
&lt;br /&gt;
Factions with poor relations to the colony will exclusively offer Goodwill quests as a way to get back into their good graces. Similarly, Peace Talks quests will only occur when Hostile.&lt;br /&gt;
&lt;br /&gt;
Some items can only be obtained through quest rewards, such as [[Vanometric power cell]] and [[Infinite chemreactor]]s, others are rare outside of quests such as [[Archotech arm]]s, [[Archotech leg]]s, and [[Archotech eye]]s.&lt;br /&gt;
&lt;br /&gt;
{{nav/questitems}}&lt;br /&gt;
&lt;br /&gt;
== Bandit camp ==&lt;br /&gt;
&lt;br /&gt;
{{main|Offense tactics}}&lt;br /&gt;
&lt;br /&gt;
A nearby base is troubled by pirates setting up camp near them, and asks you to take them out in return for improved relations and some payment.  Once the bandits are defeated, the base itself may also be claimed and looted/disassembled for loot, along with whatever its defenders were carrying.&lt;br /&gt;
&lt;br /&gt;
The pirates in these bases start unaware of your attack team, until your team attacks them or gets too close to them.  Once either occurs, they'll turn and assault your team as normal.  Like pirate assaults on colonies, the defenders will break and flee towards the map borders once a sufficient percentage of them are killed or downed.&lt;br /&gt;
&lt;br /&gt;
These bases can also have turrets, but these are typically powered by solar arrays, with or without batteries.  Both solar arrays and batteries can be taken out from a distance using long-range weapons like sniper rifles, disabling the turrets without risking return fire.  This also allows the turrets to be collected as loot.&lt;br /&gt;
&lt;br /&gt;
Occasionally, these bases will have manned mortars.  However, if the person manning the mortar is defeated or otherwise incapacitated (example, using a [[Psychic insanity lance]] or [[Psychic shock lance]] on them), no other bandits will attempt to man the mortar, effectively disabling it entirely.&lt;br /&gt;
&lt;br /&gt;
== Prisoner rescue ==&lt;br /&gt;
A prisoner is held by the enemy(though walks around). Once the enemies have been killed, click a colonist, right click the prisoner, and click &amp;quot;offer help&amp;quot;. The camp only lasts a short amount of time and if not rescued, the pawns will permanently disappear off the map, never to be seen again.&lt;br /&gt;
&lt;br /&gt;
The setting is similar to the bandit camp quest, albeit a large enclosed square building with a prisoner visible inside.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:PRO 01.png |'''Analyse whether you like the prisoner'''&lt;br /&gt;
File:PRO 02.png |'''If you do, just getting in range will do. If you don't, just leave him/her there.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Strategies ===&lt;br /&gt;
Bring combatants with decent melee and/or shooting skills wielding decent weapon. While unnecessary for lower tier bandit camp, armor would be beneficial in tougher prison bandit camp. You may wish to bring extra gear to equip the prisoner with once they are released.&lt;br /&gt;
&lt;br /&gt;
The site tends to be guarded by at least one automatic [[Mini-turret]]. However, the defenses are usually powered by a [[Solar generator]]. Destroying the generator (or the [[power conduit]]s leading from it) will cripple the defenses. Alternatively, attack the site at night; there are no batteries to store energy, so they shut down in darkness.&lt;br /&gt;
&lt;br /&gt;
Once the site is cleared, you may wish to spend some time stripping the site of everything valuable before leaving. Besides fallen enemies and their items, the [[Sandbags]], [[Mini-turret]], [[Solar generator]], and the walls and floors can be deconstructed or uninstalled to salvage resources to take home.&lt;br /&gt;
&lt;br /&gt;
== Trade request ==&lt;br /&gt;
A nearby faction base requests a delivery of a number of specific items and will give payment after delivery is complete. You will need to gather up those items and deliver them before the time limit is up. The offered reward is always worth significantly more than the requested items.&lt;br /&gt;
&lt;br /&gt;
Anything of the listed quality or better will work. The amount of health remaining does not matter.&lt;br /&gt;
&lt;br /&gt;
For clothing, tainted apparel is not accepted.&lt;br /&gt;
&lt;br /&gt;
[[Patchleather]] will never be requested.&lt;br /&gt;
&lt;br /&gt;
== Item stash opportunity ==&lt;br /&gt;
Either your colony overhears about an item stash, or a faction leader notifies you about it, with potential unknown threat present. If untouched, it will be taken by random individual after the timer has reached its limit. The stash holds valuable items and [[artifact]]s.&lt;br /&gt;
&lt;br /&gt;
Sometimes you may be ambushed either by a pack of manhunting animal with scaria, a random hostile faction, or a mechanoid ambush.&lt;br /&gt;
&lt;br /&gt;
=== Strategies ===&lt;br /&gt;
Bring combatants with decent melee and/or shooting skills wielding decent weapon in case of item stashes actually containing threat. If needed to, bring pack animals  that can be sent to user-set allowed spot in case its an ambush.&lt;br /&gt;
&lt;br /&gt;
Or just '''leg it''', find you fastest moving pawn and equip him with a [[shield belt]]. Bring a dose of [[go juice]] if you have it, or [[yayo]] since it has a lower addiction chance. Caravan to the stash, take the drug ,and you should be able to outrun most threats.&lt;br /&gt;
If you found them surrounding the stash, you can always kite them by running around the map, and cut into the stash once you see the chance, and ran for your life towards the edge of the map.&lt;br /&gt;
&lt;br /&gt;
== Peace talks opportunity ==&lt;br /&gt;
&lt;br /&gt;
A hostile faction leader plans a peace talk with your faction at the location. You need to send a negotiator to the location to begin negotiations to improve relations.&lt;br /&gt;
&lt;br /&gt;
You will obviously want to bring the best negotiator your faction has to offer as doing so improves chance of good outcome. You should have a few guards come along to fight off ambushes, especially if the peace talks turn out disastrous and you get ambushed.&lt;br /&gt;
&lt;br /&gt;
Bringing along prisoners to release has no effect on the outcome.&lt;br /&gt;
&lt;br /&gt;
=== Outcome chances ===&lt;br /&gt;
&lt;br /&gt;
The actual outcome chances are dependent on the negotiator's Diplomacy Power stat, after going through a simple curve. To do this, the game calculates the bad outcome factor, of the negotiator first.&lt;br /&gt;
&lt;br /&gt;
*At 0% power, the bad outcome factor is 4.&lt;br /&gt;
*At 100% power (healthy, lvl 10 Social), the bad outcome factor is 1.&lt;br /&gt;
*At 150% power (healthy, lvl 20 Social), the bad outcome factor is 0.4.&lt;br /&gt;
&lt;br /&gt;
The new weight of each outcome is calculated afterwards.&lt;br /&gt;
*Triumph = 0.1 * ( 1 / Bad Outcome Factor)&lt;br /&gt;
*Success = 0.55 * ( 1 / Bad Outcome Factor)&lt;br /&gt;
*Flounder = 0.2&lt;br /&gt;
*Backfire = 0.1 * Bad Outcome Factor&lt;br /&gt;
*Disaster = 0.05 * Bad Outcome Factor&lt;br /&gt;
&lt;br /&gt;
The sum total of the new weights is then calculated.&lt;br /&gt;
&lt;br /&gt;
Finally, the probability of each outcome is calculated:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Probability of each outcome = New Weight &amp;amp;divide; Sum Total of Weights&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
Take a level 15 Social negotiator as an example:&lt;br /&gt;
&lt;br /&gt;
#The diplomacy power is 125%, corresponding to a bad outcome factor of 0.7.&lt;br /&gt;
#The new weight of each outcome, to 3 d.p.:&lt;br /&gt;
#*Triumph = 0.1 * ( 1 / 0.7) = 0.143&lt;br /&gt;
#*Success = 0.55 * ( 1 / 0.7) = 0.786&lt;br /&gt;
#*Flounder = 0.2&lt;br /&gt;
#*Backfire = 0.1 * 0.7 = 0.07&lt;br /&gt;
#*Disaster = 0.05 * 0.7 = 0.035&lt;br /&gt;
#The sum total of new weights is calculated:&lt;br /&gt;
#* 0.143 + 0.786 + 0.2 + 0.07 + 0.035 = 1.234&lt;br /&gt;
#Finally, the probability of each event, to 2 d.p.:&lt;br /&gt;
#*Triumph = 0.143 / 1.234 = 11.58%&lt;br /&gt;
#*Success = 0.786 / 1.234 = 63.69%&lt;br /&gt;
#*Flounder = 0.2 / 1.234 = 16.21%&lt;br /&gt;
#*Backfire = 0.07 / 1.234 = 5.67%&lt;br /&gt;
#*Disaster = 0.035 / 1.234 = 2.84%&lt;br /&gt;
&lt;br /&gt;
== Precious minerals found ==&lt;br /&gt;
&lt;br /&gt;
Spawned by using the [[Long-range mineral scanner]]. Similar to the item stash quest, except a lump of ore is spawned that requires mining. The ore lump will be as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &amp;lt;!--- IF you edit this table, please edit the one on the Long-range mineral scanner page --&amp;gt;&lt;br /&gt;
! Resource       !! No. of Tiles !! Total Yield !! Total Mass (kg) !! Pod Launcher Steel !! Pod Launcher Components&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]      || 55 - 60      || 2200 - 2400 || 1100 - 1200 || 0 || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]]   || 10 - 15      || 400 - 600   || 100 - 150 || 170 || 3 &lt;br /&gt;
|-&lt;br /&gt;
| [[Component]]s || 50 - 70      || 100 - 140   || 60 - 84 || 170 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]     || 60 - 80      || 2400 - 3200 || 16.8 - 22.4 || 170 || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]       || 8 - 12       || 320 - 480   || 2.5 - 3.8 || 170 || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]    || 15 - 20      || 600 - 800   || 600 - 800 || 470 || 8&lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]       || 20 - 25      || 700 - 875   || 350 - 438 || 350 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For [[pack animal]]s: [[Elephant]]s have the highest carrying capacity at 140 (kg) and [[Alpaca]]s have the lowest at 35 (kg)&lt;br /&gt;
&lt;br /&gt;
Steel at 1200 (kg) you'd need 8.5714 Elephants OR 34.2857 Alpacas.&lt;br /&gt;
&lt;br /&gt;
This does not include carrying capacity from any colonists. As the number of colonists on a mining mission can be a small or very large number and this doesn't take into account any injuries that might minimize capacity. Nor does this include the possibility of [[pod launcher]]s and the ability to launch resources back to base.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Retrieval team ===&lt;br /&gt;
&lt;br /&gt;
Your team must include miners who can extract the minerals from the lump of ore. Since not all threats are picked up by the scanner, it's best that your miners are capable of combat to eliminate threats whether or not any is detected.&lt;br /&gt;
&lt;br /&gt;
For non-small volume minerals, you will need pack animals to help carry them. [[Drill arm]]s {{RoyaltyIcon}} installed on your miners will significantly the mining time and thus the risk faced by both your miners and your undermanned home base.&lt;br /&gt;
&lt;br /&gt;
== '''Ship to the Stars''' ==&lt;br /&gt;
This quest is an optional '''endgame quest''' for Escaping the planet ending, with one reason: to get off this hellish planet. There is an inert ship at a location half a long distance away from your starting colony in a map similar to your starting map size.  In the middle of that map is the ship with a powered-down core, which takes 15 days to activate and during that time will attract lots of danger, similar to building your own ship.&lt;br /&gt;
=== Setting off ===&lt;br /&gt;
&lt;br /&gt;
You will need to prepare for your long distance journey to the ship. If you don't plan on expanding the ship you can only bring up to 18 colonists to leave the planet.&lt;br /&gt;
&lt;br /&gt;
To bring as much food as possible, make [[pemmican]], as it's light yet energy packed, perfect for long distance travel. If you need to travel for longer than 75 days, you will need to bring [[packaged survival meal]]s as well as these last indefinitely.&lt;br /&gt;
&lt;br /&gt;
Journey offers tend to spawn as far away as possible, meaning you will need to pack food for '''years'''. Colonists are unable to carry that much food on themselves to sustain them for that long, so you will either need to set up camp to forage/plant food, or bring pack animals with you.&lt;br /&gt;
&lt;br /&gt;
==== Trading for supplies ====&lt;br /&gt;
&lt;br /&gt;
A viable alternative to bringing massive amounts of food is to bring more valuable items instead, then barter for supplies as you slowly proceed towards the ship. With light yet valuable items such as drugs, you can carry a lot more worth with you.&lt;br /&gt;
&lt;br /&gt;
Carrying lots of high-value items will attract pirates so be well-guarded.&lt;br /&gt;
&lt;br /&gt;
==== Base hopping ====&lt;br /&gt;
&lt;br /&gt;
A more time-consuming method of reaching the journey destination is to bring less, but settle down regularly to restock on supplies.&lt;br /&gt;
&lt;br /&gt;
If you plan on growing food, it's best to settle days before the growing season to make the most out of it. Also do so before you completely run out of food, for you need time to set up and grow/ gather food.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that raids and other events will happen should you decide to settle down. Not that caravans are risk-free either.&lt;br /&gt;
&lt;br /&gt;
=== Settling down ===&lt;br /&gt;
&lt;br /&gt;
Once you party reaches the ship you will need to power it up before it can function. You will need to survive 15 days before you can leave. &lt;br /&gt;
&lt;br /&gt;
==== Base building ====&lt;br /&gt;
While the ship starts up, your colonists will require a place to live. Given the near constant combat and the effect it can have on the [[mood]] of colonists, it can be beneficial to bring along or produce sculptures and recreation items to improve their stay. &lt;br /&gt;
&lt;br /&gt;
Before turning on the ship core, build a large stone wall surrounding the ship. In the walls, your pawns will require a place to sleep and eat as well as storage for items. Bedrooms and separate combined dining/recreation room provide the optimum mood, but a combined barracks/dining room/recreation room can allow high room quality mood buffs with a minimum of investment. A separate clean room for use as a hospital is also recommended. &lt;br /&gt;
&lt;br /&gt;
It is generally advisable to stockpile sufficient food so as to not have to grow or cook food during the start up sequence.  However, a [[cooler|freezer]] may be useful - such as to store [[fine meal|fine]] and [[lavish meal]]s for an easy mood buff. Alternatively [[packaged survival meal]]s or even [[pemmican]] can be used to do away with the need for refrigeration at all.&lt;br /&gt;
&lt;br /&gt;
==== Defenses ====&lt;br /&gt;
&lt;br /&gt;
{{main|Defense structures}}&lt;br /&gt;
{{see also|Defense tactics}}&lt;br /&gt;
&lt;br /&gt;
You need to defend the ship from enemies who will attempt to demolish the ship parts and perhaps steal the materials. Treat it as if you are defending a base, with something important inside.&lt;br /&gt;
&lt;br /&gt;
Since enemies won't come until you start up the ship core, you can take your time to set up.&lt;br /&gt;
&lt;br /&gt;
=== Ship expansion and construction ===&lt;br /&gt;
&lt;br /&gt;
You can expand the ship by adding additional cryptosleep caskets for colonists to hibernate in. This is useful for saving some materials overall in building the ship, but you'll need to figure out how to get the necessary materials there- set up bases nearby, mine the resources in the map (which generates as a regular 'base' map so minerals do spawn), or do it the good old way with [[muffalo]].&lt;br /&gt;
&lt;br /&gt;
The ship also comes with 1 extra engine, which can be deconstructed for resources.&lt;br /&gt;
&lt;br /&gt;
=== Survival ===&lt;br /&gt;
&lt;br /&gt;
Defend the ship as how you would defend your base. If you can, you can bring pre-built [[mini-turret]]s and even bring the materials to build [[autocannon]]s or [[uranium_slug_cannon|uranium slug cannons]].&lt;br /&gt;
&lt;br /&gt;
==== Cryptosleep survival ====&lt;br /&gt;
&lt;br /&gt;
You can put unnecessary colonists to sleep inside the caskets to save resources. If you are more hardcore you can also have everyone hibernate there, as ship cryptosleep caskets allow you to eject colonists manually, and wake them up only to defend. This does mean that colonists will be afflicted with cryptosleep sickness, hampering their combat effectiveness when they need to rise to defend the ship.&lt;br /&gt;
&lt;br /&gt;
== Threatened Joiner == &lt;br /&gt;
Threat is chasing a pawn. If accepted the pawn will join, and the threat will come soon after. If the pawn is left outside, and the threat can kidnap them, they'll leave with the pawn. &lt;br /&gt;
&lt;br /&gt;
== Downed  Refugee == &lt;br /&gt;
Pawn is downed on world map site. Once there, if you want to recruit them, click a colonist, right-click the pawn, and click offer help.&lt;br /&gt;
&lt;br /&gt;
They are not part of any faction, meaning taking them prisoner, letting them die, or killing them, will not affect any diplomacy.&lt;br /&gt;
&lt;br /&gt;
== Ferried bandit camp == &lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
 '''''&amp;lt;ENEMY FACTION&amp;gt;''' have set up a camp and are harassing caravans of '''&amp;lt;QUEST GIVER FACTION&amp;gt;'''. '''&amp;lt;QUEST GIVER&amp;gt;''' is planning an aerial assault on the camp, which is guarded by '''&amp;lt;NUMBER&amp;gt; &amp;lt;ENEMY TYPE&amp;gt;'''. '''&amp;lt;QUEST GIVER PRONOUN&amp;gt;''' wants you to provide soldiers to carry out the attack. '''&amp;lt;QUEST GIVER PRONOUN&amp;gt;''' will send a shuttle to pick up your fighters, bring them to the attack site, and take them home afterward. They will be fed en-route. Once the attack begins, you must defeat all enemies and turrets within '''&amp;lt;DURATION&amp;gt;''''' - Quest description&lt;br /&gt;
&lt;br /&gt;
Identical to a normal bandit camp.  An NPC noble wants you to take out a camp of bandits, and will ferry your soldiers there in a shuttle.  You must provide a specific number of soldiers for the quest, and the [[shuttle]] will not launch without that exact number in it.  The location is generally much too far away (~150+ world tiles) to be able to support the team with additional troops normally.  The soldiers will be fed en route, and are given a generous time limit (several days) to take out the bandit camp.  The same [[shuttle]] will ferry them back.  Travel time takes only an in-game hour or so in either direction.&lt;br /&gt;
&lt;br /&gt;
Also, unlike a normal bandit camp, the bandits will typically begin attacking your team of soldiers within a few minutes of landing, even if your soldiers have not attacked them or gotten near them yet.&lt;br /&gt;
&lt;br /&gt;
This quest does not allow you to grab anything back, only your colonist. If for example, you found an interesting hostile that is incapacitated, you can't bring him back. One of a good solution is to have the pawns carry enough material to make [[Pod launcher]], [[Transport pod]] and have enough [[Chemfuel]] to fuel the pod as far enough as possible. If not, try and launch the pod with a few able colonist inside and bring them back to main base.&lt;br /&gt;
&lt;br /&gt;
'''Nota bene:''' If [[Titles|honor]] is chosen as a reward, only a pawn that participated in the attack can be given it.&lt;br /&gt;
&lt;br /&gt;
== Problem Causer == &lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
A world map location is created with a [[condition causer]]. The condition causer will create one of a variety of nominally detrimental effects in a radius that always includes your map tile. It will continue to do so until destroyed. See [[condition causer]] for details on the effects.&lt;br /&gt;
&lt;br /&gt;
== Decrees ==&lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
[[Noble]]s in your colony may issue wild decrees that demand an action to be done. If their decree's requirements are not met, they will become increasingly unhappy, though they will eventually forget about the decree or declare it impossible. The exact requirements for these outcomes are currently unknown. Satisfying a decree will give a +6 [[mood]] buff for 15 [[time|days]] with a stack limit of 3, while a decree failing will create a -4 mood penalty, also for 15 days also with a stack limit of 3.&lt;br /&gt;
&lt;br /&gt;
Decrees may be to:&lt;br /&gt;
* Produce a certain amount of certain common resource, such as [[steel]], [[wood]] or [[cloth]]. You are allowed 5 days to do this.&lt;br /&gt;
* Havest a certain amount from a cultivatable [[plant]]. Only plants with a [[Property:Grow Days|Grow Days]] stat of 10 or less are selected. You are allowed a number days equal to 2x the chosen plants grow days + 8 to do this.&lt;br /&gt;
* Hunt or slaughter a certain number of a specific type of [[animal]]. You are allowed 5 days to do this.&lt;br /&gt;
* Build a monument. You are allowed 15 days to do this.&lt;br /&gt;
&lt;br /&gt;
== Noble Wimp == &lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;PAWN NAME&amp;gt;'s &amp;lt;NEW TITLE&amp;gt; Ceremony == &lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
 '''&amp;lt;EMPIRE NAME&amp;gt;''''' is ready to grant '''''&amp;lt;PAWN NAME&amp;gt;''''' the title of '''''&amp;lt;NEW TITLE&amp;gt;''''' and the power of a level '''''&amp;lt;NEW PSYLINK LEVEL&amp;gt;''''' psylink in a bestowing ceremony. The bestower will arrive by shuttle and perform the ceremony. The bestower will only give a title if any throneroom requirements are satisfied. You can betray the bestower to steal psylink neuroformers, but this will make '''''&amp;lt;EMPIRE NAME&amp;gt;''''' your enemy. If you miss or fail this ceremony, there will be another opportunity later. If the bestower or guards are harmed for any reason, there will be diplomatic consequences.'' - Quest description&lt;br /&gt;
&lt;br /&gt;
Spawns a [[Empire|Bestower]] and several guards to officially grant a pawn a [[Titles|title]] and give the earned levels of [[Psycasts|Psylink]]. For Acolyte and above, accepting the quest requires a Throne Room that meets the new title's requirements and there cannot be pawns enemies with the Empire on the map.  The bestower must also be able to reach the throne room, or for the Yeoman ceremony, generally the recreation room or similar.  If a Party Spot has been designated, that will be the location the bestower uses for Yeoman ceremonies. The map must also be a safe temperature.  If any of these prerequisites is not fulfilled before the bestowing ceremony completes, the bestower will be &amp;quot;angered by the interference&amp;quot; and will leave, failing the quest.  The quest will naturally reoccur again later, usually within a few seasons.&lt;br /&gt;
&lt;br /&gt;
Provided the pawn to be bestowed does not already have an equal or higher psylink level to their new title, the bestower will spawn with 2 [[Psylink neuroformer]]s, so killing or downing them can allow them an additional level of psylink to be gained, at the cost of making an enemy out of the powerful [[Empire]] faction.  It's also possible to instead simply arrest the bestower and guards, rather than attack them.  They can then be looted for the neuroformers, then packaged into drop pods and sent back to an imperial faction settlement as a &amp;quot;gift&amp;quot; with some additional items to effectively buy back the lost faction standing.  The bestower and guards can also be harvested for their bionic parts first, if they have any (the bestower can spawn with archotech parts).&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;PAWN NAME&amp;gt;'s Inheritance == &lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
If a pawn with a royal title of yeoman and above dies, their designated heir will inherit their title. Their heir is randomly chosen, with extra weight given to the person's spouse.&lt;br /&gt;
&lt;br /&gt;
However, if you wish to change the heir of the said pawn, you can make a request via [[Comms console]] with the pawns with said royal title to change to specific heir within the colony. Once done, you are required to construct a monument and hold it in place for a set amount of days before the change is permanent (at least until the heir dies or is kidnapped, in which it will change to another random heir). However, the heir will have damaged social relations with the pawn in question and the new heir if this is done.&lt;br /&gt;
&lt;br /&gt;
== Refugee Hospitality == &lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
The quest states that a certain amount of refugees have escaped some bad event (i.e. slave caravan, home being destroyed), and that the refugees wish to take shelter in your colony for a certain amount of time.&lt;br /&gt;
&lt;br /&gt;
They are willing to work for you, and there is no diplomatic consequences for what you do with them as they do not belong to any known major factions, instead inside their own minor factions. They will remain available to do all works for the duration of their stay.&lt;br /&gt;
&lt;br /&gt;
The pawns skills and traits can vary from a very solid colonist to the most crippled unskilled pyromaniac you could get. They do come with [[weapons]] and [[clothing]], usually in poor quality and condition. '''Nota bene:''' Remove any and all equipment you care about from them before the quest ends. Because once the timer ends, you lose control of them, and they will leave the map, holding whatever they had before leaving.&lt;br /&gt;
&lt;br /&gt;
If [[Ideoligion]] is enabled in the playthrough, all refugees that arrives have assorted beliefs in their own ideoligion, which may make keeping them happy or preventing mental breaks a lot harder as some of them may belong to an ideoligion that does not support your ideoligion as a master ideology of the colony, inflicting mood debuffs.&lt;br /&gt;
&lt;br /&gt;
Refugees can be ordered to wear laying clothing on your own decision (they won't wear any unforbidden clothing unless ordered to do so), but they cannot be taken out once worn which is useful if you have clothing you do not necessarily need or you have naked refugees that does not have &amp;quot;Nudist&amp;quot; trait/ideoligion. Similarly, any outfit they came with cannot be taken outright. This also means you cannot set their outfit.&lt;br /&gt;
&lt;br /&gt;
Refugee pawns may request to join the colony when they are constantly being kept happy in the colony (ie. giving them things that makes them happy, letting them have their own ideology without attempting to convert them which affects their mood, etc) You can choose to accept them, refuse them or &amp;quot;jump to them&amp;quot;  (can be used to close window, and keep notification). A trick is to wait about half a day (depending on how many pawns are refugees), and strip them of what you want while having them drafted and near the map edge. &lt;br /&gt;
&lt;br /&gt;
After staying for their duration, they will leave your colony and head out of the map. If all of the refugee colonist from this faction who hasn't joined your colony left without getting killed, after a few ingame days/months/years, you get an event notification about them dropping at least one drop pod with rewards, sometimes more, to thank you for giving them refuge for those days. &lt;br /&gt;
&lt;br /&gt;
===Complications===&lt;br /&gt;
Sometimes complications will arise. This can include counter offers from other [[factions]] or the refugees secretly being infiltrators. &lt;br /&gt;
&lt;br /&gt;
====Counter Offer====&lt;br /&gt;
 '' '' - Event description when a random faction signals to kill them due to complications towards the refugees.&lt;br /&gt;
&lt;br /&gt;
Several days into their refuge, a random faction will send a signal, offering a reward for dispatching all the refugees living in your colony. This message will not appear in the quest tab. This part of the quest is optional and isn't required to do.&lt;br /&gt;
&lt;br /&gt;
Killing all of the refugee, or converting all of them to join your side via join offer (counts as a kill) before the quest ends and at least one left the map, will net the reward. If any of the refugees leaves the map at the end of the quest, this offer is nullified.&lt;br /&gt;
&lt;br /&gt;
====Betrayal====&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;'''''/The refugees who asked to stay with you is/are turning against you! It seems he/she/they had this treachery planned all along.'' - Event description when they turned out to be traitors.&lt;br /&gt;
The refugees may have staged this treachery and planned to betray your colony by suddenly turning hostile and attack anyone nearby after reaching half of their overall stay. If they were not equipping strong armor and weapon, they will likely be more a nuisance than a threat.&lt;br /&gt;
&lt;br /&gt;
Any refugees that have joined the colony via join offer will '''not''' betray you however. But their offer becomes invalid once they decided to betray whilst still with the refugees faction.&lt;br /&gt;
&lt;br /&gt;
== Host Royals ==&lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
You are asked to host a certain number of imperial royals for a certain number of days.  These imperials may have titles which cause them to want meditation spots or a certain quality of room.  They generally are not willing to do labor while hosted.  The quest requires that the imperials be kept above a certain mood threshold for their stay, and obviously protected from being killed.  Giving them good quarters, feeding them high-quality meals, and otherwise confining them to their rooms and beautiful surroundings such as a rec room and dining room with high impressiveness will keep their mood high, and also keep them safe from injury.&lt;br /&gt;
&lt;br /&gt;
A variant of the quest requires you to host a number of imperials all infected with [[blood rot]].  This disease is difficult and expensive to cure, so the imperials will need regular medical care to slow/reverse the progress of the disease so they do not die before the end of the quest.  They typically must be hosted for more than a season (~20-25 days).  Untreated, Blood Root is fatal in 2.5 days, but with good treatment a pawn can be kept alive and at the minimum disease severity indefinitely (the disease normally resolves in 30-40 days, but this is longer than the quest typically is set for).  Since the disease causes pain and &amp;quot;sick&amp;quot; thoughts at higher severity levels, which reduce the mood of the imperials, they should be treated by high-skill doctors with relatively good medicine, ideally in a hospital with good treatment offset, to optimize their mood.&lt;br /&gt;
&lt;br /&gt;
== '''Royal Ascent''' ==&lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
This quest is an '''endgame quest''' for Royal Passage ending. To be able to activate this quest, you need a colonist who has the rank of a Count/Countess for the empire in question, and a spare bedroom fit for a Count/Countess. (quality for the High Stellarch)&lt;br /&gt;
&lt;br /&gt;
You are asked to host a visit for the High Stellarch for the Empire for 12 days. Much like the &amp;quot;Host Royals&amp;quot; quest, he or she will want meditation spots or a Count/Countess-quality room and food. He or she generally will not do any labor during its 12 day visit, and will also require him or her be kept above 25% mood threshold for his/her stay. Protecting him/her from death is a must. He or she will always arrive with 4 red and gold colored cataphract with random title with all of which can be controlled, but will not do any work either other than used for defense.&lt;br /&gt;
&lt;br /&gt;
Much like the &amp;quot;Ship to the Stars&amp;quot; or activating the ship reactor, the raid will be very frequent during his or her stay, and you have to protect the high stellarch. There are hints and tips on [[Advanced_Endgame_Guide#Ending_the_game|dealing with this quest]] if required.&lt;br /&gt;
&lt;br /&gt;
After 12 days, a shuttle will land down near the base. The high stellarch is required to board into the shuttle, and you can send any and all pawns inside (including your animals), but the weight limit will prevent you from bringing everyone (including animals) along. The survivng cataphract can be left behind, as they will make their own way out once the shuttle leaves.&lt;br /&gt;
&lt;br /&gt;
== Pawn Lending == &lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
Upon accepting the quest, a shuttle will land near the base and waits for you to send a specific number of pawns into the shuttle. Once the quota are met, the shuttle will depart, and the pawns lent will not be around for the duration of the requested need. After the day have elasped, the shuttle will return, dropping them back to the colony.&lt;br /&gt;
&lt;br /&gt;
Be wary that if you are doing the archo nexus ending with [[Ideology DLC]], these pawns cannot be selected to send to a new map until they return.&lt;br /&gt;
&lt;br /&gt;
== Shuttle Crash Rescue == &lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
 '' A shuttle of '''''&amp;lt;EMPIRE NAME&amp;gt;''''' has taken damage and is seeking a place to land. Its commander '''''&amp;lt;COMMANDER NAME&amp;gt;''''' wants to land at '''''&amp;lt;COLONY NAME&amp;gt;'''''. '''''&amp;lt;FACTION TYPE&amp;gt;''''' from '''''&amp;lt;FACTION NAME&amp;gt;''''' will attack the crashed shuttle site in an attempt to kill its occupants. You must defend them. The shuttle contains '''''&amp;lt;COMMANDER NAME&amp;gt;''''', '''''&amp;lt;AMOUNT&amp;gt;''''' other civilian(s), and '''''&amp;lt;AMOUNT&amp;gt;''''' '''''&amp;lt;DEFENDER TYPE&amp;gt;'''''. The commander and civilian(s) must be rescued, but the '''''&amp;lt;DEFENDER TYPE&amp;gt;''''' may be sacrificed. After 8 hours, a rescue shuttle will come to pick up the survivors. You'll need to get them all on board within 12 hours.'' - Quest Description&lt;br /&gt;
&lt;br /&gt;
[[File:Crashed shuttle.png|128px|frame|The crashed shuttle that is both the object and partial reward for the quest.]]&lt;br /&gt;
&lt;br /&gt;
A shortly after accepting the quest, a [[shuttle]] will crashland somewhere on the map, usually not far from the player's base. It is possible for it land directly on buildings or crops, destroying them and damaging things nearby. Imperials will stay near it, waiting for a rescue shuttle. When &amp;quot;time until rescue shuttle arrives&amp;quot; reaches 2-3 hours, a raid will appear on the edge of the map closest to the crash site and immediately proceed to attack landed civilians. Troopers that land with civilians will depend on the game stage - ranging from a few light troopers in flak armor to heavily-armored cataphracts with pulse weapons, and are usually able to repel early-game raids without much help from the player, though mid- to late-game raids can obliterate the whole imperial party easily. Therefore it is recommended for the player to start constructing simple defenses and equipping fighters just after the shuttle lands. If the crash happens inside the player's base area, it is possible to use superior defenses like [[Mini-turret|turrets]] or killboxes. [[Mortar|Mortars]] are ineffective and will usually be able to make just a single shot before the raiders get too close to friendlies (unless playing on a large map size), and it is usually better to have additional people on the spot.&lt;br /&gt;
&lt;br /&gt;
Raiders won't pay much attention to your colonists and will instead rush to kill imperial civilians, so it is advised to guard them with melee fighters and/or trained combat animals. Imperials can be surrounded by walls or [[Spike trap|spike traps]] and covered by smoke to give some protection against melee/ranged raiders. The quest is failed if one of the civilians dies, with a faction relations penalty for each death and a heavier one for the commander's death. Since civilians don't carry any armor or weapons, they can quickly die from stray shots or an enemy brawler getting too close.&lt;br /&gt;
&lt;br /&gt;
When the raiders start to flee, a rescue shuttle will land nearby and pick up the surviving imperials. Cargo pods containing the chosen reward (if any) will land near your base. The damaged shuttle can be deconstructed for 30 [[steel]], 52 - 53 [[plasteel]] and 7 - 8 [[component|components]]. Loot from the raiders is also yours to take.&lt;br /&gt;
&lt;br /&gt;
== Relic Retrieving ==&lt;br /&gt;
{{Ideology|no category}}&lt;br /&gt;
 '' You've learned that a relic of '''''&amp;lt;IDEOLIGION NAME&amp;gt;''''' is nearby.''&lt;br /&gt;
&lt;br /&gt;
This quest is a unique main quest, which requires you to do 5 sub-quests by hacking into terminals during said quests before you can retrieve the [[relic]] of your colony's [[ideoligion]] from a seemingly hostile area.&lt;br /&gt;
&lt;br /&gt;
=== The Villager's ===&lt;br /&gt;
 '' You've learned of an ancient terminal that contains information about the '''''&amp;lt;RELIC NAME&amp;gt;'''''. However, the terminal is surrounded by a tribal village, and the locals venerate it. They aren't part of any major faction.''&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to the [[tribe]]'s base. The tribe are initially neutral towards you, but any harm befalling them, attempting to hack the interface or staying for 10 hours or more will immediately render them hostile and attack your colonist.&lt;br /&gt;
&lt;br /&gt;
Dispatch the faction and get a colonist to hack the terminal to conclude the mission. Be wary that tarrying too long in the base (2 hours) will cause a lot of tribal members from said faction to appear.&lt;br /&gt;
&lt;br /&gt;
=== Cryptodrone Intel Hack ===&lt;br /&gt;
 '' You've detected an orbiting spacedrone that may contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. You have the code that will force it to land at '''''&amp;lt;COLONY NAME&amp;gt;'''''. ''&lt;br /&gt;
&lt;br /&gt;
This sub-quest will force a [[spacedrone|cryptodrone space ship]] to land, usually far away from the main base. Send a colonist to try and hack the drone whilst setting up a defense perimeter. A selected hostile (usually permanently hostile) faction will arrive every 8 hours in am attempt to destroy the drone, with half of them aiming after any nearby colonist, whereas the other half attacks the drone.&lt;br /&gt;
&lt;br /&gt;
Upon successfully hacking the cryptodrone, the quest concludes, but the drone will initiate a self-destruct sequence within 30 seconds after its hacked, after which it will explode.&lt;br /&gt;
&lt;br /&gt;
=== Ancient Complex ===&lt;br /&gt;
 '' You've learned of an ancient complex nearby. It is said to contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Self-travel description&lt;br /&gt;
&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''', has discovered an ancient complex a long distance away. He/She believes it contains information about the relic known as '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Shuttle-travel description&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to an abandoned ancient complex map. There is also a variant of the quest whereby a [[shuttle]] will take specific number of colonist and immediately taking off once the number of colonist are inside, usually landing at the edge of the map with the complex.&lt;br /&gt;
&lt;br /&gt;
The ancient complex is often littered with derelict structures and desiccated corpses with no information on how long they have been dead for and no decaying health. To conclude the quest, hack all the terminal within the map. If your colonist arrived by shuttle, you can send the colonist back, but only when there are no threat within the map.&lt;br /&gt;
&lt;br /&gt;
The base usually contains an explosive unstable barrel that explodes upon entering, and there are several other things to note by inside the base:&lt;br /&gt;
* Room filled with mostly derelict structure with nothing to gain from smashing it.&lt;br /&gt;
* Room filled with any kind of [[insects]] that will attack anyone on sight. They may be initially dormant.&lt;br /&gt;
* Room filled with [[mechanoids]]. They may be initially dormant.&lt;br /&gt;
* Room filled with derelict ancient casket. These will always contain hostile [[ancients]]. They may immediately open up upon entry.&lt;br /&gt;
* Room similar to the first type, except it will trigger an [[infestation]] incident upon entry.&lt;br /&gt;
&lt;br /&gt;
You may run into [[Hermetic crate]] (contains any item, including [[techprint]]s), [[Security crate]] (contains equipment), [[Ancient enemy terminal]] (calls enemy faction) and [[Ancient loot beacon]] (calls a drop beacon of loot from random places, with the chance of triggering a raid at the same time) from any of the room, which can be interacted by the pawns.&lt;br /&gt;
&lt;br /&gt;
== Outlanders Visit ==&lt;br /&gt;
{{Ideology|No category}}&lt;br /&gt;
 '' Outlanders have arrived to venerate the '''''&amp;lt;RELIC NAME&amp;gt;'''''. If you ensure they are safe and respected while they visit the ancient relic, they may offer you a reward. - Quest Description ''&lt;br /&gt;
&lt;br /&gt;
If you have at least one [[relic]] in your possession and have already placed it in a [[reliquary]], this quest may appear and immediately become active, with the notification that the [[outlanders]] have arrived. Some of the outlander with the role of &amp;quot;Well-equipped traveler&amp;quot; will arrive at the edge and slowly walk over to the reliquary hosting the relic. The pawns in question are always equipped with Excellent-[[quality]] weapons and apparel, and will always be members of the [[ideoligion]] associated with the relic, even if their temporary faction doesn't say so otherwise.&lt;br /&gt;
&lt;br /&gt;
Once everyone has arrived, they will view the relic for a while, then leave once by slowly walking to a map edge.&lt;br /&gt;
&lt;br /&gt;
Much like the Refugee's Hospitality, after several days/months/years, they will send a transport pod with the reward to thank you for keeping them safe while they examine the relics.&lt;br /&gt;
&lt;br /&gt;
== The Archonexus ==&lt;br /&gt;
{{Ideology|No category}}&lt;br /&gt;
 '' A group of wild people/'''''&amp;lt;FACTION NAME&amp;gt;''''' are/is looking to expand their territory, and are interested in taking over '''''&amp;lt;COLONY NAME&amp;gt;''''' with all its wealth. If you can increase your total wealth to $350000, they will take the settlement. In trade, they offer you part of a map showing the location of an ancient archotech nexus. '' - Part 1 Description &lt;br /&gt;
&lt;br /&gt;
 '' The map to the archonexus has three parts, and you hold one of them. '''''&amp;lt;FACTION A NAME&amp;gt;''''' and '''''&amp;lt;FACTION B NAME&amp;gt;''''' also each hold parts of the map. They'll trade their parts to you for a wealthy new colony and all of its recorded research. The next map part is encoded in a very strange way. In order to interpret it, you must first learn more about archotechnology by studying the structure here. '' - Part 2 Description &lt;br /&gt;
&lt;br /&gt;
 '' You have two parts of the archonexus map. '''''&amp;lt;FACTION B NAME&amp;gt;''''' have the last piece of the map, passed down from the time their ancestors survived the cataclysm. They'll give it to you if you give them a wealthy new colony in exchange. As before, the map part is encoded. In order to decode it, you must first study the archotech structure. '' - Part 3 Description&lt;br /&gt;
&lt;br /&gt;
This quest is an '''endgame quest''' for the Archo Nexus ending. Unlike some of the other endgame quest which shows up after a few ingame months, this quest may take years before they show up for the first part. There are four parts to this quest compared to the other quest, mostly which requires you to part most of your gained wealth (requires at least $350,000 worth) to restart at a new map with at most 5 existing pawns and creatures, along with one relic. Any others not taken belongs to the faction that takes them, including all the research that was gained. This is repeated for the second part as well. Note that [[Empire]] will never ask to acquisition your colony if they are present in the world map.&lt;br /&gt;
&lt;br /&gt;
To be able to advance through the quest, the following must be done.&lt;br /&gt;
* Wealth overall must be $350,000&lt;br /&gt;
* Must be in an ally status with the faction in question&lt;br /&gt;
* For second and third part, must have finished studying the [[Major Archotech Structure]] in the new colony map.&lt;br /&gt;
&lt;br /&gt;
On the third part, the faction will not immediately kick you out of the colony after you accepted them, rather, wait until you have finished this quest thoroughly before taking over the colony. To finish this quest, visit the dormant Archo Nexus map that is marked after getting the third map fragment, kill off any and every mechanoid present and then interact with a pawn at the Archo Nexus.&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - New world site components, Used in various situations:Sleeping mechanoids, Animal ambush, Enemy ambush&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Quest tab with information about available, active, and historical quests added&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Shuttle defense, Refugee hospitality, and Bandit camp quests added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - [[Trade]] requests will no longer request patchleather.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Betraying temporary colonists, such as for the [[#Refugee Hospitality|Refugee Hospitality]] quest, now display a timer. Before this it was possible to see if they would betray or not based on the presence of the timer.&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Quests&amp;diff=96189</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Quests&amp;diff=96189"/>
		<updated>2021-11-08T06:11:44Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: /* Strategies */ Added a new tactic for item stash&lt;/p&gt;
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'''Quests''' are a class of [[event]] that provide conditions to be met or actions to be performed to gain a reward. Generally they are offered by [[Factions]] but can also be offered by individual pawns or even unaligned AI's. The rewards vary from the weapons and gear, resources, goodwill with the offering faction, [[Titles|honor]] {{RoyaltyIcon}}, or even new [[colonists]] or just the loot at the location of the quest. The quests can require actions at the player's colony, at specially generated sites on the world map, or at faction settlements.&lt;br /&gt;
&lt;br /&gt;
Most quests must be accepted, however some are automatically given to the player. Some quests have requirements to be accepted and some have a time limit for acceptance. Quests can also be rejected however they can still be accepted until their acceptance time limit expires in case of mistake or mind changing. Offered, Accepted and Past (including failed, rejected and completed quests) quests can be viewed in the quest tab.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
Rewards can be a variety of things. Sometimes the reward will be set, sometimes the player will be able to chose from one of three options. These quests often offer goodwill with the offering faction as one option, if one exists and if that option has not been disabled in the tab. If a player is not interested in improving goodwill from a given faction, it is important to disable this option so that more choices for rewards are offered and the chances of getting something needed is increased.&lt;br /&gt;
&lt;br /&gt;
Sometimes no reward is offered, instead resolving the quest is the reward. Examples of this include:&lt;br /&gt;
* Resolving Effectors, such as psychic droners or weather control at an world map location &lt;br /&gt;
* Maps where the &amp;quot;reward&amp;quot; is the loot available at the map&lt;br /&gt;
* Decrees by [[Titles|Nobles]] {{RoyaltyIcon}}, which prevents the Noble from getting upset.&lt;br /&gt;
* Retrieving Relic {{IdeologyIcon}} information via hacking terminals from subquests.&lt;br /&gt;
&lt;br /&gt;
If the reward is a pawn, sometimes the icon can be clicked on to see their stats. Sometimes this is not an option as a way of introducing extra risk to accepting the quest.&lt;br /&gt;
&lt;br /&gt;
Factions with poor relations to the colony will exclusively offer Goodwill quests as a way to get back into their good graces. Similarly, Peace Talks quests will only occur when Hostile.&lt;br /&gt;
&lt;br /&gt;
Some items can only be obtained through quest rewards, such as [[Vanometric power cell]] and [[Infinite chemreactor]]s, others are rare outside of quests such as [[Archotech arm]]s, [[Archotech leg]]s, and [[Archotech eye]]s.&lt;br /&gt;
&lt;br /&gt;
{{nav/questitems}}&lt;br /&gt;
&lt;br /&gt;
== Bandit camp ==&lt;br /&gt;
&lt;br /&gt;
{{main|Offense tactics}}&lt;br /&gt;
&lt;br /&gt;
A nearby base is troubled by pirates setting up camp near them, and asks you to take them out in return for improved relations and some payment.  Once the bandits are defeated, the base itself may also be claimed and looted/disassembled for loot, along with whatever its defenders were carrying.&lt;br /&gt;
&lt;br /&gt;
The pirates in these bases start unaware of your attack team, until your team attacks them or gets too close to them.  Once either occurs, they'll turn and assault your team as normal.  Like pirate assaults on colonies, the defenders will break and flee towards the map borders once a sufficient percentage of them are killed or downed.&lt;br /&gt;
&lt;br /&gt;
These bases can also have turrets, but these are typically powered by solar arrays, with or without batteries.  Both solar arrays and batteries can be taken out from a distance using long-range weapons like sniper rifles, disabling the turrets without risking return fire.  This also allows the turrets to be collected as loot.&lt;br /&gt;
&lt;br /&gt;
Occasionally, these bases will have manned mortars.  However, if the person manning the mortar is defeated or otherwise incapacitated (example, using a [[Psychic insanity lance]] or [[Psychic shock lance]] on them), no other bandits will attempt to man the mortar, effectively disabling it entirely.&lt;br /&gt;
&lt;br /&gt;
== Prisoner rescue ==&lt;br /&gt;
A prisoner is held by the enemy(though walks around). Once the enemies have been killed, click a colonist, right click the prisoner, and click &amp;quot;offer help&amp;quot;. The camp only lasts a short amount of time and if not rescued, the pawns will permanently disappear off the map, never to be seen again.&lt;br /&gt;
&lt;br /&gt;
The setting is similar to the bandit camp quest, albeit a large enclosed square building with a prisoner visible inside.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:PRO 01.png |'''Analyse whether you like the prisoner'''&lt;br /&gt;
File:PRO 02.png |'''If you do, just getting in range will do. If you don't, just leave him/her there.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Strategies ===&lt;br /&gt;
Bring combatants with decent melee and/or shooting skills wielding decent weapon. While unnecessary for lower tier bandit camp, armor would be beneficial in tougher prison bandit camp. You may wish to bring extra gear to equip the prisoner with once they are released.&lt;br /&gt;
&lt;br /&gt;
The site tends to be guarded by at least one automatic [[Mini-turret]]. However, the defenses are usually powered by a [[Solar generator]]. Destroying the generator (or the [[power conduit]]s leading from it) will cripple the defenses. Alternatively, attack the site at night; there are no batteries to store energy, so they shut down in darkness.&lt;br /&gt;
&lt;br /&gt;
Once the site is cleared, you may wish to spend some time stripping the site of everything valuable before leaving. Besides fallen enemies and their items, the [[Sandbags]], [[Mini-turret]], [[Solar generator]], and the walls and floors can be deconstructed or uninstalled to salvage resources to take home.&lt;br /&gt;
&lt;br /&gt;
== Trade request ==&lt;br /&gt;
A nearby faction base requests a delivery of a number of specific items and will give payment after delivery is complete. You will need to gather up those items and deliver them before the time limit is up. The offered reward is always worth significantly more than the requested items.&lt;br /&gt;
&lt;br /&gt;
Anything of the listed quality or better will work. The amount of health remaining does not matter.&lt;br /&gt;
&lt;br /&gt;
For clothing, tainted apparel is not accepted.&lt;br /&gt;
&lt;br /&gt;
[[Patchleather]] will never be requested.&lt;br /&gt;
&lt;br /&gt;
== Item stash opportunity ==&lt;br /&gt;
Either your colony overhears about an item stash, or a faction leader notifies you about it, with potential unknown threat present. If untouched, it will be taken by random individual after the timer has reached its limit. The stash holds valuable items and [[artifact]]s.&lt;br /&gt;
&lt;br /&gt;
Sometimes you may be ambushed either by a pack of manhunting animal with scaria, a random hostile faction, or a mechanoid ambush.&lt;br /&gt;
&lt;br /&gt;
=== Strategies ===&lt;br /&gt;
Bring combatants with decent melee and/or shooting skills wielding decent weapon in case of item stashes actually containing threat. If needed to, bring pack animals  that can be sent to user-set allowed spot in case its an ambush.&lt;br /&gt;
&lt;br /&gt;
Or just '''leg it''', find you fastest moving pawn and equip him with a [[shield belt]].Bring a dose of [[go juice]] if you have it, or [[yayo]] since it has a lower addiction chance. Caravan to the stash, take the drug ,and you should be able to outrun most threats.&lt;br /&gt;
If you found them surrounding the stash, you can always kite them by running around the map, and cut into the stash once you see the chance, and ran for your life towards the edge of the map.&lt;br /&gt;
&lt;br /&gt;
== Peace talks opportunity ==&lt;br /&gt;
&lt;br /&gt;
A hostile faction leader plans a peace talk with your faction at the location. You need to send a negotiator to the location to begin negotiations to improve relations.&lt;br /&gt;
&lt;br /&gt;
You will obviously want to bring the best negotiator your faction has to offer as doing so improves chance of good outcome. You should have a few guards come along to fight off ambushes, especially if the peace talks turn out disastrous and you get ambushed.&lt;br /&gt;
&lt;br /&gt;
Bringing along prisoners to release has no effect on the outcome.&lt;br /&gt;
&lt;br /&gt;
=== Outcome chances ===&lt;br /&gt;
&lt;br /&gt;
The actual outcome chances are dependent on the negotiator's Diplomacy Power stat, after going through a simple curve. To do this, the game calculates the bad outcome factor, of the negotiator first.&lt;br /&gt;
&lt;br /&gt;
*At 0% power, the bad outcome factor is 4.&lt;br /&gt;
*At 100% power (healthy, lvl 10 Social), the bad outcome factor is 1.&lt;br /&gt;
*At 150% power (healthy, lvl 20 Social), the bad outcome factor is 0.4.&lt;br /&gt;
&lt;br /&gt;
The new weight of each outcome is calculated afterwards.&lt;br /&gt;
*Triumph = 0.1 * ( 1 / Bad Outcome Factor)&lt;br /&gt;
*Success = 0.55 * ( 1 / Bad Outcome Factor)&lt;br /&gt;
*Flounder = 0.2&lt;br /&gt;
*Backfire = 0.1 * Bad Outcome Factor&lt;br /&gt;
*Disaster = 0.05 * Bad Outcome Factor&lt;br /&gt;
&lt;br /&gt;
The sum total of the new weights is then calculated.&lt;br /&gt;
&lt;br /&gt;
Finally, the probability of each outcome is calculated:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Probability of each outcome = New Weight &amp;amp;divide; Sum Total of Weights&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
Take a level 15 Social negotiator as an example:&lt;br /&gt;
&lt;br /&gt;
#The diplomacy power is 125%, corresponding to a bad outcome factor of 0.7.&lt;br /&gt;
#The new weight of each outcome, to 3 d.p.:&lt;br /&gt;
#*Triumph = 0.1 * ( 1 / 0.7) = 0.143&lt;br /&gt;
#*Success = 0.55 * ( 1 / 0.7) = 0.786&lt;br /&gt;
#*Flounder = 0.2&lt;br /&gt;
#*Backfire = 0.1 * 0.7 = 0.07&lt;br /&gt;
#*Disaster = 0.05 * 0.7 = 0.035&lt;br /&gt;
#The sum total of new weights is calculated:&lt;br /&gt;
#* 0.143 + 0.786 + 0.2 + 0.07 + 0.035 = 1.234&lt;br /&gt;
#Finally, the probability of each event, to 2 d.p.:&lt;br /&gt;
#*Triumph = 0.143 / 1.234 = 11.58%&lt;br /&gt;
#*Success = 0.786 / 1.234 = 63.69%&lt;br /&gt;
#*Flounder = 0.2 / 1.234 = 16.21%&lt;br /&gt;
#*Backfire = 0.07 / 1.234 = 5.67%&lt;br /&gt;
#*Disaster = 0.035 / 1.234 = 2.84%&lt;br /&gt;
&lt;br /&gt;
== Precious minerals found ==&lt;br /&gt;
&lt;br /&gt;
Spawned by using the [[Long-range mineral scanner]]. Similar to the item stash quest, except a lump of ore is spawned that requires mining. The ore lump will be as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &amp;lt;!--- IF you edit this table, please edit the one on the Long-range mineral scanner page --&amp;gt;&lt;br /&gt;
! Resource       !! No. of Tiles !! Total Yield !! Total Mass (kg) !! Pod Launcher Steel !! Pod Launcher Components&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]      || 55 - 60      || 2200 - 2400 || 1100 - 1200 || 0 || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]]   || 10 - 15      || 400 - 600   || 100 - 150 || 170 || 3 &lt;br /&gt;
|-&lt;br /&gt;
| [[Component]]s || 50 - 70      || 100 - 140   || 60 - 84 || 170 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]     || 60 - 80      || 2400 - 3200 || 16.8 - 22.4 || 170 || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]       || 8 - 12       || 320 - 480   || 2.5 - 3.8 || 170 || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]    || 15 - 20      || 600 - 800   || 600 - 800 || 470 || 8&lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]       || 20 - 25      || 700 - 875   || 350 - 438 || 350 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For [[pack animal]]s: [[Elephant]]s have the highest carrying capacity at 140 (kg) and [[Alpaca]]s have the lowest at 35 (kg)&lt;br /&gt;
&lt;br /&gt;
Steel at 1200 (kg) you'd need 8.5714 Elephants OR 34.2857 Alpacas.&lt;br /&gt;
&lt;br /&gt;
This does not include carrying capacity from any colonists. As the number of colonists on a mining mission can be a small or very large number and this doesn't take into account any injuries that might minimize capacity. Nor does this include the possibility of [[pod launcher]]s and the ability to launch resources back to base.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Retrieval team ===&lt;br /&gt;
&lt;br /&gt;
Your team must include miners who can extract the minerals from the lump of ore. Since not all threats are picked up by the scanner, it's best that your miners are capable of combat to eliminate threats whether or not any is detected.&lt;br /&gt;
&lt;br /&gt;
For non-small volume minerals, you will need pack animals to help carry them. [[Drill arm]]s {{RoyaltyIcon}} installed on your miners will significantly the mining time and thus the risk faced by both your miners and your undermanned home base.&lt;br /&gt;
&lt;br /&gt;
== '''Ship to the Stars''' ==&lt;br /&gt;
This quest is an optional '''endgame quest''' for Escaping the planet ending, with one reason: to get off this hellish planet. There is an inert ship at a location half a long distance away from your starting colony in a map similar to your starting map size.  In the middle of that map is the ship with a powered-down core, which takes 15 days to activate and during that time will attract lots of danger, similar to building your own ship.&lt;br /&gt;
=== Setting off ===&lt;br /&gt;
&lt;br /&gt;
You will need to prepare for your long distance journey to the ship. If you don't plan on expanding the ship you can only bring up to 18 colonists to leave the planet.&lt;br /&gt;
&lt;br /&gt;
To bring as much food as possible, make [[pemmican]], as it's light yet energy packed, perfect for long distance travel. If you need to travel for longer than 75 days, you will need to bring [[packaged survival meal]]s as well as these last indefinitely.&lt;br /&gt;
&lt;br /&gt;
Journey offers tend to spawn as far away as possible, meaning you will need to pack food for '''years'''. Colonists are unable to carry that much food on themselves to sustain them for that long, so you will either need to set up camp to forage/plant food, or bring pack animals with you.&lt;br /&gt;
&lt;br /&gt;
==== Trading for supplies ====&lt;br /&gt;
&lt;br /&gt;
A viable alternative to bringing massive amounts of food is to bring more valuable items instead, then barter for supplies as you slowly proceed towards the ship. With light yet valuable items such as drugs, you can carry a lot more worth with you.&lt;br /&gt;
&lt;br /&gt;
Carrying lots of high-value items will attract pirates so be well-guarded.&lt;br /&gt;
&lt;br /&gt;
==== Base hopping ====&lt;br /&gt;
&lt;br /&gt;
A more time-consuming method of reaching the journey destination is to bring less, but settle down regularly to restock on supplies.&lt;br /&gt;
&lt;br /&gt;
If you plan on growing food, it's best to settle days before the growing season to make the most out of it. Also do so before you completely run out of food, for you need time to set up and grow/ gather food.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that raids and other events will happen should you decide to settle down. Not that caravans are risk-free either.&lt;br /&gt;
&lt;br /&gt;
=== Settling down ===&lt;br /&gt;
&lt;br /&gt;
Once you party reaches the ship you will need to power it up before it can function. You will need to survive 15 days before you can leave. &lt;br /&gt;
&lt;br /&gt;
==== Base building ====&lt;br /&gt;
While the ship starts up, your colonists will require a place to live. Given the near constant combat and the effect it can have on the [[mood]] of colonists, it can be beneficial to bring along or produce sculptures and recreation items to improve their stay. &lt;br /&gt;
&lt;br /&gt;
Before turning on the ship core, build a large stone wall surrounding the ship. In the walls, your pawns will require a place to sleep and eat as well as storage for items. Bedrooms and separate combined dining/recreation room provide the optimum mood, but a combined barracks/dining room/recreation room can allow high room quality mood buffs with a minimum of investment. A separate clean room for use as a hospital is also recommended. &lt;br /&gt;
&lt;br /&gt;
It is generally advisable to stockpile sufficient food so as to not have to grow or cook food during the start up sequence.  However, a [[cooler|freezer]] may be useful - such as to store [[fine meal|fine]] and [[lavish meal]]s for an easy mood buff. Alternatively [[packaged survival meal]]s or even [[pemmican]] can be used to do away with the need for refrigeration at all.&lt;br /&gt;
&lt;br /&gt;
==== Defenses ====&lt;br /&gt;
&lt;br /&gt;
{{main|Defense structures}}&lt;br /&gt;
{{see also|Defense tactics}}&lt;br /&gt;
&lt;br /&gt;
You need to defend the ship from enemies who will attempt to demolish the ship parts and perhaps steal the materials. Treat it as if you are defending a base, with something important inside.&lt;br /&gt;
&lt;br /&gt;
Since enemies won't come until you start up the ship core, you can take your time to set up.&lt;br /&gt;
&lt;br /&gt;
=== Ship expansion and construction ===&lt;br /&gt;
&lt;br /&gt;
You can expand the ship by adding additional cryptosleep caskets for colonists to hibernate in. This is useful for saving some materials overall in building the ship, but you'll need to figure out how to get the necessary materials there- set up bases nearby, mine the resources in the map (which generates as a regular 'base' map so minerals do spawn), or do it the good old way with [[muffalo]].&lt;br /&gt;
&lt;br /&gt;
The ship also comes with 1 extra engine, which can be deconstructed for resources.&lt;br /&gt;
&lt;br /&gt;
=== Survival ===&lt;br /&gt;
&lt;br /&gt;
Defend the ship as how you would defend your base. If you can, you can bring pre-built [[mini-turret]]s and even bring the materials to build [[autocannon]]s or [[uranium_slug_cannon|uranium slug cannons]].&lt;br /&gt;
&lt;br /&gt;
==== Cryptosleep survival ====&lt;br /&gt;
&lt;br /&gt;
You can put unnecessary colonists to sleep inside the caskets to save resources. If you are more hardcore you can also have everyone hibernate there, as ship cryptosleep caskets allow you to eject colonists manually, and wake them up only to defend. This does mean that colonists will be afflicted with cryptosleep sickness, hampering their combat effectiveness when they need to rise to defend the ship.&lt;br /&gt;
&lt;br /&gt;
== Threatened Joiner == &lt;br /&gt;
Threat is chasing a pawn. If accepted the pawn will join, and the threat will come soon after. If the pawn is left outside, and the threat can kidnap them, they'll leave with the pawn. &lt;br /&gt;
&lt;br /&gt;
== Downed  Refugee == &lt;br /&gt;
Pawn is downed on world map site. Once there, if you want to recruit them, click a colonist, right-click the pawn, and click offer help.&lt;br /&gt;
&lt;br /&gt;
They are not part of any faction, meaning taking them prisoner, letting them die, or killing them, will not affect any diplomacy.&lt;br /&gt;
&lt;br /&gt;
== Ferried bandit camp == &lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
 '''''&amp;lt;ENEMY FACTION&amp;gt;''' have set up a camp and are harassing caravans of '''&amp;lt;QUEST GIVER FACTION&amp;gt;'''. '''&amp;lt;QUEST GIVER&amp;gt;''' is planning an aerial assault on the camp, which is guarded by '''&amp;lt;NUMBER&amp;gt; &amp;lt;ENEMY TYPE&amp;gt;'''. '''&amp;lt;QUEST GIVER PRONOUN&amp;gt;''' wants you to provide soldiers to carry out the attack. '''&amp;lt;QUEST GIVER PRONOUN&amp;gt;''' will send a shuttle to pick up your fighters, bring them to the attack site, and take them home afterward. They will be fed en-route. Once the attack begins, you must defeat all enemies and turrets within '''&amp;lt;DURATION&amp;gt;''''' - Quest description&lt;br /&gt;
&lt;br /&gt;
Identical to a normal bandit camp.  An NPC noble wants you to take out a camp of bandits, and will ferry your soldiers there in a shuttle.  You must provide a specific number of soldiers for the quest, and the [[shuttle]] will not launch without that exact number in it.  The location is generally much too far away (~150+ world tiles) to be able to support the team with additional troops normally.  The soldiers will be fed en route, and are given a generous time limit (several days) to take out the bandit camp.  The same [[shuttle]] will ferry them back.  Travel time takes only an in-game hour or so in either direction.&lt;br /&gt;
&lt;br /&gt;
Also, unlike a normal bandit camp, the bandits will typically begin attacking your team of soldiers within a few minutes of landing, even if your soldiers have not attacked them or gotten near them yet.&lt;br /&gt;
&lt;br /&gt;
This quest does not allow you to grab anything back, only your colonist. If for example, you found an interesting hostile that is incapacitated, you can't bring him back. One of a good solution is to have the pawns carry enough material to make [[Pod launcher]], [[Transport pod]] and have enough [[Chemfuel]] to fuel the pod as far enough as possible. If not, try and launch the pod with a few able colonist inside and bring them back to main base.&lt;br /&gt;
&lt;br /&gt;
'''Nota bene:''' If [[Titles|honor]] is chosen as a reward, only a pawn that participated in the attack can be given it.&lt;br /&gt;
&lt;br /&gt;
== Problem Causer == &lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
A world map location is created with a [[condition causer]]. The condition causer will create one of a variety of nominally detrimental effects in a radius that always includes your map tile. It will continue to do so until destroyed. See [[condition causer]] for details on the effects.&lt;br /&gt;
&lt;br /&gt;
== Decrees ==&lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
[[Noble]]s in your colony may issue wild decrees that demand an action to be done. If their decree's requirements are not met, they will become increasingly unhappy, though they will eventually forget about the decree or declare it impossible. The exact requirements for these outcomes are currently unknown. Satisfying a decree will give a +6 [[mood]] buff for 15 [[time|days]] with a stack limit of 3, while a decree failing will create a -4 mood penalty, also for 15 days also with a stack limit of 3.&lt;br /&gt;
&lt;br /&gt;
Decrees may be to:&lt;br /&gt;
* Produce a certain amount of certain common resource, such as [[steel]], [[wood]] or [[cloth]]. You are allowed 5 days to do this.&lt;br /&gt;
* Havest a certain amount from a cultivatable [[plant]]. Only plants with a [[Property:Grow Days|Grow Days]] stat of 10 or less are selected. You are allowed a number days equal to 2x the chosen plants grow days + 8 to do this.&lt;br /&gt;
* Hunt or slaughter a certain number of a specific type of [[animal]]. You are allowed 5 days to do this.&lt;br /&gt;
* Build a monument. You are allowed 15 days to do this.&lt;br /&gt;
&lt;br /&gt;
== Noble Wimp == &lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;PAWN NAME&amp;gt;'s &amp;lt;NEW TITLE&amp;gt; Ceremony == &lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
 '''&amp;lt;EMPIRE NAME&amp;gt;''''' is ready to grant '''''&amp;lt;PAWN NAME&amp;gt;''''' the title of '''''&amp;lt;NEW TITLE&amp;gt;''''' and the power of a level '''''&amp;lt;NEW PSYLINK LEVEL&amp;gt;''''' psylink in a bestowing ceremony. The bestower will arrive by shuttle and perform the ceremony. The bestower will only give a title if any throneroom requirements are satisfied. You can betray the bestower to steal psylink neuroformers, but this will make '''''&amp;lt;EMPIRE NAME&amp;gt;''''' your enemy. If you miss or fail this ceremony, there will be another opportunity later. If the bestower or guards are harmed for any reason, there will be diplomatic consequences.'' - Quest description&lt;br /&gt;
&lt;br /&gt;
Spawns a [[Empire|Bestower]] and several guards to officially grant a pawn a [[Titles|title]] and give the earned levels of [[Psycasts|Psylink]]. For Acolyte and above, accepting the quest requires a Throne Room that meets the new title's requirements and there cannot be pawns enemies with the Empire on the map.  The bestower must also be able to reach the throne room, or for the Yeoman ceremony, generally the recreation room or similar.  If a Party Spot has been designated, that will be the location the bestower uses for Yeoman ceremonies. The map must also be a safe temperature.  If any of these prerequisites is not fulfilled before the bestowing ceremony completes, the bestower will be &amp;quot;angered by the interference&amp;quot; and will leave, failing the quest.  The quest will naturally reoccur again later, usually within a few seasons.&lt;br /&gt;
&lt;br /&gt;
Provided the pawn to be bestowed does not already have an equal or higher psylink level to their new title, the bestower will spawn with 2 [[Psylink neuroformer]]s, so killing or downing them can allow them an additional level of psylink to be gained, at the cost of making an enemy out of the powerful [[Empire]] faction.  It's also possible to instead simply arrest the bestower and guards, rather than attack them.  They can then be looted for the neuroformers, then packaged into drop pods and sent back to an imperial faction settlement as a &amp;quot;gift&amp;quot; with some additional items to effectively buy back the lost faction standing.  The bestower and guards can also be harvested for their bionic parts first, if they have any (the bestower can spawn with archotech parts).&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;PAWN NAME&amp;gt;'s Inheritance == &lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
If a pawn with a royal title of yeoman and above dies, their designated heir will inherit their title. Their heir is randomly chosen, with extra weight given to the person's spouse.&lt;br /&gt;
&lt;br /&gt;
However, if you wish to change the heir of the said pawn, you can make a request via [[Comms console]] with the pawns with said royal title to change to specific heir within the colony. Once done, you are required to construct a monument and hold it in place for a set amount of days before the change is permanent (at least until the heir dies or is kidnapped, in which it will change to another random heir). However, the heir will have damaged social relations with the pawn in question and the new heir if this is done.&lt;br /&gt;
&lt;br /&gt;
== Refugee Hospitality == &lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
The quest states that a certain amount of refugees have escaped some bad event (i.e. slave caravan, home being destroyed), and that the refugees wish to take shelter in your colony for a certain amount of time.&lt;br /&gt;
&lt;br /&gt;
They are willing to work for you, and there is no diplomatic consequences for what you do with them as they do not belong to any known major factions, instead inside their own minor factions. They will remain available to do all works for the duration of their stay.&lt;br /&gt;
&lt;br /&gt;
The pawns skills and traits can vary from a very solid colonist to the most crippled unskilled pyromaniac you could get. They do come with [[weapons]] and [[clothing]], usually in poor quality and condition. '''Nota bene:''' Remove any and all equipment you care about from them before the quest ends. Because once the timer ends, you lose control of them, and they will leave the map, holding whatever they had before leaving.&lt;br /&gt;
&lt;br /&gt;
If [[Ideoligion]] is enabled in the playthrough, all refugees that arrives have assorted beliefs in their own ideoligion, which may make keeping them happy or preventing mental breaks a lot harder as some of them may belong to an ideoligion that does not support your ideoligion as a master ideology of the colony, inflicting mood debuffs.&lt;br /&gt;
&lt;br /&gt;
Refugees can be ordered to wear laying clothing on your own decision (they won't wear any unforbidden clothing unless ordered to do so), but they cannot be taken out once worn which is useful if you have clothing you do not necessarily need or you have naked refugees that does not have &amp;quot;Nudist&amp;quot; trait/ideoligion. Similarly, any outfit they came with cannot be taken outright. This also means you cannot set their outfit.&lt;br /&gt;
&lt;br /&gt;
Refugee pawns may request to join the colony when they are constantly being kept happy in the colony (ie. giving them things that makes them happy, letting them have their own ideology without attempting to convert them which affects their mood, etc) You can choose to accept them, refuse them or &amp;quot;jump to them&amp;quot;  (can be used to close window, and keep notification). A trick is to wait about half a day (depending on how many pawns are refugees), and strip them of what you want while having them drafted and near the map edge. &lt;br /&gt;
&lt;br /&gt;
After staying for their duration, they will leave your colony and head out of the map. If all of the refugee colonist from this faction who hasn't joined your colony left without getting killed, after a few ingame days/months/years, you get an event notification about them dropping at least one drop pod with rewards, sometimes more, to thank you for giving them refuge for those days. &lt;br /&gt;
&lt;br /&gt;
===Complications===&lt;br /&gt;
Sometimes complications will arise. This can include counter offers from other [[factions]] or the refugees secretly being infiltrators. &lt;br /&gt;
&lt;br /&gt;
====Counter Offer====&lt;br /&gt;
 '' '' - Event description when a random faction signals to kill them due to complications towards the refugees.&lt;br /&gt;
&lt;br /&gt;
Several days into their refuge, a random faction will send a signal, offering a reward for dispatching all the refugees living in your colony. This message will not appear in the quest tab. This part of the quest is optional and isn't required to do.&lt;br /&gt;
&lt;br /&gt;
Killing all of the refugee, or converting all of them to join your side via join offer (counts as a kill) before the quest ends and at least one left the map, will net the reward. If any of the refugees leaves the map at the end of the quest, this offer is nullified.&lt;br /&gt;
&lt;br /&gt;
====Betrayal====&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;'''''/The refugees who asked to stay with you is/are turning against you! It seems he/she/they had this treachery planned all along.'' - Event description when they turned out to be traitors.&lt;br /&gt;
The refugees may have staged this treachery and planned to betray your colony by suddenly turning hostile and attack anyone nearby after reaching half of their overall stay. If they were not equipping strong armor and weapon, they will likely be more a nuisance than a threat.&lt;br /&gt;
&lt;br /&gt;
Any refugees that have joined the colony via join offer will '''not''' betray you however. But their offer becomes invalid once they decided to betray whilst still with the refugees faction.&lt;br /&gt;
&lt;br /&gt;
== Host Royals ==&lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
You are asked to host a certain number of imperial royals for a certain number of days.  These imperials may have titles which cause them to want meditation spots or a certain quality of room.  They generally are not willing to do labor while hosted.  The quest requires that the imperials be kept above a certain mood threshold for their stay, and obviously protected from being killed.  Giving them good quarters, feeding them high-quality meals, and otherwise confining them to their rooms and beautiful surroundings such as a rec room and dining room with high impressiveness will keep their mood high, and also keep them safe from injury.&lt;br /&gt;
&lt;br /&gt;
A variant of the quest requires you to host a number of imperials all infected with [[blood rot]].  This disease is difficult and expensive to cure, so the imperials will need regular medical care to slow/reverse the progress of the disease so they do not die before the end of the quest.  They typically must be hosted for more than a season (~20-25 days).  Untreated, Blood Root is fatal in 2.5 days, but with good treatment a pawn can be kept alive and at the minimum disease severity indefinitely (the disease normally resolves in 30-40 days, but this is longer than the quest typically is set for).  Since the disease causes pain and &amp;quot;sick&amp;quot; thoughts at higher severity levels, which reduce the mood of the imperials, they should be treated by high-skill doctors with relatively good medicine, ideally in a hospital with good treatment offset, to optimize their mood.&lt;br /&gt;
&lt;br /&gt;
== '''Royal Ascent''' ==&lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
This quest is an '''endgame quest''' for Royal Passage ending. To be able to activate this quest, you need a colonist who has the rank of a Count/Countess for the empire in question, and a spare bedroom fit for a Count/Countess. (quality for the High Stellarch)&lt;br /&gt;
&lt;br /&gt;
You are asked to host a visit for the High Stellarch for the Empire for 12 days. Much like the &amp;quot;Host Royals&amp;quot; quest, he or she will want meditation spots or a Count/Countess-quality room and food. He or she generally will not do any labor during its 12 day visit, and will also require him or her be kept above 25% mood threshold for his/her stay. Protecting him/her from death is a must. He or she will always arrive with 4 red and gold colored cataphract with random title with all of which can be controlled, but will not do any work either other than used for defense.&lt;br /&gt;
&lt;br /&gt;
Much like the &amp;quot;Ship to the Stars&amp;quot; or activating the ship reactor, the raid will be very frequent during his or her stay, and you have to protect the high stellarch. There are hints and tips on [[Advanced_Endgame_Guide#Ending_the_game|dealing with this quest]] if required.&lt;br /&gt;
&lt;br /&gt;
After 12 days, a shuttle will land down near the base. The high stellarch is required to board into the shuttle, and you can send any and all pawns inside (including your animals), but the weight limit will prevent you from bringing everyone (including animals) along. The survivng cataphract can be left behind, as they will make their own way out once the shuttle leaves.&lt;br /&gt;
&lt;br /&gt;
== Pawn Lending == &lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
Upon accepting the quest, a shuttle will land near the base and waits for you to send a specific number of pawns into the shuttle. Once the quota are met, the shuttle will depart, and the pawns lent will not be around for the duration of the requested need. After the day have elasped, the shuttle will return, dropping them back to the colony.&lt;br /&gt;
&lt;br /&gt;
Be wary that if you are doing the archo nexus ending with [[Ideology DLC]], these pawns cannot be selected to send to a new map until they return.&lt;br /&gt;
&lt;br /&gt;
== Shuttle Crash Rescue == &lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
 '' A shuttle of '''''&amp;lt;EMPIRE NAME&amp;gt;''''' has taken damage and is seeking a place to land. Its commander '''''&amp;lt;COMMANDER NAME&amp;gt;''''' wants to land at '''''&amp;lt;COLONY NAME&amp;gt;'''''. '''''&amp;lt;FACTION TYPE&amp;gt;''''' from '''''&amp;lt;FACTION NAME&amp;gt;''''' will attack the crashed shuttle site in an attempt to kill its occupants. You must defend them. The shuttle contains '''''&amp;lt;COMMANDER NAME&amp;gt;''''', '''''&amp;lt;AMOUNT&amp;gt;''''' other civilian(s), and '''''&amp;lt;AMOUNT&amp;gt;''''' '''''&amp;lt;DEFENDER TYPE&amp;gt;'''''. The commander and civilian(s) must be rescued, but the '''''&amp;lt;DEFENDER TYPE&amp;gt;''''' may be sacrificed. After 8 hours, a rescue shuttle will come to pick up the survivors. You'll need to get them all on board within 12 hours.'' - Quest Description&lt;br /&gt;
&lt;br /&gt;
[[File:Crashed shuttle.png|128px|frame|The crashed shuttle that is both the object and partial reward for the quest.]]&lt;br /&gt;
&lt;br /&gt;
A shortly after accepting the quest, a [[shuttle]] will crashland somewhere on the map, usually not far from the player's base. It is possible for it land directly on buildings or crops, destroying them and damaging things nearby. Imperials will stay near it, waiting for a rescue shuttle. When &amp;quot;time until rescue shuttle arrives&amp;quot; reaches 2-3 hours, a raid will appear on the edge of the map closest to the crash site and immediately proceed to attack landed civilians. Troopers that land with civilians will depend on the game stage - ranging from a few light troopers in flak armor to heavily-armored cataphracts with pulse weapons, and are usually able to repel early-game raids without much help from the player, though mid- to late-game raids can obliterate the whole imperial party easily. Therefore it is recommended for the player to start constructing simple defenses and equipping fighters just after the shuttle lands. If the crash happens inside the player's base area, it is possible to use superior defenses like [[Mini-turret|turrets]] or killboxes. [[Mortar|Mortars]] are ineffective and will usually be able to make just a single shot before the raiders get too close to friendlies (unless playing on a large map size), and it is usually better to have additional people on the spot.&lt;br /&gt;
&lt;br /&gt;
Raiders won't pay much attention to your colonists and will instead rush to kill imperial civilians, so it is advised to guard them with melee fighters and/or trained combat animals. Imperials can be surrounded by walls or [[Spike trap|spike traps]] and covered by smoke to give some protection against melee/ranged raiders. The quest is failed if one of the civilians dies, with a faction relations penalty for each death and a heavier one for the commander's death. Since civilians don't carry any armor or weapons, they can quickly die from stray shots or an enemy brawler getting too close.&lt;br /&gt;
&lt;br /&gt;
When the raiders start to flee, a rescue shuttle will land nearby and pick up the surviving imperials. Cargo pods containing the chosen reward (if any) will land near your base. The damaged shuttle can be deconstructed for 30 [[steel]], 52 - 53 [[plasteel]] and 7 - 8 [[component|components]]. Loot from the raiders is also yours to take.&lt;br /&gt;
&lt;br /&gt;
== Relic Retrieving ==&lt;br /&gt;
{{Ideology|no category}}&lt;br /&gt;
 '' You've learned that a relic of '''''&amp;lt;IDEOLIGION NAME&amp;gt;''''' is nearby.''&lt;br /&gt;
&lt;br /&gt;
This quest is a unique main quest, which requires you to do 5 sub-quests by hacking into terminals during said quests before you can retrieve the [[relic]] of your colony's [[ideoligion]] from a seemingly hostile area.&lt;br /&gt;
&lt;br /&gt;
=== The Villager's ===&lt;br /&gt;
 '' You've learned of an ancient terminal that contains information about the '''''&amp;lt;RELIC NAME&amp;gt;'''''. However, the terminal is surrounded by a tribal village, and the locals venerate it. They aren't part of any major faction.''&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to the [[tribe]]'s base. The tribe are initially neutral towards you, but any harm befalling them, attempting to hack the interface or staying for 10 hours or more will immediately render them hostile and attack your colonist.&lt;br /&gt;
&lt;br /&gt;
Dispatch the faction and get a colonist to hack the terminal to conclude the mission. Be wary that tarrying too long in the base (2 hours) will cause a lot of tribal members from said faction to appear.&lt;br /&gt;
&lt;br /&gt;
=== Cryptodrone Intel Hack ===&lt;br /&gt;
 '' You've detected an orbiting spacedrone that may contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. You have the code that will force it to land at '''''&amp;lt;COLONY NAME&amp;gt;'''''. ''&lt;br /&gt;
&lt;br /&gt;
This sub-quest will force a [[spacedrone|cryptodrone space ship]] to land, usually far away from the main base. Send a colonist to try and hack the drone whilst setting up a defense perimeter. A selected hostile (usually permanently hostile) faction will arrive every 8 hours in am attempt to destroy the drone, with half of them aiming after any nearby colonist, whereas the other half attacks the drone.&lt;br /&gt;
&lt;br /&gt;
Upon successfully hacking the cryptodrone, the quest concludes, but the drone will initiate a self-destruct sequence within 30 seconds after its hacked, after which it will explode.&lt;br /&gt;
&lt;br /&gt;
=== Ancient Complex ===&lt;br /&gt;
 '' You've learned of an ancient complex nearby. It is said to contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Self-travel description&lt;br /&gt;
&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''', has discovered an ancient complex a long distance away. He/She believes it contains information about the relic known as '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Shuttle-travel description&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to an abandoned ancient complex map. There is also a variant of the quest whereby a [[shuttle]] will take specific number of colonist and immediately taking off once the number of colonist are inside, usually landing at the edge of the map with the complex.&lt;br /&gt;
&lt;br /&gt;
The ancient complex is often littered with derelict structures and desiccated corpses with no information on how long they have been dead for and no decaying health. To conclude the quest, hack all the terminal within the map. If your colonist arrived by shuttle, you can send the colonist back, but only when there are no threat within the map.&lt;br /&gt;
&lt;br /&gt;
The base usually contains an explosive unstable barrel that explodes upon entering, and there are several other things to note by inside the base:&lt;br /&gt;
* Room filled with mostly derelict structure with nothing to gain from smashing it.&lt;br /&gt;
* Room filled with any kind of [[insects]] that will attack anyone on sight. They may be initially dormant.&lt;br /&gt;
* Room filled with [[mechanoids]]. They may be initially dormant.&lt;br /&gt;
* Room filled with derelict ancient casket. These will always contain hostile [[ancients]]. They may immediately open up upon entry.&lt;br /&gt;
* Room similar to the first type, except it will trigger an [[infestation]] incident upon entry.&lt;br /&gt;
&lt;br /&gt;
You may run into [[Hermetic crate]] (contains any item, including [[techprint]]s), [[Security crate]] (contains equipment), [[Ancient enemy terminal]] (calls enemy faction) and [[Ancient loot beacon]] (calls a drop beacon of loot from random places, with the chance of triggering a raid at the same time) from any of the room, which can be interacted by the pawns.&lt;br /&gt;
&lt;br /&gt;
== Outlanders Visit ==&lt;br /&gt;
{{Ideology|No category}}&lt;br /&gt;
 '' Outlanders have arrived to venerate the '''''&amp;lt;RELIC NAME&amp;gt;'''''. If you ensure they are safe and respected while they visit the ancient relic, they may offer you a reward. - Quest Description ''&lt;br /&gt;
&lt;br /&gt;
If you have at least one [[relic]] in your possession and have already placed it in a [[reliquary]], this quest may appear and immediately become active, with the notification that the [[outlanders]] have arrived. Some of the outlander with the role of &amp;quot;Well-equipped traveler&amp;quot; will arrive at the edge and slowly walk over to the reliquary hosting the relic. The pawns in question are always equipped with Excellent-[[quality]] weapons and apparel, and will always be members of the [[ideoligion]] associated with the relic, even if their temporary faction doesn't say so otherwise.&lt;br /&gt;
&lt;br /&gt;
Once everyone has arrived, they will view the relic for a while, then leave once by slowly walking to a map edge.&lt;br /&gt;
&lt;br /&gt;
Much like the Refugee's Hospitality, after several days/months/years, they will send a transport pod with the reward to thank you for keeping them safe while they examine the relics.&lt;br /&gt;
&lt;br /&gt;
== The Archonexus ==&lt;br /&gt;
{{Ideology|No category}}&lt;br /&gt;
 '' A group of wild people/'''''&amp;lt;FACTION NAME&amp;gt;''''' are/is looking to expand their territory, and are interested in taking over '''''&amp;lt;COLONY NAME&amp;gt;''''' with all its wealth. If you can increase your total wealth to $350000, they will take the settlement. In trade, they offer you part of a map showing the location of an ancient archotech nexus. '' - Part 1 Description &lt;br /&gt;
&lt;br /&gt;
 '' The map to the archonexus has three parts, and you hold one of them. '''''&amp;lt;FACTION A NAME&amp;gt;''''' and '''''&amp;lt;FACTION B NAME&amp;gt;''''' also each hold parts of the map. They'll trade their parts to you for a wealthy new colony and all of its recorded research. The next map part is encoded in a very strange way. In order to interpret it, you must first learn more about archotechnology by studying the structure here. '' - Part 2 Description &lt;br /&gt;
&lt;br /&gt;
 '' You have two parts of the archonexus map. '''''&amp;lt;FACTION B NAME&amp;gt;''''' have the last piece of the map, passed down from the time their ancestors survived the cataclysm. They'll give it to you if you give them a wealthy new colony in exchange. As before, the map part is encoded. In order to decode it, you must first study the archotech structure. '' - Part 3 Description&lt;br /&gt;
&lt;br /&gt;
This quest is an '''endgame quest''' for the Archo Nexus ending. Unlike some of the other endgame quest which shows up after a few ingame months, this quest may take years before they show up for the first part. There are four parts to this quest compared to the other quest, mostly which requires you to part most of your gained wealth (requires at least $350,000 worth) to restart at a new map with at most 5 existing pawns and creatures, along with one relic. Any others not taken belongs to the faction that takes them, including all the research that was gained. This is repeated for the second part as well. Note that [[Empire]] will never ask to acquisition your colony if they are present in the world map.&lt;br /&gt;
&lt;br /&gt;
To be able to advance through the quest, the following must be done.&lt;br /&gt;
* Wealth overall must be $350,000&lt;br /&gt;
* Must be in an ally status with the faction in question&lt;br /&gt;
* For second and third part, must have finished studying the [[Major Archotech Structure]] in the new colony map.&lt;br /&gt;
&lt;br /&gt;
On the third part, the faction will not immediately kick you out of the colony after you accepted them, rather, wait until you have finished this quest thoroughly before taking over the colony. To finish this quest, visit the dormant Archo Nexus map that is marked after getting the third map fragment, kill off any and every mechanoid present and then interact with a pawn at the Archo Nexus.&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - New world site components, Used in various situations:Sleeping mechanoids, Animal ambush, Enemy ambush&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Quest tab with information about available, active, and historical quests added&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Shuttle defense, Refugee hospitality, and Bandit camp quests added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - [[Trade]] requests will no longer request patchleather.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Betraying temporary colonists, such as for the [[#Refugee Hospitality|Refugee Hospitality]] quest, now display a timer. Before this it was possible to see if they would betray or not based on the presence of the timer.&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Joywire&amp;diff=96188</id>
		<title>Joywire</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Joywire&amp;diff=96188"/>
		<updated>2021-11-08T05:46:42Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: Changed the link since the name has been changed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|&lt;br /&gt;
| name = Joywire&lt;br /&gt;
| image = Health item prosthetic.png|Joywire&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| description = A brain implant that stimulates the brain's pleasure centers. While it dramatically improves a user's mood, the blanket of happiness makes it hard to concentrate on anything real. Joywires are illegal on many worlds, and are known for destroying whole cultures.&lt;br /&gt;
| mass base = 0.2&lt;br /&gt;
| hp = 50&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| work to make = 15000&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Brain wiring&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| tradeTags = TechHediff&lt;br /&gt;
| techHediffsTags = Advanced&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
}}{{info|The '''joywire''' brain implant grants a permanent +30 [[mood]] boost. However, the bearer suffers a permanent -20% to [[consciousness]].}}&amp;lt;!-- this comment here to suppress extra line break&lt;br /&gt;
--&amp;gt;The [[consciousness]] penalty can be partially offset by putting the bearer on [[Luciferium]] or with a [[Neural supercharger]]{{ideologyicon}} , but this isn't recommended until you've got a reliable trade partner faction (ideally Outlanders) and a sustainable economy, such as manufacturing and selling [[Flake]].&lt;br /&gt;
&lt;br /&gt;
Due to the heavy debuff, it is only recommended for colonists who will often go on mental breaks due to poor mood, and are generally not vital to the colony's survival. Unless you are making a [[Psychic harmonizer|Comatose pawns]]. Installing a joywire onto a guest is not considered a harmful operation.&lt;br /&gt;
&lt;br /&gt;
After implantation, it cannot be removed.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Crafting a joywire requires {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a {{P|Skill 1}} skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Due to its hefty conciseness debuff it is generally a bad idea to install it onto your colonist. The +30 mood buff can be achieved via many other ways.Normally it is only worth it to install it onto Royal quest guests, since you don't need to bother fulfilling their need of their title.&lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
Installing the part requires {{ticks|2500}} of work, 2x medicine of [[Herbal medicine|Herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
It cannot be removed once installed.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part is always destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The joywire provides a massive +30 moodlet at the cost of -20% consciousness. It cannot be removed. The joywire can be used to counteract permanent depression, but because of the permanent, -20% [[consciousness]] (which effectively makes them 20% slower at nearly everything, permanently), it would be better to not recruit the pawn anyway. The depression of the pawn can also be managed in the late game with a social drug policy, [[Fine meal|fine]] or [[lavish meal]]s, and beautiful rooms instead of a joywire. As mentioned above, the debuff can be partially countered by luciferium, but is an expensive and risky ordeal and only brings their consciousness to 95%.&lt;br /&gt;
&lt;br /&gt;
It has some synergy with the [[Psychic harmonizer]] {{RoyaltyIcon}}, as that spreads the joywire's mood bonus to nearby pawns.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
{{nav|body parts|wide}}&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Prisoner&amp;diff=96187</id>
		<title>Prisoner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Prisoner&amp;diff=96187"/>
		<updated>2021-11-08T05:40:05Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: /* Unwanted Prisoners */ did minor furnishing&lt;/p&gt;
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{{Stub|reason=Needs information on enslaving from [[Ideology]] and relevant links to, and integration with, the [[slavery]] page}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
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|food dispenser]] or [[shelf]]) on their own if they are placed inside the prison barracks. &lt;br /&gt;
&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 make a prisoner's bed, 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, with an orange outline of the room indicating what will be considered a cell. Setting one bed for prisoners will set all beds in that room as prison beds. Cells cannot be shared with non-prisoners. 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 can as well result in the death of the outsider.&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;
&lt;br /&gt;
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;
&lt;br /&gt;
&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;
&lt;br /&gt;
=== 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, you may arrive back home near bedtime and your colonists will ''&amp;quot;wisely&amp;quot;'' choose to sleep first and then escort prisoners to their cells, but leaving them outside gives them a valuable chance to escape, so make sure no prisoner is left unattended.&lt;br /&gt;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
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;
&lt;br /&gt;
==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;
&lt;br /&gt;
=== Care ===&lt;br /&gt;
Determines if your colonists will take care of prisoners, or just let them die.&lt;br /&gt;
&lt;br /&gt;
====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;
&lt;br /&gt;
==== Medical operations ====&lt;br /&gt;
You can also operate on any prisoners, the same way you operate on colonists.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
=== Social Interactions ===&lt;br /&gt;
Determines what social interactions wardens will have with prisoners.&lt;br /&gt;
&lt;br /&gt;
====No interaction====&lt;br /&gt;
Wardens will not interact with the prisoner, causing no effect to relations.&lt;br /&gt;
&lt;br /&gt;
==== 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;
&lt;br /&gt;
==== 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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
====Release====&lt;br /&gt;
Wardens will take the prisoner outside and free the prisoner, who will then promptly leave the map.&lt;br /&gt;
&lt;br /&gt;
Releasing an arrested colonist will have them rejoin your colony.&lt;br /&gt;
&lt;br /&gt;
Releasing a prisoner from another faction will give +12 goodwill with their faction once they leave the map, provided he or she didn't belong to a pirate faction.  Note that this bonus only happens as soon as they &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;
====Execution====&lt;br /&gt;
The warden will kill the prisoner, causing a -5 mood debuff for any colonist without the [[Traits|psychopath]] trait for 10.0 days, unless they are considered guilty.  Executing guilty prisoners only causes a -2 mood debuff.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
=== Accidental ===&lt;br /&gt;
&lt;br /&gt;
==== Escape ====&lt;br /&gt;
&lt;br /&gt;
[[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;
&lt;br /&gt;
If there is an exit towards open space or you leave the prison door open, the prisoner may escape.&lt;br /&gt;
&lt;br /&gt;
Dropping items right in the door holds it open, giving opportunistic prisoners their chance.&lt;br /&gt;
&lt;br /&gt;
This method can be used to get rid of unwanted colonists without mood penalty.&lt;br /&gt;
&lt;br /&gt;
==== 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;
&lt;br /&gt;
== Recruitment ==&lt;br /&gt;
&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;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
It can be reduced by the 'Reduce resistance' or 'Recruit' interaction.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
=== 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}}&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;
&lt;br /&gt;
The chance for a prison break is multiplied by the number of exits the prisoner has. &lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
== 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;
&lt;br /&gt;
== Unwanted Prisoners == &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]] 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.&lt;br /&gt;
&lt;br /&gt;
Enemies who had fallen in battle may not always be worth capturing. For example, a hostile whom during the firefight had their spine shattered won't be able to move at all, unless they get a [[Bionic spine]].&lt;br /&gt;
&lt;br /&gt;
; Organ removal: You can remove one kidney and one lung without killing an otherwise healthy prisoner. Removing important body parts, like the heart, will kill the prisoner. Removing any organ will give all colonists without the [[Traits|psychopath]] or [[Traits|bloodlust]] trait a negative mood modifier.&lt;br /&gt;
&lt;br /&gt;
; Starvation: Set 'gets food' to the false (x) and wait.  The prisoner will have the negative [[thoughts]] and 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.&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 -5 mood penalty labeled &amp;quot;A prisoner was sold&amp;quot; that lasts for 7 days and 12 hours and the seller a Social penalty.&lt;br /&gt;
&lt;br /&gt;
; Gifting To Slaver: Equivalent to releasing them. No mood penalty and it gets the unwanted prisoner off your hands, but the prisoner remains a slave.&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;
; Manually killing them: You can draft a colonist with a weapon and order them to kill the prisoner by clicking 'B' and selecting the prisoner. &lt;br /&gt;
&lt;br /&gt;
; Execution: The execution in the prisoner interaction menu allows this.&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, except it allows doctors to practice medicine and has a lighter mood penalty.&lt;br /&gt;
&lt;br /&gt;
; Release: Financial gains aside, this can be the best option as you get free goodwill without negative mood effects. Not very useful against pirates as it does not result in increased goodwill, but it not only does prevent the mood debuffs that normally result from getting rid of unwanted prisoners it also gives all pawn a &amp;quot;heathy 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;
== 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/1.3.3066|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>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Joywire&amp;diff=96185</id>
		<title>Joywire</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Joywire&amp;diff=96185"/>
		<updated>2021-11-08T04:26:39Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: Joywire is no longer a stub&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|&lt;br /&gt;
| name = Joywire&lt;br /&gt;
| image = Health item prosthetic.png|Joywire&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| description = A brain implant that stimulates the brain's pleasure centers. While it dramatically improves a user's mood, the blanket of happiness makes it hard to concentrate on anything real. Joywires are illegal on many worlds, and are known for destroying whole cultures.&lt;br /&gt;
| mass base = 0.2&lt;br /&gt;
| hp = 50&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| work to make = 15000&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Brain wiring&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| tradeTags = TechHediff&lt;br /&gt;
| techHediffsTags = Advanced&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
}}{{info|The '''joywire''' brain implant grants a permanent +30 [[mood]] boost. However, the bearer suffers a permanent -20% to [[consciousness]].}}&amp;lt;!-- this comment here to suppress extra line break&lt;br /&gt;
--&amp;gt;The [[consciousness]] penalty can be partially offset by putting the bearer on [[Luciferium]] or with a [[Neural supercharger]]{{ideologyicon}} , but this isn't recommended until you've got a reliable trade partner faction (ideally Outlanders) and a sustainable economy, such as manufacturing and selling [[Flake]].&lt;br /&gt;
&lt;br /&gt;
Due to the heavy debuff, it is only recommended for colonists who will often go on mental breaks due to poor mood, and are generally not vital to the colony's survival. Unless you are making a [[Psychic harmonizer|mood beacon]]. Installing a joywire onto a guest is not considered a harmful operation.&lt;br /&gt;
&lt;br /&gt;
After implantation, it cannot be removed.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Crafting a joywire requires {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a {{P|Skill 1}} skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Due to its hefty conciseness debuff it is generally a bad idea to install it onto your colonist. The +30 mood buff can be achieved via many other ways.Normally it is only worth it to install it onto Royal quest guests, since you don't need to bother fulfilling their need of their title.&lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
Installing the part requires {{ticks|2500}} of work, 2x medicine of [[Herbal medicine|Herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
It cannot be removed once installed.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part is always destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The joywire provides a massive +30 moodlet at the cost of -20% consciousness. It cannot be removed. The joywire can be used to counteract permanent depression, but because of the permanent, -20% [[consciousness]] (which effectively makes them 20% slower at nearly everything, permanently), it would be better to not recruit the pawn anyway. The depression of the pawn can also be managed in the late game with a social drug policy, [[Fine meal|fine]] or [[lavish meal]]s, and beautiful rooms instead of a joywire. As mentioned above, the debuff can be partially countered by luciferium, but is an expensive and risky ordeal and only brings their consciousness to 95%.&lt;br /&gt;
&lt;br /&gt;
It has some synergy with the [[Psychic harmonizer]] {{RoyaltyIcon}}, as that spreads the joywire's mood bonus to nearby pawns.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
{{nav|body parts|wide}}&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Joywire&amp;diff=96184</id>
		<title>Joywire</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Joywire&amp;diff=96184"/>
		<updated>2021-11-08T04:26:13Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: Undo revision 96181 by Ripmorld (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{infobox main|&lt;br /&gt;
| name = Joywire&lt;br /&gt;
| image = Health item prosthetic.png|Joywire&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| description = A brain implant that stimulates the brain's pleasure centers. While it dramatically improves a user's mood, the blanket of happiness makes it hard to concentrate on anything real. Joywires are illegal on many worlds, and are known for destroying whole cultures.&lt;br /&gt;
| mass base = 0.2&lt;br /&gt;
| hp = 50&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| work to make = 15000&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Brain wiring&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| tradeTags = TechHediff&lt;br /&gt;
| techHediffsTags = Advanced&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
}}{{info|The '''joywire''' brain implant grants a permanent +30 [[mood]] boost. However, the bearer suffers a permanent -20% to [[consciousness]].}}&amp;lt;!-- this comment here to suppress extra line break&lt;br /&gt;
--&amp;gt;The [[consciousness]] penalty can be partially offset by putting the bearer on [[Luciferium]] or with a [[Neural supercharger]]{{ideologyicon}} , but this isn't recommended until you've got a reliable trade partner faction (ideally Outlanders) and a sustainable economy, such as manufacturing and selling [[Flake]].&lt;br /&gt;
&lt;br /&gt;
Due to the heavy debuff, it is only recommended for colonists who will often go on mental breaks due to poor mood, and are generally not vital to the colony's survival. Unless you are making a [[Psychic harmonizer|mood beacon]]. Installing a joywire onto a guest is not considered a harmful operation.&lt;br /&gt;
&lt;br /&gt;
After implantation, it cannot be removed.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Crafting a joywire requires {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a {{P|Skill 1}} skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Due to its hefty conciseness debuff it is generally a bad idea to install it onto your colonist. The +30 mood buff can be achieved via many other ways.Normally it is only worth it to install it onto Royal quest guests, since you don't need to bother fulfilling their need of their title.&lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
Installing the part requires {{ticks|2500}} of work, 2x medicine of [[Herbal medicine|Herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
It cannot be removed once installed.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part is always destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The joywire provides a massive +30 moodlet at the cost of -20% consciousness. It cannot be removed. The joywire can be used to counteract permanent depression, but because of the permanent, -20% [[consciousness]] (which effectively makes them 20% slower at nearly everything, permanently), it would be better to not recruit the pawn anyway. The depression of the pawn can also be managed in the late game with a social drug policy, [[Fine meal|fine]] or [[lavish meal]]s, and beautiful rooms instead of a joywire. As mentioned above, the debuff can be partially countered by luciferium, but is an expensive and risky ordeal and only brings their consciousness to 95%.&lt;br /&gt;
&lt;br /&gt;
It has some synergy with the [[Psychic harmonizer]] {{RoyaltyIcon}}, as that spreads the joywire's mood bonus to nearby pawns.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
{{nav|body parts|wide}}&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Joywire&amp;diff=96183</id>
		<title>Joywire</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Joywire&amp;diff=96183"/>
		<updated>2021-11-08T04:25:58Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: Undo revision 96182 by Ripmorld (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
| name = Joywire&lt;br /&gt;
| image = Health item prosthetic.png|Joywire&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| description = A brain implant that stimulates the brain's pleasure centers. While it dramatically improves a user's mood, the blanket of happiness makes it hard to concentrate on anything real. Joywires are illegal on many worlds, and are known for destroying whole cultures.&lt;br /&gt;
| mass base = 0.2&lt;br /&gt;
| hp = 50&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| work to make = 15000&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Brain wiring&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| tradeTags = TechHediff&lt;br /&gt;
| techHediffsTags = Advanced&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
}}{{info|The '''joywire''' brain implant grants a permanent +30 [[mood]] boost. However, the bearer suffers a permanent -20% to [[consciousness]].}}&amp;lt;!-- this comment here to suppress extra line break&lt;br /&gt;
--&amp;gt;The [[consciousness]] penalty can be partially offset by putting the bearer on [[Luciferium]] or with a [[Neural supercharger]]{{ideologyicon}} , but this isn't recommended until you've got a reliable trade partner faction (ideally Outlanders) and a sustainable economy, such as manufacturing and selling [[Flake]].&lt;br /&gt;
&lt;br /&gt;
Due to the heavy debuff, it is only recommended for colonists who will often go on mental breaks due to poor mood, and are generally not vital to the colony's survival. Unless you are making a [[Psychic harmonizer|mood beacon]]. Installing a joywire onto a guest is not considered a harmful operation.&lt;br /&gt;
&lt;br /&gt;
After implantation, it cannot be removed.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Crafting a joywire requires {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a {{P|Skill 1}} skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Due to its hefty conciseness debuff it is generally a bad idea to install it onto your colonist. The +30 mood buff can be achieved via many other ways.Normally it is only worth it to install it onto Royal quest guests, since you don't need to bother fulfilling their need of their title.&lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
Installing the part requires {{ticks|2500}} of work, 2x medicine of [[Herbal medicine|Herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
It cannot be removed once installed.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part is always destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The joywire provides a massive +30 moodlet at the cost of -20% consciousness. It cannot be removed. The joywire can be used to counteract permanent depression, but because of the permanent, -20% [[consciousness]] (which effectively makes them 20% slower at nearly everything, permanently), it would be better to not recruit the pawn anyway. The depression of the pawn can also be managed in the late game with a social drug policy, [[Fine meal|fine]] or [[lavish meal]]s, and beautiful rooms instead of a joywire. As mentioned above, the debuff can be partially countered by luciferium, but is an expensive and risky ordeal and only brings their consciousness to 95%.&lt;br /&gt;
&lt;br /&gt;
It has some synergy with the [[Psychic harmonizer]] {{RoyaltyIcon}}, as that spreads the joywire's mood bonus to nearby pawns.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
{{nav|body parts|wide}}&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Joywire&amp;diff=96182</id>
		<title>Joywire</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Joywire&amp;diff=96182"/>
		<updated>2021-11-08T04:25:05Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: Joywire has been completed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{&lt;br /&gt;
| name = Joywire&lt;br /&gt;
| image = Health item prosthetic.png|Joywire&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| description = A brain implant that stimulates the brain's pleasure centers. While it dramatically improves a user's mood, the blanket of happiness makes it hard to concentrate on anything real. Joywires are illegal on many worlds, and are known for destroying whole cultures.&lt;br /&gt;
| mass base = 0.2&lt;br /&gt;
| hp = 50&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| work to make = 15000&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Brain wiring&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| tradeTags = TechHediff&lt;br /&gt;
| techHediffsTags = Advanced&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
}}{{info|The '''joywire''' brain implant grants a permanent +30 [[mood]] boost. However, the bearer suffers a permanent -20% to [[consciousness]].}}&amp;lt;!-- this comment here to suppress extra line break&lt;br /&gt;
--&amp;gt;The [[consciousness]] penalty can be partially offset by putting the bearer on [[Luciferium]] or with a [[Neural supercharger]]{{ideologyicon}} , but this isn't recommended until you've got a reliable trade partner faction (ideally Outlanders) and a sustainable economy, such as manufacturing and selling [[Flake]].&lt;br /&gt;
&lt;br /&gt;
Due to the heavy debuff, it is only recommended for colonists who will often go on mental breaks due to poor mood, and are generally not vital to the colony's survival. Unless you are making a [[Psychic harmonizer|mood beacon]]. Installing a joywire onto a guest is not considered a harmful operation.&lt;br /&gt;
&lt;br /&gt;
After implantation, it cannot be removed.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Crafting a joywire requires {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a {{P|Skill 1}} skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Due to its hefty conciseness debuff it is generally a bad idea to install it onto your colonist. The +30 mood buff can be achieved via many other ways.Normally it is only worth it to install it onto Royal quest guests, since you don't need to bother fulfilling their need of their title.&lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
Installing the part requires {{ticks|2500}} of work, 2x medicine of [[Herbal medicine|Herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
It cannot be removed once installed.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part is always destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The joywire provides a massive +30 moodlet at the cost of -20% consciousness. It cannot be removed. The joywire can be used to counteract permanent depression, but because of the permanent, -20% [[consciousness]] (which effectively makes them 20% slower at nearly everything, permanently), it would be better to not recruit the pawn anyway. The depression of the pawn can also be managed in the late game with a social drug policy, [[Fine meal|fine]] or [[lavish meal]]s, and beautiful rooms instead of a joywire. As mentioned above, the debuff can be partially countered by luciferium, but is an expensive and risky ordeal and only brings their consciousness to 95%.&lt;br /&gt;
&lt;br /&gt;
It has some synergy with the [[Psychic harmonizer]] {{RoyaltyIcon}}, as that spreads the joywire's mood bonus to nearby pawns.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
{{nav|body parts|wide}}&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Joywire&amp;diff=96181</id>
		<title>Joywire</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Joywire&amp;diff=96181"/>
		<updated>2021-11-08T04:24:42Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: Joywire has been completed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
| name = Joywire&lt;br /&gt;
| image = Health item prosthetic.png|Joywire&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| description = A brain implant that stimulates the brain's pleasure centers. While it dramatically improves a user's mood, the blanket of happiness makes it hard to concentrate on anything real. Joywires are illegal on many worlds, and are known for destroying whole cultures.&lt;br /&gt;
| mass base = 0.2&lt;br /&gt;
| hp = 50&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| work to make = 15000&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Brain wiring&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| tradeTags = TechHediff&lt;br /&gt;
| techHediffsTags = Advanced&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
}}{{info|The '''joywire''' brain implant grants a permanent +30 [[mood]] boost. However, the bearer suffers a permanent -20% to [[consciousness]].}}&amp;lt;!-- this comment here to suppress extra line break&lt;br /&gt;
--&amp;gt;The [[consciousness]] penalty can be partially offset by putting the bearer on [[Luciferium]] or with a [[Neural supercharger]]{{ideologyicon}} , but this isn't recommended until you've got a reliable trade partner faction (ideally Outlanders) and a sustainable economy, such as manufacturing and selling [[Flake]].&lt;br /&gt;
&lt;br /&gt;
Due to the heavy debuff, it is only recommended for colonists who will often go on mental breaks due to poor mood, and are generally not vital to the colony's survival. Unless you are making a [[Psychic harmonizer|mood beacon]]. Installing a joywire onto a guest is not considered a harmful operation.&lt;br /&gt;
&lt;br /&gt;
After implantation, it cannot be removed.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Crafting a joywire requires {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a {{P|Skill 1}} skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Due to its hefty conciseness debuff it is generally a bad idea to install it onto your colonist. The +30 mood buff can be achieved via many other ways.Normally it is only worth it to install it onto Royal quest guests, since you don't need to bother fulfilling their need of their title.&lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
Installing the part requires {{ticks|2500}} of work, 2x medicine of [[Herbal medicine|Herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
It cannot be removed once installed.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part is always destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The joywire provides a massive +30 moodlet at the cost of -20% consciousness. It cannot be removed. The joywire can be used to counteract permanent depression, but because of the permanent, -20% [[consciousness]] (which effectively makes them 20% slower at nearly everything, permanently), it would be better to not recruit the pawn anyway. The depression of the pawn can also be managed in the late game with a social drug policy, [[Fine meal|fine]] or [[lavish meal]]s, and beautiful rooms instead of a joywire. As mentioned above, the debuff can be partially countered by luciferium, but is an expensive and risky ordeal and only brings their consciousness to 95%.&lt;br /&gt;
&lt;br /&gt;
It has some synergy with the [[Psychic harmonizer]] {{RoyaltyIcon}}, as that spreads the joywire's mood bonus to nearby pawns.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
{{nav|body parts|wide}}&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Joywire&amp;diff=96180</id>
		<title>Joywire</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Joywire&amp;diff=96180"/>
		<updated>2021-11-08T04:23:36Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: /* Installation */ All the detail have been added in, it is no longer a stub&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{infobox main|&lt;br /&gt;
| name = Joywire&lt;br /&gt;
| image = Health item prosthetic.png|Joywire&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| description = A brain implant that stimulates the brain's pleasure centers. While it dramatically improves a user's mood, the blanket of happiness makes it hard to concentrate on anything real. Joywires are illegal on many worlds, and are known for destroying whole cultures.&lt;br /&gt;
| mass base = 0.2&lt;br /&gt;
| hp = 50&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| work to make = 15000&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Brain wiring&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| tradeTags = TechHediff&lt;br /&gt;
| techHediffsTags = Advanced&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
}}{{info|The '''joywire''' brain implant grants a permanent +30 [[mood]] boost. However, the bearer suffers a permanent -20% to [[consciousness]].}}&amp;lt;!-- this comment here to suppress extra line break&lt;br /&gt;
--&amp;gt;The [[consciousness]] penalty can be partially offset by putting the bearer on [[Luciferium]] or with a [[Neural supercharger]]{{ideologyicon}} , but this isn't recommended until you've got a reliable trade partner faction (ideally Outlanders) and a sustainable economy, such as manufacturing and selling [[Flake]].&lt;br /&gt;
&lt;br /&gt;
Due to the heavy debuff, it is only recommended for colonists who will often go on mental breaks due to poor mood, and are generally not vital to the colony's survival. Unless you are making a [[Psychic harmonizer|mood beacon]]. Installing a joywire onto a guest is not considered a harmful operation.&lt;br /&gt;
&lt;br /&gt;
After implantation, it cannot be removed.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Crafting a joywire requires {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a {{P|Skill 1}} skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Due to its hefty conciseness debuff it is generally a bad idea to install it onto your colonist. The +30 mood buff can be achieved via many other ways.Normally it is only worth it to install it onto Royal quest guests, since you don't need to bother fulfilling their need of their title.&lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
Installing the part requires {{ticks|2500}} of work, 2x medicine of [[Herbal medicine|Herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
It cannot be removed once installed.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part is always destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The joywire provides a massive +30 moodlet at the cost of -20% consciousness. It cannot be removed. The joywire can be used to counteract permanent depression, but because of the permanent, -20% [[consciousness]] (which effectively makes them 20% slower at nearly everything, permanently), it would be better to not recruit the pawn anyway. The depression of the pawn can also be managed in the late game with a social drug policy, [[Fine meal|fine]] or [[lavish meal]]s, and beautiful rooms instead of a joywire. As mentioned above, the debuff can be partially countered by luciferium, but is an expensive and risky ordeal and only brings their consciousness to 95%.&lt;br /&gt;
&lt;br /&gt;
It has some synergy with the [[Psychic harmonizer]] {{RoyaltyIcon}}, as that spreads the joywire's mood bonus to nearby pawns.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
{{nav|body parts|wide}}&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Joywire&amp;diff=96179</id>
		<title>Joywire</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Joywire&amp;diff=96179"/>
		<updated>2021-11-08T04:22:01Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: /* Summary */ Is complete&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{infobox main|&lt;br /&gt;
| name = Joywire&lt;br /&gt;
| image = Health item prosthetic.png|Joywire&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| description = A brain implant that stimulates the brain's pleasure centers. While it dramatically improves a user's mood, the blanket of happiness makes it hard to concentrate on anything real. Joywires are illegal on many worlds, and are known for destroying whole cultures.&lt;br /&gt;
| mass base = 0.2&lt;br /&gt;
| hp = 50&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| work to make = 15000&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Brain wiring&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| tradeTags = TechHediff&lt;br /&gt;
| techHediffsTags = Advanced&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
}}{{info|The '''joywire''' brain implant grants a permanent +30 [[mood]] boost. However, the bearer suffers a permanent -20% to [[consciousness]].}}&amp;lt;!-- this comment here to suppress extra line break&lt;br /&gt;
--&amp;gt;The [[consciousness]] penalty can be partially offset by putting the bearer on [[Luciferium]] or with a [[Neural supercharger]]{{ideologyicon}} , but this isn't recommended until you've got a reliable trade partner faction (ideally Outlanders) and a sustainable economy, such as manufacturing and selling [[Flake]].&lt;br /&gt;
&lt;br /&gt;
Due to the heavy debuff, it is only recommended for colonists who will often go on mental breaks due to poor mood, and are generally not vital to the colony's survival. Unless you are making a [[Psychic harmonizer|mood beacon]]. Installing a joywire onto a guest is not considered a harmful operation.&lt;br /&gt;
&lt;br /&gt;
After implantation, it cannot be removed.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Crafting a joywire requires {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a {{P|Skill 1}} skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Due to its hefty conciseness debuff it is generally a bad idea to install it onto your colonist. The +30 mood buff can be achieved via many other ways.Normally it is only worth it to install it onto Royal quest guests, since you don't need to bother fulfilling their need of their title.&lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
Installing the part requires {{ticks|2500}} of work, 2x medicine of [[Herbal medicine|Herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
It cannot be removed once installed.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part is always destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The joywire provides a massive +30 moodlet at the cost of -20% consciousness. It cannot be removed. The joywire can be used to counteract permanent depression, but because of the permanent, -20% [[consciousness]] (which effectively makes them 20% slower at nearly everything, permanently), it would be better to not recruit the pawn anyway. The depression of the pawn can also be managed in the late game with a social drug policy, [[Fine meal|fine]] or [[lavish meal]]s, and beautiful rooms instead of a joywire. As mentioned above, the debuff can be partially countered by luciferium, but is an expensive and risky ordeal and only brings their consciousness to 95%.&lt;br /&gt;
&lt;br /&gt;
It has some synergy with the [[Psychic harmonizer]] {{RoyaltyIcon}}, as that spreads the joywire's mood bonus to nearby pawns.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
{{nav|body parts|wide}}&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Joywire&amp;diff=96178</id>
		<title>Joywire</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Joywire&amp;diff=96178"/>
		<updated>2021-11-08T04:19:13Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{infobox main|&lt;br /&gt;
| name = Joywire&lt;br /&gt;
| image = Health item prosthetic.png|Joywire&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| description = A brain implant that stimulates the brain's pleasure centers. While it dramatically improves a user's mood, the blanket of happiness makes it hard to concentrate on anything real. Joywires are illegal on many worlds, and are known for destroying whole cultures.&lt;br /&gt;
| mass base = 0.2&lt;br /&gt;
| hp = 50&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| work to make = 15000&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Brain wiring&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| tradeTags = TechHediff&lt;br /&gt;
| techHediffsTags = Advanced&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
}}{{info|The '''joywire''' brain implant grants a permanent +30 [[mood]] boost. However, the bearer suffers a permanent -20% to [[consciousness]].}}&amp;lt;!-- this comment here to suppress extra line break&lt;br /&gt;
--&amp;gt;The [[consciousness]] penalty can be partially offset by putting the bearer on [[Luciferium]] or with a [[Neural supercharger]]{{ideologyicon}} , but this isn't recommended until you've got a reliable trade partner faction (ideally Outlanders) and a sustainable economy, such as manufacturing and selling [[Flake]].&lt;br /&gt;
&lt;br /&gt;
Due to the heavy debuff, it is only recommended for colonists who will often go on mental breaks due to poor mood, and are generally not vital to the colony's survival. Unless you are making a [[Psychic harmonizer|mood beacon]]. Installing a joywire onto a guest is not considered a harmful operation.&lt;br /&gt;
&lt;br /&gt;
After implantation, it cannot be removed.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Crafting a joywire requires {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a {{P|Skill 1}} skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Due to its hefty conciseness debuff it is generally a bad idea to install it onto your colonist. The +30 mood buff can be achieved via many other ways, drugs like yayo can provide this. &lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
Installing the part requires {{ticks|2500}} of work, 2x medicine of [[Herbal medicine|Herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
It cannot be removed once installed.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part is always destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The joywire provides a massive +30 moodlet at the cost of -20% consciousness. It cannot be removed. The joywire can be used to counteract permanent depression, but because of the permanent, -20% [[consciousness]] (which effectively makes them 20% slower at nearly everything, permanently), it would be better to not recruit the pawn anyway. The depression of the pawn can also be managed in the late game with a social drug policy, [[Fine meal|fine]] or [[lavish meal]]s, and beautiful rooms instead of a joywire. As mentioned above, the debuff can be partially countered by luciferium, but is an expensive and risky ordeal and only brings their consciousness to 95%.&lt;br /&gt;
&lt;br /&gt;
It has some synergy with the [[Psychic harmonizer]] {{RoyaltyIcon}}, as that spreads the joywire's mood bonus to nearby pawns.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
{{nav|body parts|wide}}&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Joywire&amp;diff=96177</id>
		<title>Joywire</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Joywire&amp;diff=96177"/>
		<updated>2021-11-08T04:18:17Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{infobox main|&lt;br /&gt;
| name = Joywire&lt;br /&gt;
| image = Health item prosthetic.png|Joywire&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| description = A brain implant that stimulates the brain's pleasure centers. While it dramatically improves a user's mood, the blanket of happiness makes it hard to concentrate on anything real. Joywires are illegal on many worlds, and are known for destroying whole cultures.&lt;br /&gt;
| mass base = 0.2&lt;br /&gt;
| hp = 50&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| work to make = 15000&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Brain wiring&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| tradeTags = TechHediff&lt;br /&gt;
| techHediffsTags = Advanced&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
}}{{info|The '''joywire''' brain implant grants a permanent +30 [[mood]] boost. However, the bearer suffers a permanent -20% to [[consciousness]].}}&amp;lt;!-- this comment here to suppress extra line break&lt;br /&gt;
--&amp;gt;The [[consciousness]] penalty can be partially offset by putting the bearer on [[Luciferium]] {{ideologyicon}} or with a [[Neural supercharger]], but this isn't recommended until you've got a reliable trade partner faction (ideally Outlanders) and a sustainable economy, such as manufacturing and selling [[Flake]].&lt;br /&gt;
&lt;br /&gt;
Due to the heavy debuff, it is only recommended for colonists who will often go on mental breaks due to poor mood, and are generally not vital to the colony's survival. Unless you are making a [[Psychic harmonizer|mood beacon]]. Installing a joywire onto a guest is not considered a harmful operation.&lt;br /&gt;
&lt;br /&gt;
After implantation, it cannot be removed.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Crafting a joywire requires {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a {{P|Skill 1}} skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Due to its hefty conciseness debuff it is generally a bad idea to install it onto your colonist. The +30 mood buff can be achieved via many other ways, drugs like yayo can provide this. &lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
Installing the part requires {{ticks|2500}} of work, 2x medicine of [[Herbal medicine|Herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
It cannot be removed once installed.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part is always destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The joywire provides a massive +30 moodlet at the cost of -20% consciousness. It cannot be removed. The joywire can be used to counteract permanent depression, but because of the permanent, -20% [[consciousness]] (which effectively makes them 20% slower at nearly everything, permanently), it would be better to not recruit the pawn anyway. The depression of the pawn can also be managed in the late game with a social drug policy, [[Fine meal|fine]] or [[lavish meal]]s, and beautiful rooms instead of a joywire. As mentioned above, the debuff can be partially countered by luciferium, but is an expensive and risky ordeal and only brings their consciousness to 95%.&lt;br /&gt;
&lt;br /&gt;
It has some synergy with the [[Psychic harmonizer]] {{RoyaltyIcon}}, as that spreads the joywire's mood bonus to nearby pawns.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
{{nav|body parts|wide}}&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychic_harmonizer&amp;diff=96176</id>
		<title>Psychic harmonizer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychic_harmonizer&amp;diff=96176"/>
		<updated>2021-11-08T04:17:25Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: /* Comatose pawns */ changed the title to a more suitable one&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{Rewrite|reason=cleanup}}{{infobox main|&lt;br /&gt;
| name = Psychic harmonizer&lt;br /&gt;
| image = Health item archotech.png|Psychic harmonizer&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| description = This brain implant projects the user's mood in a spherical psychic field, forcing others nearby to feel a blurred, simplified version of their emotions. It can be an powerful tool to keep morale high, but if the user becomes unhappy, it can lead to collective disaster.&lt;br /&gt;
| mass base = 4&lt;br /&gt;
| hp = 50&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| marketvalue  = 1030&lt;br /&gt;
| tradeTags = ImplantEmpireRoyal&lt;br /&gt;
| techHediffsTags = ImplantEmpireRoyal&lt;br /&gt;
| thingSetMakerTags = ImplantEmpireRoyal&lt;br /&gt;
}}&lt;br /&gt;
The '''Psychic Harmonizer''' is a special psychic implant that projects the mood of the user to other pawns.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Psychic harmonizers cannot be crafted, and instead must be acquired through [[trade]] or as a [[quest]] reward.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
The harmonizer projects a psychic effect with a radius of 30 tiles and a maximum positive mood effect of 10 that scales with [[psychic sensitivity]] of both the implantee and the subject of the effect. It only impacts members of the same faction, including [[slaves]]{{IdeologyIcon}}, and pawns without a psychic harmonizer of their own. Mood bonuses from different harmonizers stack on pawns that meet the prior two criteria, however.&lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
Installing the part requires ?? of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of ??.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires ? of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of ?.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
Psychic harmonizers can be an extremely powerful tool to keep your pawns happy if you install it in a pawn who is easily pleased however as the description states, it can easily cause problems as well.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
Several [[traits]] lend themselves to use with the Psychic Harmonizer:&lt;br /&gt;
* Positive Natural Mood traits: The [[Traits#Sanguine|Sanguine]] and [[Traits#Optimist|Optimist]] traits obviously synergize ideally with this implant, providing both a better effect and greater resistance to negative moodlets.&lt;br /&gt;
* [[Traits#Masochist|Masochist]]: Exceptionally easy to buff their mood and not only eliminate one of the biggest risks i.e. injury lowering the mood of the harmonized pawn, but turn it into a benefit. Some of the pawns non-mood effectiveness is lost because of [[pain]]'s effect on [[consciousness]] however.&lt;br /&gt;
* [[Traits#Psychopath|Psychopath]]: Immune to many of the largest [[mood]] penalties.&lt;br /&gt;
* [[Traits#Bloodlust|Bloodlust]]: Similar to psychopath, they are immune to many penalties but also often get significant mood buffs just by participating in raid battles.&lt;br /&gt;
* [[Traits#Body modder|Body modder]]: Perhaps the best pawn to have it in, since it counts towards an implant total improving their mood but also exceedingly easy to keep happy. Bionics also improve the base pawns efficiency as well as their mood, so there is not the trade-off seen with Masochist.&lt;br /&gt;
*[[Traits#Psychically hypersensitive|Psychically hypersensitive]]: As the mood buff scales with psychic sensitivity of the implantee, this directly increases the mood buff by an additional +4.&lt;br /&gt;
&lt;br /&gt;
Most of these traits' benefits stack, making ideal candidates.&lt;br /&gt;
&lt;br /&gt;
Traits that harm the default mood, such as [[Traits#Depressive|Depressive]] should obviously be avoided, however traits like [[Traits#Nervous|Nervous]] that affect [[Mental Break Threshold]] are largely irrelevant to harmoizer effectiveness.&lt;br /&gt;
&lt;br /&gt;
===Pawn jobs===&lt;br /&gt;
What the pawn does besides act as a mobile [[psychic emanator]] is a valid question - ideally the best jobs for them involve the least upsetting interactions and the most interaction with other pawns. Thus, [[Electric crematorium|corpse burner]] is likely out because of the former, while growers or [[caravan]]eers are likely out for the latter reason. There are several options however.&lt;br /&gt;
&lt;br /&gt;
Having your implanted pawn being a [[psycast]]er has merit - as meditation is [[recreation]], they can be kept meditating all day and ensuring that:&lt;br /&gt;
* They are in an optimum position to grant the buff to the most pawns&lt;br /&gt;
* They maintain a full recreation bar, resulting in another mood buff despite tolerance slowing it.&lt;br /&gt;
* They maintain a full psyfocus bar, allowing repeated and/or ready use of powerful psycasts like [[Psycasts#Berserk pulse|Berserk Pulse]] or [[Psycasts#Word of inspiration|Word of Inspiration]]&lt;br /&gt;
&lt;br /&gt;
Dumb-labor-only pawns are also options - drugs, pain, and joywires might slow the work of cleaners, haulers and stonecutters but they don't significantly impede their effectiveness otherwise, allowing stacking of mood buffs with little regard to side-effects.&lt;br /&gt;
&lt;br /&gt;
Passionate crafting pawns are also strong candidates - they can sit in a chair all day, in a central location for maximum effect, benefiting from both the comfort bonus and the passion bonus.&lt;br /&gt;
&lt;br /&gt;
===Other strategies===&lt;br /&gt;
A [[joywire]] can be installed to keep the mood high, however this comes at a significant detriment to a pawn's effectiveness in almost all matters due to the [[consciousness]] penalty.&lt;br /&gt;
&lt;br /&gt;
As the effect scales with the [[psychic sensitivity]] of the pawn implanted with the harmonizer, another efficient method is to enhance the psychic sensitivity of a pawn. A full set would look like the following: [[eltex skullcap]], [[eltex shirt]], [[eltex vest]], [[eltex robe]], [[eltex staff]], [[psychic sensitizer]], [[Traits#Psychically hypersensitive|Psychically hypersensitive]] trait. This significantly increase the mood effect, up to +50 on highly sensitive pawns, but also receive increased modifiers from [[psychic drone]]s, soothe pulsers and [[Psycast#Word of joy|Word of Joy psycast]].&lt;br /&gt;
&lt;br /&gt;
[[Drugs]] can be used to increase the mood of the pawn, however this is expensive and tolerance will lead to diminishing returns. Further the risk of overdoses and organ damage exist. Thus, they are best kept for emergencies where they can turn a single dose of [[yayo]] into a colony-wide effect.&lt;br /&gt;
&lt;br /&gt;
If the implantee does end up with a negative mood, exiling them in a self contained area more than 30 tiles away from other colonists may be possible.&lt;br /&gt;
&lt;br /&gt;
===Mood Beacon===&lt;br /&gt;
A pawn's mood does not change when it is unconscious. Thus, a significant and permanent mood buff can be obtained by stacking mood and psychic sensitity buffs on a comatose pawn, with the only recurring cost being nurses to feed the pawn. This strategy stacks with many of the other strategies listed here.&lt;br /&gt;
&lt;br /&gt;
A simple way of creating such a pawn is to wait for a pawn to become brain-damaged. Ideally their [[consciousness]] will be below 30% and result in unconsciousness, but if not penalties from other items such as the -20% from a [[joywire]] or the -15% from a [[circadian half-cycler]] can be used to lower it below the threshold. If the brain-damage itself is sufficient to induce unconsciousness, dosing the pawn with [[wake-up]] and/or [[go-juice]] will temporarily allow them to operate. Regardless of whether it is pre-op or while dosed, while they are conscious they should be equipped with [[eltex]] apparel, as it cannot be done once they're unconscious at the time of writing, and their mood should be made as high as possible so that when they fall unconscious once again their mood is locked at the highest possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category: Royalty]]&lt;br /&gt;
[[Category: Medical Item]]&lt;br /&gt;
[[Category: Body Part]]&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Joywire&amp;diff=96175</id>
		<title>Joywire</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Joywire&amp;diff=96175"/>
		<updated>2021-11-08T04:15:17Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: link correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{infobox main|&lt;br /&gt;
| name = Joywire&lt;br /&gt;
| image = Health item prosthetic.png|Joywire&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| description = A brain implant that stimulates the brain's pleasure centers. While it dramatically improves a user's mood, the blanket of happiness makes it hard to concentrate on anything real. Joywires are illegal on many worlds, and are known for destroying whole cultures.&lt;br /&gt;
| mass base = 0.2&lt;br /&gt;
| hp = 50&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| work to make = 15000&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Brain wiring&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| tradeTags = TechHediff&lt;br /&gt;
| techHediffsTags = Advanced&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
}}{{info|The '''joywire''' brain implant grants a permanent +30 [[mood]] boost. However, the bearer suffers a permanent -20% to [[consciousness]].}}&amp;lt;!-- this comment here to suppress extra line break&lt;br /&gt;
--&amp;gt;The [[consciousness]] penalty can be partially offset by putting the bearer on [[Luciferium]] {{ideologyicon}} or with a [[Neural supercharger]], but this isn't recommended until you've got a reliable trade partner faction (ideally Outlanders) and a sustainable economy, such as manufacturing and selling [[Flake]].&lt;br /&gt;
&lt;br /&gt;
Due to the heavy debuff, it is only recommended for colonists who will often go on mental breaks due to poor mood, and are generally not vital to the colony's survival. Unless you are making a [[mood beacon]]. Installing a joywire onto a guest is not considered a harmful operation.&lt;br /&gt;
&lt;br /&gt;
After implantation, it cannot be removed.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Crafting a joywire requires {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a {{P|Skill 1}} skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Due to its hefty conciseness debuff it is generally a bad idea to install it onto your colonist. The +30 mood buff can be achieved via many other ways, drugs like yayo can provide this. &lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
Installing the part requires {{ticks|2500}} of work, 2x medicine of [[Herbal medicine|Herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
It cannot be removed once installed.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part is always destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The joywire provides a massive +30 moodlet at the cost of -20% consciousness. It cannot be removed. The joywire can be used to counteract permanent depression, but because of the permanent, -20% [[consciousness]] (which effectively makes them 20% slower at nearly everything, permanently), it would be better to not recruit the pawn anyway. The depression of the pawn can also be managed in the late game with a social drug policy, [[Fine meal|fine]] or [[lavish meal]]s, and beautiful rooms instead of a joywire. As mentioned above, the debuff can be partially countered by luciferium, but is an expensive and risky ordeal and only brings their consciousness to 95%.&lt;br /&gt;
&lt;br /&gt;
It has some synergy with the [[Psychic harmonizer]] {{RoyaltyIcon}}, as that spreads the joywire's mood bonus to nearby pawns.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
{{nav|body parts|wide}}&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Joywire&amp;diff=96172</id>
		<title>Joywire</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Joywire&amp;diff=96172"/>
		<updated>2021-11-08T02:59:27Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: Added part of the summary , computer is running out of power, will finish when coming back&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{infobox main|&lt;br /&gt;
| name = Joywire&lt;br /&gt;
| image = Health item prosthetic.png|Joywire&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| description = A brain implant that stimulates the brain's pleasure centers. While it dramatically improves a user's mood, the blanket of happiness makes it hard to concentrate on anything real. Joywires are illegal on many worlds, and are known for destroying whole cultures.&lt;br /&gt;
| mass base = 0.2&lt;br /&gt;
| hp = 50&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| work to make = 15000&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Brain wiring&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| tradeTags = TechHediff&lt;br /&gt;
| techHediffsTags = Advanced&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
}}{{info|The '''joywire''' brain implant grants a permanent +30 [[mood]] boost. However, the bearer suffers a permanent -20% to [[consciousness]].}}&amp;lt;!-- this comment here to suppress extra line break&lt;br /&gt;
--&amp;gt;The [[consciousness]] penalty can be partially offset by putting the bearer on [[Luciferium]] {{ideologyicon}} or with a [[neurosupercharger]], but this isn't recommended until you've got a reliable trade partner faction (ideally Outlanders) and a sustainable economy, such as manufacturing and selling [[Flake]].&lt;br /&gt;
&lt;br /&gt;
Due to the heavy debuff, it is only recommended for colonists who will often go on mental breaks due to poor mood, and are generally not vital to the colony's survival. Unless you are making a [[mood beacon]]. Installing a joywire onto a guest is not considered a harmful operation.&lt;br /&gt;
&lt;br /&gt;
After implantation, it cannot be removed.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Crafting a joywire requires {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a {{P|Skill 1}} skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Due to its hefty conciseness debuff it is generally a bad idea to install it onto your colonist. The +30 mood buff can be achieved via many other ways, drugs like yayo can provide this. &lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
Installing the part requires {{ticks|2500}} of work, 2x medicine of [[Herbal medicine|Herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
It cannot be removed once installed.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part is always destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The joywire provides a massive +30 moodlet at the cost of -20% consciousness. It cannot be removed. The joywire can be used to counteract permanent depression, but because of the permanent, -20% [[consciousness]] (which effectively makes them 20% slower at nearly everything, permanently), it would be better to not recruit the pawn anyway. The depression of the pawn can also be managed in the late game with a social drug policy, [[Fine meal|fine]] or [[lavish meal]]s, and beautiful rooms instead of a joywire. As mentioned above, the debuff can be partially countered by luciferium, but is an expensive and risky ordeal and only brings their consciousness to 95%.&lt;br /&gt;
&lt;br /&gt;
It has some synergy with the [[Psychic harmonizer]] {{RoyaltyIcon}}, as that spreads the joywire's mood bonus to nearby pawns.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
{{nav|body parts|wide}}&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=IED_antigrain_warhead_trap&amp;diff=96171</id>
		<title>IED antigrain warhead trap</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=IED_antigrain_warhead_trap&amp;diff=96171"/>
		<updated>2021-11-08T02:44:09Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: Tried to add some content, couldn't think of any situations that it could be used&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{infobox main|security|&lt;br /&gt;
|name = IED antigrain warhead trap&lt;br /&gt;
|image = IED_antigrain_warhead_trap.png&lt;br /&gt;
|description = An antimatter-powered antigrain warhead connected to a trigger which detonates on touch or bullet impact. Since it is hidden in the surrounding terrain, it cannot be placed adjacent to other traps. Animals can sense these when calm.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Security&lt;br /&gt;
|placeable = true&lt;br /&gt;
|minifiable = true&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|mass base = 2&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 40&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|beauty = -4&lt;br /&gt;
|terrain affordance = light&lt;br /&gt;
|research = IEDs&lt;br /&gt;
|thingCategories = BuildingsSecurity&lt;br /&gt;
|skill 1 = Construction&lt;br /&gt;
|skill 1 level = 3&lt;br /&gt;
|work to make = 1400&lt;br /&gt;
|resource 1 = Antigrain warhead&lt;br /&gt;
|resource 1 amount = 1&lt;br /&gt;
|deconstructable = false&lt;br /&gt;
|destroyyield = nothing&lt;br /&gt;
}}&lt;br /&gt;
The '''IED antigrain warhead trap''' explodes in a 15-tile radius 0.25 seconds after an enemy had walked over it, dealing 550 [[Damage types#BombSuper|&amp;quot;Bomb Super&amp;quot; damage]]. This is enough to instantly kill all enemies in-game except for the [[Thrumbo]] and [[Centipede]].&lt;br /&gt;
Unless the pawn have a [[shield belt]] , which the shield will be instantly broken for taking the blast for the pawn.&lt;br /&gt;
&lt;br /&gt;
When tripped, it will start emitting a hissing sound hinting enemies to run away. This delay is insignificant, due to its large blast radius meaning that running away is next to impossible.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
It can be extremely useful against crashed ship parts, being able to one-shot scythers and lancers, and leave centipedes heavily damaged. Manually trigger the ship part, then guide the mechanoids onto the shell. Although there aren't much use beyond that.&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
[[Version/1.1.0|1.1.0]] - IEDs explode when bullets hit them. This allows the player to purposefully shoot them to set them off.&lt;br /&gt;
&lt;br /&gt;
{{nav|security|wide}}&lt;br /&gt;
[[Category:Security]]&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Defense_structures&amp;diff=96170</id>
		<title>Defense structures</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Defense_structures&amp;diff=96170"/>
		<updated>2021-11-08T02:38:08Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: /* 'The Purifier' */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
{{for|strategies against threats|Defense tactics}}&lt;br /&gt;
&lt;br /&gt;
Raids are frequent and numerous as enemies don't journey towards your base from their &amp;quot;camp&amp;quot; but just spawn on your map nor need to maintain their base like players do. So players must wisely consider protective measures while still taking every thing else into account, whereas hostiles only attack.&lt;br /&gt;
&lt;br /&gt;
Basically, players have to fight the same enemy AI programming for each type of hostile but the approach to it may differ according to gameplay preferences, either face to face for a more combative experience or behind killboxes for a less threatening measure, or both combined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Map features ==&lt;br /&gt;
&lt;br /&gt;
Before laying blueprints, first inspect the natural features that can work as defenses, such as marshes, mountains and rivers.&lt;br /&gt;
&lt;br /&gt;
=== Moats ===&lt;br /&gt;
&lt;br /&gt;
Water or marsh tiles can be used as moats which will considerably slow down enemy advance, giving you some time to shoot and soften the clash.&lt;br /&gt;
&lt;br /&gt;
[[File:Moats.png|600px|thumb|center|Marsh used as moats to slow enemy advance, with little islands full of deadfall traps.]]&lt;br /&gt;
&lt;br /&gt;
=== Rivers ===&lt;br /&gt;
&lt;br /&gt;
In maps with rivers you can build bridges and then cover on top of it, and by funneling enemies into the river, you can slow them down significantly while exposing them.&lt;br /&gt;
&lt;br /&gt;
=== Mountains ===&lt;br /&gt;
&lt;br /&gt;
Mountains (in Small hills or Large hills maps) that align with each other can become part of your defensive walls by filling the gap in-between. Mountainous maps, however, are better used by digging in tunnels and caves or walling out a section surrounded by mountains.&lt;br /&gt;
 &lt;br /&gt;
=== Map borders ===&lt;br /&gt;
&lt;br /&gt;
Pay attention when expanding towards the edges of the map, as there's a boundary you can't build beyond that is only visible when the &amp;quot;Structure&amp;quot; tab is selected.&lt;br /&gt;
&lt;br /&gt;
== Early-game defense ==&lt;br /&gt;
&lt;br /&gt;
At the very beginning your most primitive security choices are deadfall traps, sandbags and stone chunks. You will need to find a balance between these three to make the most out of the available materials without costing too much time. Analyze the terrain to find choke points, natural walls, and other features you can use to defend your colony.&lt;br /&gt;
&lt;br /&gt;
[[File:Stone chunks at the outer side to prevent fire spree in tropical forest.png|400px|thumb|right|Stone chunks at the outer side to slow wildfires in tropical forest.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stone chunk manipulation ===&lt;br /&gt;
&lt;br /&gt;
From the start, it's very likely you will have to move stone chunks either to build or to open a growing zone, while gathering raw materials into a stockpile zone. As you move stone chunks around, you might as well create a Dumping stockpile zone on the outside of your wall, covering its width and expanding it further. This is a little help as fire prevention, since stone chunks will slow the spread of fires by preventing grass growth, thus naturally removing any flammables below. Fires can spread up to 4 tiles away, so this won't completely stop fires unless you put a thick enough line.&lt;br /&gt;
&lt;br /&gt;
Performing this action can be time consuming, so just a single line covering your entire wall width would be a good start.&lt;br /&gt;
&lt;br /&gt;
Your speed in this matter is greatly affected by the number of haulers available. It becomes faster if you can tame and train intelligent animals to do the hauling for you, allowing you to actually build defensive structures while the animals do this for you. Taming hauling animals is also time and food consuming so you will need to allocate resources carefully rather than getting 20 pets right away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Walls ===&lt;br /&gt;
&lt;br /&gt;
An essential building to keep threats out, so long as the base is self-sustainable inside. Walls alone can fend off early game raids if enough repairmen can keep the walls standing while enemies start to starve and become tired. Walls also protect from Predator attacks and Manhunter packs, which cannot reach colonists safely inside unless a colonist is seen passing through doors at which point they will attempt to break them down.&lt;br /&gt;
&lt;br /&gt;
As raids become stronger, walls alone won't hold off raids, so prepare additional defenses behind them such as lines of sandbags, or funnel them through a chokepoint.&lt;br /&gt;
&lt;br /&gt;
Many layers can be raised as you expand. Initially it is faster to build with wood, but later on, they should be made of stone. Placing several doors 15 to 25 tiles between each other allows multiple exits and the ability to flank enemies.&lt;br /&gt;
&lt;br /&gt;
If raising additional walls, instead of putting the second layer right next to the first, consider leaving a gap between both. Wide gaps give long-range shooters enough distance to pick off targets, while 1-tile gaps allow repairs without being exposed to enemy fire. &amp;lt;br&amp;gt; Double layer walls may seem more resistant protection but are discouraged as colonists cannot go out to repair the side that is being attacked, placing themselves in harm's way.&lt;br /&gt;
&lt;br /&gt;
Wooden walls are weak and flammable, while all walls are weak against [[frag grenades]]. Grenadiers can easily breach them, so target those with explosive weapons first to prevent the wall from falling. When your efforts are not enough, this shall signal the time to retreat to your inner walls or any other defensive structure inside.&lt;br /&gt;
&lt;br /&gt;
'''Watch out for trapped animals''', which will attempt to break out if they are trapped inside without food, especially during winter when it becomes too cold to graze.&lt;br /&gt;
&lt;br /&gt;
=== [[Cover]] ===&lt;br /&gt;
&lt;br /&gt;
Cover is vital for firefights as it can block projectiles, reducing the amount of damage received by your colonists. This is an essential defense as long as colonists or turrets are directly engaging.&lt;br /&gt;
&lt;br /&gt;
However, static defenders behind cover are vulnerable to explosives, so be careful.&lt;br /&gt;
&lt;br /&gt;
==== Sandbags and Barricades ====&lt;br /&gt;
&lt;br /&gt;
Sandbags and barricades are very efficient when placed wisely. Their protection is inferior to walls ({{#expr: {{Q|Sandbags|Cover Effectiveness}}*100}}% vs 75% from walls), but are more effective against diagonal fire as they can be placed side by side. They are faster to build, and can be built from textiles (sandbags) or ordinary building material (barricades).&lt;br /&gt;
&lt;br /&gt;
Sandbags and barricades are a quick security measure when an extended wall would take many days to complete, as well as a fallback secondary defense when the perimeter is breached. It all depends in each game.&lt;br /&gt;
&lt;br /&gt;
The most common usages are in shape of a square's corners or a U shape with the opening towards fast retreat.&lt;br /&gt;
&lt;br /&gt;
==== Walls ====&lt;br /&gt;
&lt;br /&gt;
Walls are the most effective cover, providing up to 75% cover. However, this restricts your colonist's effective attack area, and single pillars are greatly affected by direction, making them unable to protect against projectiles fired diagonally.&lt;br /&gt;
&lt;br /&gt;
==== Stone chunks ====&lt;br /&gt;
&lt;br /&gt;
Stone chunks are natural resources with 50% cover efficiency, weaker than constructed cover but still effective. Their placing is similar to sandbags only that it requires hauling to previously set dumping zone lines, instead of construction. Helpful if you have no one well skilled in construction.&lt;br /&gt;
&lt;br /&gt;
=== [[Spike trap]]s ===&lt;br /&gt;
&lt;br /&gt;
The only initially available defense that deals damage, is single use (rearmable and named as Deadfall trap in B18 and earlier) and needs careful placement. Common locations are in the corners of your base where enemies will likely make turns as well as narrow areas even outside your base that receive frequent traffic. If it doesn't seem obvious to you at first, one way to find out is by carefully studying raids pathing from the map borders as they close in towards your base. Watch where they go through and starting laying blueprints but forbidding them (as you are currently being attacked). &lt;br /&gt;
&lt;br /&gt;
When building deadfall traps, you must also leave free areas so that your colonists and friendlies can pass harmlessly or else they are greatly slowed while trying to tiptoe through them, and may accidentally trigger one in the process. As such, putting them in a 1-wide corridor is not a good idea.&lt;br /&gt;
&lt;br /&gt;
Traps made of wood are highly flammable so its best to place them on rock or soil far from grass or trees, where wildfires won't waste them. Stone traps can't get burnt. Either can be destroyed by explosions so they shouldn't be placed right in front of your walls as grenadiers will blow them away altogether.&lt;br /&gt;
&lt;br /&gt;
Be aware that after subsequent game updates, you can no longer place deadfall traps adjacent to one another, as displayed below. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Deadfall traps.png|'''Traps in a narrow passage'''&lt;br /&gt;
File:Defense structures deadfall trap.png|'''Traps in potential enemy cover spots (map border)'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Clearing the area ===&lt;br /&gt;
[[File:Wildfire clearing.png|500px|thumb|right|Controlled burning of a tropical rainforest.]]&lt;br /&gt;
&lt;br /&gt;
Once your basics had been covered, it's time to make improvements. On maps where flora is dense, it's best to clear the surroundings so that enemies won't have cover to fight, totally exposed to your fire. Use the &amp;quot;Cut plants&amp;quot; order to remove trees and &amp;quot;Haul&amp;quot; to haul stone chunks away, gaining berries and wood in the process, and make your stonecutters walk around less.&lt;br /&gt;
&lt;br /&gt;
Clearing the area also prevents fires from reaching your base. On the other hand, vegetation on [[Biomes#Temperate forest|temperate forests]] or [[Biomes#Tropical rainforest|tropical rainforests]] never cease growing, so an easy way to clear your surroundings is to do controlled burnings of the surroundings, doing the job faster than chopping and cutting. Burned trees only provide 20% cover.&lt;br /&gt;
&lt;br /&gt;
=== Bait furniture ===&lt;br /&gt;
&lt;br /&gt;
Attackers will destroy furniture if no colonists are in sight, and will sometimes even stop to destroy furniture if it is between them and the nearest colonist. They may smash items or set flammable things on fire (particularly crop fields).&lt;br /&gt;
&lt;br /&gt;
Cheap wooden furniture such as a [[stool]] or [[table]] can be used as bait to lure enemies into a position where they can be more easily killed. It can also distract them by drawing a few attackers away from your base, which can help prevent your defenders from getting overwhelmed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Distraction_tables_2.jpg|'''A raider lured into a dangerous position in the middle of a moat.'''&lt;br /&gt;
File:Distraction_tables_3.jpg|'''A mechanoid detoured far away from the base to smash a wooden stool.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a small added bonus, if your outdoor bait furniture consists of a table and stool, colonists completing work tasks far from your base may stop to eat there. This may help avoid the &amp;quot;Ate without table&amp;quot; debuff.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Mid-game defense ==&lt;br /&gt;
&lt;br /&gt;
=== Cover ===&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Fire Wall&amp;quot; ====&lt;br /&gt;
[[File:Cover_fire_wall.png|400px|thumb|right|Example of advanced cover using walls.&amp;lt;br&amp;gt; Colonists behind walls are enjoying full cover, with 75% of shots blocked. &amp;lt;br&amp;gt;Colonists behind sandbags are at half cover, with {{#expr: {{Q|Sandbags|Cover Effectiveness}}*100}}% of shots blocked.]]&lt;br /&gt;
An effective cover design is to alternate 2 walls and 1 sand bag. With this, you can have two defenders behind full cover firing out of one hole. The sandbags should be there mainly to soak fire coming from oblique angles; ideally, '''there shouldn't be anyone standing directly behind them''', otherwise stray fire directed at that colonist will easily hit others around him.&lt;br /&gt;
&lt;br /&gt;
This structure narrows the effective attack area, forcing both sides to fire straight at each other. Fire walls should be placed directly in front of where enemies will be attacking from, such as potential sources of cover.&lt;br /&gt;
&lt;br /&gt;
Pros&lt;br /&gt;
* Gives excellent cover&lt;br /&gt;
* The walls stop some explosives&lt;br /&gt;
&lt;br /&gt;
Cons&lt;br /&gt;
* May prevent colonists from ganging up on enemies&lt;br /&gt;
* Restricted attack angle&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Surrounding cover ====&lt;br /&gt;
&lt;br /&gt;
[[File:Sandbag_advanced_cover.png|300px|thumb|right|Example of advanced cover using sandbags only.]]&lt;br /&gt;
&lt;br /&gt;
For additional protection against shots not coming straight, sandbags can be built to the sides of where colonists will stand during combat.&lt;br /&gt;
&lt;br /&gt;
This does not result in a narrowed attack angle for your colonists, allowing them to attack enemies from a broader angle while still receiving comprehensive protection from fire, especially when enemies are almost firing horizontally at your colonists. Colonists also take fewer hits from missed shots as they stand 1 tile away from each other.&lt;br /&gt;
&lt;br /&gt;
This can be used to complement the aforementioned 'Fire walls' by placing them somewhere slightly farther away where defenders will fire diagonally at enemies.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Cover removal ====&lt;br /&gt;
[[File:Cover removal or baiting.png|400px|thumb|right|Watch where enemies choose to hide and once the battle is over plan for the future.]]&lt;br /&gt;
&lt;br /&gt;
While sandbags already give you an advantage over raiders in terms of cover (55% vs 50% for stone chunks), removing all sources of cover near your base is still very useful when dealing with ranged enemies as they will then have nowhere to hide.&lt;br /&gt;
&lt;br /&gt;
Haul all stone chunks towards a dump behind your defensive lines so enemies can't use them. Enemy snipers can shoot from up to 45 tiles away, though most raiders can't shoot that far, so removing chunks around 30 tiles away from your defenses can deprive many enemies of suitable cover.&lt;br /&gt;
&lt;br /&gt;
Watch out for your crop fields, as colonists tend to move and lay out chunks in straight lines when planting on growing zone tiles, suitable for raiders to take cover behind.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Cover baiting ====&lt;br /&gt;
[[File:Flanking_example.png|400px|thumb|right|Early-game example of cover baiting. Notice the rock chunks laid strategically so that shooters can lean out of doors to flank enemies hiding behind them. Enemies that reposition themselves to defend against one angle will be exposed to another, leaving nowhere safe to hide.]]&lt;br /&gt;
&lt;br /&gt;
Once there's no suitable cover nearby, ranged attackers will scramble to find any objects usable as cover. You can exploit this by placing any form of low cover to attract them to a place where they can be dealt with more easily. [[Stool]]s work well, though they wear out quite fast under constant fire. &lt;br /&gt;
&lt;br /&gt;
If the cover is hard to remove (such as plants and trees constantly regrowing in plant-rich biomes), you can manipulate stone chunks in ways that give them a disadvantage. For example, putting gaps between each chunk exposes the enemy behind to fire directed diagonally, or continuous lines allow missed shots to hit nearby covering enemies. If your defense line is big enough, you can bait enemies into taking cover in such a way that leaves them flanked (see picture).&lt;br /&gt;
&lt;br /&gt;
You can put traps behind the bait cover, which makes it slightly easier to trigger, though still less effective than chokepoints (see below).&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Bunkers ====&lt;br /&gt;
&lt;br /&gt;
[[File:Makeshift_pillbox.png|320px|thumb|right|Map ruins converted into a pillbox.]]&lt;br /&gt;
&lt;br /&gt;
A simple early game construct, effective until mid-game. Simply build a room in any shape (or convert them from ruins) and then deconstruct a few sections of wall facing the enemy to make some holes and replace with sandbags -- these will be firing holes for your shooters, where they can use the walls as cover for 75% protection from direct fire, and sandbags as cover from diagonal fire.&lt;br /&gt;
&lt;br /&gt;
Bunkers should be built out of stone, as they are durable and are non-flammable.&lt;br /&gt;
&lt;br /&gt;
Additionally, build a roof for your bunker to protect defenders from bad weather like rain and lightning strikes. So, when a raid comes and your shooters head to the bunker, they now enjoy the full cover bonus from having thick walls between them and the enemy, without an aim malus when it rains, and the floor they're on can remain free of movement-slowing snow.&lt;br /&gt;
&lt;br /&gt;
To finish the bunker, add flooring so your colonists don't have to worry so much about fires while inside.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Cheap -- all it takes is whatever materials you use for the walls&lt;br /&gt;
*Simple -- just make a room and knock out holes for your shooters&lt;br /&gt;
*Upgrade-able -- can add turrets and extend or fortify the bunker&lt;br /&gt;
*Makes it hard for enemies to hit your colonists since they are behind full cover&lt;br /&gt;
**Full cover also stops explosive damage if the explosion happened outside the wall -- additional walls can be built behind your shooters to take advantage of this&lt;br /&gt;
&lt;br /&gt;
Pillboxes can be incorporated into perimeter walls, but make sure that there is no direct entry from there, such as by building a durable door.&lt;br /&gt;
&lt;br /&gt;
==== Secondary cover ====&lt;br /&gt;
&lt;br /&gt;
Besides your main line of cover, you may also build additional cover for various purposes:&lt;br /&gt;
#For [[Defense tactics#shield distraction|shield distraction]], building cover for your shield tanks helps them to last longer with their shields.&lt;br /&gt;
#Putting lines of sandbags perpendicular to your main cover line allows them to be used to flank enemies. Make sure that they are put a great distance away so enemies can't use it to their advantage.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Chokepoints ===&lt;br /&gt;
&lt;br /&gt;
[[File:Slowing_tunnel.png|400px|thumb|right|Short slowing tunnel in front of a wall, with alternated sandbags for maximum slowing efficiency and a twist to break line of sight. An additional sandbag is placed to discourage raiders from using walls as cover. This is just an example; in practice a slowing tunnel should be longer than this.]]&lt;br /&gt;
&lt;br /&gt;
Chokepoints allow your colonists to concentrate firepower, killing incoming attackers effectively, as well as utilize traps to their maximum potential. They also allow you to seal off raiders' escape routes by physically blocking them off using your soldiers.&lt;br /&gt;
&lt;br /&gt;
At its simplest, it involves the use of a single opening in a wall, coupled with a location for colonists or turrets to fire and beat them, sometimes with traps to catch some of the unaware attackers. &lt;br /&gt;
&lt;br /&gt;
Chokepoints should be built with a turn to break line of sight, prevent enemies from firing into the chokepoint from the outside.&lt;br /&gt;
&lt;br /&gt;
A strategy is to litter the choke with sandbags or rubble, greatly slowing down the raiders and giving you time to deal with them. They also prevent raiders from standing on them, forcing them into your defenses.&lt;br /&gt;
&lt;br /&gt;
You can concentrate fire on a [[crafting spot]] or [[animal sleeping spot]] placed right in the entrance with miniguns to rip incoming raiders apart.&lt;br /&gt;
&lt;br /&gt;
==== Slowing tunnel ====&lt;br /&gt;
&lt;br /&gt;
One early-mid game tactic to slow down your enemies is by creating a narrow strip between your colony and potential areas where raiders could attack from, then alternating sandbags or debris with unoccupied space, close to the exit of the strip.&lt;br /&gt;
&lt;br /&gt;
To stop them from using the chunks or sandbags to their advantage, build a turn to break their line of sight.&lt;br /&gt;
&lt;br /&gt;
Don't put sandbags or chunks right next to each other, otherwise they will simply vault over multiple bags at once, reducing their slowing efficiency. An excessively long tunnel also prompts them to break in instead of entering through it.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Fairly cheap&lt;br /&gt;
*Easy to build&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*'''Does not deal damage'''&lt;br /&gt;
&lt;br /&gt;
It is not necessary if you don't need extra time to set up defenses.&lt;br /&gt;
&lt;br /&gt;
==== Burning floors ====&lt;br /&gt;
&lt;br /&gt;
You can build wooden floors to set on fire, burning enemies. Once the floors are burnt, they leave behind burnt floors that apply a hefty movement penalty, and will persist until removed.&lt;br /&gt;
&lt;br /&gt;
=== Traps ===&lt;br /&gt;
&lt;br /&gt;
==== Understanding A.I. ====&lt;br /&gt;
&lt;br /&gt;
Friendly AI will always prefer to move through doors and avoid traps, while enemies will prefer to go around structures by entering open spaces and are unable to see traps.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Trap_choke.png|500px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Because of that, trap chokepoints like this one are effective. Enemies will prefer to use the corridors rather than attempting to destroy doors as it would be more time consuming, and being unable to see the traps, they will trip them hopelessly. On the other hand, your colonists can safely pass using the door instead. Enemies cannot open doors unless they destroy them first, or they are being held open.&lt;br /&gt;
&lt;br /&gt;
==== Trap memory ====&lt;br /&gt;
&lt;br /&gt;
Hostile factions can remember the tile location of your traps for a single quadrum, so long as any survivor manages to tell the tale by escaping the map. Factions keep this information to themselves and do not share with others. This is of course, once a trap has been triggered by someone walking over it only, causing them to attempt to avoid the tile in future attacks.&lt;br /&gt;
&lt;br /&gt;
They will still walk over known trapped tiles in order to get to you, if there are no other routes available.&lt;br /&gt;
&lt;br /&gt;
==== Roof trap ====&lt;br /&gt;
This clever trap is simple to set up and hard-hitting when triggered. It can be considered a giant single-use deadfall trap.&lt;br /&gt;
&lt;br /&gt;
All you need to do is to erect 1 pillar made of a low-HP material, optimally wood, then build a roof over it. When raiders walk near the pillar, demolish it from a distance with long-range guns. You can remove the home area near the pillar to prevent colonists from repairing it, then damage it until it can be destroyed in 1 hit.&lt;br /&gt;
&lt;br /&gt;
After the pillar is destroyed, the roof will fall, crushing the raiders on the head, neck or torso and dealing up to 20 damage (though armor will negate part of it).&lt;br /&gt;
&lt;br /&gt;
You can use cover baiting to lure enemies into this trap very effectively. &amp;lt;br&amp;gt;&lt;br /&gt;
Triggering an IED trap near it is also a viable choice, with the advantage of being automatically triggered and dealing even more damage with its explosion.&lt;br /&gt;
&lt;br /&gt;
This is more of a clever use of game mechanics than an actual trap, so raiders won't detect it, nor will they treat it as one.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Large radius, easily injures a sizable group of raiders at once&lt;br /&gt;
*Penetrates shields&lt;br /&gt;
*Low cost, only 5 wood for each trap&lt;br /&gt;
*No risk of friendly activation&lt;br /&gt;
*Undetectable by raiders, and position will not be remembered&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*Harder to trigger, may need to lead your targets&lt;br /&gt;
*Requires lots of space&lt;br /&gt;
*Low damage&lt;br /&gt;
*Rarely kills or incapacitates&lt;br /&gt;
*Cannot be used in killboxes&lt;br /&gt;
&lt;br /&gt;
It is optimal for softening a group of raiders so it's easier to defeat them. You can also put them in multiple layers, but placing the traps too close to one another will result in the trap not triggering properly.&lt;br /&gt;
&lt;br /&gt;
Grass also cannot grow under it. This can be used to make firebreaks but will cut into your supply of grass for grazing animals so be careful.&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:Roof_trap.png|Roof trap before triggering.&lt;br /&gt;
File:Roof_trap_triggered.png|Roof trap after triggering, having injured some raiders (some through shields) and left a large pile of rubble.&lt;br /&gt;
File:Roof_trap_auto.png|More refined roof trap design with stools to lure the enemy into using them as cover, along with an IED trap to automatically trigger the trap. Significantly more expensive.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Damage minimization ===&lt;br /&gt;
These are ways to minimize damage done to your base.&lt;br /&gt;
&lt;br /&gt;
[[File:Walled_geothermal_generator.png|200px|thumb|right|Walled geothermal generator. The extra space allows heat to escape without being trapped inside. Note that the entire setup is unroofed.]] &lt;br /&gt;
&lt;br /&gt;
==== Firebreaks ====&lt;br /&gt;
&lt;br /&gt;
4-tile wide strips of concrete, metal or stone tiles are capable of stopping the spread of fires. This can prevent many fires from reaching your base and burning it down. This is more important for plant-rich biomes with large amounts of flammable material.&lt;br /&gt;
&lt;br /&gt;
You can build one surrounding your base (if you do, and divide the map into sections in order to control fires. You can also use them to separate crop fields such that a fire won't consume all your crops.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that building such amounts of floors usually requires huge amounts of building materials- if you have stone on hand it is better to build a perimeter wall out of stone instead, with the added advantage of fortifying defenses.&lt;br /&gt;
&lt;br /&gt;
==== Grazing animals ====&lt;br /&gt;
&lt;br /&gt;
Setting lots of grazing animals around the outside of the base helps clear away grass, slowing or stopping the spread of fires towards your base. They may also distract raiders during raids, but at quite a cost.&lt;br /&gt;
&lt;br /&gt;
==== Walling structures ====&lt;br /&gt;
&lt;br /&gt;
You should build an additional wall around your important structures, such as generators, power conduits or cash crops, even if you do have a perimeter wall in place. This causes raiders to prioritize other targets over these, averting destruction.&lt;br /&gt;
&lt;br /&gt;
For geothermal generators, remember to have some exposed roof areas so the heat from the generator can vent out instead of being trapped inside.&lt;br /&gt;
&lt;br /&gt;
==== Power network ====&lt;br /&gt;
&lt;br /&gt;
It's not a good idea to have only 1 wire connect everything in your base, as one broken-down [[Power conduit|conduit]] can easily cause a blackout. Instead, create a backup power storage by building [[Battery|batteries]] hooked to the grid, but run through a [[power switch]] that is turned off once the batteries are charged. As a supplement, run power conduits through more than just one wall on your grid so that if you have a break in one line, you may still have power flow in another without needing to immediately build a new conduit.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Panic room ===&lt;br /&gt;
&lt;br /&gt;
[[File:Panic_room_example.png|400px|thumb|right|Example of a panic room built inside a mountain.]]&lt;br /&gt;
&lt;br /&gt;
You can dig out a panic room deep into the mountains or build one out of very thick walls. This provides a good escape if you know that you can't defeat an incoming group of raiders, or you are losing and need retreat, provided you manage to get to the room in time.&amp;lt;br&amp;gt;&lt;br /&gt;
*If you dig one out of the mountains, you gain immunity against mortar shells and some innate temperature control. You will need to make many layers of doors (at least 6) as the raiders will focus down the doors.&lt;br /&gt;
*If you build one using thick walls you have more flexibility in its positioning, and you don't need that many layers of wall - 4 layers are OK, since raiders will divert their attention to the walls as well instead of focusing down the doors.&lt;br /&gt;
&lt;br /&gt;
You don't need to make the panic room big enough to accommodate the whole colony, as the point of a panic room is to preserve colonists in a dire situation so you can rebuild later on. Choose the colonists most important to you when it's time to escape to these rooms.&lt;br /&gt;
&lt;br /&gt;
Panic rooms also need the following:&lt;br /&gt;
*Enough food to last 1-2 days at full capacity&lt;br /&gt;
*Medicine for the wounded, for injury is likely during the retreat&lt;br /&gt;
*Joy objects (otherwise colonists may face a huge -20 mood penalty)&lt;br /&gt;
&lt;br /&gt;
If you want, you can put beds and tables to make sure your colonists don't feel too bad while cooped up inside. You can also choose to put building materials to seal up the entrance with cheaper and more durable walls. Putting resources inside also helps with rebuilding, though they take up space.&lt;br /&gt;
&lt;br /&gt;
While inside the room, if you're down on your last door or layer of wall, assign your best builder to hold the door by repairing it, and make sure the others don't go out. Disabling firefighting for covering colonists or restricting them to the panic room can help stop them from leaving. If the doors are unable to hold, use the breach as a chokepoint instead, and take as many enemies down with you.&lt;br /&gt;
&lt;br /&gt;
Consider building multiple panic rooms so your colonists have another panic room within reach if a raid blocks off access to one. You can also choose to build another exit so you can flee to another room should the original be overrun.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Mid-late game defense ==&lt;br /&gt;
&lt;br /&gt;
=== Turrets ===&lt;br /&gt;
&lt;br /&gt;
Turrets are automated defenses which shoot at enemies in range. There are three varieties; the [[mini-turret]], [[autocannon turret]] and [[uranium slug turret]] from 1.0 onwards, while in earlier versions there is only 1, the [[improvised turret]].&lt;br /&gt;
&lt;br /&gt;
In 1.1 all turrets received a great nerf to their firepower.&lt;br /&gt;
&lt;br /&gt;
Turret-reliant perimeter defenses are generally only viable for the first several raids, after which the areas will quickly get overwhelmed each raid due to not being able to focus fire on the numerous raiders. &lt;br /&gt;
&lt;br /&gt;
While protecting the outside starting area, you may want to rapidly pause the game during raids and give orders to repair damaged turrets. &lt;br /&gt;
&lt;br /&gt;
Remember that turrets may explode when critically damaged, so get your colonists to run from them.&lt;br /&gt;
&lt;br /&gt;
All require barrel changes or reloading after extensive firing starting on 1.0, making relying on them more resource-intensive.&lt;br /&gt;
&lt;br /&gt;
[[File:Turret_range_comparison.png|1200px|thumb|left|Visualization of effective turret range of all three turrets, from uranium slug turret (top), to autocannon turret (middle), to mini-turret (bottom). &amp;lt;br&amp;gt;&lt;br /&gt;
Green is '''80 - 100% of peak accuracy''', blue is '''50 - 80% of peak accuracy''', red is '''below 50% of peak accuracy''' and grey is '''outside range'''. Gold tiles are spaced every 5 tiles.]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Mini-turret ====&lt;br /&gt;
&lt;br /&gt;
Mini-turrets fire light bullets at enemies within its range.&lt;br /&gt;
&lt;br /&gt;
With its low firepower it is not a good idea to extensively rely on them, especially in mid-late game. However they do provide decent additional fire to lay on the enemy combining with gunners, and also serve as a distraction from your more valuable colonists.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Can be uninstalled and re-deployed wherever needed, making their placement slightly less of an issue&lt;br /&gt;
*No exclusion zone allows them to fire at touch range&lt;br /&gt;
*1x1 size makes it harder to hit and more compact&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*Inaccurate at long-range&lt;br /&gt;
&lt;br /&gt;
Building turrets out of [[Plasteel]] brings their health to 335 (up from 120), making them substantially more durable and slightly less flammable.&lt;br /&gt;
&lt;br /&gt;
==== Autocannon ====&lt;br /&gt;
&lt;br /&gt;
Autocannons deal moderate damage and are long-ranged, but have an exclusion zone making them less effective against close enemies in the frontline.&lt;br /&gt;
&lt;br /&gt;
They are somewhat costly to build and maintain. Despite its long range, it is actually effective only when enemies close in due to its low accuracy.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Shots deal decent damage&lt;br /&gt;
*Somewhat high fire rate&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*Inaccurate at long-range&lt;br /&gt;
*Somewhat high cost per shot&lt;br /&gt;
&lt;br /&gt;
==== Uranium slug turret ====&lt;br /&gt;
&lt;br /&gt;
A long-range turret that fires a high powered uranium slug.&lt;br /&gt;
&lt;br /&gt;
It is more accurate than the other turrets at long distances and has much longer range, but is more expensive to maintain and performs poorly at close range.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*High damage shots&lt;br /&gt;
*Extremely high armor penetration, able to negate most all armor on an enemy&lt;br /&gt;
*Accurate at long ranges&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*High cost per shot&lt;br /&gt;
*Not good at close ranges&lt;br /&gt;
&lt;br /&gt;
==== Weaknesses ====&lt;br /&gt;
&lt;br /&gt;
Turrets are most vulnerable to the following things:&lt;br /&gt;
&lt;br /&gt;
*Explosives deal immense damage to turrets. All forms of regular explosives wielded by raiders are capable of 1-hitting a steel improvised turret and leaving a plasteel one at less than half health.&lt;br /&gt;
*EMP stuns the turrets. Enemy EMP grenadiers can stun a turret for 20 seconds with each grenade, meaning they can constantly lock down multiple turrets, especially those put close together.&lt;br /&gt;
*[[Smokepop belt]]s prevent turrets from locking onto targets within or behind smoke. An enemy equipped it can create a safe zone from turret harm.&lt;br /&gt;
**This is a great issue in killboxes, where turret firepower is often concentrated, as an enemy that activates the belt will essentially be able to nullify a large portion of your defensive firepower.&lt;br /&gt;
&lt;br /&gt;
Turrets can be ignited, and are unable to put themselves out. Given enough time, flames can debilitate the turret.&lt;br /&gt;
&lt;br /&gt;
For the mini-turret, long-ranged gunners can shoot from outside their range without retaliation from the turret. This includes [[lancer]]s with their [[Charge lance]], making them less than ideal for fighting off [[Mechanoid]] incursions.&lt;br /&gt;
&lt;br /&gt;
==== Turret emplacements ====&lt;br /&gt;
&lt;br /&gt;
Sandbags can be placed around turrets to give them cover from gunfire. Turrets should have them to reduce damage taken both by the turret and colonists behind the turret repairing/shooting. This has the added advantage of making it harder for melee raiders to run from an exploding turret.&lt;br /&gt;
&lt;br /&gt;
They should be spaced out by at least 3 tiles to prevent a turret explosion from damaging other turrets, potentially causing a chain reaction. Alternatively, use high-durability walls to block explosions.&lt;br /&gt;
&lt;br /&gt;
==== Turret chokepoint ====&lt;br /&gt;
&lt;br /&gt;
Putting a turreted defense in a chokepoint with a narrow entrance and wide turreted area is best because it forces the raiders to take a single-file approach to where all the turrets will be able to fire on them.&lt;br /&gt;
&lt;br /&gt;
There should be more than one line of turrets so that the innermost line or lines can be used to position colonists where they are not immediately under threat from grenades (grenadiers will target the closest turrets first) or if colonists are positioned closer so they can repair, to retreat colonists further back when turrets are about to be or have been destroyed. Every line of turrets should have a line of sandbags directly in front and every supporting wall/rock should also have sandbags to lessen the likelihood of collapse due to collateral damage. &lt;br /&gt;
&lt;br /&gt;
Turrets should not be placed directly (within three tiles) next to other turrets for the same reason, as they have a chance to explode when critically damaged. Placing walls between the turrets can lessen the impact of explosions, allowing you to put them tighter, but remember walls can block line-of-sight and bullets.&lt;br /&gt;
&lt;br /&gt;
==== Booby-trapped turrets ====&lt;br /&gt;
&lt;br /&gt;
Melee enemies may go straight up to the turret to engage it. To take them down, you can put traps near the turret such as spike traps.&lt;br /&gt;
&lt;br /&gt;
IED traps can be useful if you're using the turret as bait to lure enemy fighters straight to their doom, which is rather costly since the turret would likely be taken down as well. [[IED firefoam trap]]s may see some use if the enemy comes in using both incendiary and melee weapons, as the firefoam traps can automatically trigger to protect the turrets from the flames.&lt;br /&gt;
&lt;br /&gt;
==== On-demand turret deployment ====&lt;br /&gt;
&lt;br /&gt;
For mini-turrets, instead of placing static turrets around the perimeter, you can instead keep them uninstalled and placed in the center of your base. Once raiders come, have a builder install them facing the battlefield, behind your cover. This helps to save power and also allows you to utilize turrets more efficiently as you can keep more turrets engaged on the enemy rather than just sitting there due to lack of contact with the enemy.&lt;br /&gt;
&lt;br /&gt;
This tactic is less effective against melee charges who will swarm your defenders before you have enough time to react.&lt;br /&gt;
&lt;br /&gt;
==== Turret power network ====&lt;br /&gt;
&lt;br /&gt;
Turrets should be turned off whenever not in use. However, it's hard to anticipate when they will be needed, given the random nature of events in RimWorld, and turning them on by then is usually too late.&lt;br /&gt;
&lt;br /&gt;
To fix this, connect your turrets to a separate power network, reconnecting them if needed. To toggle them all at once, install a power switch in a convenient location. The power switch can be then used to easily toggle a lot of turrets at once, saving power. &amp;lt;br&amp;gt;&lt;br /&gt;
This method saves a few seconds of time as turrets can power up before the enemy gets within range, allowing them to fire 1 extra volley of bullets. This is not to be underestimated as turret bullets pack quite a punch. However careful arrangement of power conduits is necessary especially if [[geothermal generator]]s are used.&lt;br /&gt;
&lt;br /&gt;
=== Mortars===&lt;br /&gt;
&lt;br /&gt;
A [[mortar]] attack on siege and raids can be effective while the attackers are still preparing. It's fun and most times raiders would flee before begin their assault due to huge losses of men during preparation.&lt;br /&gt;
&lt;br /&gt;
It also allows you to effectively utilize your colonists who are poor at combat, as mortar accuracy is unaffected by colonist skill, however colonists incapable of violence will outright refuse to man a mortar.&lt;br /&gt;
&lt;br /&gt;
Always to remember to manually unassign colonists from mortars; if you don't, they will continue standing there until they eventually collapse from exhaustion, starvation, or have a mental break.&lt;br /&gt;
&lt;br /&gt;
An important point to remember is that while your colonists are better at dealing with single or spread-out enemies, mortars are designed for heavily grouped enemies. If you diffuse your enemies, the mortars will not be able to hit the enemies easily.&lt;br /&gt;
&lt;br /&gt;
Don't aim mortars anywhere too close to your colonists otherwise you risk friendly fire.&lt;br /&gt;
&lt;br /&gt;
==== Mortar emplacements ====&lt;br /&gt;
&lt;br /&gt;
[[File:Mortar_battery.png|320px|thumb|right|8-mortar battery. Note the separation between the mortars, and walls to block explosions.]]&lt;br /&gt;
&lt;br /&gt;
Mortars can't be placed under roofs, so they're usually placed outdoors.  In which case, build [[shelf|shelves]] to hold the [[mortar shell]]s so they won't deteriorate. Set them to accept mortar shells only otherwise your colonists will haul random objects to the shelves.&lt;br /&gt;
&lt;br /&gt;
Mortars also explode when damaged. Most of the time this isn't an issue, but if you're facing against a siege, an enemy mortar shell that scores a hit on your mortars can cause a chain reaction to rip apart your entire mortar emplacement, killing any crew manning it. To fix this, separate the mortars with high-HP walls that can survive at least 1 hit from an exploding mortar. Building mortars with plasteel also allows the mortar to survive a mortar hit, provided that the mortar shells don't explode.&lt;br /&gt;
&lt;br /&gt;
Mortars can't fire at anyone within 30 tiles of it, so you will need to place the mortars deep inside your base for maximum coverage. It needs to be well-protected against intruders, for enemies that survive to come close to the mortars can wreck havoc on the helpless mortar crew, so you should pay attention and unassign the mortar crew to fight if necessary. It's best that you have your colonists standing guard outside, but if you need to you can always have a few pillboxes to defend the mortar base.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that your landing mortar shells will blow up anything nearby, including things of yours that raiders don't commonly target, like conduits.  If your turret killbox relies on the power of remote geothermal plants and a mortar strikes nearby, it could break the conduit and cut the power to all of your turrets.&lt;br /&gt;
&lt;br /&gt;
==== Mortar battery ====&lt;br /&gt;
&lt;br /&gt;
The number of mortars needed depends on how they will be used.&lt;br /&gt;
&lt;br /&gt;
If you're solely keeping them there to use the [[EMP shell]] then 4 is enough.&lt;br /&gt;
&lt;br /&gt;
For [[high-explosive shell]]s you will need 8 for a decent battery. 12 can seriously injure incoming raids, and 16 or above is pretty much overkill unless against tough enemies such as mechanoids.&lt;br /&gt;
&lt;br /&gt;
==== Shells ====&lt;br /&gt;
&lt;br /&gt;
There are different shells available to be loaded into the mortar.&lt;br /&gt;
&lt;br /&gt;
*[[High-explosive shell]]s are the go-to ammo for dealing damage to enemies.&lt;br /&gt;
**[[Shield belt]]s can easily block damage from the mortar, so it's best to have backup.&lt;br /&gt;
*[[Incendiary shell]]s deal low damage, penetrate shields and set areas on fire. The fire can cause disruption among the enemy ranks, as they frantically run trying to put out flames.&lt;br /&gt;
**It can be paired with brawlers, which allows them to close in with less firepower on them, and force the enemy into melee combat, preventing them from extinguishing the flames on them.&lt;br /&gt;
**Be careful as the fires can spread across wide areas causing extensive collateral damage.&lt;br /&gt;
*[[EMP shell]]s are highly situational, yet are useful to warrant their use in every well-built defense (other than killbox-reliant ones). They don't deal any physical damage whatsoever, but are useful against some specific enemies. They have a large blast radius, meaning that their inaccuracy is less of a problem compared to the others.&lt;br /&gt;
**They can stun mechanoids for 20 seconds, allowing your colonists to close in on them and concentrate fire, or even engage in melee safely. You can keep engaging the mechanoids as you wish when the shells land; you don't need to worry about the mortars injuring your soldiers (though you may want to keep an eye out for your shielded brawlers).&lt;br /&gt;
**They excel at dealing with shields, instantly downing many at once. This can be helpful in preparing for a melee blocking or killbox defense. {{Royaltyicon}} it can also shut down mech high shield for 0.5 hours , giving you an window to send a barrage of high explosive shells to destroy whatever is inside.&lt;br /&gt;
*[[Firefoam shell]]s can be used to extinguish fires outside your base, but is useless against any inside, due to the mortar's blind spot.&lt;br /&gt;
&lt;br /&gt;
=== Traps ===&lt;br /&gt;
As you unlock research, and obtain more manpower and resources, you can lay more traps to debilitate incoming raiders.&lt;br /&gt;
&lt;br /&gt;
==== [[IED trap]]s ====&lt;br /&gt;
Early on, you may want to focus on armed colonist defense with turrets, but as the raiders grow in number, it becomes more efficient to use a bit of metal to kill several at once than to invest a lot of metal in a turret that costs nothing to fire, but will explode rapidly due to large raider groups.&lt;br /&gt;
&lt;br /&gt;
IED traps are extremely effective when used correctly, however in open areas they are mostly useless as the raiders are highly unlikely to step on any of the traps, and even if they do they're usually not tightly packed enough for the trap to cause serious damage. Thus, it is better if you combine traps with funneling to force the raiders together.&lt;br /&gt;
&lt;br /&gt;
1 IED trap can trigger other IED traps in its explosion radius. This may or may not be desirable depending on the situation; you can easily set off a chain reaction to destroy a whole incoming raider horde, but also use up much more resources. They also damage nearby structures, such as walls or deadfall traps, so don't put too many close to each other.&lt;br /&gt;
* Rather than setting more IED traps near existing ones, you can just place the [[Mortar shell]]s themselves, or even some [[Chemfuel]] on the ground for the same effect as a molotov cocktail blast. However, unless you can restrict them to placing just 1 of each it's more expensive to do so.&lt;br /&gt;
** Chemfuel has 50 HP, ''just'' within the damage threshold of an IED trap, but the shells have 70, so you will need to pre-damage them or leave them on the ground to deteriorate first if you want to use this tactic.&lt;br /&gt;
&lt;br /&gt;
IED traps have a delay before exploding, allowing some raiders to escape. Raiders will attempt to run from an exploding trap, though the fuse is short enough to catch some of them.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*High area damage&lt;br /&gt;
*Raiders usually less protected against explosives&lt;br /&gt;
&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*High resource cost&lt;br /&gt;
*Single-use, non-rearmable&lt;br /&gt;
*Requires research&lt;br /&gt;
*Does not instantly trigger&lt;br /&gt;
&lt;br /&gt;
==== [[IED incendiary trap]]s ====&lt;br /&gt;
&lt;br /&gt;
A variant of the IED trap that sets enemies on fire. It's a more situational pick compared to the regular trap, due to its incendiary nature.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Distracts enemies while they are on fire&lt;br /&gt;
*Penetrates shields&lt;br /&gt;
&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*Low damage&lt;br /&gt;
*Not effective against [[Mechanoid]]s&lt;br /&gt;
&lt;br /&gt;
Its use requires strong support to be effective. With that, it is a good defensive choice against heavily armored or shielded enemies, with the flames providing good distraction while your colonists shoot them down. &lt;br /&gt;
&lt;br /&gt;
It synergizes great with brawlers, which will prevent the enemy from attempting to extinguish the flames while fighting.&lt;br /&gt;
&lt;br /&gt;
==== [[IED EMP trap]]s ====&lt;br /&gt;
&lt;br /&gt;
A variant of the IED trap that creates an EMP pulse. It's a more situational pick compared to the regular trap, due to its EMP explosion.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Instantly downs shields&lt;br /&gt;
*Stuns mechanoids for a long time&lt;br /&gt;
*Large blast radius&lt;br /&gt;
&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*'''No physical damage'''&lt;br /&gt;
&lt;br /&gt;
Its use requires strong support to be effective as it can't deal any damage. It is excellent against mechanoids or shielded enemies, however.&lt;br /&gt;
&lt;br /&gt;
==== Mountain trap ====&lt;br /&gt;
An extreme version of the roof trap using overhead mountains instead of constructed roofs.&lt;br /&gt;
&lt;br /&gt;
To use it, you mine out a whole mountain except a pillar in the center. Then you damage that pillar until it has just a sliver of health left (25 or less for easy activation with a single [[sniper rifle]] shot). Mining out all the rocks at once will result in your colonists getting crushed by the trap.&lt;br /&gt;
&lt;br /&gt;
It is triggered the same way as the regular roof trap, and has the same effect radius except victims are instantly killed and buried.  &lt;br /&gt;
The collapsed rocks spawned after this trap is triggered can be useful or harmful depending on the situation.&lt;br /&gt;
&lt;br /&gt;
Rearming it is a lengthy process as you will have to mine out lots of rocks. This does provide a decent way to train miners though.&lt;br /&gt;
&lt;br /&gt;
Pros&lt;br /&gt;
*'''Instantly kills any enemy'''&lt;br /&gt;
*Leaves no corpses&lt;br /&gt;
&lt;br /&gt;
Cons&lt;br /&gt;
*Takes much longer and is more dangerous to re-arm&lt;br /&gt;
**You have to mine out everything then support the mountain roof with a low-HP wall; compare with regular roof trap which simply requires building the wall and the roofs&lt;br /&gt;
**Colonists risk death if you aren't careful&lt;br /&gt;
*No loot or capturable downed raiders&lt;br /&gt;
*Overhead mountains may not be easily available&lt;br /&gt;
&lt;br /&gt;
In mountainous areas where overhead mountains are abundant, this trap can absolutely destroy any incoming raids, especially when combined with funneling.&lt;br /&gt;
&lt;br /&gt;
=== Reactive firefoam poppers ===&lt;br /&gt;
&lt;br /&gt;
You should have some uninstalled firefoam poppers on hand. When a fire starts and you need to extinguish or control it, you can reinstall them near the fire, and trigger them.&lt;br /&gt;
&lt;br /&gt;
Firefoam on the ground slows movement speed of pawns by about 25%. As it covers a wide area, this can be slightly useful as area denial to slow down charging melee attackers, though it prevents the use of fire against them.&lt;br /&gt;
&lt;br /&gt;
=== Firefoam roof array ===&lt;br /&gt;
&lt;br /&gt;
Due to the slight slowing effect of firefoam, you can deploy a large amount of it to slow down enemies crossing by. However, since rain washes it away, you need to erect a roof to prevent that from happening. You also need to clear home area so colonists leave the firefoam alone.&lt;br /&gt;
&lt;br /&gt;
This has the added effect of creating an excellent firebreak against wildfires, as well as creating a [[#Roof trap|roof trap]] that can damage enemies.&lt;br /&gt;
&lt;br /&gt;
Initial deployment of the firefoam is very expensive without the use of chokepoints so it isn't recommended for open base designs.&lt;br /&gt;
&lt;br /&gt;
== Killboxes ==&lt;br /&gt;
&lt;br /&gt;
[[File:Killzone.png|500px|thumb|right|An example of a killbox from an older version, with heavily trapped entryways and stone chunks to slow down enemy advance and force them into close range. Note that these stone chunks give enemy ample cover while they are moving in, which isn't beneficial to you, and that in later versions traps can not be placed this way.]]&lt;br /&gt;
&lt;br /&gt;
Killboxes are heavily trapped, armed areas where enemies are funneled into so they can be destroyed easily.&lt;br /&gt;
&lt;br /&gt;
They almost always consist of a funnel which directs raiders into it, like a wall with a single opening, which opens into a zone where your colonists and turrets are located.&amp;lt;br&amp;gt;&lt;br /&gt;
Raiders will then trickle in, allowing colonists or turrets to concentrate fire on them, or traps to destroy them while they try to move in to attack. In the killzone, enemies lack cover and are within close range, while your colonists have plenty of cover to fight from.&lt;br /&gt;
&lt;br /&gt;
This is an extremely effective way to defeat most raids, as the enemies will often be overwhelmed by the sheer firepower raining on them. It also allows effective use of traps, as funneling enemies greatly increases the chance one's going to trigger them. A well-built killbox can easily neutralize the threat of many raids, which may make the game less fun for some players.&lt;br /&gt;
&lt;br /&gt;
Note that killboxes aren't a catch-all solution to enemy threats, and you still need tactics to handle drop pod raiders or sappers.&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
&lt;br /&gt;
It's best to double-wall your killboxes as the sheer firepower raining on your enemies will inevitably destroy some of your own walls by accident, allowing raiders to flood in from another direction, bypassing traps and overwhelming your defenders. This is especially if you use explosives such as frag grenades or IED traps to kill incoming enemies.&lt;br /&gt;
&lt;br /&gt;
The entryways should lead to a large 'box' where the killing begins (hence 'killbox'). The box should be surrounded by cover sources (preferably walls plus sandbags) where your colonists fire on the enemy. For increased firepower you may build turrets as well.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Entryways ===&lt;br /&gt;
&lt;br /&gt;
Any entryways of the killbox should not be straight, otherwise raiders will simply fire using the entryway as cover. Instead, you should have a turn to break line of sight, prompting the raiders to enter an area where you can get them easily. For better effect, put a grave or other similar object that raiders can't stand on. The entryway should be single wide to allow the use of [[Defense tactics#Melee blocking|melee blocking]] if necessary.&lt;br /&gt;
&lt;br /&gt;
The below shows the results of different killbox entryways.&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:Killbox_right.png|Right design of a killbox entryway. Raiders are prompted to move into the killbox, sometimes so close that they prefer to melee attack instead of shoot.&lt;br /&gt;
File:Killbox_wrong.png|Wrong design of a killbox entryway. Raiders are bunching up in the entryway, using its walls as cover.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Entryways should be long, but not too long corridors with [[sandbag]]s or [[barricade]]s every two tiles to stagger enemies. Do not place a continuous line of sandbags or barricades, as pawns slow down when they are climbing on and off the two (similar to real life, as you can just run on the barricade after you climb on it). In between the spaces, spike traps can be placed to soften up the raiders (with doors adjacent to the sandbags so your colonists can replace them). At the end of the corridor, place a T-Shaped sandbag line (do not stagger like before), as pawns cannot stand on the sandbags and therefore are incapable of using the corridor exit walls as cover. [[IED]]s can be used, but should be used sparingly lest they blow up all the walls of the corridor.&lt;br /&gt;
&lt;br /&gt;
Don't make your entryway excessively long, otherwise raiders will think it's not worth it going such a distance and will decide to go for something else instead. Manhunters however will still chase colonists down a long corridor or over extreme distances, so you can have some dedicated anti-manhunter killboxes with extra-long corridors for this purpose.&lt;br /&gt;
&lt;br /&gt;
If your entryway is long then you may need to build doors to allow friendlies to enter without setting off your own traps or having to go through all the obstacles. This door obviously needs to be fortified against enemy attacks.&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:Slowing_tunnel_long.png|Entryway with alternating sandbags to slow raiders and doors to provide access. Slows raiders but not colonists.&lt;br /&gt;
&amp;lt;!-- File:Trap_tunnel.png|Same entryway but with deadfall traps. Deals heavy damage to incoming raids but costs a lot to build. --&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
Over time, killbox designs have gradually shifted from being up close and personal to having the entryway being much further away from the firing pawns. Different equipment is necessary in different situations.&lt;br /&gt;
==== Short-Range Killboxes ====&lt;br /&gt;
Colonists defending in a short-range killbox will be shooting at a large number of targets no more than a few tiles away. Thus, defenders should use close ranged high damage weaponry for firing at raiders.&lt;br /&gt;
&lt;br /&gt;
*[[Chain shotgun]]s inflict extreme pain at killbox range, even surpassing the charge rifle in DPS if it makes its mark.&lt;br /&gt;
*[[Minigun]]s are excellent at attacking the bunched-up raiders inside a killbox, but require ridiculous amounts of resources to craft (20 components and 160 steel).&lt;br /&gt;
*[[Charge rifle]]s, [[heavy SMG]]s, or [[assault rifle]]s are second-tier picks, being able to dish out hurt against closely grouped targets at close-mid ranges.&lt;br /&gt;
*Long range weapons are not optimal due to low DPS. Instead, use them to pick off survivors outside the killbox.&lt;br /&gt;
*Grenades are good if you can time them right. Throw them near the entrance where each explosion can hit a tight group of raiders, especially if they're slowed down with obstacles, but take care not to demolish your own walls.&lt;br /&gt;
*Have melee colonists stand nearby as raiders who enter your killbox may decide to melee charge you instead.&lt;br /&gt;
&lt;br /&gt;
==== Long-Range Killboxes ====&lt;br /&gt;
Colonists defending in long-range killboxes will be shooting at bunched up raiders. Thus, defenders should use mid-range, fast firing, and decently accurate weapons to inflict as much damage as possible. Note: It is possible to modify a killbox in a pattern that leverages both long and short range weapons. This can be accomplished by creating a passage that has a 45 degree angle &amp;quot;open to the field&amp;quot; while keeping the main 90 degree passage open to short range fire only.&lt;br /&gt;
&lt;br /&gt;
*[[Charge rifle]]s are the best weapon for this purpose, shooting 3 semi-accurate high damage charge shots. It also has a decent 26 tile range and an excellent 35 percent armor penetration, essential for killing targets late game, when your killbox is more developed.&lt;br /&gt;
*[[Assault rifle]]s are basically charge rifles with lower damage and armor penetration, but making it up for its longer range and higher accuracy.&lt;br /&gt;
*[[Heavy SMG]]s are excellent for low shooting skill pawns, albeit having a lower range. It has similar damage to the assault rifle, but is less accurate far away and has a much lower range than any of the three.&lt;br /&gt;
*[[Minigun]]s, [[Chain shotgun]]s, and perhaps [[LMG]]s are second options, excelling at crowd control, especially against tribals.&lt;br /&gt;
*Explosive weapons are not advised, as raiders will be moving around the killbox frequently, and grenades have a delay between the grenade hitting the ground and the explosion of the grenade.&lt;br /&gt;
&lt;br /&gt;
=== Turrets ===&lt;br /&gt;
You can put turrets in a killbox. They help to provide additional firepower alongside your colonists.&lt;br /&gt;
&lt;br /&gt;
You may also choose to fully arm your killbox with turrets, with enough to single-handedly take out raids especially in tandem with traps. Doing this allows you to defeat raids automatically without the need to divert colonists from other jobs, but eats up power when active and resources to maintain, and is vulnerable to solar flares, EMP grenadiers or smoke, so you will need backup.&lt;br /&gt;
&lt;br /&gt;
Turrets should preferably have their own cover. They should also be connected to a separate grid which can be shut off to deactivate them all, to save power when not active.&lt;br /&gt;
&lt;br /&gt;
Mini-turrets and autocannons are the best choices for killboxes, being able to dish out hurt at killbox ranges. Place mini-turrets close up to the enemy, while place autocannons slightly farther away to keep enemies out of its minimum range.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you can keep the enemy in one spot, a specially designed killbox can allow uranium slug turrets to function well. Uranium slug turrets are most accurate at 40 tiles or above, achieving a maximum of ~61% accuracy against humanlike enemies, so you will need to place them that far from the entrance, and distract enemies so they do not go closer. Slug turrets are good against tankier pawns, as a uranium slug can easily rip through [[Centipede]] and [[Power armor]].&lt;br /&gt;
&lt;br /&gt;
It is better to 'Hold fire' until the enemies have actually entered the killbox, for all the turrets will focus fire on the first enemy to try and go through the entrance, which is very much overkill.&lt;br /&gt;
&lt;br /&gt;
=== Blocking ===&lt;br /&gt;
As [[Defense tactics#Melee blocking|melee blocking]] is more effective than even a killbox used normally against melee only attacks, it's best to have somewhere that you can do this.&lt;br /&gt;
&lt;br /&gt;
Melee blocking can be done at killbox entrances, as long as it is one-tile wide and has sufficient empty space in front. Both the entrance to the killing area and the entrance to the covered area where colonists fire onto enemies will work:&lt;br /&gt;
*Doing it in the killing area allows you to spare the turrets from immediate destruction, and they may add firepower.&lt;br /&gt;
*Doing it in the covered area entrance allows you to sustain fewer injuries by having the turrets take the damage first.&lt;br /&gt;
&lt;br /&gt;
=== Explosive weapons ===&lt;br /&gt;
&lt;br /&gt;
Enemies carrying explosive weapons can be very damaging towards your killbox and the defenders inside.&lt;br /&gt;
&lt;br /&gt;
[[Centipede]]s with [[inferno cannon]]s can counter killboxes as the fire makes your colonists lose control and run out of cover, and the flames can destroy turrets easiy. Having some [[firefoam popper]]s inside your box helps a lot with extinguishing fires and preventing future fires.&lt;br /&gt;
&lt;br /&gt;
Another counter for killboxes are raiders with the [[triple rocket launcher]] and [[doomsday rocket launcher]]. If they manage to shoot inside your box the damage can be massive, and it is hard to distract them in a killbox. You can concentrate fire from your colonists on them, or keep [[psychic shock lance]]s and [[psychic insanity lance]]s near and use them if you see that they will not die fast enough.&lt;br /&gt;
&lt;br /&gt;
=== Fire killbox ===&lt;br /&gt;
&lt;br /&gt;
Besides killing enemies with conventional weapons, roasting them with fire is also an effective choice. You need to lure them inside, light up flammable objects to heat up the killbox, and evacuate colonists so they don't get roasted as well.&lt;br /&gt;
&lt;br /&gt;
Fire killboxes are slightly more complicated to operate than a regular one, where you can simply wait inside and fire; you will need to direct colonists, while others light up fires and then make a break for it. &amp;lt;br&amp;gt;&lt;br /&gt;
You can shut off the killbox by either leaving doors open to let enemies in, which you then shut off by disabling &amp;quot;keep open&amp;quot;, then directing a colonist through them, or by building walls.&lt;br /&gt;
&lt;br /&gt;
They need to be at least walled to prevent enemies from breaking out, and also to insulate it from the outside so that temperatures rise faster. Stone walls are optimal as they are non-flammable.&lt;br /&gt;
&lt;br /&gt;
== Killhall ==&lt;br /&gt;
{{rewrite|section=1|reason=Largely similar to killboxes, should be merged with that section}}&lt;br /&gt;
Another possibility is to build a long corridor with traps, that can also be used shoot enemies from cover: a &amp;quot;killhall&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It acts as an active and passive defense:&lt;br /&gt;
* If used actively, it allows to kill enemies will little to no harm done to colonists, and with little damage to repair after the attack.&lt;br /&gt;
* If used passively, it'll lure enemies into [[spike trap]]s. Only very large or tough groups of enemies may go through (by springing all the traps), or possibly enemies with the &amp;quot;[[nimble]]&amp;quot; trait (that will avoid all of them).&lt;br /&gt;
&lt;br /&gt;
If the first part has many obstacles (e.g. [[stone chunk]]s, [[barricade]]s or [[sandbags]]), and another branch of the corridor is empty and ended with a flimsy door (e.g. a wooden [[door]], or better: an [[animal flap]]), fleeing enemies will try to escape by this seemingly faster exit, but they will fall into another group of spike traps, eliminating the rest of the raid.&lt;br /&gt;
&lt;br /&gt;
A drawback is that last part of the corridor has to be quite long to work properly, i.e. a bit more than the [[Property:Range|range]] of the weapons used (e.g. 30 tiles for [[assault rifle]]s and [[charge lance]]s, 45 for [[sniper rifle]]s).&lt;br /&gt;
This is not an issue if it is placed under a mountain, the best location being at the corner of the map.&lt;br /&gt;
&lt;br /&gt;
=== Attack of a killhall ===&lt;br /&gt;
An attack will proceed as follows: &lt;br /&gt;
# Enemies will be lured into the hall, thinking it is an unobstructed way into the base.&lt;br /&gt;
# They are slowed by obstacles, leaving time for colonists to take position inside doors, hidden behind wall corners, waiting for them.&lt;br /&gt;
# Enemies are shot one by one by colonists, they are slowed by rock chunks and cannot rush in for a melee attack before they get shot. Enemies who shoot behind their friends others can sometimes hit them by mistake.&lt;br /&gt;
# Once half of them are dead, they decide to flee, but instead of going back by the way they used to enter, that looks cluttered by chunks, they try to break the doors on the side of the corridor.&lt;br /&gt;
# They are still shot at by colonists, but once they broke a door, it seems that there is only a flimsy animal flap between them and liberty.&lt;br /&gt;
# Unfortunately, what seems to be an exit path is littered with spike traps and they get killed one by one by them.&lt;br /&gt;
# If some of them still manage not to get killed by the traps, they get shot like clay pigeons in the exit corridor.&lt;br /&gt;
# It is now time for the colonists to strip the dead enemies of their possessions and store their corpses for later use...&lt;br /&gt;
&lt;br /&gt;
If colonists decide not to attack the invaders, half of them will be killed by the traps on the entrance way, the other half on the exit way.&lt;br /&gt;
If the attackers are manhunting animals or [[mechanoid]]s, they will not try to escape and will all be shot or being trapped.&lt;br /&gt;
&lt;br /&gt;
=== Example of a practical implementation ===&lt;br /&gt;
&lt;br /&gt;
[[File:Killhall.png|500px|center]]&lt;br /&gt;
&lt;br /&gt;
# Entrance and &amp;quot;escape exit&amp;quot;.&lt;br /&gt;
#* The entrance has a door &amp;quot;held open&amp;quot; and &amp;quot;forbidden&amp;quot;, so enemies can enter, but not friendlies.&lt;br /&gt;
#* The &amp;quot;escape exit&amp;quot; has an [[animal flap]] (can be substituted by a wooden [[door]]), leading fleeing enemies  to think that they can break it to escape quicker.&lt;br /&gt;
# &amp;quot;Slowing down&amp;quot; corridor, filled with [[stone chunk]]s spaced one tile apart that will slow down enemies, give time to prepare and make this path look like a slower way to escape.&lt;br /&gt;
# &amp;quot;Shooting range&amp;quot; corridor, where enemies will be shot at from distance and will be forced to advance one behind another. It is also filled with stone chunks to slow them while they're being shot at (as chunks may be moved or destroyed during the attack, 1×1 [[stockpile zone]]s allowing only stone chunks should be placed, enabling their quick rearrangment).&lt;br /&gt;
#* Above, the &amp;quot;escape exit&amp;quot; corridor, filled with spike traps (doors allow to replace traps without having to walk on them).&lt;br /&gt;
#* Below, the &amp;quot;entrance to the base&amp;quot;, also filled with traps.&lt;br /&gt;
# Part of the hall where colonists will shoot, taking cover with the wall corners. If the enemy has weapons with more range than colonists, they can hide behind the doors and pop out when the enemy is close enough.&lt;br /&gt;
# &amp;quot;Entrance to the base&amp;quot; (or at the part that enemies are planning to reach), with wall corners at the end to use as shooting positions (in case some enemies could reach this part).&lt;br /&gt;
# Human corpses walk-in fridge, to put the bodies after the battle and keep them away from the view of colonists, avoiding the &amp;quot;[[Mood#Observed corpse|observed corpse]]&amp;quot; debuff.&lt;br /&gt;
#* It should be quite large, as enemy raids grow in size, and butchering humans should not be done every day, to avoid a permanent [[Mood#I butchered humanlike|I]]\[[Mood#We butchered humanlike|we butchered humanlike]] debuff (see the possible [[Human resources#Mitigation strategies|mitigation strategies]]). It can also hold the [[human leather]] stock, as it takes much space once butchering is done. &lt;br /&gt;
#* This can also be a place where corpses are burned, if it is preferred to burchering.&lt;br /&gt;
# Human [[kibble]] factory, where [[human meat]] can be processed into kibble (that extends hugely its conservation time, can be sold, or fed to any animal). &lt;br /&gt;
# Repair stock, that holds the necessary materials to quickly repair the walls and the spike traps after an attack.&lt;br /&gt;
# Hospital for prisoners, to quickly save them if they survive.&lt;br /&gt;
&lt;br /&gt;
Points 6 to 9 are optional, but are great improvements if used.&lt;br /&gt;
&lt;br /&gt;
==== Additional notes ====&lt;br /&gt;
* Walls of the parts 3 and 4 should be tough and fireproof. Best would be [[plasteel]], then [[uranium]]; [[granite]] may also be used but will break down faster, and flammable materials are to avoid at all costs.&lt;br /&gt;
* Flooring should be put in place to keep the mood of the colonists high when they are in the area.&lt;br /&gt;
* Walls and flooring of the parts 2 and 5 doesn't matter, as colonists will very rarely go there, and there shouldn't be much fighting in these parts anyway.&lt;br /&gt;
* Spike traps should be made out of [[steel]], as it has the best price-quality ration for this device (nevertheless, steel is flammable in Rimworld, but here, traps are protected behind the walls and doors).&lt;br /&gt;
* Accurate weapons should be prefered for colonists: the narrow corridor will be damaged unnecessarily if explosives are used, or weapons like [[shotgun]]s or [[minigun]]s (not to speak of their reduced range).&lt;br /&gt;
* The hall should like an unobstructed path to enter the colony (i.e. no closed door between the ouside and the inside of it), but the doors leading to it that will be used by colonists should be strong enough to deter attackers from trying to break them.&lt;br /&gt;
* The number of stone chunks in the way is also important: if there are not enough of them, fleeing enemies will just escape by the way they attacked and will not be led into the spike traps on the supposedly quicker escape route.&lt;br /&gt;
&lt;br /&gt;
== Situational ==&lt;br /&gt;
&lt;br /&gt;
=== Crashed ships ===&lt;br /&gt;
&lt;br /&gt;
It is vital to know Mechanoids' behavior:&lt;br /&gt;
&lt;br /&gt;
* Any attack to the ship will trigger its guardians, and they have a long aggro range of around 40 tiles from their spawn point. The larger the map, the easier it can be to deal with them, as long as the ship crashes away from your base. This means that as long as they are far from your base, Mechanoids will still NOT chase you yet.&lt;br /&gt;
* When the ship's health falls below 50%, Mechanoids will stop guarding and will instead proceed to attack your base as a normal raid.&lt;br /&gt;
&lt;br /&gt;
You can trigger a ship's guardians from a long distance either by bombarding with mortars or hit-and-run with sniper rifles.&lt;br /&gt;
&lt;br /&gt;
Currently, the best approach is to deal with the Scythers first, followed by their ranged units. There are a variety of alternatives, but the nature remains the same; hinder the melee range closing-in of their shock troops. &lt;br /&gt;
&lt;br /&gt;
==== Preparation ====&lt;br /&gt;
&lt;br /&gt;
Though these ships are &amp;quot;time bombs&amp;quot;, instead of immediate action, you can spend a few days building preparations before engaging them.&lt;br /&gt;
* Placing a spike trap right in front of your sandbag may be helpful if the need to retreat arises, as mechanoids will very likely want to use the shortcut.&lt;br /&gt;
* Always make sure you have a safe path between your walls and your base, so that there's safe cover between your &amp;quot;ins&amp;quot; and &amp;quot;outs&amp;quot;; battles can take a long time if short on numbers.&lt;br /&gt;
&lt;br /&gt;
Building IED traps can also be a good way to hurt the mechanoids, especially if there is a long distance between your colonists and the ship part. High-explosive traps deal hefty damage to incoming scythers and lancers, while EMP traps stun them, making them vulnerable to attack. &amp;lt;br&amp;gt;&lt;br /&gt;
If possible, a properly placed antigrain IED trap can obliterate most of the mechanoids, leaving a few heavily damaged centipedes to fight at most.&lt;br /&gt;
&lt;br /&gt;
You may also want to keep a few firefoam poppers nearby. Trigger some of them before combat to prevent fires, and leave a few more to rapidly extinguish a group of burning colonists at once.&lt;br /&gt;
&lt;br /&gt;
After you have finished preparing, you can use EMP shells to stun the mechanoids. Proper firing will make them helpless hunks of metal, once you get used to this technique, you can even preemptively fire EMP shells and then trigger the guardians, so as soon as they pop out, they instantly get hit by EMP shells. The number of manned mortars will factor in, as the chance to miss for each shell is quite large.&lt;br /&gt;
&lt;br /&gt;
==== Cover ====&lt;br /&gt;
&lt;br /&gt;
Use the &amp;quot;fire wall&amp;quot; cover approach detailed above, with melee units stationed behind each sandbag to hold off the scythers while your gunners lay fire on other mechanoids.&lt;br /&gt;
&lt;br /&gt;
Ideally, the cover should be placed a distance from the ship, giving you time to soften incoming scythers with concentrated fire.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:CSP v1 new tactics 101-00.png|Zoom out&lt;br /&gt;
File:CSP v1 new tactics 101-01.png|Zoom in&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 'The Purifier' ===&lt;br /&gt;
&lt;br /&gt;
This is a powerful way to burn a massive [[infestation]] to a crisp. Provided that the infestation have no direct access to map edges and unroofed areas. &lt;br /&gt;
&lt;br /&gt;
To start, build a medium-sized room (approx. 5x5) with triple-thick stone walls, next to the infestation.Fill it with [[Straw matting]]s, and flammable objects such as wooden [[barricade]]s, it have good hp which means it will burn a longer time and high flammability so it will catch fire quickly. Another alternative is to use tainted clothing.&lt;br /&gt;
&lt;br /&gt;
After that, dig a 1-wide tunnel towards the infestation at night when the insects are sleeping. Finally, toss a Molotov into the room. &lt;br /&gt;
&lt;br /&gt;
Once the temperatures rise so high(250C) that insects can be burnt, they will attempt to dig out by rushing towards the purifier, but be set alight by the burning [[Straw matting]], making them unable to dig. Temperatures can rapidly reach 500℃ or above, boiling both the insects and the hives. Even those that don't get set alight will eventually succumb to heatstroke.&lt;br /&gt;
&lt;br /&gt;
Although using this method will not yield you valuable [[insect jelly]].&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
{{nav|security|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Defense_structures&amp;diff=96169</id>
		<title>Defense structures</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Defense_structures&amp;diff=96169"/>
		<updated>2021-11-08T02:35:50Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: /* 'The Purifier' */ Improved and simplified the method&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
{{for|strategies against threats|Defense tactics}}&lt;br /&gt;
&lt;br /&gt;
Raids are frequent and numerous as enemies don't journey towards your base from their &amp;quot;camp&amp;quot; but just spawn on your map nor need to maintain their base like players do. So players must wisely consider protective measures while still taking every thing else into account, whereas hostiles only attack.&lt;br /&gt;
&lt;br /&gt;
Basically, players have to fight the same enemy AI programming for each type of hostile but the approach to it may differ according to gameplay preferences, either face to face for a more combative experience or behind killboxes for a less threatening measure, or both combined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Map features ==&lt;br /&gt;
&lt;br /&gt;
Before laying blueprints, first inspect the natural features that can work as defenses, such as marshes, mountains and rivers.&lt;br /&gt;
&lt;br /&gt;
=== Moats ===&lt;br /&gt;
&lt;br /&gt;
Water or marsh tiles can be used as moats which will considerably slow down enemy advance, giving you some time to shoot and soften the clash.&lt;br /&gt;
&lt;br /&gt;
[[File:Moats.png|600px|thumb|center|Marsh used as moats to slow enemy advance, with little islands full of deadfall traps.]]&lt;br /&gt;
&lt;br /&gt;
=== Rivers ===&lt;br /&gt;
&lt;br /&gt;
In maps with rivers you can build bridges and then cover on top of it, and by funneling enemies into the river, you can slow them down significantly while exposing them.&lt;br /&gt;
&lt;br /&gt;
=== Mountains ===&lt;br /&gt;
&lt;br /&gt;
Mountains (in Small hills or Large hills maps) that align with each other can become part of your defensive walls by filling the gap in-between. Mountainous maps, however, are better used by digging in tunnels and caves or walling out a section surrounded by mountains.&lt;br /&gt;
 &lt;br /&gt;
=== Map borders ===&lt;br /&gt;
&lt;br /&gt;
Pay attention when expanding towards the edges of the map, as there's a boundary you can't build beyond that is only visible when the &amp;quot;Structure&amp;quot; tab is selected.&lt;br /&gt;
&lt;br /&gt;
== Early-game defense ==&lt;br /&gt;
&lt;br /&gt;
At the very beginning your most primitive security choices are deadfall traps, sandbags and stone chunks. You will need to find a balance between these three to make the most out of the available materials without costing too much time. Analyze the terrain to find choke points, natural walls, and other features you can use to defend your colony.&lt;br /&gt;
&lt;br /&gt;
[[File:Stone chunks at the outer side to prevent fire spree in tropical forest.png|400px|thumb|right|Stone chunks at the outer side to slow wildfires in tropical forest.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stone chunk manipulation ===&lt;br /&gt;
&lt;br /&gt;
From the start, it's very likely you will have to move stone chunks either to build or to open a growing zone, while gathering raw materials into a stockpile zone. As you move stone chunks around, you might as well create a Dumping stockpile zone on the outside of your wall, covering its width and expanding it further. This is a little help as fire prevention, since stone chunks will slow the spread of fires by preventing grass growth, thus naturally removing any flammables below. Fires can spread up to 4 tiles away, so this won't completely stop fires unless you put a thick enough line.&lt;br /&gt;
&lt;br /&gt;
Performing this action can be time consuming, so just a single line covering your entire wall width would be a good start.&lt;br /&gt;
&lt;br /&gt;
Your speed in this matter is greatly affected by the number of haulers available. It becomes faster if you can tame and train intelligent animals to do the hauling for you, allowing you to actually build defensive structures while the animals do this for you. Taming hauling animals is also time and food consuming so you will need to allocate resources carefully rather than getting 20 pets right away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Walls ===&lt;br /&gt;
&lt;br /&gt;
An essential building to keep threats out, so long as the base is self-sustainable inside. Walls alone can fend off early game raids if enough repairmen can keep the walls standing while enemies start to starve and become tired. Walls also protect from Predator attacks and Manhunter packs, which cannot reach colonists safely inside unless a colonist is seen passing through doors at which point they will attempt to break them down.&lt;br /&gt;
&lt;br /&gt;
As raids become stronger, walls alone won't hold off raids, so prepare additional defenses behind them such as lines of sandbags, or funnel them through a chokepoint.&lt;br /&gt;
&lt;br /&gt;
Many layers can be raised as you expand. Initially it is faster to build with wood, but later on, they should be made of stone. Placing several doors 15 to 25 tiles between each other allows multiple exits and the ability to flank enemies.&lt;br /&gt;
&lt;br /&gt;
If raising additional walls, instead of putting the second layer right next to the first, consider leaving a gap between both. Wide gaps give long-range shooters enough distance to pick off targets, while 1-tile gaps allow repairs without being exposed to enemy fire. &amp;lt;br&amp;gt; Double layer walls may seem more resistant protection but are discouraged as colonists cannot go out to repair the side that is being attacked, placing themselves in harm's way.&lt;br /&gt;
&lt;br /&gt;
Wooden walls are weak and flammable, while all walls are weak against [[frag grenades]]. Grenadiers can easily breach them, so target those with explosive weapons first to prevent the wall from falling. When your efforts are not enough, this shall signal the time to retreat to your inner walls or any other defensive structure inside.&lt;br /&gt;
&lt;br /&gt;
'''Watch out for trapped animals''', which will attempt to break out if they are trapped inside without food, especially during winter when it becomes too cold to graze.&lt;br /&gt;
&lt;br /&gt;
=== [[Cover]] ===&lt;br /&gt;
&lt;br /&gt;
Cover is vital for firefights as it can block projectiles, reducing the amount of damage received by your colonists. This is an essential defense as long as colonists or turrets are directly engaging.&lt;br /&gt;
&lt;br /&gt;
However, static defenders behind cover are vulnerable to explosives, so be careful.&lt;br /&gt;
&lt;br /&gt;
==== Sandbags and Barricades ====&lt;br /&gt;
&lt;br /&gt;
Sandbags and barricades are very efficient when placed wisely. Their protection is inferior to walls ({{#expr: {{Q|Sandbags|Cover Effectiveness}}*100}}% vs 75% from walls), but are more effective against diagonal fire as they can be placed side by side. They are faster to build, and can be built from textiles (sandbags) or ordinary building material (barricades).&lt;br /&gt;
&lt;br /&gt;
Sandbags and barricades are a quick security measure when an extended wall would take many days to complete, as well as a fallback secondary defense when the perimeter is breached. It all depends in each game.&lt;br /&gt;
&lt;br /&gt;
The most common usages are in shape of a square's corners or a U shape with the opening towards fast retreat.&lt;br /&gt;
&lt;br /&gt;
==== Walls ====&lt;br /&gt;
&lt;br /&gt;
Walls are the most effective cover, providing up to 75% cover. However, this restricts your colonist's effective attack area, and single pillars are greatly affected by direction, making them unable to protect against projectiles fired diagonally.&lt;br /&gt;
&lt;br /&gt;
==== Stone chunks ====&lt;br /&gt;
&lt;br /&gt;
Stone chunks are natural resources with 50% cover efficiency, weaker than constructed cover but still effective. Their placing is similar to sandbags only that it requires hauling to previously set dumping zone lines, instead of construction. Helpful if you have no one well skilled in construction.&lt;br /&gt;
&lt;br /&gt;
=== [[Spike trap]]s ===&lt;br /&gt;
&lt;br /&gt;
The only initially available defense that deals damage, is single use (rearmable and named as Deadfall trap in B18 and earlier) and needs careful placement. Common locations are in the corners of your base where enemies will likely make turns as well as narrow areas even outside your base that receive frequent traffic. If it doesn't seem obvious to you at first, one way to find out is by carefully studying raids pathing from the map borders as they close in towards your base. Watch where they go through and starting laying blueprints but forbidding them (as you are currently being attacked). &lt;br /&gt;
&lt;br /&gt;
When building deadfall traps, you must also leave free areas so that your colonists and friendlies can pass harmlessly or else they are greatly slowed while trying to tiptoe through them, and may accidentally trigger one in the process. As such, putting them in a 1-wide corridor is not a good idea.&lt;br /&gt;
&lt;br /&gt;
Traps made of wood are highly flammable so its best to place them on rock or soil far from grass or trees, where wildfires won't waste them. Stone traps can't get burnt. Either can be destroyed by explosions so they shouldn't be placed right in front of your walls as grenadiers will blow them away altogether.&lt;br /&gt;
&lt;br /&gt;
Be aware that after subsequent game updates, you can no longer place deadfall traps adjacent to one another, as displayed below. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Deadfall traps.png|'''Traps in a narrow passage'''&lt;br /&gt;
File:Defense structures deadfall trap.png|'''Traps in potential enemy cover spots (map border)'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Clearing the area ===&lt;br /&gt;
[[File:Wildfire clearing.png|500px|thumb|right|Controlled burning of a tropical rainforest.]]&lt;br /&gt;
&lt;br /&gt;
Once your basics had been covered, it's time to make improvements. On maps where flora is dense, it's best to clear the surroundings so that enemies won't have cover to fight, totally exposed to your fire. Use the &amp;quot;Cut plants&amp;quot; order to remove trees and &amp;quot;Haul&amp;quot; to haul stone chunks away, gaining berries and wood in the process, and make your stonecutters walk around less.&lt;br /&gt;
&lt;br /&gt;
Clearing the area also prevents fires from reaching your base. On the other hand, vegetation on [[Biomes#Temperate forest|temperate forests]] or [[Biomes#Tropical rainforest|tropical rainforests]] never cease growing, so an easy way to clear your surroundings is to do controlled burnings of the surroundings, doing the job faster than chopping and cutting. Burned trees only provide 20% cover.&lt;br /&gt;
&lt;br /&gt;
=== Bait furniture ===&lt;br /&gt;
&lt;br /&gt;
Attackers will destroy furniture if no colonists are in sight, and will sometimes even stop to destroy furniture if it is between them and the nearest colonist. They may smash items or set flammable things on fire (particularly crop fields).&lt;br /&gt;
&lt;br /&gt;
Cheap wooden furniture such as a [[stool]] or [[table]] can be used as bait to lure enemies into a position where they can be more easily killed. It can also distract them by drawing a few attackers away from your base, which can help prevent your defenders from getting overwhelmed.&lt;br /&gt;
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&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Distraction_tables_2.jpg|'''A raider lured into a dangerous position in the middle of a moat.'''&lt;br /&gt;
File:Distraction_tables_3.jpg|'''A mechanoid detoured far away from the base to smash a wooden stool.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a small added bonus, if your outdoor bait furniture consists of a table and stool, colonists completing work tasks far from your base may stop to eat there. This may help avoid the &amp;quot;Ate without table&amp;quot; debuff.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Mid-game defense ==&lt;br /&gt;
&lt;br /&gt;
=== Cover ===&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Fire Wall&amp;quot; ====&lt;br /&gt;
[[File:Cover_fire_wall.png|400px|thumb|right|Example of advanced cover using walls.&amp;lt;br&amp;gt; Colonists behind walls are enjoying full cover, with 75% of shots blocked. &amp;lt;br&amp;gt;Colonists behind sandbags are at half cover, with {{#expr: {{Q|Sandbags|Cover Effectiveness}}*100}}% of shots blocked.]]&lt;br /&gt;
An effective cover design is to alternate 2 walls and 1 sand bag. With this, you can have two defenders behind full cover firing out of one hole. The sandbags should be there mainly to soak fire coming from oblique angles; ideally, '''there shouldn't be anyone standing directly behind them''', otherwise stray fire directed at that colonist will easily hit others around him.&lt;br /&gt;
&lt;br /&gt;
This structure narrows the effective attack area, forcing both sides to fire straight at each other. Fire walls should be placed directly in front of where enemies will be attacking from, such as potential sources of cover.&lt;br /&gt;
&lt;br /&gt;
Pros&lt;br /&gt;
* Gives excellent cover&lt;br /&gt;
* The walls stop some explosives&lt;br /&gt;
&lt;br /&gt;
Cons&lt;br /&gt;
* May prevent colonists from ganging up on enemies&lt;br /&gt;
* Restricted attack angle&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Surrounding cover ====&lt;br /&gt;
&lt;br /&gt;
[[File:Sandbag_advanced_cover.png|300px|thumb|right|Example of advanced cover using sandbags only.]]&lt;br /&gt;
&lt;br /&gt;
For additional protection against shots not coming straight, sandbags can be built to the sides of where colonists will stand during combat.&lt;br /&gt;
&lt;br /&gt;
This does not result in a narrowed attack angle for your colonists, allowing them to attack enemies from a broader angle while still receiving comprehensive protection from fire, especially when enemies are almost firing horizontally at your colonists. Colonists also take fewer hits from missed shots as they stand 1 tile away from each other.&lt;br /&gt;
&lt;br /&gt;
This can be used to complement the aforementioned 'Fire walls' by placing them somewhere slightly farther away where defenders will fire diagonally at enemies.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Cover removal ====&lt;br /&gt;
[[File:Cover removal or baiting.png|400px|thumb|right|Watch where enemies choose to hide and once the battle is over plan for the future.]]&lt;br /&gt;
&lt;br /&gt;
While sandbags already give you an advantage over raiders in terms of cover (55% vs 50% for stone chunks), removing all sources of cover near your base is still very useful when dealing with ranged enemies as they will then have nowhere to hide.&lt;br /&gt;
&lt;br /&gt;
Haul all stone chunks towards a dump behind your defensive lines so enemies can't use them. Enemy snipers can shoot from up to 45 tiles away, though most raiders can't shoot that far, so removing chunks around 30 tiles away from your defenses can deprive many enemies of suitable cover.&lt;br /&gt;
&lt;br /&gt;
Watch out for your crop fields, as colonists tend to move and lay out chunks in straight lines when planting on growing zone tiles, suitable for raiders to take cover behind.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Cover baiting ====&lt;br /&gt;
[[File:Flanking_example.png|400px|thumb|right|Early-game example of cover baiting. Notice the rock chunks laid strategically so that shooters can lean out of doors to flank enemies hiding behind them. Enemies that reposition themselves to defend against one angle will be exposed to another, leaving nowhere safe to hide.]]&lt;br /&gt;
&lt;br /&gt;
Once there's no suitable cover nearby, ranged attackers will scramble to find any objects usable as cover. You can exploit this by placing any form of low cover to attract them to a place where they can be dealt with more easily. [[Stool]]s work well, though they wear out quite fast under constant fire. &lt;br /&gt;
&lt;br /&gt;
If the cover is hard to remove (such as plants and trees constantly regrowing in plant-rich biomes), you can manipulate stone chunks in ways that give them a disadvantage. For example, putting gaps between each chunk exposes the enemy behind to fire directed diagonally, or continuous lines allow missed shots to hit nearby covering enemies. If your defense line is big enough, you can bait enemies into taking cover in such a way that leaves them flanked (see picture).&lt;br /&gt;
&lt;br /&gt;
You can put traps behind the bait cover, which makes it slightly easier to trigger, though still less effective than chokepoints (see below).&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Bunkers ====&lt;br /&gt;
&lt;br /&gt;
[[File:Makeshift_pillbox.png|320px|thumb|right|Map ruins converted into a pillbox.]]&lt;br /&gt;
&lt;br /&gt;
A simple early game construct, effective until mid-game. Simply build a room in any shape (or convert them from ruins) and then deconstruct a few sections of wall facing the enemy to make some holes and replace with sandbags -- these will be firing holes for your shooters, where they can use the walls as cover for 75% protection from direct fire, and sandbags as cover from diagonal fire.&lt;br /&gt;
&lt;br /&gt;
Bunkers should be built out of stone, as they are durable and are non-flammable.&lt;br /&gt;
&lt;br /&gt;
Additionally, build a roof for your bunker to protect defenders from bad weather like rain and lightning strikes. So, when a raid comes and your shooters head to the bunker, they now enjoy the full cover bonus from having thick walls between them and the enemy, without an aim malus when it rains, and the floor they're on can remain free of movement-slowing snow.&lt;br /&gt;
&lt;br /&gt;
To finish the bunker, add flooring so your colonists don't have to worry so much about fires while inside.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Cheap -- all it takes is whatever materials you use for the walls&lt;br /&gt;
*Simple -- just make a room and knock out holes for your shooters&lt;br /&gt;
*Upgrade-able -- can add turrets and extend or fortify the bunker&lt;br /&gt;
*Makes it hard for enemies to hit your colonists since they are behind full cover&lt;br /&gt;
**Full cover also stops explosive damage if the explosion happened outside the wall -- additional walls can be built behind your shooters to take advantage of this&lt;br /&gt;
&lt;br /&gt;
Pillboxes can be incorporated into perimeter walls, but make sure that there is no direct entry from there, such as by building a durable door.&lt;br /&gt;
&lt;br /&gt;
==== Secondary cover ====&lt;br /&gt;
&lt;br /&gt;
Besides your main line of cover, you may also build additional cover for various purposes:&lt;br /&gt;
#For [[Defense tactics#shield distraction|shield distraction]], building cover for your shield tanks helps them to last longer with their shields.&lt;br /&gt;
#Putting lines of sandbags perpendicular to your main cover line allows them to be used to flank enemies. Make sure that they are put a great distance away so enemies can't use it to their advantage.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Chokepoints ===&lt;br /&gt;
&lt;br /&gt;
[[File:Slowing_tunnel.png|400px|thumb|right|Short slowing tunnel in front of a wall, with alternated sandbags for maximum slowing efficiency and a twist to break line of sight. An additional sandbag is placed to discourage raiders from using walls as cover. This is just an example; in practice a slowing tunnel should be longer than this.]]&lt;br /&gt;
&lt;br /&gt;
Chokepoints allow your colonists to concentrate firepower, killing incoming attackers effectively, as well as utilize traps to their maximum potential. They also allow you to seal off raiders' escape routes by physically blocking them off using your soldiers.&lt;br /&gt;
&lt;br /&gt;
At its simplest, it involves the use of a single opening in a wall, coupled with a location for colonists or turrets to fire and beat them, sometimes with traps to catch some of the unaware attackers. &lt;br /&gt;
&lt;br /&gt;
Chokepoints should be built with a turn to break line of sight, prevent enemies from firing into the chokepoint from the outside.&lt;br /&gt;
&lt;br /&gt;
A strategy is to litter the choke with sandbags or rubble, greatly slowing down the raiders and giving you time to deal with them. They also prevent raiders from standing on them, forcing them into your defenses.&lt;br /&gt;
&lt;br /&gt;
You can concentrate fire on a [[crafting spot]] or [[animal sleeping spot]] placed right in the entrance with miniguns to rip incoming raiders apart.&lt;br /&gt;
&lt;br /&gt;
==== Slowing tunnel ====&lt;br /&gt;
&lt;br /&gt;
One early-mid game tactic to slow down your enemies is by creating a narrow strip between your colony and potential areas where raiders could attack from, then alternating sandbags or debris with unoccupied space, close to the exit of the strip.&lt;br /&gt;
&lt;br /&gt;
To stop them from using the chunks or sandbags to their advantage, build a turn to break their line of sight.&lt;br /&gt;
&lt;br /&gt;
Don't put sandbags or chunks right next to each other, otherwise they will simply vault over multiple bags at once, reducing their slowing efficiency. An excessively long tunnel also prompts them to break in instead of entering through it.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Fairly cheap&lt;br /&gt;
*Easy to build&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*'''Does not deal damage'''&lt;br /&gt;
&lt;br /&gt;
It is not necessary if you don't need extra time to set up defenses.&lt;br /&gt;
&lt;br /&gt;
==== Burning floors ====&lt;br /&gt;
&lt;br /&gt;
You can build wooden floors to set on fire, burning enemies. Once the floors are burnt, they leave behind burnt floors that apply a hefty movement penalty, and will persist until removed.&lt;br /&gt;
&lt;br /&gt;
=== Traps ===&lt;br /&gt;
&lt;br /&gt;
==== Understanding A.I. ====&lt;br /&gt;
&lt;br /&gt;
Friendly AI will always prefer to move through doors and avoid traps, while enemies will prefer to go around structures by entering open spaces and are unable to see traps.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Trap_choke.png|500px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Because of that, trap chokepoints like this one are effective. Enemies will prefer to use the corridors rather than attempting to destroy doors as it would be more time consuming, and being unable to see the traps, they will trip them hopelessly. On the other hand, your colonists can safely pass using the door instead. Enemies cannot open doors unless they destroy them first, or they are being held open.&lt;br /&gt;
&lt;br /&gt;
==== Trap memory ====&lt;br /&gt;
&lt;br /&gt;
Hostile factions can remember the tile location of your traps for a single quadrum, so long as any survivor manages to tell the tale by escaping the map. Factions keep this information to themselves and do not share with others. This is of course, once a trap has been triggered by someone walking over it only, causing them to attempt to avoid the tile in future attacks.&lt;br /&gt;
&lt;br /&gt;
They will still walk over known trapped tiles in order to get to you, if there are no other routes available.&lt;br /&gt;
&lt;br /&gt;
==== Roof trap ====&lt;br /&gt;
This clever trap is simple to set up and hard-hitting when triggered. It can be considered a giant single-use deadfall trap.&lt;br /&gt;
&lt;br /&gt;
All you need to do is to erect 1 pillar made of a low-HP material, optimally wood, then build a roof over it. When raiders walk near the pillar, demolish it from a distance with long-range guns. You can remove the home area near the pillar to prevent colonists from repairing it, then damage it until it can be destroyed in 1 hit.&lt;br /&gt;
&lt;br /&gt;
After the pillar is destroyed, the roof will fall, crushing the raiders on the head, neck or torso and dealing up to 20 damage (though armor will negate part of it).&lt;br /&gt;
&lt;br /&gt;
You can use cover baiting to lure enemies into this trap very effectively. &amp;lt;br&amp;gt;&lt;br /&gt;
Triggering an IED trap near it is also a viable choice, with the advantage of being automatically triggered and dealing even more damage with its explosion.&lt;br /&gt;
&lt;br /&gt;
This is more of a clever use of game mechanics than an actual trap, so raiders won't detect it, nor will they treat it as one.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Large radius, easily injures a sizable group of raiders at once&lt;br /&gt;
*Penetrates shields&lt;br /&gt;
*Low cost, only 5 wood for each trap&lt;br /&gt;
*No risk of friendly activation&lt;br /&gt;
*Undetectable by raiders, and position will not be remembered&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*Harder to trigger, may need to lead your targets&lt;br /&gt;
*Requires lots of space&lt;br /&gt;
*Low damage&lt;br /&gt;
*Rarely kills or incapacitates&lt;br /&gt;
*Cannot be used in killboxes&lt;br /&gt;
&lt;br /&gt;
It is optimal for softening a group of raiders so it's easier to defeat them. You can also put them in multiple layers, but placing the traps too close to one another will result in the trap not triggering properly.&lt;br /&gt;
&lt;br /&gt;
Grass also cannot grow under it. This can be used to make firebreaks but will cut into your supply of grass for grazing animals so be careful.&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:Roof_trap.png|Roof trap before triggering.&lt;br /&gt;
File:Roof_trap_triggered.png|Roof trap after triggering, having injured some raiders (some through shields) and left a large pile of rubble.&lt;br /&gt;
File:Roof_trap_auto.png|More refined roof trap design with stools to lure the enemy into using them as cover, along with an IED trap to automatically trigger the trap. Significantly more expensive.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Damage minimization ===&lt;br /&gt;
These are ways to minimize damage done to your base.&lt;br /&gt;
&lt;br /&gt;
[[File:Walled_geothermal_generator.png|200px|thumb|right|Walled geothermal generator. The extra space allows heat to escape without being trapped inside. Note that the entire setup is unroofed.]] &lt;br /&gt;
&lt;br /&gt;
==== Firebreaks ====&lt;br /&gt;
&lt;br /&gt;
4-tile wide strips of concrete, metal or stone tiles are capable of stopping the spread of fires. This can prevent many fires from reaching your base and burning it down. This is more important for plant-rich biomes with large amounts of flammable material.&lt;br /&gt;
&lt;br /&gt;
You can build one surrounding your base (if you do, and divide the map into sections in order to control fires. You can also use them to separate crop fields such that a fire won't consume all your crops.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that building such amounts of floors usually requires huge amounts of building materials- if you have stone on hand it is better to build a perimeter wall out of stone instead, with the added advantage of fortifying defenses.&lt;br /&gt;
&lt;br /&gt;
==== Grazing animals ====&lt;br /&gt;
&lt;br /&gt;
Setting lots of grazing animals around the outside of the base helps clear away grass, slowing or stopping the spread of fires towards your base. They may also distract raiders during raids, but at quite a cost.&lt;br /&gt;
&lt;br /&gt;
==== Walling structures ====&lt;br /&gt;
&lt;br /&gt;
You should build an additional wall around your important structures, such as generators, power conduits or cash crops, even if you do have a perimeter wall in place. This causes raiders to prioritize other targets over these, averting destruction.&lt;br /&gt;
&lt;br /&gt;
For geothermal generators, remember to have some exposed roof areas so the heat from the generator can vent out instead of being trapped inside.&lt;br /&gt;
&lt;br /&gt;
==== Power network ====&lt;br /&gt;
&lt;br /&gt;
It's not a good idea to have only 1 wire connect everything in your base, as one broken-down [[Power conduit|conduit]] can easily cause a blackout. Instead, create a backup power storage by building [[Battery|batteries]] hooked to the grid, but run through a [[power switch]] that is turned off once the batteries are charged. As a supplement, run power conduits through more than just one wall on your grid so that if you have a break in one line, you may still have power flow in another without needing to immediately build a new conduit.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Panic room ===&lt;br /&gt;
&lt;br /&gt;
[[File:Panic_room_example.png|400px|thumb|right|Example of a panic room built inside a mountain.]]&lt;br /&gt;
&lt;br /&gt;
You can dig out a panic room deep into the mountains or build one out of very thick walls. This provides a good escape if you know that you can't defeat an incoming group of raiders, or you are losing and need retreat, provided you manage to get to the room in time.&amp;lt;br&amp;gt;&lt;br /&gt;
*If you dig one out of the mountains, you gain immunity against mortar shells and some innate temperature control. You will need to make many layers of doors (at least 6) as the raiders will focus down the doors.&lt;br /&gt;
*If you build one using thick walls you have more flexibility in its positioning, and you don't need that many layers of wall - 4 layers are OK, since raiders will divert their attention to the walls as well instead of focusing down the doors.&lt;br /&gt;
&lt;br /&gt;
You don't need to make the panic room big enough to accommodate the whole colony, as the point of a panic room is to preserve colonists in a dire situation so you can rebuild later on. Choose the colonists most important to you when it's time to escape to these rooms.&lt;br /&gt;
&lt;br /&gt;
Panic rooms also need the following:&lt;br /&gt;
*Enough food to last 1-2 days at full capacity&lt;br /&gt;
*Medicine for the wounded, for injury is likely during the retreat&lt;br /&gt;
*Joy objects (otherwise colonists may face a huge -20 mood penalty)&lt;br /&gt;
&lt;br /&gt;
If you want, you can put beds and tables to make sure your colonists don't feel too bad while cooped up inside. You can also choose to put building materials to seal up the entrance with cheaper and more durable walls. Putting resources inside also helps with rebuilding, though they take up space.&lt;br /&gt;
&lt;br /&gt;
While inside the room, if you're down on your last door or layer of wall, assign your best builder to hold the door by repairing it, and make sure the others don't go out. Disabling firefighting for covering colonists or restricting them to the panic room can help stop them from leaving. If the doors are unable to hold, use the breach as a chokepoint instead, and take as many enemies down with you.&lt;br /&gt;
&lt;br /&gt;
Consider building multiple panic rooms so your colonists have another panic room within reach if a raid blocks off access to one. You can also choose to build another exit so you can flee to another room should the original be overrun.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Mid-late game defense ==&lt;br /&gt;
&lt;br /&gt;
=== Turrets ===&lt;br /&gt;
&lt;br /&gt;
Turrets are automated defenses which shoot at enemies in range. There are three varieties; the [[mini-turret]], [[autocannon turret]] and [[uranium slug turret]] from 1.0 onwards, while in earlier versions there is only 1, the [[improvised turret]].&lt;br /&gt;
&lt;br /&gt;
In 1.1 all turrets received a great nerf to their firepower.&lt;br /&gt;
&lt;br /&gt;
Turret-reliant perimeter defenses are generally only viable for the first several raids, after which the areas will quickly get overwhelmed each raid due to not being able to focus fire on the numerous raiders. &lt;br /&gt;
&lt;br /&gt;
While protecting the outside starting area, you may want to rapidly pause the game during raids and give orders to repair damaged turrets. &lt;br /&gt;
&lt;br /&gt;
Remember that turrets may explode when critically damaged, so get your colonists to run from them.&lt;br /&gt;
&lt;br /&gt;
All require barrel changes or reloading after extensive firing starting on 1.0, making relying on them more resource-intensive.&lt;br /&gt;
&lt;br /&gt;
[[File:Turret_range_comparison.png|1200px|thumb|left|Visualization of effective turret range of all three turrets, from uranium slug turret (top), to autocannon turret (middle), to mini-turret (bottom). &amp;lt;br&amp;gt;&lt;br /&gt;
Green is '''80 - 100% of peak accuracy''', blue is '''50 - 80% of peak accuracy''', red is '''below 50% of peak accuracy''' and grey is '''outside range'''. Gold tiles are spaced every 5 tiles.]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Mini-turret ====&lt;br /&gt;
&lt;br /&gt;
Mini-turrets fire light bullets at enemies within its range.&lt;br /&gt;
&lt;br /&gt;
With its low firepower it is not a good idea to extensively rely on them, especially in mid-late game. However they do provide decent additional fire to lay on the enemy combining with gunners, and also serve as a distraction from your more valuable colonists.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Can be uninstalled and re-deployed wherever needed, making their placement slightly less of an issue&lt;br /&gt;
*No exclusion zone allows them to fire at touch range&lt;br /&gt;
*1x1 size makes it harder to hit and more compact&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*Inaccurate at long-range&lt;br /&gt;
&lt;br /&gt;
Building turrets out of [[Plasteel]] brings their health to 335 (up from 120), making them substantially more durable and slightly less flammable.&lt;br /&gt;
&lt;br /&gt;
==== Autocannon ====&lt;br /&gt;
&lt;br /&gt;
Autocannons deal moderate damage and are long-ranged, but have an exclusion zone making them less effective against close enemies in the frontline.&lt;br /&gt;
&lt;br /&gt;
They are somewhat costly to build and maintain. Despite its long range, it is actually effective only when enemies close in due to its low accuracy.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Shots deal decent damage&lt;br /&gt;
*Somewhat high fire rate&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*Inaccurate at long-range&lt;br /&gt;
*Somewhat high cost per shot&lt;br /&gt;
&lt;br /&gt;
==== Uranium slug turret ====&lt;br /&gt;
&lt;br /&gt;
A long-range turret that fires a high powered uranium slug.&lt;br /&gt;
&lt;br /&gt;
It is more accurate than the other turrets at long distances and has much longer range, but is more expensive to maintain and performs poorly at close range.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*High damage shots&lt;br /&gt;
*Extremely high armor penetration, able to negate most all armor on an enemy&lt;br /&gt;
*Accurate at long ranges&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*High cost per shot&lt;br /&gt;
*Not good at close ranges&lt;br /&gt;
&lt;br /&gt;
==== Weaknesses ====&lt;br /&gt;
&lt;br /&gt;
Turrets are most vulnerable to the following things:&lt;br /&gt;
&lt;br /&gt;
*Explosives deal immense damage to turrets. All forms of regular explosives wielded by raiders are capable of 1-hitting a steel improvised turret and leaving a plasteel one at less than half health.&lt;br /&gt;
*EMP stuns the turrets. Enemy EMP grenadiers can stun a turret for 20 seconds with each grenade, meaning they can constantly lock down multiple turrets, especially those put close together.&lt;br /&gt;
*[[Smokepop belt]]s prevent turrets from locking onto targets within or behind smoke. An enemy equipped it can create a safe zone from turret harm.&lt;br /&gt;
**This is a great issue in killboxes, where turret firepower is often concentrated, as an enemy that activates the belt will essentially be able to nullify a large portion of your defensive firepower.&lt;br /&gt;
&lt;br /&gt;
Turrets can be ignited, and are unable to put themselves out. Given enough time, flames can debilitate the turret.&lt;br /&gt;
&lt;br /&gt;
For the mini-turret, long-ranged gunners can shoot from outside their range without retaliation from the turret. This includes [[lancer]]s with their [[Charge lance]], making them less than ideal for fighting off [[Mechanoid]] incursions.&lt;br /&gt;
&lt;br /&gt;
==== Turret emplacements ====&lt;br /&gt;
&lt;br /&gt;
Sandbags can be placed around turrets to give them cover from gunfire. Turrets should have them to reduce damage taken both by the turret and colonists behind the turret repairing/shooting. This has the added advantage of making it harder for melee raiders to run from an exploding turret.&lt;br /&gt;
&lt;br /&gt;
They should be spaced out by at least 3 tiles to prevent a turret explosion from damaging other turrets, potentially causing a chain reaction. Alternatively, use high-durability walls to block explosions.&lt;br /&gt;
&lt;br /&gt;
==== Turret chokepoint ====&lt;br /&gt;
&lt;br /&gt;
Putting a turreted defense in a chokepoint with a narrow entrance and wide turreted area is best because it forces the raiders to take a single-file approach to where all the turrets will be able to fire on them.&lt;br /&gt;
&lt;br /&gt;
There should be more than one line of turrets so that the innermost line or lines can be used to position colonists where they are not immediately under threat from grenades (grenadiers will target the closest turrets first) or if colonists are positioned closer so they can repair, to retreat colonists further back when turrets are about to be or have been destroyed. Every line of turrets should have a line of sandbags directly in front and every supporting wall/rock should also have sandbags to lessen the likelihood of collapse due to collateral damage. &lt;br /&gt;
&lt;br /&gt;
Turrets should not be placed directly (within three tiles) next to other turrets for the same reason, as they have a chance to explode when critically damaged. Placing walls between the turrets can lessen the impact of explosions, allowing you to put them tighter, but remember walls can block line-of-sight and bullets.&lt;br /&gt;
&lt;br /&gt;
==== Booby-trapped turrets ====&lt;br /&gt;
&lt;br /&gt;
Melee enemies may go straight up to the turret to engage it. To take them down, you can put traps near the turret such as spike traps.&lt;br /&gt;
&lt;br /&gt;
IED traps can be useful if you're using the turret as bait to lure enemy fighters straight to their doom, which is rather costly since the turret would likely be taken down as well. [[IED firefoam trap]]s may see some use if the enemy comes in using both incendiary and melee weapons, as the firefoam traps can automatically trigger to protect the turrets from the flames.&lt;br /&gt;
&lt;br /&gt;
==== On-demand turret deployment ====&lt;br /&gt;
&lt;br /&gt;
For mini-turrets, instead of placing static turrets around the perimeter, you can instead keep them uninstalled and placed in the center of your base. Once raiders come, have a builder install them facing the battlefield, behind your cover. This helps to save power and also allows you to utilize turrets more efficiently as you can keep more turrets engaged on the enemy rather than just sitting there due to lack of contact with the enemy.&lt;br /&gt;
&lt;br /&gt;
This tactic is less effective against melee charges who will swarm your defenders before you have enough time to react.&lt;br /&gt;
&lt;br /&gt;
==== Turret power network ====&lt;br /&gt;
&lt;br /&gt;
Turrets should be turned off whenever not in use. However, it's hard to anticipate when they will be needed, given the random nature of events in RimWorld, and turning them on by then is usually too late.&lt;br /&gt;
&lt;br /&gt;
To fix this, connect your turrets to a separate power network, reconnecting them if needed. To toggle them all at once, install a power switch in a convenient location. The power switch can be then used to easily toggle a lot of turrets at once, saving power. &amp;lt;br&amp;gt;&lt;br /&gt;
This method saves a few seconds of time as turrets can power up before the enemy gets within range, allowing them to fire 1 extra volley of bullets. This is not to be underestimated as turret bullets pack quite a punch. However careful arrangement of power conduits is necessary especially if [[geothermal generator]]s are used.&lt;br /&gt;
&lt;br /&gt;
=== Mortars===&lt;br /&gt;
&lt;br /&gt;
A [[mortar]] attack on siege and raids can be effective while the attackers are still preparing. It's fun and most times raiders would flee before begin their assault due to huge losses of men during preparation.&lt;br /&gt;
&lt;br /&gt;
It also allows you to effectively utilize your colonists who are poor at combat, as mortar accuracy is unaffected by colonist skill, however colonists incapable of violence will outright refuse to man a mortar.&lt;br /&gt;
&lt;br /&gt;
Always to remember to manually unassign colonists from mortars; if you don't, they will continue standing there until they eventually collapse from exhaustion, starvation, or have a mental break.&lt;br /&gt;
&lt;br /&gt;
An important point to remember is that while your colonists are better at dealing with single or spread-out enemies, mortars are designed for heavily grouped enemies. If you diffuse your enemies, the mortars will not be able to hit the enemies easily.&lt;br /&gt;
&lt;br /&gt;
Don't aim mortars anywhere too close to your colonists otherwise you risk friendly fire.&lt;br /&gt;
&lt;br /&gt;
==== Mortar emplacements ====&lt;br /&gt;
&lt;br /&gt;
[[File:Mortar_battery.png|320px|thumb|right|8-mortar battery. Note the separation between the mortars, and walls to block explosions.]]&lt;br /&gt;
&lt;br /&gt;
Mortars can't be placed under roofs, so they're usually placed outdoors.  In which case, build [[shelf|shelves]] to hold the [[mortar shell]]s so they won't deteriorate. Set them to accept mortar shells only otherwise your colonists will haul random objects to the shelves.&lt;br /&gt;
&lt;br /&gt;
Mortars also explode when damaged. Most of the time this isn't an issue, but if you're facing against a siege, an enemy mortar shell that scores a hit on your mortars can cause a chain reaction to rip apart your entire mortar emplacement, killing any crew manning it. To fix this, separate the mortars with high-HP walls that can survive at least 1 hit from an exploding mortar. Building mortars with plasteel also allows the mortar to survive a mortar hit, provided that the mortar shells don't explode.&lt;br /&gt;
&lt;br /&gt;
Mortars can't fire at anyone within 30 tiles of it, so you will need to place the mortars deep inside your base for maximum coverage. It needs to be well-protected against intruders, for enemies that survive to come close to the mortars can wreck havoc on the helpless mortar crew, so you should pay attention and unassign the mortar crew to fight if necessary. It's best that you have your colonists standing guard outside, but if you need to you can always have a few pillboxes to defend the mortar base.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that your landing mortar shells will blow up anything nearby, including things of yours that raiders don't commonly target, like conduits.  If your turret killbox relies on the power of remote geothermal plants and a mortar strikes nearby, it could break the conduit and cut the power to all of your turrets.&lt;br /&gt;
&lt;br /&gt;
==== Mortar battery ====&lt;br /&gt;
&lt;br /&gt;
The number of mortars needed depends on how they will be used.&lt;br /&gt;
&lt;br /&gt;
If you're solely keeping them there to use the [[EMP shell]] then 4 is enough.&lt;br /&gt;
&lt;br /&gt;
For [[high-explosive shell]]s you will need 8 for a decent battery. 12 can seriously injure incoming raids, and 16 or above is pretty much overkill unless against tough enemies such as mechanoids.&lt;br /&gt;
&lt;br /&gt;
==== Shells ====&lt;br /&gt;
&lt;br /&gt;
There are different shells available to be loaded into the mortar.&lt;br /&gt;
&lt;br /&gt;
*[[High-explosive shell]]s are the go-to ammo for dealing damage to enemies.&lt;br /&gt;
**[[Shield belt]]s can easily block damage from the mortar, so it's best to have backup.&lt;br /&gt;
*[[Incendiary shell]]s deal low damage, penetrate shields and set areas on fire. The fire can cause disruption among the enemy ranks, as they frantically run trying to put out flames.&lt;br /&gt;
**It can be paired with brawlers, which allows them to close in with less firepower on them, and force the enemy into melee combat, preventing them from extinguishing the flames on them.&lt;br /&gt;
**Be careful as the fires can spread across wide areas causing extensive collateral damage.&lt;br /&gt;
*[[EMP shell]]s are highly situational, yet are useful to warrant their use in every well-built defense (other than killbox-reliant ones). They don't deal any physical damage whatsoever, but are useful against some specific enemies. They have a large blast radius, meaning that their inaccuracy is less of a problem compared to the others.&lt;br /&gt;
**They can stun mechanoids for 20 seconds, allowing your colonists to close in on them and concentrate fire, or even engage in melee safely. You can keep engaging the mechanoids as you wish when the shells land; you don't need to worry about the mortars injuring your soldiers (though you may want to keep an eye out for your shielded brawlers).&lt;br /&gt;
**They excel at dealing with shields, instantly downing many at once. This can be helpful in preparing for a melee blocking or killbox defense. {{Royaltyicon}} it can also shut down mech high shield for 0.5 hours , giving you an window to send a barrage of high explosive shells to destroy whatever is inside.&lt;br /&gt;
*[[Firefoam shell]]s can be used to extinguish fires outside your base, but is useless against any inside, due to the mortar's blind spot.&lt;br /&gt;
&lt;br /&gt;
=== Traps ===&lt;br /&gt;
As you unlock research, and obtain more manpower and resources, you can lay more traps to debilitate incoming raiders.&lt;br /&gt;
&lt;br /&gt;
==== [[IED trap]]s ====&lt;br /&gt;
Early on, you may want to focus on armed colonist defense with turrets, but as the raiders grow in number, it becomes more efficient to use a bit of metal to kill several at once than to invest a lot of metal in a turret that costs nothing to fire, but will explode rapidly due to large raider groups.&lt;br /&gt;
&lt;br /&gt;
IED traps are extremely effective when used correctly, however in open areas they are mostly useless as the raiders are highly unlikely to step on any of the traps, and even if they do they're usually not tightly packed enough for the trap to cause serious damage. Thus, it is better if you combine traps with funneling to force the raiders together.&lt;br /&gt;
&lt;br /&gt;
1 IED trap can trigger other IED traps in its explosion radius. This may or may not be desirable depending on the situation; you can easily set off a chain reaction to destroy a whole incoming raider horde, but also use up much more resources. They also damage nearby structures, such as walls or deadfall traps, so don't put too many close to each other.&lt;br /&gt;
* Rather than setting more IED traps near existing ones, you can just place the [[Mortar shell]]s themselves, or even some [[Chemfuel]] on the ground for the same effect as a molotov cocktail blast. However, unless you can restrict them to placing just 1 of each it's more expensive to do so.&lt;br /&gt;
** Chemfuel has 50 HP, ''just'' within the damage threshold of an IED trap, but the shells have 70, so you will need to pre-damage them or leave them on the ground to deteriorate first if you want to use this tactic.&lt;br /&gt;
&lt;br /&gt;
IED traps have a delay before exploding, allowing some raiders to escape. Raiders will attempt to run from an exploding trap, though the fuse is short enough to catch some of them.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*High area damage&lt;br /&gt;
*Raiders usually less protected against explosives&lt;br /&gt;
&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*High resource cost&lt;br /&gt;
*Single-use, non-rearmable&lt;br /&gt;
*Requires research&lt;br /&gt;
*Does not instantly trigger&lt;br /&gt;
&lt;br /&gt;
==== [[IED incendiary trap]]s ====&lt;br /&gt;
&lt;br /&gt;
A variant of the IED trap that sets enemies on fire. It's a more situational pick compared to the regular trap, due to its incendiary nature.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Distracts enemies while they are on fire&lt;br /&gt;
*Penetrates shields&lt;br /&gt;
&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*Low damage&lt;br /&gt;
*Not effective against [[Mechanoid]]s&lt;br /&gt;
&lt;br /&gt;
Its use requires strong support to be effective. With that, it is a good defensive choice against heavily armored or shielded enemies, with the flames providing good distraction while your colonists shoot them down. &lt;br /&gt;
&lt;br /&gt;
It synergizes great with brawlers, which will prevent the enemy from attempting to extinguish the flames while fighting.&lt;br /&gt;
&lt;br /&gt;
==== [[IED EMP trap]]s ====&lt;br /&gt;
&lt;br /&gt;
A variant of the IED trap that creates an EMP pulse. It's a more situational pick compared to the regular trap, due to its EMP explosion.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Instantly downs shields&lt;br /&gt;
*Stuns mechanoids for a long time&lt;br /&gt;
*Large blast radius&lt;br /&gt;
&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*'''No physical damage'''&lt;br /&gt;
&lt;br /&gt;
Its use requires strong support to be effective as it can't deal any damage. It is excellent against mechanoids or shielded enemies, however.&lt;br /&gt;
&lt;br /&gt;
==== Mountain trap ====&lt;br /&gt;
An extreme version of the roof trap using overhead mountains instead of constructed roofs.&lt;br /&gt;
&lt;br /&gt;
To use it, you mine out a whole mountain except a pillar in the center. Then you damage that pillar until it has just a sliver of health left (25 or less for easy activation with a single [[sniper rifle]] shot). Mining out all the rocks at once will result in your colonists getting crushed by the trap.&lt;br /&gt;
&lt;br /&gt;
It is triggered the same way as the regular roof trap, and has the same effect radius except victims are instantly killed and buried.  &lt;br /&gt;
The collapsed rocks spawned after this trap is triggered can be useful or harmful depending on the situation.&lt;br /&gt;
&lt;br /&gt;
Rearming it is a lengthy process as you will have to mine out lots of rocks. This does provide a decent way to train miners though.&lt;br /&gt;
&lt;br /&gt;
Pros&lt;br /&gt;
*'''Instantly kills any enemy'''&lt;br /&gt;
*Leaves no corpses&lt;br /&gt;
&lt;br /&gt;
Cons&lt;br /&gt;
*Takes much longer and is more dangerous to re-arm&lt;br /&gt;
**You have to mine out everything then support the mountain roof with a low-HP wall; compare with regular roof trap which simply requires building the wall and the roofs&lt;br /&gt;
**Colonists risk death if you aren't careful&lt;br /&gt;
*No loot or capturable downed raiders&lt;br /&gt;
*Overhead mountains may not be easily available&lt;br /&gt;
&lt;br /&gt;
In mountainous areas where overhead mountains are abundant, this trap can absolutely destroy any incoming raids, especially when combined with funneling.&lt;br /&gt;
&lt;br /&gt;
=== Reactive firefoam poppers ===&lt;br /&gt;
&lt;br /&gt;
You should have some uninstalled firefoam poppers on hand. When a fire starts and you need to extinguish or control it, you can reinstall them near the fire, and trigger them.&lt;br /&gt;
&lt;br /&gt;
Firefoam on the ground slows movement speed of pawns by about 25%. As it covers a wide area, this can be slightly useful as area denial to slow down charging melee attackers, though it prevents the use of fire against them.&lt;br /&gt;
&lt;br /&gt;
=== Firefoam roof array ===&lt;br /&gt;
&lt;br /&gt;
Due to the slight slowing effect of firefoam, you can deploy a large amount of it to slow down enemies crossing by. However, since rain washes it away, you need to erect a roof to prevent that from happening. You also need to clear home area so colonists leave the firefoam alone.&lt;br /&gt;
&lt;br /&gt;
This has the added effect of creating an excellent firebreak against wildfires, as well as creating a [[#Roof trap|roof trap]] that can damage enemies.&lt;br /&gt;
&lt;br /&gt;
Initial deployment of the firefoam is very expensive without the use of chokepoints so it isn't recommended for open base designs.&lt;br /&gt;
&lt;br /&gt;
== Killboxes ==&lt;br /&gt;
&lt;br /&gt;
[[File:Killzone.png|500px|thumb|right|An example of a killbox from an older version, with heavily trapped entryways and stone chunks to slow down enemy advance and force them into close range. Note that these stone chunks give enemy ample cover while they are moving in, which isn't beneficial to you, and that in later versions traps can not be placed this way.]]&lt;br /&gt;
&lt;br /&gt;
Killboxes are heavily trapped, armed areas where enemies are funneled into so they can be destroyed easily.&lt;br /&gt;
&lt;br /&gt;
They almost always consist of a funnel which directs raiders into it, like a wall with a single opening, which opens into a zone where your colonists and turrets are located.&amp;lt;br&amp;gt;&lt;br /&gt;
Raiders will then trickle in, allowing colonists or turrets to concentrate fire on them, or traps to destroy them while they try to move in to attack. In the killzone, enemies lack cover and are within close range, while your colonists have plenty of cover to fight from.&lt;br /&gt;
&lt;br /&gt;
This is an extremely effective way to defeat most raids, as the enemies will often be overwhelmed by the sheer firepower raining on them. It also allows effective use of traps, as funneling enemies greatly increases the chance one's going to trigger them. A well-built killbox can easily neutralize the threat of many raids, which may make the game less fun for some players.&lt;br /&gt;
&lt;br /&gt;
Note that killboxes aren't a catch-all solution to enemy threats, and you still need tactics to handle drop pod raiders or sappers.&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
&lt;br /&gt;
It's best to double-wall your killboxes as the sheer firepower raining on your enemies will inevitably destroy some of your own walls by accident, allowing raiders to flood in from another direction, bypassing traps and overwhelming your defenders. This is especially if you use explosives such as frag grenades or IED traps to kill incoming enemies.&lt;br /&gt;
&lt;br /&gt;
The entryways should lead to a large 'box' where the killing begins (hence 'killbox'). The box should be surrounded by cover sources (preferably walls plus sandbags) where your colonists fire on the enemy. For increased firepower you may build turrets as well.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Entryways ===&lt;br /&gt;
&lt;br /&gt;
Any entryways of the killbox should not be straight, otherwise raiders will simply fire using the entryway as cover. Instead, you should have a turn to break line of sight, prompting the raiders to enter an area where you can get them easily. For better effect, put a grave or other similar object that raiders can't stand on. The entryway should be single wide to allow the use of [[Defense tactics#Melee blocking|melee blocking]] if necessary.&lt;br /&gt;
&lt;br /&gt;
The below shows the results of different killbox entryways.&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:Killbox_right.png|Right design of a killbox entryway. Raiders are prompted to move into the killbox, sometimes so close that they prefer to melee attack instead of shoot.&lt;br /&gt;
File:Killbox_wrong.png|Wrong design of a killbox entryway. Raiders are bunching up in the entryway, using its walls as cover.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Entryways should be long, but not too long corridors with [[sandbag]]s or [[barricade]]s every two tiles to stagger enemies. Do not place a continuous line of sandbags or barricades, as pawns slow down when they are climbing on and off the two (similar to real life, as you can just run on the barricade after you climb on it). In between the spaces, spike traps can be placed to soften up the raiders (with doors adjacent to the sandbags so your colonists can replace them). At the end of the corridor, place a T-Shaped sandbag line (do not stagger like before), as pawns cannot stand on the sandbags and therefore are incapable of using the corridor exit walls as cover. [[IED]]s can be used, but should be used sparingly lest they blow up all the walls of the corridor.&lt;br /&gt;
&lt;br /&gt;
Don't make your entryway excessively long, otherwise raiders will think it's not worth it going such a distance and will decide to go for something else instead. Manhunters however will still chase colonists down a long corridor or over extreme distances, so you can have some dedicated anti-manhunter killboxes with extra-long corridors for this purpose.&lt;br /&gt;
&lt;br /&gt;
If your entryway is long then you may need to build doors to allow friendlies to enter without setting off your own traps or having to go through all the obstacles. This door obviously needs to be fortified against enemy attacks.&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:Slowing_tunnel_long.png|Entryway with alternating sandbags to slow raiders and doors to provide access. Slows raiders but not colonists.&lt;br /&gt;
&amp;lt;!-- File:Trap_tunnel.png|Same entryway but with deadfall traps. Deals heavy damage to incoming raids but costs a lot to build. --&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
Over time, killbox designs have gradually shifted from being up close and personal to having the entryway being much further away from the firing pawns. Different equipment is necessary in different situations.&lt;br /&gt;
==== Short-Range Killboxes ====&lt;br /&gt;
Colonists defending in a short-range killbox will be shooting at a large number of targets no more than a few tiles away. Thus, defenders should use close ranged high damage weaponry for firing at raiders.&lt;br /&gt;
&lt;br /&gt;
*[[Chain shotgun]]s inflict extreme pain at killbox range, even surpassing the charge rifle in DPS if it makes its mark.&lt;br /&gt;
*[[Minigun]]s are excellent at attacking the bunched-up raiders inside a killbox, but require ridiculous amounts of resources to craft (20 components and 160 steel).&lt;br /&gt;
*[[Charge rifle]]s, [[heavy SMG]]s, or [[assault rifle]]s are second-tier picks, being able to dish out hurt against closely grouped targets at close-mid ranges.&lt;br /&gt;
*Long range weapons are not optimal due to low DPS. Instead, use them to pick off survivors outside the killbox.&lt;br /&gt;
*Grenades are good if you can time them right. Throw them near the entrance where each explosion can hit a tight group of raiders, especially if they're slowed down with obstacles, but take care not to demolish your own walls.&lt;br /&gt;
*Have melee colonists stand nearby as raiders who enter your killbox may decide to melee charge you instead.&lt;br /&gt;
&lt;br /&gt;
==== Long-Range Killboxes ====&lt;br /&gt;
Colonists defending in long-range killboxes will be shooting at bunched up raiders. Thus, defenders should use mid-range, fast firing, and decently accurate weapons to inflict as much damage as possible. Note: It is possible to modify a killbox in a pattern that leverages both long and short range weapons. This can be accomplished by creating a passage that has a 45 degree angle &amp;quot;open to the field&amp;quot; while keeping the main 90 degree passage open to short range fire only.&lt;br /&gt;
&lt;br /&gt;
*[[Charge rifle]]s are the best weapon for this purpose, shooting 3 semi-accurate high damage charge shots. It also has a decent 26 tile range and an excellent 35 percent armor penetration, essential for killing targets late game, when your killbox is more developed.&lt;br /&gt;
*[[Assault rifle]]s are basically charge rifles with lower damage and armor penetration, but making it up for its longer range and higher accuracy.&lt;br /&gt;
*[[Heavy SMG]]s are excellent for low shooting skill pawns, albeit having a lower range. It has similar damage to the assault rifle, but is less accurate far away and has a much lower range than any of the three.&lt;br /&gt;
*[[Minigun]]s, [[Chain shotgun]]s, and perhaps [[LMG]]s are second options, excelling at crowd control, especially against tribals.&lt;br /&gt;
*Explosive weapons are not advised, as raiders will be moving around the killbox frequently, and grenades have a delay between the grenade hitting the ground and the explosion of the grenade.&lt;br /&gt;
&lt;br /&gt;
=== Turrets ===&lt;br /&gt;
You can put turrets in a killbox. They help to provide additional firepower alongside your colonists.&lt;br /&gt;
&lt;br /&gt;
You may also choose to fully arm your killbox with turrets, with enough to single-handedly take out raids especially in tandem with traps. Doing this allows you to defeat raids automatically without the need to divert colonists from other jobs, but eats up power when active and resources to maintain, and is vulnerable to solar flares, EMP grenadiers or smoke, so you will need backup.&lt;br /&gt;
&lt;br /&gt;
Turrets should preferably have their own cover. They should also be connected to a separate grid which can be shut off to deactivate them all, to save power when not active.&lt;br /&gt;
&lt;br /&gt;
Mini-turrets and autocannons are the best choices for killboxes, being able to dish out hurt at killbox ranges. Place mini-turrets close up to the enemy, while place autocannons slightly farther away to keep enemies out of its minimum range.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you can keep the enemy in one spot, a specially designed killbox can allow uranium slug turrets to function well. Uranium slug turrets are most accurate at 40 tiles or above, achieving a maximum of ~61% accuracy against humanlike enemies, so you will need to place them that far from the entrance, and distract enemies so they do not go closer. Slug turrets are good against tankier pawns, as a uranium slug can easily rip through [[Centipede]] and [[Power armor]].&lt;br /&gt;
&lt;br /&gt;
It is better to 'Hold fire' until the enemies have actually entered the killbox, for all the turrets will focus fire on the first enemy to try and go through the entrance, which is very much overkill.&lt;br /&gt;
&lt;br /&gt;
=== Blocking ===&lt;br /&gt;
As [[Defense tactics#Melee blocking|melee blocking]] is more effective than even a killbox used normally against melee only attacks, it's best to have somewhere that you can do this.&lt;br /&gt;
&lt;br /&gt;
Melee blocking can be done at killbox entrances, as long as it is one-tile wide and has sufficient empty space in front. Both the entrance to the killing area and the entrance to the covered area where colonists fire onto enemies will work:&lt;br /&gt;
*Doing it in the killing area allows you to spare the turrets from immediate destruction, and they may add firepower.&lt;br /&gt;
*Doing it in the covered area entrance allows you to sustain fewer injuries by having the turrets take the damage first.&lt;br /&gt;
&lt;br /&gt;
=== Explosive weapons ===&lt;br /&gt;
&lt;br /&gt;
Enemies carrying explosive weapons can be very damaging towards your killbox and the defenders inside.&lt;br /&gt;
&lt;br /&gt;
[[Centipede]]s with [[inferno cannon]]s can counter killboxes as the fire makes your colonists lose control and run out of cover, and the flames can destroy turrets easiy. Having some [[firefoam popper]]s inside your box helps a lot with extinguishing fires and preventing future fires.&lt;br /&gt;
&lt;br /&gt;
Another counter for killboxes are raiders with the [[triple rocket launcher]] and [[doomsday rocket launcher]]. If they manage to shoot inside your box the damage can be massive, and it is hard to distract them in a killbox. You can concentrate fire from your colonists on them, or keep [[psychic shock lance]]s and [[psychic insanity lance]]s near and use them if you see that they will not die fast enough.&lt;br /&gt;
&lt;br /&gt;
=== Fire killbox ===&lt;br /&gt;
&lt;br /&gt;
Besides killing enemies with conventional weapons, roasting them with fire is also an effective choice. You need to lure them inside, light up flammable objects to heat up the killbox, and evacuate colonists so they don't get roasted as well.&lt;br /&gt;
&lt;br /&gt;
Fire killboxes are slightly more complicated to operate than a regular one, where you can simply wait inside and fire; you will need to direct colonists, while others light up fires and then make a break for it. &amp;lt;br&amp;gt;&lt;br /&gt;
You can shut off the killbox by either leaving doors open to let enemies in, which you then shut off by disabling &amp;quot;keep open&amp;quot;, then directing a colonist through them, or by building walls.&lt;br /&gt;
&lt;br /&gt;
They need to be at least walled to prevent enemies from breaking out, and also to insulate it from the outside so that temperatures rise faster. Stone walls are optimal as they are non-flammable.&lt;br /&gt;
&lt;br /&gt;
== Killhall ==&lt;br /&gt;
{{rewrite|section=1|reason=Largely similar to killboxes, should be merged with that section}}&lt;br /&gt;
Another possibility is to build a long corridor with traps, that can also be used shoot enemies from cover: a &amp;quot;killhall&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It acts as an active and passive defense:&lt;br /&gt;
* If used actively, it allows to kill enemies will little to no harm done to colonists, and with little damage to repair after the attack.&lt;br /&gt;
* If used passively, it'll lure enemies into [[spike trap]]s. Only very large or tough groups of enemies may go through (by springing all the traps), or possibly enemies with the &amp;quot;[[nimble]]&amp;quot; trait (that will avoid all of them).&lt;br /&gt;
&lt;br /&gt;
If the first part has many obstacles (e.g. [[stone chunk]]s, [[barricade]]s or [[sandbags]]), and another branch of the corridor is empty and ended with a flimsy door (e.g. a wooden [[door]], or better: an [[animal flap]]), fleeing enemies will try to escape by this seemingly faster exit, but they will fall into another group of spike traps, eliminating the rest of the raid.&lt;br /&gt;
&lt;br /&gt;
A drawback is that last part of the corridor has to be quite long to work properly, i.e. a bit more than the [[Property:Range|range]] of the weapons used (e.g. 30 tiles for [[assault rifle]]s and [[charge lance]]s, 45 for [[sniper rifle]]s).&lt;br /&gt;
This is not an issue if it is placed under a mountain, the best location being at the corner of the map.&lt;br /&gt;
&lt;br /&gt;
=== Attack of a killhall ===&lt;br /&gt;
An attack will proceed as follows: &lt;br /&gt;
# Enemies will be lured into the hall, thinking it is an unobstructed way into the base.&lt;br /&gt;
# They are slowed by obstacles, leaving time for colonists to take position inside doors, hidden behind wall corners, waiting for them.&lt;br /&gt;
# Enemies are shot one by one by colonists, they are slowed by rock chunks and cannot rush in for a melee attack before they get shot. Enemies who shoot behind their friends others can sometimes hit them by mistake.&lt;br /&gt;
# Once half of them are dead, they decide to flee, but instead of going back by the way they used to enter, that looks cluttered by chunks, they try to break the doors on the side of the corridor.&lt;br /&gt;
# They are still shot at by colonists, but once they broke a door, it seems that there is only a flimsy animal flap between them and liberty.&lt;br /&gt;
# Unfortunately, what seems to be an exit path is littered with spike traps and they get killed one by one by them.&lt;br /&gt;
# If some of them still manage not to get killed by the traps, they get shot like clay pigeons in the exit corridor.&lt;br /&gt;
# It is now time for the colonists to strip the dead enemies of their possessions and store their corpses for later use...&lt;br /&gt;
&lt;br /&gt;
If colonists decide not to attack the invaders, half of them will be killed by the traps on the entrance way, the other half on the exit way.&lt;br /&gt;
If the attackers are manhunting animals or [[mechanoid]]s, they will not try to escape and will all be shot or being trapped.&lt;br /&gt;
&lt;br /&gt;
=== Example of a practical implementation ===&lt;br /&gt;
&lt;br /&gt;
[[File:Killhall.png|500px|center]]&lt;br /&gt;
&lt;br /&gt;
# Entrance and &amp;quot;escape exit&amp;quot;.&lt;br /&gt;
#* The entrance has a door &amp;quot;held open&amp;quot; and &amp;quot;forbidden&amp;quot;, so enemies can enter, but not friendlies.&lt;br /&gt;
#* The &amp;quot;escape exit&amp;quot; has an [[animal flap]] (can be substituted by a wooden [[door]]), leading fleeing enemies  to think that they can break it to escape quicker.&lt;br /&gt;
# &amp;quot;Slowing down&amp;quot; corridor, filled with [[stone chunk]]s spaced one tile apart that will slow down enemies, give time to prepare and make this path look like a slower way to escape.&lt;br /&gt;
# &amp;quot;Shooting range&amp;quot; corridor, where enemies will be shot at from distance and will be forced to advance one behind another. It is also filled with stone chunks to slow them while they're being shot at (as chunks may be moved or destroyed during the attack, 1×1 [[stockpile zone]]s allowing only stone chunks should be placed, enabling their quick rearrangment).&lt;br /&gt;
#* Above, the &amp;quot;escape exit&amp;quot; corridor, filled with spike traps (doors allow to replace traps without having to walk on them).&lt;br /&gt;
#* Below, the &amp;quot;entrance to the base&amp;quot;, also filled with traps.&lt;br /&gt;
# Part of the hall where colonists will shoot, taking cover with the wall corners. If the enemy has weapons with more range than colonists, they can hide behind the doors and pop out when the enemy is close enough.&lt;br /&gt;
# &amp;quot;Entrance to the base&amp;quot; (or at the part that enemies are planning to reach), with wall corners at the end to use as shooting positions (in case some enemies could reach this part).&lt;br /&gt;
# Human corpses walk-in fridge, to put the bodies after the battle and keep them away from the view of colonists, avoiding the &amp;quot;[[Mood#Observed corpse|observed corpse]]&amp;quot; debuff.&lt;br /&gt;
#* It should be quite large, as enemy raids grow in size, and butchering humans should not be done every day, to avoid a permanent [[Mood#I butchered humanlike|I]]\[[Mood#We butchered humanlike|we butchered humanlike]] debuff (see the possible [[Human resources#Mitigation strategies|mitigation strategies]]). It can also hold the [[human leather]] stock, as it takes much space once butchering is done. &lt;br /&gt;
#* This can also be a place where corpses are burned, if it is preferred to burchering.&lt;br /&gt;
# Human [[kibble]] factory, where [[human meat]] can be processed into kibble (that extends hugely its conservation time, can be sold, or fed to any animal). &lt;br /&gt;
# Repair stock, that holds the necessary materials to quickly repair the walls and the spike traps after an attack.&lt;br /&gt;
# Hospital for prisoners, to quickly save them if they survive.&lt;br /&gt;
&lt;br /&gt;
Points 6 to 9 are optional, but are great improvements if used.&lt;br /&gt;
&lt;br /&gt;
==== Additional notes ====&lt;br /&gt;
* Walls of the parts 3 and 4 should be tough and fireproof. Best would be [[plasteel]], then [[uranium]]; [[granite]] may also be used but will break down faster, and flammable materials are to avoid at all costs.&lt;br /&gt;
* Flooring should be put in place to keep the mood of the colonists high when they are in the area.&lt;br /&gt;
* Walls and flooring of the parts 2 and 5 doesn't matter, as colonists will very rarely go there, and there shouldn't be much fighting in these parts anyway.&lt;br /&gt;
* Spike traps should be made out of [[steel]], as it has the best price-quality ration for this device (nevertheless, steel is flammable in Rimworld, but here, traps are protected behind the walls and doors).&lt;br /&gt;
* Accurate weapons should be prefered for colonists: the narrow corridor will be damaged unnecessarily if explosives are used, or weapons like [[shotgun]]s or [[minigun]]s (not to speak of their reduced range).&lt;br /&gt;
* The hall should like an unobstructed path to enter the colony (i.e. no closed door between the ouside and the inside of it), but the doors leading to it that will be used by colonists should be strong enough to deter attackers from trying to break them.&lt;br /&gt;
* The number of stone chunks in the way is also important: if there are not enough of them, fleeing enemies will just escape by the way they attacked and will not be led into the spike traps on the supposedly quicker escape route.&lt;br /&gt;
&lt;br /&gt;
== Situational ==&lt;br /&gt;
&lt;br /&gt;
=== Crashed ships ===&lt;br /&gt;
&lt;br /&gt;
It is vital to know Mechanoids' behavior:&lt;br /&gt;
&lt;br /&gt;
* Any attack to the ship will trigger its guardians, and they have a long aggro range of around 40 tiles from their spawn point. The larger the map, the easier it can be to deal with them, as long as the ship crashes away from your base. This means that as long as they are far from your base, Mechanoids will still NOT chase you yet.&lt;br /&gt;
* When the ship's health falls below 50%, Mechanoids will stop guarding and will instead proceed to attack your base as a normal raid.&lt;br /&gt;
&lt;br /&gt;
You can trigger a ship's guardians from a long distance either by bombarding with mortars or hit-and-run with sniper rifles.&lt;br /&gt;
&lt;br /&gt;
Currently, the best approach is to deal with the Scythers first, followed by their ranged units. There are a variety of alternatives, but the nature remains the same; hinder the melee range closing-in of their shock troops. &lt;br /&gt;
&lt;br /&gt;
==== Preparation ====&lt;br /&gt;
&lt;br /&gt;
Though these ships are &amp;quot;time bombs&amp;quot;, instead of immediate action, you can spend a few days building preparations before engaging them.&lt;br /&gt;
* Placing a spike trap right in front of your sandbag may be helpful if the need to retreat arises, as mechanoids will very likely want to use the shortcut.&lt;br /&gt;
* Always make sure you have a safe path between your walls and your base, so that there's safe cover between your &amp;quot;ins&amp;quot; and &amp;quot;outs&amp;quot;; battles can take a long time if short on numbers.&lt;br /&gt;
&lt;br /&gt;
Building IED traps can also be a good way to hurt the mechanoids, especially if there is a long distance between your colonists and the ship part. High-explosive traps deal hefty damage to incoming scythers and lancers, while EMP traps stun them, making them vulnerable to attack. &amp;lt;br&amp;gt;&lt;br /&gt;
If possible, a properly placed antigrain IED trap can obliterate most of the mechanoids, leaving a few heavily damaged centipedes to fight at most.&lt;br /&gt;
&lt;br /&gt;
You may also want to keep a few firefoam poppers nearby. Trigger some of them before combat to prevent fires, and leave a few more to rapidly extinguish a group of burning colonists at once.&lt;br /&gt;
&lt;br /&gt;
After you have finished preparing, you can use EMP shells to stun the mechanoids. Proper firing will make them helpless hunks of metal, once you get used to this technique, you can even preemptively fire EMP shells and then trigger the guardians, so as soon as they pop out, they instantly get hit by EMP shells. The number of manned mortars will factor in, as the chance to miss for each shell is quite large.&lt;br /&gt;
&lt;br /&gt;
==== Cover ====&lt;br /&gt;
&lt;br /&gt;
Use the &amp;quot;fire wall&amp;quot; cover approach detailed above, with melee units stationed behind each sandbag to hold off the scythers while your gunners lay fire on other mechanoids.&lt;br /&gt;
&lt;br /&gt;
Ideally, the cover should be placed a distance from the ship, giving you time to soften incoming scythers with concentrated fire.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:CSP v1 new tactics 101-00.png|Zoom out&lt;br /&gt;
File:CSP v1 new tactics 101-01.png|Zoom in&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 'The Purifier' ===&lt;br /&gt;
&lt;br /&gt;
This is a powerful way to burn a massive [[infestation]] to a crisp. Provided that the infestation have no direct access to map edges and unroofed areas. &lt;br /&gt;
&lt;br /&gt;
To start, build a medium-sized room (approx. 5x5) with triple-thick stone walls, next to the infestation.Fill it with [[hayfloor]]s, and flammable objects such as wooden [[barricade]]s, it have good hp which means it will burn a longer time and high flammability so it will catch fire quickly. Another alternative is to use tainted clothing.&lt;br /&gt;
&lt;br /&gt;
After that, dig a 1-wide tunnel towards the infestation at night when the insects are sleeping. Finally, toss a Molotov into the room. &lt;br /&gt;
&lt;br /&gt;
Once the temperatures rise so high(250C) that insects can be burnt, they will attempt to dig out by rushing towards the purifier, but be set alight by the burning [[hayfloor]], making them unable to dig. Temperatures can rapidly reach 500℃ or above, boiling both the insects and the hives. Even those that don't get set alight will eventually succumb to heatstroke.&lt;br /&gt;
&lt;br /&gt;
Although using this method will not yield you valuable [[insect jelly]].&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
{{nav|security|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Defense_structures&amp;diff=96168</id>
		<title>Defense structures</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Defense_structures&amp;diff=96168"/>
		<updated>2021-11-08T02:06:55Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: /* Shells */ added the ability to shut down mech high shield on the EMP page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
{{for|strategies against threats|Defense tactics}}&lt;br /&gt;
&lt;br /&gt;
Raids are frequent and numerous as enemies don't journey towards your base from their &amp;quot;camp&amp;quot; but just spawn on your map nor need to maintain their base like players do. So players must wisely consider protective measures while still taking every thing else into account, whereas hostiles only attack.&lt;br /&gt;
&lt;br /&gt;
Basically, players have to fight the same enemy AI programming for each type of hostile but the approach to it may differ according to gameplay preferences, either face to face for a more combative experience or behind killboxes for a less threatening measure, or both combined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Map features ==&lt;br /&gt;
&lt;br /&gt;
Before laying blueprints, first inspect the natural features that can work as defenses, such as marshes, mountains and rivers.&lt;br /&gt;
&lt;br /&gt;
=== Moats ===&lt;br /&gt;
&lt;br /&gt;
Water or marsh tiles can be used as moats which will considerably slow down enemy advance, giving you some time to shoot and soften the clash.&lt;br /&gt;
&lt;br /&gt;
[[File:Moats.png|600px|thumb|center|Marsh used as moats to slow enemy advance, with little islands full of deadfall traps.]]&lt;br /&gt;
&lt;br /&gt;
=== Rivers ===&lt;br /&gt;
&lt;br /&gt;
In maps with rivers you can build bridges and then cover on top of it, and by funneling enemies into the river, you can slow them down significantly while exposing them.&lt;br /&gt;
&lt;br /&gt;
=== Mountains ===&lt;br /&gt;
&lt;br /&gt;
Mountains (in Small hills or Large hills maps) that align with each other can become part of your defensive walls by filling the gap in-between. Mountainous maps, however, are better used by digging in tunnels and caves or walling out a section surrounded by mountains.&lt;br /&gt;
 &lt;br /&gt;
=== Map borders ===&lt;br /&gt;
&lt;br /&gt;
Pay attention when expanding towards the edges of the map, as there's a boundary you can't build beyond that is only visible when the &amp;quot;Structure&amp;quot; tab is selected.&lt;br /&gt;
&lt;br /&gt;
== Early-game defense ==&lt;br /&gt;
&lt;br /&gt;
At the very beginning your most primitive security choices are deadfall traps, sandbags and stone chunks. You will need to find a balance between these three to make the most out of the available materials without costing too much time. Analyze the terrain to find choke points, natural walls, and other features you can use to defend your colony.&lt;br /&gt;
&lt;br /&gt;
[[File:Stone chunks at the outer side to prevent fire spree in tropical forest.png|400px|thumb|right|Stone chunks at the outer side to slow wildfires in tropical forest.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stone chunk manipulation ===&lt;br /&gt;
&lt;br /&gt;
From the start, it's very likely you will have to move stone chunks either to build or to open a growing zone, while gathering raw materials into a stockpile zone. As you move stone chunks around, you might as well create a Dumping stockpile zone on the outside of your wall, covering its width and expanding it further. This is a little help as fire prevention, since stone chunks will slow the spread of fires by preventing grass growth, thus naturally removing any flammables below. Fires can spread up to 4 tiles away, so this won't completely stop fires unless you put a thick enough line.&lt;br /&gt;
&lt;br /&gt;
Performing this action can be time consuming, so just a single line covering your entire wall width would be a good start.&lt;br /&gt;
&lt;br /&gt;
Your speed in this matter is greatly affected by the number of haulers available. It becomes faster if you can tame and train intelligent animals to do the hauling for you, allowing you to actually build defensive structures while the animals do this for you. Taming hauling animals is also time and food consuming so you will need to allocate resources carefully rather than getting 20 pets right away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Walls ===&lt;br /&gt;
&lt;br /&gt;
An essential building to keep threats out, so long as the base is self-sustainable inside. Walls alone can fend off early game raids if enough repairmen can keep the walls standing while enemies start to starve and become tired. Walls also protect from Predator attacks and Manhunter packs, which cannot reach colonists safely inside unless a colonist is seen passing through doors at which point they will attempt to break them down.&lt;br /&gt;
&lt;br /&gt;
As raids become stronger, walls alone won't hold off raids, so prepare additional defenses behind them such as lines of sandbags, or funnel them through a chokepoint.&lt;br /&gt;
&lt;br /&gt;
Many layers can be raised as you expand. Initially it is faster to build with wood, but later on, they should be made of stone. Placing several doors 15 to 25 tiles between each other allows multiple exits and the ability to flank enemies.&lt;br /&gt;
&lt;br /&gt;
If raising additional walls, instead of putting the second layer right next to the first, consider leaving a gap between both. Wide gaps give long-range shooters enough distance to pick off targets, while 1-tile gaps allow repairs without being exposed to enemy fire. &amp;lt;br&amp;gt; Double layer walls may seem more resistant protection but are discouraged as colonists cannot go out to repair the side that is being attacked, placing themselves in harm's way.&lt;br /&gt;
&lt;br /&gt;
Wooden walls are weak and flammable, while all walls are weak against [[frag grenades]]. Grenadiers can easily breach them, so target those with explosive weapons first to prevent the wall from falling. When your efforts are not enough, this shall signal the time to retreat to your inner walls or any other defensive structure inside.&lt;br /&gt;
&lt;br /&gt;
'''Watch out for trapped animals''', which will attempt to break out if they are trapped inside without food, especially during winter when it becomes too cold to graze.&lt;br /&gt;
&lt;br /&gt;
=== [[Cover]] ===&lt;br /&gt;
&lt;br /&gt;
Cover is vital for firefights as it can block projectiles, reducing the amount of damage received by your colonists. This is an essential defense as long as colonists or turrets are directly engaging.&lt;br /&gt;
&lt;br /&gt;
However, static defenders behind cover are vulnerable to explosives, so be careful.&lt;br /&gt;
&lt;br /&gt;
==== Sandbags and Barricades ====&lt;br /&gt;
&lt;br /&gt;
Sandbags and barricades are very efficient when placed wisely. Their protection is inferior to walls ({{#expr: {{Q|Sandbags|Cover Effectiveness}}*100}}% vs 75% from walls), but are more effective against diagonal fire as they can be placed side by side. They are faster to build, and can be built from textiles (sandbags) or ordinary building material (barricades).&lt;br /&gt;
&lt;br /&gt;
Sandbags and barricades are a quick security measure when an extended wall would take many days to complete, as well as a fallback secondary defense when the perimeter is breached. It all depends in each game.&lt;br /&gt;
&lt;br /&gt;
The most common usages are in shape of a square's corners or a U shape with the opening towards fast retreat.&lt;br /&gt;
&lt;br /&gt;
==== Walls ====&lt;br /&gt;
&lt;br /&gt;
Walls are the most effective cover, providing up to 75% cover. However, this restricts your colonist's effective attack area, and single pillars are greatly affected by direction, making them unable to protect against projectiles fired diagonally.&lt;br /&gt;
&lt;br /&gt;
==== Stone chunks ====&lt;br /&gt;
&lt;br /&gt;
Stone chunks are natural resources with 50% cover efficiency, weaker than constructed cover but still effective. Their placing is similar to sandbags only that it requires hauling to previously set dumping zone lines, instead of construction. Helpful if you have no one well skilled in construction.&lt;br /&gt;
&lt;br /&gt;
=== [[Spike trap]]s ===&lt;br /&gt;
&lt;br /&gt;
The only initially available defense that deals damage, is single use (rearmable and named as Deadfall trap in B18 and earlier) and needs careful placement. Common locations are in the corners of your base where enemies will likely make turns as well as narrow areas even outside your base that receive frequent traffic. If it doesn't seem obvious to you at first, one way to find out is by carefully studying raids pathing from the map borders as they close in towards your base. Watch where they go through and starting laying blueprints but forbidding them (as you are currently being attacked). &lt;br /&gt;
&lt;br /&gt;
When building deadfall traps, you must also leave free areas so that your colonists and friendlies can pass harmlessly or else they are greatly slowed while trying to tiptoe through them, and may accidentally trigger one in the process. As such, putting them in a 1-wide corridor is not a good idea.&lt;br /&gt;
&lt;br /&gt;
Traps made of wood are highly flammable so its best to place them on rock or soil far from grass or trees, where wildfires won't waste them. Stone traps can't get burnt. Either can be destroyed by explosions so they shouldn't be placed right in front of your walls as grenadiers will blow them away altogether.&lt;br /&gt;
&lt;br /&gt;
Be aware that after subsequent game updates, you can no longer place deadfall traps adjacent to one another, as displayed below. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Deadfall traps.png|'''Traps in a narrow passage'''&lt;br /&gt;
File:Defense structures deadfall trap.png|'''Traps in potential enemy cover spots (map border)'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Clearing the area ===&lt;br /&gt;
[[File:Wildfire clearing.png|500px|thumb|right|Controlled burning of a tropical rainforest.]]&lt;br /&gt;
&lt;br /&gt;
Once your basics had been covered, it's time to make improvements. On maps where flora is dense, it's best to clear the surroundings so that enemies won't have cover to fight, totally exposed to your fire. Use the &amp;quot;Cut plants&amp;quot; order to remove trees and &amp;quot;Haul&amp;quot; to haul stone chunks away, gaining berries and wood in the process, and make your stonecutters walk around less.&lt;br /&gt;
&lt;br /&gt;
Clearing the area also prevents fires from reaching your base. On the other hand, vegetation on [[Biomes#Temperate forest|temperate forests]] or [[Biomes#Tropical rainforest|tropical rainforests]] never cease growing, so an easy way to clear your surroundings is to do controlled burnings of the surroundings, doing the job faster than chopping and cutting. Burned trees only provide 20% cover.&lt;br /&gt;
&lt;br /&gt;
=== Bait furniture ===&lt;br /&gt;
&lt;br /&gt;
Attackers will destroy furniture if no colonists are in sight, and will sometimes even stop to destroy furniture if it is between them and the nearest colonist. They may smash items or set flammable things on fire (particularly crop fields).&lt;br /&gt;
&lt;br /&gt;
Cheap wooden furniture such as a [[stool]] or [[table]] can be used as bait to lure enemies into a position where they can be more easily killed. It can also distract them by drawing a few attackers away from your base, which can help prevent your defenders from getting overwhelmed.&lt;br /&gt;
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&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Distraction_tables_2.jpg|'''A raider lured into a dangerous position in the middle of a moat.'''&lt;br /&gt;
File:Distraction_tables_3.jpg|'''A mechanoid detoured far away from the base to smash a wooden stool.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a small added bonus, if your outdoor bait furniture consists of a table and stool, colonists completing work tasks far from your base may stop to eat there. This may help avoid the &amp;quot;Ate without table&amp;quot; debuff.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Mid-game defense ==&lt;br /&gt;
&lt;br /&gt;
=== Cover ===&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Fire Wall&amp;quot; ====&lt;br /&gt;
[[File:Cover_fire_wall.png|400px|thumb|right|Example of advanced cover using walls.&amp;lt;br&amp;gt; Colonists behind walls are enjoying full cover, with 75% of shots blocked. &amp;lt;br&amp;gt;Colonists behind sandbags are at half cover, with {{#expr: {{Q|Sandbags|Cover Effectiveness}}*100}}% of shots blocked.]]&lt;br /&gt;
An effective cover design is to alternate 2 walls and 1 sand bag. With this, you can have two defenders behind full cover firing out of one hole. The sandbags should be there mainly to soak fire coming from oblique angles; ideally, '''there shouldn't be anyone standing directly behind them''', otherwise stray fire directed at that colonist will easily hit others around him.&lt;br /&gt;
&lt;br /&gt;
This structure narrows the effective attack area, forcing both sides to fire straight at each other. Fire walls should be placed directly in front of where enemies will be attacking from, such as potential sources of cover.&lt;br /&gt;
&lt;br /&gt;
Pros&lt;br /&gt;
* Gives excellent cover&lt;br /&gt;
* The walls stop some explosives&lt;br /&gt;
&lt;br /&gt;
Cons&lt;br /&gt;
* May prevent colonists from ganging up on enemies&lt;br /&gt;
* Restricted attack angle&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Surrounding cover ====&lt;br /&gt;
&lt;br /&gt;
[[File:Sandbag_advanced_cover.png|300px|thumb|right|Example of advanced cover using sandbags only.]]&lt;br /&gt;
&lt;br /&gt;
For additional protection against shots not coming straight, sandbags can be built to the sides of where colonists will stand during combat.&lt;br /&gt;
&lt;br /&gt;
This does not result in a narrowed attack angle for your colonists, allowing them to attack enemies from a broader angle while still receiving comprehensive protection from fire, especially when enemies are almost firing horizontally at your colonists. Colonists also take fewer hits from missed shots as they stand 1 tile away from each other.&lt;br /&gt;
&lt;br /&gt;
This can be used to complement the aforementioned 'Fire walls' by placing them somewhere slightly farther away where defenders will fire diagonally at enemies.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Cover removal ====&lt;br /&gt;
[[File:Cover removal or baiting.png|400px|thumb|right|Watch where enemies choose to hide and once the battle is over plan for the future.]]&lt;br /&gt;
&lt;br /&gt;
While sandbags already give you an advantage over raiders in terms of cover (55% vs 50% for stone chunks), removing all sources of cover near your base is still very useful when dealing with ranged enemies as they will then have nowhere to hide.&lt;br /&gt;
&lt;br /&gt;
Haul all stone chunks towards a dump behind your defensive lines so enemies can't use them. Enemy snipers can shoot from up to 45 tiles away, though most raiders can't shoot that far, so removing chunks around 30 tiles away from your defenses can deprive many enemies of suitable cover.&lt;br /&gt;
&lt;br /&gt;
Watch out for your crop fields, as colonists tend to move and lay out chunks in straight lines when planting on growing zone tiles, suitable for raiders to take cover behind.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Cover baiting ====&lt;br /&gt;
[[File:Flanking_example.png|400px|thumb|right|Early-game example of cover baiting. Notice the rock chunks laid strategically so that shooters can lean out of doors to flank enemies hiding behind them. Enemies that reposition themselves to defend against one angle will be exposed to another, leaving nowhere safe to hide.]]&lt;br /&gt;
&lt;br /&gt;
Once there's no suitable cover nearby, ranged attackers will scramble to find any objects usable as cover. You can exploit this by placing any form of low cover to attract them to a place where they can be dealt with more easily. [[Stool]]s work well, though they wear out quite fast under constant fire. &lt;br /&gt;
&lt;br /&gt;
If the cover is hard to remove (such as plants and trees constantly regrowing in plant-rich biomes), you can manipulate stone chunks in ways that give them a disadvantage. For example, putting gaps between each chunk exposes the enemy behind to fire directed diagonally, or continuous lines allow missed shots to hit nearby covering enemies. If your defense line is big enough, you can bait enemies into taking cover in such a way that leaves them flanked (see picture).&lt;br /&gt;
&lt;br /&gt;
You can put traps behind the bait cover, which makes it slightly easier to trigger, though still less effective than chokepoints (see below).&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Bunkers ====&lt;br /&gt;
&lt;br /&gt;
[[File:Makeshift_pillbox.png|320px|thumb|right|Map ruins converted into a pillbox.]]&lt;br /&gt;
&lt;br /&gt;
A simple early game construct, effective until mid-game. Simply build a room in any shape (or convert them from ruins) and then deconstruct a few sections of wall facing the enemy to make some holes and replace with sandbags -- these will be firing holes for your shooters, where they can use the walls as cover for 75% protection from direct fire, and sandbags as cover from diagonal fire.&lt;br /&gt;
&lt;br /&gt;
Bunkers should be built out of stone, as they are durable and are non-flammable.&lt;br /&gt;
&lt;br /&gt;
Additionally, build a roof for your bunker to protect defenders from bad weather like rain and lightning strikes. So, when a raid comes and your shooters head to the bunker, they now enjoy the full cover bonus from having thick walls between them and the enemy, without an aim malus when it rains, and the floor they're on can remain free of movement-slowing snow.&lt;br /&gt;
&lt;br /&gt;
To finish the bunker, add flooring so your colonists don't have to worry so much about fires while inside.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Cheap -- all it takes is whatever materials you use for the walls&lt;br /&gt;
*Simple -- just make a room and knock out holes for your shooters&lt;br /&gt;
*Upgrade-able -- can add turrets and extend or fortify the bunker&lt;br /&gt;
*Makes it hard for enemies to hit your colonists since they are behind full cover&lt;br /&gt;
**Full cover also stops explosive damage if the explosion happened outside the wall -- additional walls can be built behind your shooters to take advantage of this&lt;br /&gt;
&lt;br /&gt;
Pillboxes can be incorporated into perimeter walls, but make sure that there is no direct entry from there, such as by building a durable door.&lt;br /&gt;
&lt;br /&gt;
==== Secondary cover ====&lt;br /&gt;
&lt;br /&gt;
Besides your main line of cover, you may also build additional cover for various purposes:&lt;br /&gt;
#For [[Defense tactics#shield distraction|shield distraction]], building cover for your shield tanks helps them to last longer with their shields.&lt;br /&gt;
#Putting lines of sandbags perpendicular to your main cover line allows them to be used to flank enemies. Make sure that they are put a great distance away so enemies can't use it to their advantage.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Chokepoints ===&lt;br /&gt;
&lt;br /&gt;
[[File:Slowing_tunnel.png|400px|thumb|right|Short slowing tunnel in front of a wall, with alternated sandbags for maximum slowing efficiency and a twist to break line of sight. An additional sandbag is placed to discourage raiders from using walls as cover. This is just an example; in practice a slowing tunnel should be longer than this.]]&lt;br /&gt;
&lt;br /&gt;
Chokepoints allow your colonists to concentrate firepower, killing incoming attackers effectively, as well as utilize traps to their maximum potential. They also allow you to seal off raiders' escape routes by physically blocking them off using your soldiers.&lt;br /&gt;
&lt;br /&gt;
At its simplest, it involves the use of a single opening in a wall, coupled with a location for colonists or turrets to fire and beat them, sometimes with traps to catch some of the unaware attackers. &lt;br /&gt;
&lt;br /&gt;
Chokepoints should be built with a turn to break line of sight, prevent enemies from firing into the chokepoint from the outside.&lt;br /&gt;
&lt;br /&gt;
A strategy is to litter the choke with sandbags or rubble, greatly slowing down the raiders and giving you time to deal with them. They also prevent raiders from standing on them, forcing them into your defenses.&lt;br /&gt;
&lt;br /&gt;
You can concentrate fire on a [[crafting spot]] or [[animal sleeping spot]] placed right in the entrance with miniguns to rip incoming raiders apart.&lt;br /&gt;
&lt;br /&gt;
==== Slowing tunnel ====&lt;br /&gt;
&lt;br /&gt;
One early-mid game tactic to slow down your enemies is by creating a narrow strip between your colony and potential areas where raiders could attack from, then alternating sandbags or debris with unoccupied space, close to the exit of the strip.&lt;br /&gt;
&lt;br /&gt;
To stop them from using the chunks or sandbags to their advantage, build a turn to break their line of sight.&lt;br /&gt;
&lt;br /&gt;
Don't put sandbags or chunks right next to each other, otherwise they will simply vault over multiple bags at once, reducing their slowing efficiency. An excessively long tunnel also prompts them to break in instead of entering through it.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Fairly cheap&lt;br /&gt;
*Easy to build&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*'''Does not deal damage'''&lt;br /&gt;
&lt;br /&gt;
It is not necessary if you don't need extra time to set up defenses.&lt;br /&gt;
&lt;br /&gt;
==== Burning floors ====&lt;br /&gt;
&lt;br /&gt;
You can build wooden floors to set on fire, burning enemies. Once the floors are burnt, they leave behind burnt floors that apply a hefty movement penalty, and will persist until removed.&lt;br /&gt;
&lt;br /&gt;
=== Traps ===&lt;br /&gt;
&lt;br /&gt;
==== Understanding A.I. ====&lt;br /&gt;
&lt;br /&gt;
Friendly AI will always prefer to move through doors and avoid traps, while enemies will prefer to go around structures by entering open spaces and are unable to see traps.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Trap_choke.png|500px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Because of that, trap chokepoints like this one are effective. Enemies will prefer to use the corridors rather than attempting to destroy doors as it would be more time consuming, and being unable to see the traps, they will trip them hopelessly. On the other hand, your colonists can safely pass using the door instead. Enemies cannot open doors unless they destroy them first, or they are being held open.&lt;br /&gt;
&lt;br /&gt;
==== Trap memory ====&lt;br /&gt;
&lt;br /&gt;
Hostile factions can remember the tile location of your traps for a single quadrum, so long as any survivor manages to tell the tale by escaping the map. Factions keep this information to themselves and do not share with others. This is of course, once a trap has been triggered by someone walking over it only, causing them to attempt to avoid the tile in future attacks.&lt;br /&gt;
&lt;br /&gt;
They will still walk over known trapped tiles in order to get to you, if there are no other routes available.&lt;br /&gt;
&lt;br /&gt;
==== Roof trap ====&lt;br /&gt;
This clever trap is simple to set up and hard-hitting when triggered. It can be considered a giant single-use deadfall trap.&lt;br /&gt;
&lt;br /&gt;
All you need to do is to erect 1 pillar made of a low-HP material, optimally wood, then build a roof over it. When raiders walk near the pillar, demolish it from a distance with long-range guns. You can remove the home area near the pillar to prevent colonists from repairing it, then damage it until it can be destroyed in 1 hit.&lt;br /&gt;
&lt;br /&gt;
After the pillar is destroyed, the roof will fall, crushing the raiders on the head, neck or torso and dealing up to 20 damage (though armor will negate part of it).&lt;br /&gt;
&lt;br /&gt;
You can use cover baiting to lure enemies into this trap very effectively. &amp;lt;br&amp;gt;&lt;br /&gt;
Triggering an IED trap near it is also a viable choice, with the advantage of being automatically triggered and dealing even more damage with its explosion.&lt;br /&gt;
&lt;br /&gt;
This is more of a clever use of game mechanics than an actual trap, so raiders won't detect it, nor will they treat it as one.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Large radius, easily injures a sizable group of raiders at once&lt;br /&gt;
*Penetrates shields&lt;br /&gt;
*Low cost, only 5 wood for each trap&lt;br /&gt;
*No risk of friendly activation&lt;br /&gt;
*Undetectable by raiders, and position will not be remembered&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*Harder to trigger, may need to lead your targets&lt;br /&gt;
*Requires lots of space&lt;br /&gt;
*Low damage&lt;br /&gt;
*Rarely kills or incapacitates&lt;br /&gt;
*Cannot be used in killboxes&lt;br /&gt;
&lt;br /&gt;
It is optimal for softening a group of raiders so it's easier to defeat them. You can also put them in multiple layers, but placing the traps too close to one another will result in the trap not triggering properly.&lt;br /&gt;
&lt;br /&gt;
Grass also cannot grow under it. This can be used to make firebreaks but will cut into your supply of grass for grazing animals so be careful.&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:Roof_trap.png|Roof trap before triggering.&lt;br /&gt;
File:Roof_trap_triggered.png|Roof trap after triggering, having injured some raiders (some through shields) and left a large pile of rubble.&lt;br /&gt;
File:Roof_trap_auto.png|More refined roof trap design with stools to lure the enemy into using them as cover, along with an IED trap to automatically trigger the trap. Significantly more expensive.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Damage minimization ===&lt;br /&gt;
These are ways to minimize damage done to your base.&lt;br /&gt;
&lt;br /&gt;
[[File:Walled_geothermal_generator.png|200px|thumb|right|Walled geothermal generator. The extra space allows heat to escape without being trapped inside. Note that the entire setup is unroofed.]] &lt;br /&gt;
&lt;br /&gt;
==== Firebreaks ====&lt;br /&gt;
&lt;br /&gt;
4-tile wide strips of concrete, metal or stone tiles are capable of stopping the spread of fires. This can prevent many fires from reaching your base and burning it down. This is more important for plant-rich biomes with large amounts of flammable material.&lt;br /&gt;
&lt;br /&gt;
You can build one surrounding your base (if you do, and divide the map into sections in order to control fires. You can also use them to separate crop fields such that a fire won't consume all your crops.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that building such amounts of floors usually requires huge amounts of building materials- if you have stone on hand it is better to build a perimeter wall out of stone instead, with the added advantage of fortifying defenses.&lt;br /&gt;
&lt;br /&gt;
==== Grazing animals ====&lt;br /&gt;
&lt;br /&gt;
Setting lots of grazing animals around the outside of the base helps clear away grass, slowing or stopping the spread of fires towards your base. They may also distract raiders during raids, but at quite a cost.&lt;br /&gt;
&lt;br /&gt;
==== Walling structures ====&lt;br /&gt;
&lt;br /&gt;
You should build an additional wall around your important structures, such as generators, power conduits or cash crops, even if you do have a perimeter wall in place. This causes raiders to prioritize other targets over these, averting destruction.&lt;br /&gt;
&lt;br /&gt;
For geothermal generators, remember to have some exposed roof areas so the heat from the generator can vent out instead of being trapped inside.&lt;br /&gt;
&lt;br /&gt;
==== Power network ====&lt;br /&gt;
&lt;br /&gt;
It's not a good idea to have only 1 wire connect everything in your base, as one broken-down [[Power conduit|conduit]] can easily cause a blackout. Instead, create a backup power storage by building [[Battery|batteries]] hooked to the grid, but run through a [[power switch]] that is turned off once the batteries are charged. As a supplement, run power conduits through more than just one wall on your grid so that if you have a break in one line, you may still have power flow in another without needing to immediately build a new conduit.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Panic room ===&lt;br /&gt;
&lt;br /&gt;
[[File:Panic_room_example.png|400px|thumb|right|Example of a panic room built inside a mountain.]]&lt;br /&gt;
&lt;br /&gt;
You can dig out a panic room deep into the mountains or build one out of very thick walls. This provides a good escape if you know that you can't defeat an incoming group of raiders, or you are losing and need retreat, provided you manage to get to the room in time.&amp;lt;br&amp;gt;&lt;br /&gt;
*If you dig one out of the mountains, you gain immunity against mortar shells and some innate temperature control. You will need to make many layers of doors (at least 6) as the raiders will focus down the doors.&lt;br /&gt;
*If you build one using thick walls you have more flexibility in its positioning, and you don't need that many layers of wall - 4 layers are OK, since raiders will divert their attention to the walls as well instead of focusing down the doors.&lt;br /&gt;
&lt;br /&gt;
You don't need to make the panic room big enough to accommodate the whole colony, as the point of a panic room is to preserve colonists in a dire situation so you can rebuild later on. Choose the colonists most important to you when it's time to escape to these rooms.&lt;br /&gt;
&lt;br /&gt;
Panic rooms also need the following:&lt;br /&gt;
*Enough food to last 1-2 days at full capacity&lt;br /&gt;
*Medicine for the wounded, for injury is likely during the retreat&lt;br /&gt;
*Joy objects (otherwise colonists may face a huge -20 mood penalty)&lt;br /&gt;
&lt;br /&gt;
If you want, you can put beds and tables to make sure your colonists don't feel too bad while cooped up inside. You can also choose to put building materials to seal up the entrance with cheaper and more durable walls. Putting resources inside also helps with rebuilding, though they take up space.&lt;br /&gt;
&lt;br /&gt;
While inside the room, if you're down on your last door or layer of wall, assign your best builder to hold the door by repairing it, and make sure the others don't go out. Disabling firefighting for covering colonists or restricting them to the panic room can help stop them from leaving. If the doors are unable to hold, use the breach as a chokepoint instead, and take as many enemies down with you.&lt;br /&gt;
&lt;br /&gt;
Consider building multiple panic rooms so your colonists have another panic room within reach if a raid blocks off access to one. You can also choose to build another exit so you can flee to another room should the original be overrun.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Mid-late game defense ==&lt;br /&gt;
&lt;br /&gt;
=== Turrets ===&lt;br /&gt;
&lt;br /&gt;
Turrets are automated defenses which shoot at enemies in range. There are three varieties; the [[mini-turret]], [[autocannon turret]] and [[uranium slug turret]] from 1.0 onwards, while in earlier versions there is only 1, the [[improvised turret]].&lt;br /&gt;
&lt;br /&gt;
In 1.1 all turrets received a great nerf to their firepower.&lt;br /&gt;
&lt;br /&gt;
Turret-reliant perimeter defenses are generally only viable for the first several raids, after which the areas will quickly get overwhelmed each raid due to not being able to focus fire on the numerous raiders. &lt;br /&gt;
&lt;br /&gt;
While protecting the outside starting area, you may want to rapidly pause the game during raids and give orders to repair damaged turrets. &lt;br /&gt;
&lt;br /&gt;
Remember that turrets may explode when critically damaged, so get your colonists to run from them.&lt;br /&gt;
&lt;br /&gt;
All require barrel changes or reloading after extensive firing starting on 1.0, making relying on them more resource-intensive.&lt;br /&gt;
&lt;br /&gt;
[[File:Turret_range_comparison.png|1200px|thumb|left|Visualization of effective turret range of all three turrets, from uranium slug turret (top), to autocannon turret (middle), to mini-turret (bottom). &amp;lt;br&amp;gt;&lt;br /&gt;
Green is '''80 - 100% of peak accuracy''', blue is '''50 - 80% of peak accuracy''', red is '''below 50% of peak accuracy''' and grey is '''outside range'''. Gold tiles are spaced every 5 tiles.]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Mini-turret ====&lt;br /&gt;
&lt;br /&gt;
Mini-turrets fire light bullets at enemies within its range.&lt;br /&gt;
&lt;br /&gt;
With its low firepower it is not a good idea to extensively rely on them, especially in mid-late game. However they do provide decent additional fire to lay on the enemy combining with gunners, and also serve as a distraction from your more valuable colonists.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Can be uninstalled and re-deployed wherever needed, making their placement slightly less of an issue&lt;br /&gt;
*No exclusion zone allows them to fire at touch range&lt;br /&gt;
*1x1 size makes it harder to hit and more compact&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*Inaccurate at long-range&lt;br /&gt;
&lt;br /&gt;
Building turrets out of [[Plasteel]] brings their health to 335 (up from 120), making them substantially more durable and slightly less flammable.&lt;br /&gt;
&lt;br /&gt;
==== Autocannon ====&lt;br /&gt;
&lt;br /&gt;
Autocannons deal moderate damage and are long-ranged, but have an exclusion zone making them less effective against close enemies in the frontline.&lt;br /&gt;
&lt;br /&gt;
They are somewhat costly to build and maintain. Despite its long range, it is actually effective only when enemies close in due to its low accuracy.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Shots deal decent damage&lt;br /&gt;
*Somewhat high fire rate&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*Inaccurate at long-range&lt;br /&gt;
*Somewhat high cost per shot&lt;br /&gt;
&lt;br /&gt;
==== Uranium slug turret ====&lt;br /&gt;
&lt;br /&gt;
A long-range turret that fires a high powered uranium slug.&lt;br /&gt;
&lt;br /&gt;
It is more accurate than the other turrets at long distances and has much longer range, but is more expensive to maintain and performs poorly at close range.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*High damage shots&lt;br /&gt;
*Extremely high armor penetration, able to negate most all armor on an enemy&lt;br /&gt;
*Accurate at long ranges&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*High cost per shot&lt;br /&gt;
*Not good at close ranges&lt;br /&gt;
&lt;br /&gt;
==== Weaknesses ====&lt;br /&gt;
&lt;br /&gt;
Turrets are most vulnerable to the following things:&lt;br /&gt;
&lt;br /&gt;
*Explosives deal immense damage to turrets. All forms of regular explosives wielded by raiders are capable of 1-hitting a steel improvised turret and leaving a plasteel one at less than half health.&lt;br /&gt;
*EMP stuns the turrets. Enemy EMP grenadiers can stun a turret for 20 seconds with each grenade, meaning they can constantly lock down multiple turrets, especially those put close together.&lt;br /&gt;
*[[Smokepop belt]]s prevent turrets from locking onto targets within or behind smoke. An enemy equipped it can create a safe zone from turret harm.&lt;br /&gt;
**This is a great issue in killboxes, where turret firepower is often concentrated, as an enemy that activates the belt will essentially be able to nullify a large portion of your defensive firepower.&lt;br /&gt;
&lt;br /&gt;
Turrets can be ignited, and are unable to put themselves out. Given enough time, flames can debilitate the turret.&lt;br /&gt;
&lt;br /&gt;
For the mini-turret, long-ranged gunners can shoot from outside their range without retaliation from the turret. This includes [[lancer]]s with their [[Charge lance]], making them less than ideal for fighting off [[Mechanoid]] incursions.&lt;br /&gt;
&lt;br /&gt;
==== Turret emplacements ====&lt;br /&gt;
&lt;br /&gt;
Sandbags can be placed around turrets to give them cover from gunfire. Turrets should have them to reduce damage taken both by the turret and colonists behind the turret repairing/shooting. This has the added advantage of making it harder for melee raiders to run from an exploding turret.&lt;br /&gt;
&lt;br /&gt;
They should be spaced out by at least 3 tiles to prevent a turret explosion from damaging other turrets, potentially causing a chain reaction. Alternatively, use high-durability walls to block explosions.&lt;br /&gt;
&lt;br /&gt;
==== Turret chokepoint ====&lt;br /&gt;
&lt;br /&gt;
Putting a turreted defense in a chokepoint with a narrow entrance and wide turreted area is best because it forces the raiders to take a single-file approach to where all the turrets will be able to fire on them.&lt;br /&gt;
&lt;br /&gt;
There should be more than one line of turrets so that the innermost line or lines can be used to position colonists where they are not immediately under threat from grenades (grenadiers will target the closest turrets first) or if colonists are positioned closer so they can repair, to retreat colonists further back when turrets are about to be or have been destroyed. Every line of turrets should have a line of sandbags directly in front and every supporting wall/rock should also have sandbags to lessen the likelihood of collapse due to collateral damage. &lt;br /&gt;
&lt;br /&gt;
Turrets should not be placed directly (within three tiles) next to other turrets for the same reason, as they have a chance to explode when critically damaged. Placing walls between the turrets can lessen the impact of explosions, allowing you to put them tighter, but remember walls can block line-of-sight and bullets.&lt;br /&gt;
&lt;br /&gt;
==== Booby-trapped turrets ====&lt;br /&gt;
&lt;br /&gt;
Melee enemies may go straight up to the turret to engage it. To take them down, you can put traps near the turret such as spike traps.&lt;br /&gt;
&lt;br /&gt;
IED traps can be useful if you're using the turret as bait to lure enemy fighters straight to their doom, which is rather costly since the turret would likely be taken down as well. [[IED firefoam trap]]s may see some use if the enemy comes in using both incendiary and melee weapons, as the firefoam traps can automatically trigger to protect the turrets from the flames.&lt;br /&gt;
&lt;br /&gt;
==== On-demand turret deployment ====&lt;br /&gt;
&lt;br /&gt;
For mini-turrets, instead of placing static turrets around the perimeter, you can instead keep them uninstalled and placed in the center of your base. Once raiders come, have a builder install them facing the battlefield, behind your cover. This helps to save power and also allows you to utilize turrets more efficiently as you can keep more turrets engaged on the enemy rather than just sitting there due to lack of contact with the enemy.&lt;br /&gt;
&lt;br /&gt;
This tactic is less effective against melee charges who will swarm your defenders before you have enough time to react.&lt;br /&gt;
&lt;br /&gt;
==== Turret power network ====&lt;br /&gt;
&lt;br /&gt;
Turrets should be turned off whenever not in use. However, it's hard to anticipate when they will be needed, given the random nature of events in RimWorld, and turning them on by then is usually too late.&lt;br /&gt;
&lt;br /&gt;
To fix this, connect your turrets to a separate power network, reconnecting them if needed. To toggle them all at once, install a power switch in a convenient location. The power switch can be then used to easily toggle a lot of turrets at once, saving power. &amp;lt;br&amp;gt;&lt;br /&gt;
This method saves a few seconds of time as turrets can power up before the enemy gets within range, allowing them to fire 1 extra volley of bullets. This is not to be underestimated as turret bullets pack quite a punch. However careful arrangement of power conduits is necessary especially if [[geothermal generator]]s are used.&lt;br /&gt;
&lt;br /&gt;
=== Mortars===&lt;br /&gt;
&lt;br /&gt;
A [[mortar]] attack on siege and raids can be effective while the attackers are still preparing. It's fun and most times raiders would flee before begin their assault due to huge losses of men during preparation.&lt;br /&gt;
&lt;br /&gt;
It also allows you to effectively utilize your colonists who are poor at combat, as mortar accuracy is unaffected by colonist skill, however colonists incapable of violence will outright refuse to man a mortar.&lt;br /&gt;
&lt;br /&gt;
Always to remember to manually unassign colonists from mortars; if you don't, they will continue standing there until they eventually collapse from exhaustion, starvation, or have a mental break.&lt;br /&gt;
&lt;br /&gt;
An important point to remember is that while your colonists are better at dealing with single or spread-out enemies, mortars are designed for heavily grouped enemies. If you diffuse your enemies, the mortars will not be able to hit the enemies easily.&lt;br /&gt;
&lt;br /&gt;
Don't aim mortars anywhere too close to your colonists otherwise you risk friendly fire.&lt;br /&gt;
&lt;br /&gt;
==== Mortar emplacements ====&lt;br /&gt;
&lt;br /&gt;
[[File:Mortar_battery.png|320px|thumb|right|8-mortar battery. Note the separation between the mortars, and walls to block explosions.]]&lt;br /&gt;
&lt;br /&gt;
Mortars can't be placed under roofs, so they're usually placed outdoors.  In which case, build [[shelf|shelves]] to hold the [[mortar shell]]s so they won't deteriorate. Set them to accept mortar shells only otherwise your colonists will haul random objects to the shelves.&lt;br /&gt;
&lt;br /&gt;
Mortars also explode when damaged. Most of the time this isn't an issue, but if you're facing against a siege, an enemy mortar shell that scores a hit on your mortars can cause a chain reaction to rip apart your entire mortar emplacement, killing any crew manning it. To fix this, separate the mortars with high-HP walls that can survive at least 1 hit from an exploding mortar. Building mortars with plasteel also allows the mortar to survive a mortar hit, provided that the mortar shells don't explode.&lt;br /&gt;
&lt;br /&gt;
Mortars can't fire at anyone within 30 tiles of it, so you will need to place the mortars deep inside your base for maximum coverage. It needs to be well-protected against intruders, for enemies that survive to come close to the mortars can wreck havoc on the helpless mortar crew, so you should pay attention and unassign the mortar crew to fight if necessary. It's best that you have your colonists standing guard outside, but if you need to you can always have a few pillboxes to defend the mortar base.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that your landing mortar shells will blow up anything nearby, including things of yours that raiders don't commonly target, like conduits.  If your turret killbox relies on the power of remote geothermal plants and a mortar strikes nearby, it could break the conduit and cut the power to all of your turrets.&lt;br /&gt;
&lt;br /&gt;
==== Mortar battery ====&lt;br /&gt;
&lt;br /&gt;
The number of mortars needed depends on how they will be used.&lt;br /&gt;
&lt;br /&gt;
If you're solely keeping them there to use the [[EMP shell]] then 4 is enough.&lt;br /&gt;
&lt;br /&gt;
For [[high-explosive shell]]s you will need 8 for a decent battery. 12 can seriously injure incoming raids, and 16 or above is pretty much overkill unless against tough enemies such as mechanoids.&lt;br /&gt;
&lt;br /&gt;
==== Shells ====&lt;br /&gt;
&lt;br /&gt;
There are different shells available to be loaded into the mortar.&lt;br /&gt;
&lt;br /&gt;
*[[High-explosive shell]]s are the go-to ammo for dealing damage to enemies.&lt;br /&gt;
**[[Shield belt]]s can easily block damage from the mortar, so it's best to have backup.&lt;br /&gt;
*[[Incendiary shell]]s deal low damage, penetrate shields and set areas on fire. The fire can cause disruption among the enemy ranks, as they frantically run trying to put out flames.&lt;br /&gt;
**It can be paired with brawlers, which allows them to close in with less firepower on them, and force the enemy into melee combat, preventing them from extinguishing the flames on them.&lt;br /&gt;
**Be careful as the fires can spread across wide areas causing extensive collateral damage.&lt;br /&gt;
*[[EMP shell]]s are highly situational, yet are useful to warrant their use in every well-built defense (other than killbox-reliant ones). They don't deal any physical damage whatsoever, but are useful against some specific enemies. They have a large blast radius, meaning that their inaccuracy is less of a problem compared to the others.&lt;br /&gt;
**They can stun mechanoids for 20 seconds, allowing your colonists to close in on them and concentrate fire, or even engage in melee safely. You can keep engaging the mechanoids as you wish when the shells land; you don't need to worry about the mortars injuring your soldiers (though you may want to keep an eye out for your shielded brawlers).&lt;br /&gt;
**They excel at dealing with shields, instantly downing many at once. This can be helpful in preparing for a melee blocking or killbox defense. {{Royaltyicon}} it can also shut down mech high shield for 0.5 hours , giving you an window to send a barrage of high explosive shells to destroy whatever is inside.&lt;br /&gt;
*[[Firefoam shell]]s can be used to extinguish fires outside your base, but is useless against any inside, due to the mortar's blind spot.&lt;br /&gt;
&lt;br /&gt;
=== Traps ===&lt;br /&gt;
As you unlock research, and obtain more manpower and resources, you can lay more traps to debilitate incoming raiders.&lt;br /&gt;
&lt;br /&gt;
==== [[IED trap]]s ====&lt;br /&gt;
Early on, you may want to focus on armed colonist defense with turrets, but as the raiders grow in number, it becomes more efficient to use a bit of metal to kill several at once than to invest a lot of metal in a turret that costs nothing to fire, but will explode rapidly due to large raider groups.&lt;br /&gt;
&lt;br /&gt;
IED traps are extremely effective when used correctly, however in open areas they are mostly useless as the raiders are highly unlikely to step on any of the traps, and even if they do they're usually not tightly packed enough for the trap to cause serious damage. Thus, it is better if you combine traps with funneling to force the raiders together.&lt;br /&gt;
&lt;br /&gt;
1 IED trap can trigger other IED traps in its explosion radius. This may or may not be desirable depending on the situation; you can easily set off a chain reaction to destroy a whole incoming raider horde, but also use up much more resources. They also damage nearby structures, such as walls or deadfall traps, so don't put too many close to each other.&lt;br /&gt;
* Rather than setting more IED traps near existing ones, you can just place the [[Mortar shell]]s themselves, or even some [[Chemfuel]] on the ground for the same effect as a molotov cocktail blast. However, unless you can restrict them to placing just 1 of each it's more expensive to do so.&lt;br /&gt;
** Chemfuel has 50 HP, ''just'' within the damage threshold of an IED trap, but the shells have 70, so you will need to pre-damage them or leave them on the ground to deteriorate first if you want to use this tactic.&lt;br /&gt;
&lt;br /&gt;
IED traps have a delay before exploding, allowing some raiders to escape. Raiders will attempt to run from an exploding trap, though the fuse is short enough to catch some of them.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*High area damage&lt;br /&gt;
*Raiders usually less protected against explosives&lt;br /&gt;
&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*High resource cost&lt;br /&gt;
*Single-use, non-rearmable&lt;br /&gt;
*Requires research&lt;br /&gt;
*Does not instantly trigger&lt;br /&gt;
&lt;br /&gt;
==== [[IED incendiary trap]]s ====&lt;br /&gt;
&lt;br /&gt;
A variant of the IED trap that sets enemies on fire. It's a more situational pick compared to the regular trap, due to its incendiary nature.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Distracts enemies while they are on fire&lt;br /&gt;
*Penetrates shields&lt;br /&gt;
&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*Low damage&lt;br /&gt;
*Not effective against [[Mechanoid]]s&lt;br /&gt;
&lt;br /&gt;
Its use requires strong support to be effective. With that, it is a good defensive choice against heavily armored or shielded enemies, with the flames providing good distraction while your colonists shoot them down. &lt;br /&gt;
&lt;br /&gt;
It synergizes great with brawlers, which will prevent the enemy from attempting to extinguish the flames while fighting.&lt;br /&gt;
&lt;br /&gt;
==== [[IED EMP trap]]s ====&lt;br /&gt;
&lt;br /&gt;
A variant of the IED trap that creates an EMP pulse. It's a more situational pick compared to the regular trap, due to its EMP explosion.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Instantly downs shields&lt;br /&gt;
*Stuns mechanoids for a long time&lt;br /&gt;
*Large blast radius&lt;br /&gt;
&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*'''No physical damage'''&lt;br /&gt;
&lt;br /&gt;
Its use requires strong support to be effective as it can't deal any damage. It is excellent against mechanoids or shielded enemies, however.&lt;br /&gt;
&lt;br /&gt;
==== Mountain trap ====&lt;br /&gt;
An extreme version of the roof trap using overhead mountains instead of constructed roofs.&lt;br /&gt;
&lt;br /&gt;
To use it, you mine out a whole mountain except a pillar in the center. Then you damage that pillar until it has just a sliver of health left (25 or less for easy activation with a single [[sniper rifle]] shot). Mining out all the rocks at once will result in your colonists getting crushed by the trap.&lt;br /&gt;
&lt;br /&gt;
It is triggered the same way as the regular roof trap, and has the same effect radius except victims are instantly killed and buried.  &lt;br /&gt;
The collapsed rocks spawned after this trap is triggered can be useful or harmful depending on the situation.&lt;br /&gt;
&lt;br /&gt;
Rearming it is a lengthy process as you will have to mine out lots of rocks. This does provide a decent way to train miners though.&lt;br /&gt;
&lt;br /&gt;
Pros&lt;br /&gt;
*'''Instantly kills any enemy'''&lt;br /&gt;
*Leaves no corpses&lt;br /&gt;
&lt;br /&gt;
Cons&lt;br /&gt;
*Takes much longer and is more dangerous to re-arm&lt;br /&gt;
**You have to mine out everything then support the mountain roof with a low-HP wall; compare with regular roof trap which simply requires building the wall and the roofs&lt;br /&gt;
**Colonists risk death if you aren't careful&lt;br /&gt;
*No loot or capturable downed raiders&lt;br /&gt;
*Overhead mountains may not be easily available&lt;br /&gt;
&lt;br /&gt;
In mountainous areas where overhead mountains are abundant, this trap can absolutely destroy any incoming raids, especially when combined with funneling.&lt;br /&gt;
&lt;br /&gt;
=== Reactive firefoam poppers ===&lt;br /&gt;
&lt;br /&gt;
You should have some uninstalled firefoam poppers on hand. When a fire starts and you need to extinguish or control it, you can reinstall them near the fire, and trigger them.&lt;br /&gt;
&lt;br /&gt;
Firefoam on the ground slows movement speed of pawns by about 25%. As it covers a wide area, this can be slightly useful as area denial to slow down charging melee attackers, though it prevents the use of fire against them.&lt;br /&gt;
&lt;br /&gt;
=== Firefoam roof array ===&lt;br /&gt;
&lt;br /&gt;
Due to the slight slowing effect of firefoam, you can deploy a large amount of it to slow down enemies crossing by. However, since rain washes it away, you need to erect a roof to prevent that from happening. You also need to clear home area so colonists leave the firefoam alone.&lt;br /&gt;
&lt;br /&gt;
This has the added effect of creating an excellent firebreak against wildfires, as well as creating a [[#Roof trap|roof trap]] that can damage enemies.&lt;br /&gt;
&lt;br /&gt;
Initial deployment of the firefoam is very expensive without the use of chokepoints so it isn't recommended for open base designs.&lt;br /&gt;
&lt;br /&gt;
== Killboxes ==&lt;br /&gt;
&lt;br /&gt;
[[File:Killzone.png|500px|thumb|right|An example of a killbox from an older version, with heavily trapped entryways and stone chunks to slow down enemy advance and force them into close range. Note that these stone chunks give enemy ample cover while they are moving in, which isn't beneficial to you, and that in later versions traps can not be placed this way.]]&lt;br /&gt;
&lt;br /&gt;
Killboxes are heavily trapped, armed areas where enemies are funneled into so they can be destroyed easily.&lt;br /&gt;
&lt;br /&gt;
They almost always consist of a funnel which directs raiders into it, like a wall with a single opening, which opens into a zone where your colonists and turrets are located.&amp;lt;br&amp;gt;&lt;br /&gt;
Raiders will then trickle in, allowing colonists or turrets to concentrate fire on them, or traps to destroy them while they try to move in to attack. In the killzone, enemies lack cover and are within close range, while your colonists have plenty of cover to fight from.&lt;br /&gt;
&lt;br /&gt;
This is an extremely effective way to defeat most raids, as the enemies will often be overwhelmed by the sheer firepower raining on them. It also allows effective use of traps, as funneling enemies greatly increases the chance one's going to trigger them. A well-built killbox can easily neutralize the threat of many raids, which may make the game less fun for some players.&lt;br /&gt;
&lt;br /&gt;
Note that killboxes aren't a catch-all solution to enemy threats, and you still need tactics to handle drop pod raiders or sappers.&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
&lt;br /&gt;
It's best to double-wall your killboxes as the sheer firepower raining on your enemies will inevitably destroy some of your own walls by accident, allowing raiders to flood in from another direction, bypassing traps and overwhelming your defenders. This is especially if you use explosives such as frag grenades or IED traps to kill incoming enemies.&lt;br /&gt;
&lt;br /&gt;
The entryways should lead to a large 'box' where the killing begins (hence 'killbox'). The box should be surrounded by cover sources (preferably walls plus sandbags) where your colonists fire on the enemy. For increased firepower you may build turrets as well.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Entryways ===&lt;br /&gt;
&lt;br /&gt;
Any entryways of the killbox should not be straight, otherwise raiders will simply fire using the entryway as cover. Instead, you should have a turn to break line of sight, prompting the raiders to enter an area where you can get them easily. For better effect, put a grave or other similar object that raiders can't stand on. The entryway should be single wide to allow the use of [[Defense tactics#Melee blocking|melee blocking]] if necessary.&lt;br /&gt;
&lt;br /&gt;
The below shows the results of different killbox entryways.&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:Killbox_right.png|Right design of a killbox entryway. Raiders are prompted to move into the killbox, sometimes so close that they prefer to melee attack instead of shoot.&lt;br /&gt;
File:Killbox_wrong.png|Wrong design of a killbox entryway. Raiders are bunching up in the entryway, using its walls as cover.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Entryways should be long, but not too long corridors with [[sandbag]]s or [[barricade]]s every two tiles to stagger enemies. Do not place a continuous line of sandbags or barricades, as pawns slow down when they are climbing on and off the two (similar to real life, as you can just run on the barricade after you climb on it). In between the spaces, spike traps can be placed to soften up the raiders (with doors adjacent to the sandbags so your colonists can replace them). At the end of the corridor, place a T-Shaped sandbag line (do not stagger like before), as pawns cannot stand on the sandbags and therefore are incapable of using the corridor exit walls as cover. [[IED]]s can be used, but should be used sparingly lest they blow up all the walls of the corridor.&lt;br /&gt;
&lt;br /&gt;
Don't make your entryway excessively long, otherwise raiders will think it's not worth it going such a distance and will decide to go for something else instead. Manhunters however will still chase colonists down a long corridor or over extreme distances, so you can have some dedicated anti-manhunter killboxes with extra-long corridors for this purpose.&lt;br /&gt;
&lt;br /&gt;
If your entryway is long then you may need to build doors to allow friendlies to enter without setting off your own traps or having to go through all the obstacles. This door obviously needs to be fortified against enemy attacks.&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:Slowing_tunnel_long.png|Entryway with alternating sandbags to slow raiders and doors to provide access. Slows raiders but not colonists.&lt;br /&gt;
&amp;lt;!-- File:Trap_tunnel.png|Same entryway but with deadfall traps. Deals heavy damage to incoming raids but costs a lot to build. --&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
Over time, killbox designs have gradually shifted from being up close and personal to having the entryway being much further away from the firing pawns. Different equipment is necessary in different situations.&lt;br /&gt;
==== Short-Range Killboxes ====&lt;br /&gt;
Colonists defending in a short-range killbox will be shooting at a large number of targets no more than a few tiles away. Thus, defenders should use close ranged high damage weaponry for firing at raiders.&lt;br /&gt;
&lt;br /&gt;
*[[Chain shotgun]]s inflict extreme pain at killbox range, even surpassing the charge rifle in DPS if it makes its mark.&lt;br /&gt;
*[[Minigun]]s are excellent at attacking the bunched-up raiders inside a killbox, but require ridiculous amounts of resources to craft (20 components and 160 steel).&lt;br /&gt;
*[[Charge rifle]]s, [[heavy SMG]]s, or [[assault rifle]]s are second-tier picks, being able to dish out hurt against closely grouped targets at close-mid ranges.&lt;br /&gt;
*Long range weapons are not optimal due to low DPS. Instead, use them to pick off survivors outside the killbox.&lt;br /&gt;
*Grenades are good if you can time them right. Throw them near the entrance where each explosion can hit a tight group of raiders, especially if they're slowed down with obstacles, but take care not to demolish your own walls.&lt;br /&gt;
*Have melee colonists stand nearby as raiders who enter your killbox may decide to melee charge you instead.&lt;br /&gt;
&lt;br /&gt;
==== Long-Range Killboxes ====&lt;br /&gt;
Colonists defending in long-range killboxes will be shooting at bunched up raiders. Thus, defenders should use mid-range, fast firing, and decently accurate weapons to inflict as much damage as possible. Note: It is possible to modify a killbox in a pattern that leverages both long and short range weapons. This can be accomplished by creating a passage that has a 45 degree angle &amp;quot;open to the field&amp;quot; while keeping the main 90 degree passage open to short range fire only.&lt;br /&gt;
&lt;br /&gt;
*[[Charge rifle]]s are the best weapon for this purpose, shooting 3 semi-accurate high damage charge shots. It also has a decent 26 tile range and an excellent 35 percent armor penetration, essential for killing targets late game, when your killbox is more developed.&lt;br /&gt;
*[[Assault rifle]]s are basically charge rifles with lower damage and armor penetration, but making it up for its longer range and higher accuracy.&lt;br /&gt;
*[[Heavy SMG]]s are excellent for low shooting skill pawns, albeit having a lower range. It has similar damage to the assault rifle, but is less accurate far away and has a much lower range than any of the three.&lt;br /&gt;
*[[Minigun]]s, [[Chain shotgun]]s, and perhaps [[LMG]]s are second options, excelling at crowd control, especially against tribals.&lt;br /&gt;
*Explosive weapons are not advised, as raiders will be moving around the killbox frequently, and grenades have a delay between the grenade hitting the ground and the explosion of the grenade.&lt;br /&gt;
&lt;br /&gt;
=== Turrets ===&lt;br /&gt;
You can put turrets in a killbox. They help to provide additional firepower alongside your colonists.&lt;br /&gt;
&lt;br /&gt;
You may also choose to fully arm your killbox with turrets, with enough to single-handedly take out raids especially in tandem with traps. Doing this allows you to defeat raids automatically without the need to divert colonists from other jobs, but eats up power when active and resources to maintain, and is vulnerable to solar flares, EMP grenadiers or smoke, so you will need backup.&lt;br /&gt;
&lt;br /&gt;
Turrets should preferably have their own cover. They should also be connected to a separate grid which can be shut off to deactivate them all, to save power when not active.&lt;br /&gt;
&lt;br /&gt;
Mini-turrets and autocannons are the best choices for killboxes, being able to dish out hurt at killbox ranges. Place mini-turrets close up to the enemy, while place autocannons slightly farther away to keep enemies out of its minimum range.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you can keep the enemy in one spot, a specially designed killbox can allow uranium slug turrets to function well. Uranium slug turrets are most accurate at 40 tiles or above, achieving a maximum of ~61% accuracy against humanlike enemies, so you will need to place them that far from the entrance, and distract enemies so they do not go closer. Slug turrets are good against tankier pawns, as a uranium slug can easily rip through [[Centipede]] and [[Power armor]].&lt;br /&gt;
&lt;br /&gt;
It is better to 'Hold fire' until the enemies have actually entered the killbox, for all the turrets will focus fire on the first enemy to try and go through the entrance, which is very much overkill.&lt;br /&gt;
&lt;br /&gt;
=== Blocking ===&lt;br /&gt;
As [[Defense tactics#Melee blocking|melee blocking]] is more effective than even a killbox used normally against melee only attacks, it's best to have somewhere that you can do this.&lt;br /&gt;
&lt;br /&gt;
Melee blocking can be done at killbox entrances, as long as it is one-tile wide and has sufficient empty space in front. Both the entrance to the killing area and the entrance to the covered area where colonists fire onto enemies will work:&lt;br /&gt;
*Doing it in the killing area allows you to spare the turrets from immediate destruction, and they may add firepower.&lt;br /&gt;
*Doing it in the covered area entrance allows you to sustain fewer injuries by having the turrets take the damage first.&lt;br /&gt;
&lt;br /&gt;
=== Explosive weapons ===&lt;br /&gt;
&lt;br /&gt;
Enemies carrying explosive weapons can be very damaging towards your killbox and the defenders inside.&lt;br /&gt;
&lt;br /&gt;
[[Centipede]]s with [[inferno cannon]]s can counter killboxes as the fire makes your colonists lose control and run out of cover, and the flames can destroy turrets easiy. Having some [[firefoam popper]]s inside your box helps a lot with extinguishing fires and preventing future fires.&lt;br /&gt;
&lt;br /&gt;
Another counter for killboxes are raiders with the [[triple rocket launcher]] and [[doomsday rocket launcher]]. If they manage to shoot inside your box the damage can be massive, and it is hard to distract them in a killbox. You can concentrate fire from your colonists on them, or keep [[psychic shock lance]]s and [[psychic insanity lance]]s near and use them if you see that they will not die fast enough.&lt;br /&gt;
&lt;br /&gt;
=== Fire killbox ===&lt;br /&gt;
&lt;br /&gt;
Besides killing enemies with conventional weapons, roasting them with fire is also an effective choice. You need to lure them inside, light up flammable objects to heat up the killbox, and evacuate colonists so they don't get roasted as well.&lt;br /&gt;
&lt;br /&gt;
Fire killboxes are slightly more complicated to operate than a regular one, where you can simply wait inside and fire; you will need to direct colonists, while others light up fires and then make a break for it. &amp;lt;br&amp;gt;&lt;br /&gt;
You can shut off the killbox by either leaving doors open to let enemies in, which you then shut off by disabling &amp;quot;keep open&amp;quot;, then directing a colonist through them, or by building walls.&lt;br /&gt;
&lt;br /&gt;
They need to be at least walled to prevent enemies from breaking out, and also to insulate it from the outside so that temperatures rise faster. Stone walls are optimal as they are non-flammable.&lt;br /&gt;
&lt;br /&gt;
== Killhall ==&lt;br /&gt;
{{rewrite|section=1|reason=Largely similar to killboxes, should be merged with that section}}&lt;br /&gt;
Another possibility is to build a long corridor with traps, that can also be used shoot enemies from cover: a &amp;quot;killhall&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It acts as an active and passive defense:&lt;br /&gt;
* If used actively, it allows to kill enemies will little to no harm done to colonists, and with little damage to repair after the attack.&lt;br /&gt;
* If used passively, it'll lure enemies into [[spike trap]]s. Only very large or tough groups of enemies may go through (by springing all the traps), or possibly enemies with the &amp;quot;[[nimble]]&amp;quot; trait (that will avoid all of them).&lt;br /&gt;
&lt;br /&gt;
If the first part has many obstacles (e.g. [[stone chunk]]s, [[barricade]]s or [[sandbags]]), and another branch of the corridor is empty and ended with a flimsy door (e.g. a wooden [[door]], or better: an [[animal flap]]), fleeing enemies will try to escape by this seemingly faster exit, but they will fall into another group of spike traps, eliminating the rest of the raid.&lt;br /&gt;
&lt;br /&gt;
A drawback is that last part of the corridor has to be quite long to work properly, i.e. a bit more than the [[Property:Range|range]] of the weapons used (e.g. 30 tiles for [[assault rifle]]s and [[charge lance]]s, 45 for [[sniper rifle]]s).&lt;br /&gt;
This is not an issue if it is placed under a mountain, the best location being at the corner of the map.&lt;br /&gt;
&lt;br /&gt;
=== Attack of a killhall ===&lt;br /&gt;
An attack will proceed as follows: &lt;br /&gt;
# Enemies will be lured into the hall, thinking it is an unobstructed way into the base.&lt;br /&gt;
# They are slowed by obstacles, leaving time for colonists to take position inside doors, hidden behind wall corners, waiting for them.&lt;br /&gt;
# Enemies are shot one by one by colonists, they are slowed by rock chunks and cannot rush in for a melee attack before they get shot. Enemies who shoot behind their friends others can sometimes hit them by mistake.&lt;br /&gt;
# Once half of them are dead, they decide to flee, but instead of going back by the way they used to enter, that looks cluttered by chunks, they try to break the doors on the side of the corridor.&lt;br /&gt;
# They are still shot at by colonists, but once they broke a door, it seems that there is only a flimsy animal flap between them and liberty.&lt;br /&gt;
# Unfortunately, what seems to be an exit path is littered with spike traps and they get killed one by one by them.&lt;br /&gt;
# If some of them still manage not to get killed by the traps, they get shot like clay pigeons in the exit corridor.&lt;br /&gt;
# It is now time for the colonists to strip the dead enemies of their possessions and store their corpses for later use...&lt;br /&gt;
&lt;br /&gt;
If colonists decide not to attack the invaders, half of them will be killed by the traps on the entrance way, the other half on the exit way.&lt;br /&gt;
If the attackers are manhunting animals or [[mechanoid]]s, they will not try to escape and will all be shot or being trapped.&lt;br /&gt;
&lt;br /&gt;
=== Example of a practical implementation ===&lt;br /&gt;
&lt;br /&gt;
[[File:Killhall.png|500px|center]]&lt;br /&gt;
&lt;br /&gt;
# Entrance and &amp;quot;escape exit&amp;quot;.&lt;br /&gt;
#* The entrance has a door &amp;quot;held open&amp;quot; and &amp;quot;forbidden&amp;quot;, so enemies can enter, but not friendlies.&lt;br /&gt;
#* The &amp;quot;escape exit&amp;quot; has an [[animal flap]] (can be substituted by a wooden [[door]]), leading fleeing enemies  to think that they can break it to escape quicker.&lt;br /&gt;
# &amp;quot;Slowing down&amp;quot; corridor, filled with [[stone chunk]]s spaced one tile apart that will slow down enemies, give time to prepare and make this path look like a slower way to escape.&lt;br /&gt;
# &amp;quot;Shooting range&amp;quot; corridor, where enemies will be shot at from distance and will be forced to advance one behind another. It is also filled with stone chunks to slow them while they're being shot at (as chunks may be moved or destroyed during the attack, 1×1 [[stockpile zone]]s allowing only stone chunks should be placed, enabling their quick rearrangment).&lt;br /&gt;
#* Above, the &amp;quot;escape exit&amp;quot; corridor, filled with spike traps (doors allow to replace traps without having to walk on them).&lt;br /&gt;
#* Below, the &amp;quot;entrance to the base&amp;quot;, also filled with traps.&lt;br /&gt;
# Part of the hall where colonists will shoot, taking cover with the wall corners. If the enemy has weapons with more range than colonists, they can hide behind the doors and pop out when the enemy is close enough.&lt;br /&gt;
# &amp;quot;Entrance to the base&amp;quot; (or at the part that enemies are planning to reach), with wall corners at the end to use as shooting positions (in case some enemies could reach this part).&lt;br /&gt;
# Human corpses walk-in fridge, to put the bodies after the battle and keep them away from the view of colonists, avoiding the &amp;quot;[[Mood#Observed corpse|observed corpse]]&amp;quot; debuff.&lt;br /&gt;
#* It should be quite large, as enemy raids grow in size, and butchering humans should not be done every day, to avoid a permanent [[Mood#I butchered humanlike|I]]\[[Mood#We butchered humanlike|we butchered humanlike]] debuff (see the possible [[Human resources#Mitigation strategies|mitigation strategies]]). It can also hold the [[human leather]] stock, as it takes much space once butchering is done. &lt;br /&gt;
#* This can also be a place where corpses are burned, if it is preferred to burchering.&lt;br /&gt;
# Human [[kibble]] factory, where [[human meat]] can be processed into kibble (that extends hugely its conservation time, can be sold, or fed to any animal). &lt;br /&gt;
# Repair stock, that holds the necessary materials to quickly repair the walls and the spike traps after an attack.&lt;br /&gt;
# Hospital for prisoners, to quickly save them if they survive.&lt;br /&gt;
&lt;br /&gt;
Points 6 to 9 are optional, but are great improvements if used.&lt;br /&gt;
&lt;br /&gt;
==== Additional notes ====&lt;br /&gt;
* Walls of the parts 3 and 4 should be tough and fireproof. Best would be [[plasteel]], then [[uranium]]; [[granite]] may also be used but will break down faster, and flammable materials are to avoid at all costs.&lt;br /&gt;
* Flooring should be put in place to keep the mood of the colonists high when they are in the area.&lt;br /&gt;
* Walls and flooring of the parts 2 and 5 doesn't matter, as colonists will very rarely go there, and there shouldn't be much fighting in these parts anyway.&lt;br /&gt;
* Spike traps should be made out of [[steel]], as it has the best price-quality ration for this device (nevertheless, steel is flammable in Rimworld, but here, traps are protected behind the walls and doors).&lt;br /&gt;
* Accurate weapons should be prefered for colonists: the narrow corridor will be damaged unnecessarily if explosives are used, or weapons like [[shotgun]]s or [[minigun]]s (not to speak of their reduced range).&lt;br /&gt;
* The hall should like an unobstructed path to enter the colony (i.e. no closed door between the ouside and the inside of it), but the doors leading to it that will be used by colonists should be strong enough to deter attackers from trying to break them.&lt;br /&gt;
* The number of stone chunks in the way is also important: if there are not enough of them, fleeing enemies will just escape by the way they attacked and will not be led into the spike traps on the supposedly quicker escape route.&lt;br /&gt;
&lt;br /&gt;
== Situational ==&lt;br /&gt;
&lt;br /&gt;
=== Crashed ships ===&lt;br /&gt;
&lt;br /&gt;
It is vital to know Mechanoids' behavior:&lt;br /&gt;
&lt;br /&gt;
* Any attack to the ship will trigger its guardians, and they have a long aggro range of around 40 tiles from their spawn point. The larger the map, the easier it can be to deal with them, as long as the ship crashes away from your base. This means that as long as they are far from your base, Mechanoids will still NOT chase you yet.&lt;br /&gt;
* When the ship's health falls below 50%, Mechanoids will stop guarding and will instead proceed to attack your base as a normal raid.&lt;br /&gt;
&lt;br /&gt;
You can trigger a ship's guardians from a long distance either by bombarding with mortars or hit-and-run with sniper rifles.&lt;br /&gt;
&lt;br /&gt;
Currently, the best approach is to deal with the Scythers first, followed by their ranged units. There are a variety of alternatives, but the nature remains the same; hinder the melee range closing-in of their shock troops. &lt;br /&gt;
&lt;br /&gt;
==== Preparation ====&lt;br /&gt;
&lt;br /&gt;
Though these ships are &amp;quot;time bombs&amp;quot;, instead of immediate action, you can spend a few days building preparations before engaging them.&lt;br /&gt;
* Placing a spike trap right in front of your sandbag may be helpful if the need to retreat arises, as mechanoids will very likely want to use the shortcut.&lt;br /&gt;
* Always make sure you have a safe path between your walls and your base, so that there's safe cover between your &amp;quot;ins&amp;quot; and &amp;quot;outs&amp;quot;; battles can take a long time if short on numbers.&lt;br /&gt;
&lt;br /&gt;
Building IED traps can also be a good way to hurt the mechanoids, especially if there is a long distance between your colonists and the ship part. High-explosive traps deal hefty damage to incoming scythers and lancers, while EMP traps stun them, making them vulnerable to attack. &amp;lt;br&amp;gt;&lt;br /&gt;
If possible, a properly placed antigrain IED trap can obliterate most of the mechanoids, leaving a few heavily damaged centipedes to fight at most.&lt;br /&gt;
&lt;br /&gt;
You may also want to keep a few firefoam poppers nearby. Trigger some of them before combat to prevent fires, and leave a few more to rapidly extinguish a group of burning colonists at once.&lt;br /&gt;
&lt;br /&gt;
After you have finished preparing, you can use EMP shells to stun the mechanoids. Proper firing will make them helpless hunks of metal, once you get used to this technique, you can even preemptively fire EMP shells and then trigger the guardians, so as soon as they pop out, they instantly get hit by EMP shells. The number of manned mortars will factor in, as the chance to miss for each shell is quite large.&lt;br /&gt;
&lt;br /&gt;
==== Cover ====&lt;br /&gt;
&lt;br /&gt;
Use the &amp;quot;fire wall&amp;quot; cover approach detailed above, with melee units stationed behind each sandbag to hold off the scythers while your gunners lay fire on other mechanoids.&lt;br /&gt;
&lt;br /&gt;
Ideally, the cover should be placed a distance from the ship, giving you time to soften incoming scythers with concentrated fire.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:CSP v1 new tactics 101-00.png|Zoom out&lt;br /&gt;
File:CSP v1 new tactics 101-01.png|Zoom in&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 'The Purifier' ===&lt;br /&gt;
&lt;br /&gt;
This is a powerful way to burn a massive [[infestation]] to a crisp.&lt;br /&gt;
&lt;br /&gt;
To start, build a medium-sized room (approx. 5x5) with double-thick stone walls, next to the infestation. Build wooden floors, and fill it with flammable objects such as wood. To save wood, build a cheap wooden item such as [[stool]]s, then deconstruct on the spot and forbid the wood. That way colonists won't haul whole stacks of wood to burn, wasting them. Another alternative is to use tainted clothing.&lt;br /&gt;
&lt;br /&gt;
After that, build a wood wall and wooden door between the room and the infestation and then dig a 1-wide tunnel towards the infestation. Finally, deconstruct the door and light up the wood. &lt;br /&gt;
&lt;br /&gt;
Once the temperatures rise so high that insects can be burnt, they will attempt to dig out by rushing towards the purifier, but be set alight by the burning wood, making them unable to dig. Temperatures can rapidly reach 500℃ or above, broiling both the insects and the hives. Even those that don't get set alight will eventually succumb to heatstroke.&lt;br /&gt;
&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
{{nav|security|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Persona_weapon&amp;diff=96104</id>
		<title>Persona weapon</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Persona_weapon&amp;diff=96104"/>
		<updated>2021-11-06T19:12:00Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{Stub}}&lt;br /&gt;
'''Persona weapons''' are ultra tech [[weapons]] that contain a persona - a psychically capable, artificially intelligent personality similar to that in a [[persona core]]. This persona forms a psychic bond with the weapon's wielder and grants or inflicts certain traits based on the personality of the intelligence. This bond is usually both exclusive of other persona weapons and permanent, lasting until either the wielder dies or the weapon is destroyed. This fact is helpful if an escaping prisoner or a rebellious bonded with the weapon. The exception is weapons with the Freewielder trait, which form no permanent bond and do not prevent the use of other persona weapons. Additionally, the bond is broken at the moment of death rather than the state of being dead. The bond remains broken if the wielder is [[Resurrector mech serum|resurrected]], though they can relink with the weapon if no-one else has. &lt;br /&gt;
&lt;br /&gt;
In addition to the traits the weapons provide, they also improve the combat capabilities of the weapons compared to the baseline versions. The wielder and weapon synchronize their reflexes and attack with frightening speed, accuracy, and creativity. Statistically, this is not represented by an improvement to base damage, but instead by a decreased cooldown time between attacks of between 20 and 30%, increasing [[DPS]] by a similar margin. As the baseline weapons are already incredibly dangerous, this places the persona weapons as the best melee weapons on offer.&lt;br /&gt;
&lt;br /&gt;
There are currently three types of persona weapons, each a variant of another ultra tech melee weapon:&lt;br /&gt;
* [[Persona plasmasword]], the persona variant of the [[plasmasword]]&lt;br /&gt;
* [[Persona monosword]], the persona variant of the [[monosword]]&lt;br /&gt;
* [[Persona zeushammer]], the persona variant of the [[zeushammer]]&lt;br /&gt;
&lt;br /&gt;
Construction of persona weapons is beyond the capabilities of the colony, and is a secret known only by the [[Empire]].  &lt;br /&gt;
&lt;br /&gt;
==Names==&lt;br /&gt;
Each persona weapon has a randomly generated name in addition to their regular weapon name. For example, a given persona monosword might be styled as &amp;quot;Ragarmar, persona monosword (Legendary)&amp;quot;. These names are randomly generated so repeats are possible even in the same playthough, however the number of potential combinations make this possibility small.&lt;br /&gt;
&lt;br /&gt;
There are 6 possible combinations for name creation, in 3 major formats&lt;br /&gt;
&lt;br /&gt;
===Noun-verber===&lt;br /&gt;
The name is given the structure of Noun-verber, where the noun and noun form of verb are randomly selected from the following list and combined.&lt;br /&gt;
{| {{STDT| c_02 text-center}}&lt;br /&gt;
! Part&lt;br /&gt;
! Word !! !! !! !! !! !! !! !! !! !! !! !! !! !!&lt;br /&gt;
|- &lt;br /&gt;
! Noun &lt;br /&gt;
| Oath-&lt;br /&gt;
| Promise-&lt;br /&gt;
| Death-&lt;br /&gt;
| Pain-&lt;br /&gt;
| Blood-&lt;br /&gt;
| Doom-&lt;br /&gt;
| Murder-&lt;br /&gt;
| Justice-&lt;br /&gt;
| Fear-&lt;br /&gt;
| Chaos-&lt;br /&gt;
| Terror-&lt;br /&gt;
| War-&lt;br /&gt;
| Order-&lt;br /&gt;
| Silence-&lt;br /&gt;
| Debt-&lt;br /&gt;
|-&lt;br /&gt;
! Verber&lt;br /&gt;
| -keeper&lt;br /&gt;
| -bringer&lt;br /&gt;
| -sender&lt;br /&gt;
| -giver&lt;br /&gt;
| -maker&lt;br /&gt;
| -crusher&lt;br /&gt;
| -breaker&lt;br /&gt;
| -smasher&lt;br /&gt;
| -bender&lt;br /&gt;
| -knower&lt;br /&gt;
| -doer&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* Oathmaker&lt;br /&gt;
* Warbringer&lt;br /&gt;
* Doomknower&lt;br /&gt;
&lt;br /&gt;
===Syllable assembly===&lt;br /&gt;
The name is assembled out of three types of syllable, Beginning Syllables, Middle Syllables and End Syllables, in one of three different structures. Either:&lt;br /&gt;
* Beginning Syllable + End Syllable&lt;br /&gt;
* Beginning Syllable + Middle Syllable + End Syllable&lt;br /&gt;
* Beginning Syllable + Middle Syllable + Middle Syllable + End Syllable&lt;br /&gt;
&lt;br /&gt;
The syllable options are as follows:&lt;br /&gt;
{| {{STDT| c_02 text-center}}&lt;br /&gt;
! Type !! Syllable || ||  ||  ||  ||  || ||&lt;br /&gt;
|-&lt;br /&gt;
! Beginning &lt;br /&gt;
| Vi- || Na- || Lo- || Ra- || To- || Ger- || Xan- || Kel- &lt;br /&gt;
|-&lt;br /&gt;
! Middle &lt;br /&gt;
| -ser- || -gar- || -lor- || -ven- || -zan- || -xal- || ||&lt;br /&gt;
|-&lt;br /&gt;
! End &lt;br /&gt;
| -ys || -or || -ar || -sum || -dor || -mar || -gur || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
* Toor (To-or)&lt;br /&gt;
* Ragarmar (Ra-gar-mar)&lt;br /&gt;
* Viservendor (Vi-ser-ven-dor)&lt;br /&gt;
&lt;br /&gt;
===Person names===&lt;br /&gt;
The name is randomly selected from a large list of names also used by pawns. They are not listed due to length.&lt;br /&gt;
&lt;br /&gt;
===Animal names===&lt;br /&gt;
The name is randomly selected from a large list of names also used by bonded [[animals]].&lt;br /&gt;
This includes 214 female names, 235 male names, and 1538 unisex names for a total of 1,987 unique name options. They are not listed due to length. &lt;br /&gt;
&lt;br /&gt;
Examples include: &lt;br /&gt;
* Belladonna&lt;br /&gt;
* Romulus&lt;br /&gt;
* Zephyr&lt;br /&gt;
&lt;br /&gt;
{{Persona traits}}&lt;br /&gt;
&lt;br /&gt;
==Trait Analysis==&lt;br /&gt;
===Psychic hypersensitizer===&lt;br /&gt;
The increase of 40% psychic sensitivity increases the [[Psycasts#Neural Heat|neural heat]] limit 32 neural heat units. In comparison, a normal [[eltex staff]] increases psychic sensitivity by 2 percentage points more than a persona weapon with this trait (42%), bringing the neural heat limit buff to 33. The 40% increase in sensitivity also means that psychic soothes have a mood bonus of 22, initial [[psychic drone]]s have a mood debuff of 17, medium psychic drones have a mood debuff of 31, high psychic drones have a mood debuff of 42, and an extreme psychic drone has a mood debuff of 60. If there is an high or extreme psychic drone, the pawn will suffer horribly unless you tell him/her to drop it. The sword is extremely useful when you need to cast multiple combat [[psycast]]s such as two berserk pulses in quick succession. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basesensitivitybonus|0.40}}&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Stat&lt;br /&gt;
!Increase&lt;br /&gt;
|- &lt;br /&gt;
!Psychic Sensitivity&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*1.00*100 round 0}}%&lt;br /&gt;
|- &lt;br /&gt;
!{{H:title|link=no|Neural Heat Limit increase from the increase Psychic Sensitivity assuming Level 6 Psylink |Neural Heat Limit}}&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*80 round 0}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Psychic sensitizer===&lt;br /&gt;
The increase of 20% psychic sensitivity increases the [[Psycasts#Neural Heat|neural heat]] limit 16 neural heat units. In comparison, a normal [[eltex staff]] increases psychic sensitivity by 22 percentage points more than a persona weapon with this trait (42%), bringing the neural heat limit buff to 33. The 20% increase in sensitivity also means that psychic soothes have a mood bonus of 18, initial [[psychic drone]]s have a mood debuff of 14, medium psychic drones have a mood debuff of 26, high psychic drones have a mood debuff of 36, and an extreme psychic drone has a mood debuff of 48. If there is an high or extreme psychic drone, the pawn will suffer (albeit at a lower level than with a weapon with the Psychic Hypersensitizer) unless you tell him/her to drop it. The sword is useful when you need to cast multiple combat [[psycast]]s such as two berserk pulses in quick succession. &lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basesensitivitybonus|0.20}}&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Stat&lt;br /&gt;
!Increase&lt;br /&gt;
|- &lt;br /&gt;
!Psychic Sensitivity&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*1.00*100 round 0}}%&lt;br /&gt;
|- &lt;br /&gt;
!{{H:title|link=no|Neural Heat Limit increase from the increase Psychic Sensitivity assuming Level 6 Psylink |Neural Heat Limit}}&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*80 round 0}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Psychic quiet===&lt;br /&gt;
&lt;br /&gt;
The decrease of 15% psychic sensitivity decreases the [[Psycasts#Neural Heat|neural heat]] limit 16 neural heat units. This also means that psychic soothes have a mood bonus of ?, initial [[psychic drone]]s have a mood debuff of ?, medium psychic drones have a mood debuff of ?, high psychic drones have a mood debuff of ?, and an extreme psychic drone has a mood debuff of ?. This sword is useful for non-psychic melee pawns or non-combat psycasters that do not need a high neural heat limit. Similar to the [[Psychic_foil_helmet|Psychic Foil Helmet]], it is a portable and removable version of the trait [[Trait#Psychically dull|Psychically dull]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basesensitivitybonus|0.15}}&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Stat&lt;br /&gt;
!Increase&lt;br /&gt;
|- &lt;br /&gt;
!Psychic Sensitivity&lt;br /&gt;
| -{{#expr:{{#var:basesensitivitybonus}}*1.00*100 round 0}}%&lt;br /&gt;
|- &lt;br /&gt;
!{{H:title|link=no|Neural Heat Limit increase from the increase Psychic Sensitivity assuming Level 6 Psylink |Neural Heat Limit}}&lt;br /&gt;
| -{{#expr:{{#var:basesensitivitybonus}}*80 round 0}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Psychic fog===&lt;br /&gt;
The decrease of 30% psychic sensitivity decreases the [[Psycasts#Neural Heat|neural heat]] limit 24 neural heat units. This also means that psychic soothes have a mood bonus of 11, initial [[psychic drone]]s have a mood debuff of 8, medium psychic drones have a mood debuff of 15, high psychic drones have a mood debuff of 21, and an extreme psychic drone has a mood debuff of 28. This sword is useful for non-psychic melee pawns or non-combat psycasters that do not need a high neural heat limits. Similar to the [[Psychic_foil_helmet|Psychic Foil Helmet]], it is a portable and removable version of the trait [[Trait#Psychically dull|Psychically dull]].&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basesensitivitybonus|0.30}}&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Stat&lt;br /&gt;
!Increase&lt;br /&gt;
|- &lt;br /&gt;
!Psychic Sensitivity&lt;br /&gt;
| -{{#expr:{{#var:basesensitivitybonus}}*1.00*100 round 0}}%&lt;br /&gt;
|- &lt;br /&gt;
!{{H:title|link=no|Neural Heat Limit increase from the increase Psychic Sensitivity assuming Level 6 Psylink |Neural Heat Limit}}&lt;br /&gt;
| -{{#expr:{{#var:basesensitivitybonus}}*80 round 0}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
===Kind thoughts===&lt;br /&gt;
The +6 [[mood]] it provides is equivalent to the mood buff given by being very comfortable, being an optimist, or the buff from an extremely impressive dining/rec/bedroom.&lt;br /&gt;
&lt;br /&gt;
===Calm thoughts===&lt;br /&gt;
The +3 [[mood]] it provides is equivalent to the mood buff given by sleeping in an unbelievably impressive barrack, or the buff from an slightly impressive dining/rec/bedroom.&lt;br /&gt;
&lt;br /&gt;
===Mad muttering===&lt;br /&gt;
The -3 [[mood]] it provides is equivalent to the mood debuff given by sleeping in an decent barrack, having a colonist banished, or the debuff from being uncomfortable. It is easily countered by eating [[Fine_meal|fine meals]]. It is worth it because these potent weapons are usually acquired in the mid-to-late game, where [[mood]] is generally not a problem.&lt;br /&gt;
&lt;br /&gt;
===Mad wailing===&lt;br /&gt;
The -6 [[mood]] it provides is equivalent to the mood debuff given by being hungry, being drowsy, and also when humans are butchered. It is mostly countered by eating [[Fine_meal|fine meals]]. It is worth it because these powerful weapons are usually acquired in the mid-to-late game, where [[mood]] is generally not a problem.&lt;br /&gt;
&lt;br /&gt;
===Kill-focused===&lt;br /&gt;
The wielder of a kill-focused persona weapon regains 20% of their [[Psycasts#Psyfocus|psyfocus]] every time they kill another pawn with the weapon up to their normal maximum of 100%. Despite the description, this killed pawn does not have to be an enemy and the psyfocus will even be granted when executing downed enemies, killing wild animals and when slaughtering tamed animals.&lt;br /&gt;
&lt;br /&gt;
A single kill is equivalent to over 5 hours of meditation with the best possible focus, or 10 hours without one. As psyfocus is one of the primary limiting factors for psycasters, this makes this trait incredibly powerful and easily a candidate for the best trait on offer. &lt;br /&gt;
&lt;br /&gt;
The most obvious role is using the weapon in the thick of combat to keep up psycast support and it is very powerful doing so. It not only allows for more psycasting, it also allows the caster to be flexible with their casts and not have to worry about holding back for fear of not having focus when needed later. Pawns with high [[Psychic Sensitivity]] are especially ideal as wielders, as they can cast more before before exceeding their Neural Heat Limit and thus better exploit the additional focus.  But the benefits aren't limited to only combat.&lt;br /&gt;
&lt;br /&gt;
Simply by manually melee-hunting small animals such as [[squirrel]]s and [[rat]]s, psycasters can repeatedly cast Word of Inspiration to mass produce [[quality|legendary]] items, Word of Trust to recruit large numbers of pawns quickly, or always have several Berserk Pulses ready to wreak havoc with raids. All this without having to dedicate much of a pawns life to meditation. This out-of-combat use means that even bad quality persona weapons with this trait are very valuable, as any weapon is sufficient to kill downed enemies or small animals. It also synergizes incredibly well with [[Persona weapon#Freewielder|Freewielder]], as a single weapon can then provide all the psyfocus needed for all the psycasters in the colony with some micromanagement. Melee hunting can be dangerous however - smaller, weaker animals are ideal to prevent injury to the wielder, but any animal works. Kill-focused plasmaswords may be better for this as being on fire will prevent the animal from attacking, however care should still be taken, especially with herd animals.&lt;br /&gt;
&lt;br /&gt;
===Kill-happy===&lt;br /&gt;
+6 mood, 5 stack limit, 0.25 stack multiplier, lasts 3 days.&lt;br /&gt;
The +6 [[mood]] it provides is equivalent to the mood buff given by being very comfortable, being an optimist, or the buff from an extremely impressive dining/rec/bedroom. The max of +8 is equivalent to the warmth of a [[beer]], attending a party, and having a wondrously impressive bedroom/rec room/dining room. The max mood bonus is also equivalent to a bloodlust pawn witnessing a kill.&lt;br /&gt;
&lt;br /&gt;
===Kill-sorrow===&lt;br /&gt;
-3 mood, 5 stack limit, 0.25 stack multiplier, lasts 3 days.&lt;br /&gt;
The -3 [[mood]] it provides is equivalent to the mood debuff given by sleeping in an decent barrack, having a colonist banished, or the debuff from being uncomfortable. It is easily countered by eating [[Fine_meal|fine meals]]. It is worth it because these potent weapons are usually acquired in the mid-to-late game, where [[mood]] is generally not a problem. The max mood debuff of -4 is equivalent to sleeping on the ground, sleeping outside, sleeping in the cold, sleeping in the heat, or having the pawn's uncle, aunt, cousin, grandparent, or kin die.&lt;br /&gt;
&lt;br /&gt;
===Kill thirst===&lt;br /&gt;
The wielder must kill every 20 days or suffer a -4 mood debuff. &lt;br /&gt;
The max mood debuff of -4 is equivalent to sleeping on the ground, sleeping outside, sleeping in the cold, sleeping in the heat, or having the pawn's uncle, aunt, cousin, grandparent, or kin die.&lt;br /&gt;
&lt;br /&gt;
===Psy-meditative===&lt;br /&gt;
+10% psyfocus per time meditating&lt;br /&gt;
The effect of this trait is negligible. An entire day of meditating will provide a base of 50 percent psyfocus, but with the psy-meditative trait, you can increase the amount of psyfocus to 55 percent per day. But because a pawn generally meditates for only around 4 hours a day, 8 percent psyfocus is gained, and with psy-meditative, 9 percent psyfocus is gained. The extra one percent is almost useless. &lt;br /&gt;
&lt;br /&gt;
===Painless===&lt;br /&gt;
A pawn wielding a persona weapon with the Painless trait will not feel pain. The pro of this is that the pawn will not go down, but the side effect of this is that the pawn will keep fighting until they die. It gives an effect similar to that of the [[painstopper]].&lt;br /&gt;
&lt;br /&gt;
===Fast mover===&lt;br /&gt;
The Fast mover trait improves the [[Moving]] [[capacity]] of the wielder by 15% while the weapon is held. &lt;br /&gt;
&lt;br /&gt;
Most obviously this improves the [[Move Speed]] [[stat]], increasing a base-line healthy pawn's move speed by 0.69 c/s - this is a significant increase in speed, a pawn affected by this trait wearing cumbersome [[marine armor]] is still faster than a naked [[trait#Fast walker|Fast walker]]. This makes it a valuable effect for some forms of kiting, on pawns whose primary role involves walking - such as planters, and just in making almost every task slightly faster to complete. Additionally, given the melee nature of all current persona weapons, this reduces the time required to close on ranged enemies and, thus, also reduces the risk before their ranged attack is nullified.&lt;br /&gt;
&lt;br /&gt;
However, the trait affects the capacity, rather than just the Move Speed stat like other gear, which means it also improves other dependent stats. Therefore,  it also improves the [[Melee Dodge Chance]] of a pawn by the equivalent of almost 3 levels of the [[Skills#Melee|Melee]] skill - the exact significance of this varies based on the other factors of the stat, as detailed on that page, but for most pawns with some skill in Melee this results in an additional ~6% chance to dodge melee attacks. This is a significant decrease in incoming DPS, and given the melee power of persona weapons, it synergizes very well with them.&lt;br /&gt;
&lt;br /&gt;
Technically, this also results in a 15% improvement to [[Hunting Stealth]], meaning only 87% of the required skills are required for the same level of stealth, however, as Hunting Stealth only applies to ranged weapons, the persona weapon must be wielded for the effect to be applied, and there currently are no ranged persona weapons, it is impossible to actually benefit from this buff. &lt;br /&gt;
&lt;br /&gt;
Overall, the fast mover trait is one of the better traits available, one that synergizes well with the weapon itself, and one that will likely benefit any wielder that takes up its host weapon. On the other hand, it also does not offer any truly unique advantages that cannot be obtained elsewhere, such as through traits or [[drugs]]. Thus, while it is a boon on any weapon acquired with it, it is not something that is likely to be specifically sought out.&lt;br /&gt;
&lt;br /&gt;
===Hunger pangs===&lt;br /&gt;
The cost of wielding a persona weapon with this trait will cause the pawn to get hungry 1.5x quicker than normal. This weapon is generally worth it, because these potent weapons are usually acquired during the mid-to-late game, when food is not an issue.&lt;br /&gt;
&lt;br /&gt;
This trait is not mutually exclusive with [[#Freewielder|freewielder]] which prevents bonding, and only ''bonded'' wielders are affected by the increased hunger rate, thus when both traits are on the same weapon the penalty is entirely negated.&lt;br /&gt;
&lt;br /&gt;
=== Neural cooling ===&lt;br /&gt;
{{stub|section=1|reason=Practical comparison with [[Eltex staff]] and general practicality of the rate increase needed.}}&lt;br /&gt;
+15% Neural Heat Recovery Rate, only applies while weapon is held.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:baseheatratebonus|0.15}}&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Stat&lt;br /&gt;
!Increase&lt;br /&gt;
|- &lt;br /&gt;
!{{H:title|link=no|Neural Heat Recover Rate increase before Psylink level modifers|Base Neural Heat Recovery Rate}}&lt;br /&gt;
| +{{#var:baseheatratebonus}}/s&lt;br /&gt;
|-&lt;br /&gt;
!{{H:title|link=no|Neural Heat Recover Rate increase assuming Level 6 Psylink |Effective Neural Heat Recovery Rate}} {{ref label|Lvl|Lvl}}&lt;br /&gt;
| +{{#expr:{{#var:baseheatratebonus}}*1.625 round 3}}/s&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
:{{note|Lvl|Lvl}} Assuming Psylink level 6&lt;br /&gt;
&lt;br /&gt;
===Freewielder===&lt;br /&gt;
Freewielder is arguably the best trait, tied with kill-focused, because it does not bond. When paired with kill-focused, however, you will get a weapon that instantly provides large amounts of psyfocus on demand. It is very good for non-combat psycasters, because those psycasts require large amounts of psyfocus. It is also useful because anyone can use the sword, unlike other persona weapons, which become useless if the bonded person dies or becomes permanently incapacitated. It is incompatible with Jealous.&lt;br /&gt;
&lt;br /&gt;
===Jealous===&lt;br /&gt;
This weapon gives a hefty -15 mood penalty when a bonded pawn equips a weapon other than the monosword. If a pawn is good at melee and not a bit good at shooting, this weapon may be worth it. Otherwise, it is advised to use another persona weapon, because the ability to shoot until enemies get close and then grabbing a persona weapon from a nearby shelf to melee fight is a good tactic.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Royalty DLC release - Added&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Persona weapons no longer damage relations with the Empire when used without the necessary [[titles]]. Previously, a title of Knight or Dame was required.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Pawns can now only bond one persona weapon at a time (otherwise trait effects can stack in broken ways).&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wjrrxbmyr31sw58t&amp;topic_postId=wjrrxbmyr6zv4971&amp;topic_revId=wjrrxbmyr6zv4971&amp;action=single-view</id>
		<title>Topic:Wjrrxbmyr31sw58t</title>
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		<updated>2021-11-05T16:54:16Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Ripmorld&quot; class=&quot;mw-userlink&quot; title=&quot;User:Ripmorld&quot;&gt;&lt;bdi&gt;Ripmorld&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Ripmorld&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Ripmorld (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Ripmorld&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Ripmorld&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:Wjrrxbmyr31sw58t&amp;amp;topic_showPostId=wjrrxbmyr6zv4971#flow-post-wjrrxbmyr6zv4971&quot;&gt;commented&lt;/a&gt; on &quot;[1.3.3159]Why did the devs add gestation if the tamed magaspiders don&amp;#039;t mate?&quot; (&lt;em&gt;Is it a bug?&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Defense_tactics&amp;diff=96037</id>
		<title>Defense tactics</title>
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		<updated>2021-11-05T16:49:12Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: /* Mechanoid breach raids */ fact checked, with max 10000 raid point spawning the mech breach raid will have at most two termite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
{{for|defensive constructions against threats|Defense structures}}&lt;br /&gt;
&lt;br /&gt;
Getting attacked, whether by tribals, pirates or hordes of angry animals is a common event in the rimworlds. Defense against these attacks is one of the keys to having a successful colony.&lt;br /&gt;
&lt;br /&gt;
This page details different tactics for defense and visualizations of them, applicable to most stages of the game.&lt;br /&gt;
&lt;br /&gt;
== Raiders ==&lt;br /&gt;
&lt;br /&gt;
=== Behavior ===&lt;br /&gt;
&lt;br /&gt;
[[Raider]]s will attack randomly chosen constructed objects, colonists and colony [[animals]]. They will not attack natural rock walls (except for sappers), non-hostile wild animals or unpowered [[turrets]]. They will attack [[prisoner]]s if they are captured from their enemy factions.&lt;br /&gt;
&lt;br /&gt;
They usually set fire to crops in [[growing zone]]s, [[power]] generators, [[power conduit]]s, and other [[production]] buildings. They will melee attack furniture, doors and walls. They will also use thrown explosives on structures, and some use [[EMP grenades]] to stun your turrets.&lt;br /&gt;
&lt;br /&gt;
Raiders will prioritize firing on [[colonists]] or [[turrets]] that are actively engaging in the fight, but will otherwise attack random objects.&lt;br /&gt;
&lt;br /&gt;
If humanlike non-mechanoid raiders are unable to defeat your colony in time, they may give up. Normal raiders will give up between {{ticks|26000}} to {{ticks|38000}} after the raid begins, while sappers will give up between {{ticks|33000}} to {{ticks|38000}} after they begin the attack.&lt;br /&gt;
&lt;br /&gt;
=== Preparation ===&lt;br /&gt;
&lt;br /&gt;
Humanlike raiders will sometimes start by standing around in a group where they spawned and will continue this until they loose a certain amount of raiders or they hit a certain preparation time limit, at which point they begin the assault. When a colonist is close to the raiders they will attack the colonist.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
Raiders spawn with randomized equipment determined by their &amp;quot;pawn kind&amp;quot;. While the budget for &amp;quot;purchasing&amp;quot; each individual of the different pawn kind is determined by the [[storyteller]] and the current [[raid points]] value, the equipment itself is decided by the weapon and clothing budgets and type restrictions of the pawn kind. More information on the pawn kinds can be seen in the Pawns sections on each [[faction]]s' page.&lt;br /&gt;
&lt;br /&gt;
==== Apparel ====&lt;br /&gt;
[[Raiders|Pirates]] can range from only wearing a tattered pair of [[pants]] to [[flak vest]]s to full sets of [[marine armor]]. [[Raider#Mercenaries|Mercenary slashers]] will always come in [[shield belt]]s and only they do so. &lt;br /&gt;
&lt;br /&gt;
[[Tribals]] always come in [[tribalwear]], with some in [[war mask]]s or [[war veil]]s. Some later game come with [[plate armor]] as well. &lt;br /&gt;
&lt;br /&gt;
In cold environments, both will come in wearing [[parka]]s or [[tuque]]s, protecting them from temperatures of around -40 to -50°C, sometimes up to -110°C if they wear wool parkas. They don't usually come in wearing [[duster]]s or [[cowboy hat]]s in hot areas, making them vulnerable to the heat.&lt;br /&gt;
&lt;br /&gt;
They tend to wear leather, [[cloth]] or [[synthread]] clothes, which don't provide good protection, and less commonly the more protective [[devilstrand]] or [[hyperweave]].&lt;br /&gt;
&lt;br /&gt;
While mid-late game pirates usually come with normal quality flak and marine armor providing around 100% sharp armor, with quality apparel you can push yours to have more than 130%, even without masterworks or legendaries, giving you the upper hand.&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
&lt;br /&gt;
Pirates can spawn with most weapons in the game, up to and including dangerous [[doomsday rocket launcher]].&lt;br /&gt;
&lt;br /&gt;
Tribals usually come equipped with primitive weapons, with ranged weapons limited to bows and pila, but they can sometimes be seen with relatively high-quality melee weapons as well.&lt;br /&gt;
&lt;br /&gt;
For most factions, skills are assigned at random, meaning that more often than not raiders aren't of an kind that gets a weapon appropriate for their skills; skilled shooters equipped with melee weapons and melee pawns equipped with guns.&lt;br /&gt;
&lt;br /&gt;
However, some classes of raider always come with the same (category of) weapon. For example, mercenary snipers always use sniper rifles, grenadiers wield some form of thrown explosive and tribal archers always use neolithic ranged weaponry. Also, the [[Empire]] {{RoyaltyIcon}} will ensure its soldiers have skills appropriate for their issued weapons.&lt;br /&gt;
&lt;br /&gt;
If you have your colonists equip weapons according to their skills, you already have an advantage over many enemies.&lt;br /&gt;
&lt;br /&gt;
==== Drugs ====&lt;br /&gt;
&lt;br /&gt;
Pirates or Outlanders may utilize some form of combat-enhancing drug, namely [[go-juice]], [[yayo]] and [[luciferium]]. They will usually start off addicted to them, and will carry some in their inventory which is dropped upon death. They may also use multiple drugs, disregarding the risk of overdose.&lt;br /&gt;
&lt;br /&gt;
These can reduce the amount of the pain received, making the raider last longer in battle before going down. Increased movement speed also allow raiders to get into position earlier, and brawlers to harass your defenders more easily.&lt;br /&gt;
&lt;br /&gt;
*[[Go-juice]] is an excellent combat drug that makes the raider much more efficient in battle. It eliminates 90% of pain, gives a 30% movement speed buff, and a 10% consciousness buff for more accuracy. The raider is almost guaranteed to fight until death, or the rarer case of incapacitation through a shattered spine, severe brain damage or removal of both legs. &lt;br /&gt;
**It's almost always more worth it to use body part-destroying weapons such as the [[Sniper rifle]] to kill them, as Go-juice does not reduce the actual damage they take.&lt;br /&gt;
*[[Yayo]] grants a 15% buff to speed and eliminates half of pain received. Enemies under the effect of yayo are more durable against damage not concentrated on a vital body part&lt;br /&gt;
**It will take more hits to down them, and more likely the raider dies first due to lethal damage, but is still possible.&lt;br /&gt;
*[[Luciferium]] grants a wide range of buffs to the user, from increased organ function, to slight movement speed and consciousness buffs, to reduced pain.&lt;br /&gt;
**It's more troublesome to capture addicted raiders since you'll need to regularly feed them luciferium to sustain their lives, which is very expensive and hard to come by -- it's usually more worthwhile to just strip and finish them on the spot.&lt;br /&gt;
**Although it is possible to farm this drug by addicting raiders to it and release them, the next time they come they will bring some with them.&lt;br /&gt;
&lt;br /&gt;
== Core battle tactics ==&lt;br /&gt;
&lt;br /&gt;
No matter what sort of defenses you use, these battle tactics may be useful.&lt;br /&gt;
&lt;br /&gt;
=== Melee tactics ===&lt;br /&gt;
&lt;br /&gt;
Melee soldiers are a useful asset in your colonies, if used correctly. They can disrupt ranged enemies, because being engaged in melee interrupts and prevents ranged attacks, and staggers the enemy thus slowing movement. Ranged enemies are also forced to fight back with makeshift melee attacks with their guns, which are woefully inadequate against a dedicated brawler.&lt;br /&gt;
&lt;br /&gt;
In addition, melee soldiers can fend off invading brawlers charging into your lines, or beat up drop podding enemies.&lt;br /&gt;
&lt;br /&gt;
[[Shield belt]]s and good armor are usually necessary for your colonists to close the gap between you and the enemy. Melee attackers without the protection of shields are highly vulnerable to gunfire, even if heavily armored. Before battle, hide your melee attackers until all enemy melee attackers are engaged in battle, or put them in line in front of your gunners for quick deployment and damage absorption.&lt;br /&gt;
&lt;br /&gt;
Friendly fire is a serious issue in hand-to-hand combat, as you can easily hit your own fighters. While it is still a bearable problem if their shields are up, once the shields are down you will need to manually retarget to prevent friendly fire.&lt;br /&gt;
&lt;br /&gt;
==== Melee sortie ====&lt;br /&gt;
&lt;br /&gt;
This tactic involves using a small element of melee colonists to charge enemy ranged attackers and take the heat off your own gunners.&lt;br /&gt;
&lt;br /&gt;
Can be used to take down annoying long-ranged snipers or small gunner groups. Note that charging at entrenched ranged attackers can also divert their attention from your own entrenched forces to your charging brawlers.&lt;br /&gt;
&lt;br /&gt;
==== Melee rush ====&lt;br /&gt;
&lt;br /&gt;
Melee rushing is the tactic of sending your melee attackers to engage hostiles all at once, rather than focusing on shooting them down or sending small parties to take down troublesome enemies.&lt;br /&gt;
&lt;br /&gt;
Melee rushes can work alone, especially with quality equipment; well-equipped melee rushes can hold off an attack and cause raiders to flee despite being slightly outnumbered. They also attract a great deal of friendly fire from the enemy, as they try to shoot down your brawlers, hitting their allies in the process.&lt;br /&gt;
&lt;br /&gt;
If you aren't afraid of friendly fire, it can be combined with a firing squad from a distance for devastating effects. The brawlers cause chaos within the raiding party while the firing squad lays fire to destroy them while the raiders are trying to cope with your brawlers.&lt;br /&gt;
&lt;br /&gt;
Note that enemy melee rushes are not to be countered by your own melee rush; there is a [[#Melee blocking|much more effective tactic]] detailed below.&lt;br /&gt;
&lt;br /&gt;
==== Peeling ====&lt;br /&gt;
&lt;br /&gt;
If a vulnerable gunner is under attack by melee attackers, you can 'peel' them away using your brawlers. Have them engage the melee attackers, who will then focus on your brawlers, allowing your gunner to get to relative safety. &lt;br /&gt;
 &lt;br /&gt;
Trained animals automatically peel for their assigned masters, if 'Release animals' is Off. The animals will attack any hostiles coming close rather than straying off to attack distant targets. &amp;lt;br&amp;gt;&lt;br /&gt;
Setting 'Release animals' to On right when another colonist in distress near the trainer causes the animals to swarm the attacker, peeling them off.&lt;br /&gt;
&lt;br /&gt;
Peeling is a relatively high-risk activity, as you are trying to put a pawn at risk in return for allowing a pawn at greater risk to escape. Peeling pawns should be expendable or decently armored.&lt;br /&gt;
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==== Self-defense ====&lt;br /&gt;
&lt;br /&gt;
Even though they aren't as good as dedicated melee weapons, guns still hurt in melee combat, even surpassing some low-quality melee weapons. This allows shooters to have a fighting chance against melee enemies. &lt;br /&gt;
&lt;br /&gt;
Shooters can fight off small animals quite easily with melee, so have them fight back instead of letting the animal chew them to death.&lt;br /&gt;
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Melee attacks with guns are a viable alternative if your colonists are adept at melee combat and the guns don't fare well at touch range. Since they don't usually emerge victorious from a 1v1 melee fight unless there is a massive skill gap, have someone else join in the fray, be it a brawler or gunner. &lt;br /&gt;
&lt;br /&gt;
==== Melee killbox ====&lt;br /&gt;
In the current version of the game, when an enemy is standing between a door , they can be hit by pawns standing directly diangnel to it. This applies even when there are walls between them. &lt;br /&gt;
&lt;br /&gt;
[[File:melee killbox.png|400px]]&lt;br /&gt;
&lt;br /&gt;
So you can design a &amp;quot;killbox&amp;quot; where your melee fighters stand beside a long corodor of doors placed diaginally . Placing a turret near your killbox can prevent the enemy from bunching up . &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Body blocking ===&lt;br /&gt;
&lt;br /&gt;
[[File:Bodyblock_choke.png|250px|thumb|right|You shall not pass.]]&lt;br /&gt;
&lt;br /&gt;
Enemies can be physically blocked by colonists or animals, denying them access to locations. This can be done to a significant tactical advantage.&lt;br /&gt;
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Heavily armored soldiers are needed to body block active combatants, as they will take a lot of hits while blocking, and even so they will eventually collapse due to sustained damage. They should also be able to deal good damage at point-blank.&lt;br /&gt;
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Blocking can be used to slow down prison breaks, seal off escape routes for enemies, or more aggressively to devastate melee only raids, detailed below.&lt;br /&gt;
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==== Melee blocking ====&lt;br /&gt;
&lt;br /&gt;
When faced with a full melee attack, instead of engaging enemies on the frontline, '''retreat behind your walls, and open doors to use as chokepoints'''. Leave up to '''three''' melee brawlers standing right behind (not in) the chokepoint to block enemies while cutting them down, stationing more nearby as replacements, and gunners behind to fire on the blocked intruders. This forces melee enemies to trickle in and fight with your soldiers one-by-one, making them significantly easier to dispatch of. Make sure all brawlers are heavily armored to block damage, and shielded to block friendly fire.&lt;br /&gt;
&lt;br /&gt;
This is a horribly effective way to defeat melee attacks. Compared to a regular frontline defense, this tactic significantly reduces the casualties your side will sustain. You also don't need to build anything special for this purpose- any opening or door in the wall will do. If you use [[killbox]]es then it's best that you build it in a way such that melee blocking attacks can be conducted effectively inside.&lt;br /&gt;
&lt;br /&gt;
=====Weapons=====&lt;br /&gt;
For maximum pain, use high-DPS guns for your backline for bringing the hurt, combined with quality melee for your frontline to deal sustained damage in between barrages. &lt;br /&gt;
*The [[chain shotgun]] or [[heavy SMG]] are the weapons of choice in this situation due to their unparalleled close-range DPS. &lt;br /&gt;
*Miniguns, while effective at shredding the tightly packed enemies behind the chokepoint, are generally not recommended due to the collateral damage to the walls. If you do choose to use them, aim at the middle of the crowd so you can hit as many enemies as possible, while also reducing the damage done to the walls.&lt;br /&gt;
* Grenades may also be used and can be incredibly effective at stacked melee groups trying to enter through a chokepoint, but should be ground-targeted rather than freely targeted by the pawn, to avoid grenading your own melee blockers.  Grenades can land anywhere within 1 tile of the targeted tile, so place your ground target 1 tile further away to avoid accidentally grenading your own forces or blowing up the walls that are enabling you to melee block.  Like [[minigun]]s, this will often shred the walls of your chokepoint, so building extra layers of walls at the chokepoint can be helpful.&lt;br /&gt;
* Pawns, both friendly and hostile, cannot stop and stand on top of sandbags, and are substantially slowed while moving over them.  This can be used to force targets into a particular tile or slow the progress of an incoming force.&lt;br /&gt;
&lt;br /&gt;
Stray bullets will not harm your tanks if the shooter is not standing too far behind; that means it is not a good idea to use long-range fire. &lt;br /&gt;
&lt;br /&gt;
Combined with measures to force enemies into close range, it may be effective against ranged enemies as well, but beware as enemies can still fire until you start beating them up.&lt;br /&gt;
&lt;br /&gt;
=====Animal Melee Blocking=====&lt;br /&gt;
Animals can be used as a form of melee blocking by creating a zone for just the single tile immediately in front of the chokepoint or door and assigning a bunch of animals to it.  The animals prevent hostile attackers from traversing through that space, and the animals will generally counter-attack en masse anything that attacks them.  This often results in substantial injury or death to animals, of course, so ensure the animals used are expendable (ie. not bonded or otherwise critical to the colony), and don't use explosive animals like Boomalopes or Boomrats.  This is most effective against non-human threats such as manhunter packs and insectoids.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Melee_test_eleplants_normal.png|10 manhunter elephants vs 3 armored brawlers and 4 armored gunners; all colonists are downed while all elephants remain standing.&lt;br /&gt;
File:Melee_test_eleplants_block.png|Same situation but with melee blocking; only 1 colonist downed, and all elephants defeated.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spacing out ===&lt;br /&gt;
&lt;br /&gt;
Each colonist should ideally stand '''at least 1 tile away from other colonists''', thus reducing the chance of enemy bullets hitting somebody else after missing the original target, which deals a lot of damage to static grouped up defenders.&lt;br /&gt;
&lt;br /&gt;
Explosives will also hit fewer people this way, though there are better countermeasures than simply spacing defenders apart.&lt;br /&gt;
&lt;br /&gt;
=== Dealing with rockets ===&lt;br /&gt;
&lt;br /&gt;
Rocket launchers are painful to deal with, due to the huge area damage and long range. In the mid-late game they are one of the biggest threats from the enemy. &amp;lt;br&amp;gt;&lt;br /&gt;
The best way to deal with them is to distract them to fire elsewhere, in order to greatly reduce the amount of damage received.&lt;br /&gt;
&lt;br /&gt;
Raiders with rocket launchers are often seen in the backline preparing their rockets, while their allies lay down fire at the front. They get distracted quite easily, wasting them on animals or lone colonists. This can be exploited simply by '''charging them with single units''', which will cause them to fire it towards them and away from the rest of your forces. They may fire at point-blank, injuring themselves and their comrades, or with some luck in positioning and fast melee units, you can even intercept them before they can lock on with their rocket launcher, forcing them into hand-to-hand combat and eventually yielding the launcher which can be captured for future use.&lt;br /&gt;
&lt;br /&gt;
This is a high-risk but necessary move to take, and some pawns may need to be sacrificed.&lt;br /&gt;
&lt;br /&gt;
For successful distraction, you have to make your charging units the only available targets for them to consider attacking. If they have a better target with less possible friendly fire, they may attack them instead. To combat this, have all your other units, including animals, stay completely out of range until the rocket launchers have been neutralized.&lt;br /&gt;
&lt;br /&gt;
==== Psychic insanity lance ====&lt;br /&gt;
&lt;br /&gt;
Using a [[psychic insanity lance]] on a raider will cause their allies to waste rockets on them. Often, this gets rid of all of the rockets in a raid, and also causes a lot of damage. Psychic lances can generally be used from relative safety, due to their extensive range (though they do require line-of-sight to the target), and have a relatively low cost. Targeting the most durable raider will help make sure as many rockets are wasted as possible.&lt;br /&gt;
&lt;br /&gt;
==== Shielded unit deployment ====&lt;br /&gt;
&lt;br /&gt;
Deploy brawlers equipped with [[shield belt]]s and heavy armor, letting the shields block the blast as well as some fire. There are two variations of this:&lt;br /&gt;
#Move in a zigzag pattern in front of the enemy to draw their attention, and dodge the rockets when they are discharged.&lt;br /&gt;
#Directly charge into the fray with your shielded fighters, such that any rockets fired at them will likely hit other enemies as well.&lt;br /&gt;
&lt;br /&gt;
Be prepared to sacrifice someone, as their shields are very likely to be broken whether by the blasts or concentrated gunfire.&lt;br /&gt;
&lt;br /&gt;
==== Expendable animal charge ====&lt;br /&gt;
&lt;br /&gt;
Have animals that are both expendable and fast charge the enemy, rocket soldiers included. It's especially good if the animals can survive a rocket blast, as it allows them to continue distracting any further rockets.&lt;br /&gt;
&lt;br /&gt;
For multiple rocket launchers, send animals in batches, such as by assigning animals to different handlers and setting them to attack at different times, to prevent them from being wiped out by a single blast.&lt;br /&gt;
&lt;br /&gt;
While they do not need to be obedience- or release-trained, as you can use animal area zones to force them into areas, doing so is less effective as animals have a delay before moving into their assigned zones and may be very far away.&lt;br /&gt;
&lt;br /&gt;
==== Friendly fire with rockets ====&lt;br /&gt;
&lt;br /&gt;
Besides being caught in a blast, enemies can also take friendly fire if the rockets impact them instead of your colonists.&lt;br /&gt;
&lt;br /&gt;
You can increase the chance of this happening by having the rocket travel over as many enemies as possible through aligning your distractors. Each rocket travelling over a pawn has up to 40% chance to impact, setting it off early.&lt;br /&gt;
&lt;br /&gt;
If you see that an enemy rocketeer has locked onto a brawler, you can also choose to charge the enemy with that brawler. It will either cause the enemy to deal immense friendly fire, or allow you to take out the rocketeer outright.&lt;br /&gt;
&lt;br /&gt;
==== Killbox tactics ====&lt;br /&gt;
&lt;br /&gt;
Rockets are much more dangerous in a killbox where colonists and turrets are closely bunched together. If you're unlucky, a rocket will set off turret explosions, causing additional damage. Rocketeers are a priority target that need to be rapidly eliminated as soon as they enter.&lt;br /&gt;
&lt;br /&gt;
However, killboxes do provide 2 crucial advantages: range restriction and concentrated fire. This allows you to direct concentrated fire onto the rocketeers to neutralize them rapidly.&lt;br /&gt;
&lt;br /&gt;
=== Rescue ===&lt;br /&gt;
&lt;br /&gt;
When a colonist is downed or severely injured, it's best to drag them out of the fight immediately. Don't leave them there otherwise they risk dying from stray bullets or blood loss. You don't really need to send them directly to hospital; just drop them off somewhere outside of active combat.&lt;br /&gt;
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{{Royalty|No category}}&lt;br /&gt;
&lt;br /&gt;
Colonists lying outside cover are riskier to rescue. You can use [[jump pack]] to jump in and pull them out of combat. Choose the right time when there are no melee enemy nearby, and using your best-protected colonists if you are using [[jump pack]]. If you are playing vanilla, consider to drug your rescue team with [[go-juice]] if the pawn you are rescuing is under heavy fire.&lt;br /&gt;
&lt;br /&gt;
Non-combatants should serve as rescue members by standing near a fight to pull out downed colonists. Non-combatant doctors should wear a [[shield belt]] and carry quality medicine at all times , so they can be drafted during combat and quickly tend to wounded colonist on the field .&lt;br /&gt;
&lt;br /&gt;
One of the better use of your Non-combatants is to equip them with [[locust armor]] and [[shield belt]], the locust armor allows the pawn to jump in and rescue and jump out while the [[shield belt]] prevents damage.&lt;br /&gt;
&lt;br /&gt;
Evacuating colonists away from the downed prevents them from receiving further fire until being rescued.&lt;br /&gt;
&lt;br /&gt;
If a colonist cannot reach the hospital in time (~2 hours from death or less), (have them immediately lie down at a temporary sleeping spot safely outside the battlefield, then have the doctor closest to the medicine storage go and treat the colonist ASAP, or treat them on the spot by setting treatment to doctor care only - no longer required after 1.3). have a doctor patch colonists up a little such that they can reach the hospital without bleeding out, then carry them there. You will have a higher infection chance this way, but it's better than the colonist bleeding to death while on their way to the hospital.&lt;br /&gt;
&lt;br /&gt;
=== Friendly fire management ===&lt;br /&gt;
&lt;br /&gt;
Friendly fire is a serious issue when facing close-range attackers, especially manhunter packs. If they manage to run past your barrage of gunfire to engage your ranged soldiers, they may receive more injuries from friendly fire in the ensuing chaos than the attackers themselves. You need to be careful when directing your troops so you don't hit your own forces by accident.&lt;br /&gt;
&lt;br /&gt;
Pawns can fire over the shoulders of friendlies up to 2 tiles (i.e. 1-tile space in between) away, meaning that you can have a 3-wide row of soldiers without friendly fire, which is not recommended.&lt;br /&gt;
&lt;br /&gt;
# When the enemy breaks the ranks, only let the soldiers closest to melee attackers fire at them. &lt;br /&gt;
#*Manually re-target the others to fire at another direction, repositioning them if needed. &lt;br /&gt;
# Disable 'Fire at will' when the enemies are closing in so they won't switch targets, potentially causing friendly fire.&lt;br /&gt;
# Have only 1 line of shooters so stray bullets, including bullets fired horizontally at melee attackers, will less likely hit someone.&lt;br /&gt;
&lt;br /&gt;
=== Firing at cover ===&lt;br /&gt;
&lt;br /&gt;
While cover works best against attacks coming straight, it's usually better to fire straight at the target instead of from an angle. If you fire straight at it, only 1 unit of cover will be effective, but if you shoot at a diagonal angle, 2 units of cover will be effective, both being capable of blocking shots, in total contributing to higher cover effectiveness.&lt;br /&gt;
&lt;br /&gt;
However, if you can get to the point where you're almost firing horizontally at the raiders, then cover becomes nearly ineffective at protecting the raider, allowing many more shots to connect. This often requires you get out of your own cover, so it's not recommended unless you can find suitable cover nearby. &lt;br /&gt;
&lt;br /&gt;
For skilled medium-long range shooters it's best to shoot from a great angle to hit them from the sides. &amp;lt;br&amp;gt;&lt;br /&gt;
However for not-so-good or short ranged shooters it's better to directly fire at them instead as the extra distance will make it harder to land hits, or cause the raider to exit firing range.&lt;br /&gt;
&lt;br /&gt;
'''The below shows the difference firing angle makes on the hit chance of a pawn hiding behind cover.''' Cover values are from Alpha 16, but the mechanics remains unchanged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Fire_cover_straight.png|Firing straight at a raider in cover; 1 stone chunk blocks 40%.&lt;br /&gt;
File:Fire_cover_angled1.png|Firing at an angle; 2 stone chunks block 48% total.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Fire_cover_angled2.png|Firing at a greater angle; 2 stone chunks block 37% total.&lt;br /&gt;
File:Fire_cover_angled3.png|Firing almost horizontally; 1 granite chunk blocks 8% only.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mobile warfare ==&lt;br /&gt;
&lt;br /&gt;
=== Flanking and Surrounding ===&lt;br /&gt;
&lt;br /&gt;
To flank enemies, have some defenders approach enemies from the sides or the back instead of concentrating fire on the front. To surround them, attack from all sides.&lt;br /&gt;
&lt;br /&gt;
Enemy ranged units often stay in the same spot when engaging your colonists, and they tend to have effective cover facing one direction only, making them vulnerable to flanking. Flanking enemy ranged units can distract them and cause them to lose their cover advantage with attacks coming from multiple sides. While this makes you lose the advantage of high-quality cover, it is balanced out by the enemy's loss of cover.&lt;br /&gt;
&lt;br /&gt;
This works best against entrenched ranged enemies attacking you from one side. They should be occupied with attacking frontal targets so you can creep up to them to unload lead on them from another angle. It's even better if you pair with melee to tie them up, buying time for your soldiers to get into position and preventing them from moving into new positions.&lt;br /&gt;
&lt;br /&gt;
Rounding up any fleeing survivors also becomes easier if you have someone (especially melee fighters) blocking off escapes from behind.&lt;br /&gt;
&lt;br /&gt;
==== Moving in ====&lt;br /&gt;
&lt;br /&gt;
While moving in you need to make sure you stay far enough away from enemies, and directly right-clicking on the destination will nearly always result in a path that crosses with the enemy.&lt;br /&gt;
&lt;br /&gt;
This can be overcome by '''shift-clicking to form a path for the pawn to follow''', making sure to keep sufficient distance.&lt;br /&gt;
&lt;br /&gt;
Shield belts, drawing enemy fire from a different direction, or simply using walls and terrain to block projectiles are all good ways to move in.&lt;br /&gt;
&lt;br /&gt;
==== Wide arc flank ====&lt;br /&gt;
&lt;br /&gt;
This tactic is about scattering your fighters in a wide arc facing your enemies. Rather than huddling together behind continuous lines of cover such as lines of rock chunks, each soldier should be taking cover on their own, and be able to shoot straight at the enemy without anyone else in between.&lt;br /&gt;
&lt;br /&gt;
This gives more flexibility in positioning as well as greatly reduced vulnerability against explosives or collateral damage. Engaging your flankers also results in enemy fire being scattered, so focus fire won't take down anyone easily.&lt;br /&gt;
&lt;br /&gt;
You can deploy shielded colonists to draw fire effectively from your gunners, though they need to be arranged carefully so as to be able to tank without taking friendly fire.&lt;br /&gt;
&lt;br /&gt;
Perfect against preparation raids or in-construction siege camps when you can't use your static cover and they won't directly attack your base upon arrival. However if the enemy has a significant cover advantage (such as sandbags) then this tactic may not work out in your favor.&lt;br /&gt;
&lt;br /&gt;
=== Tanking ===&lt;br /&gt;
&lt;br /&gt;
This tactic simply requires you put your shielded colonists before your static gunners to partially soak up gunfire. This is best when you have insufficient cover, or additional cover to block more bullets for your frontline tanks.&lt;br /&gt;
&lt;br /&gt;
As with any tactic involving meat shields, this poses a great risk to colonists' lives. If the colonists' shields are downed and they are not well-armored, you will have to get them to retreat behind cover until their shields come back online, otherwise your colonist will be exposed to ruthless gunfire.&lt;br /&gt;
&lt;br /&gt;
Beware of high damage-per-hit weapons which can instantly down shields.&lt;br /&gt;
&lt;br /&gt;
=== Hit and run ===&lt;br /&gt;
Against slow or static targets you can employ this to weaken them. You will need several fast-moving long-ranged colonists, possibly with [[charge lance]]s or [[bolt-action rifle]]s. Have them move within range to fire, quickly exiting range once the enemy returns fire. Repeat until conditions are no longer safe to conduct this attack, such as enemies entering full aggression and charging.&lt;br /&gt;
&lt;br /&gt;
Effective against siege camps and preparing raiders for they tend to stay put at their location until they are aggravated into attacking.&lt;br /&gt;
&lt;br /&gt;
=== Kiting ===&lt;br /&gt;
This risky and situational tactic is effective when employed correctly.&lt;br /&gt;
&lt;br /&gt;
It involves the use of fast colonists (with 120-140% or more Moving) running near moving enemies to gain their attention. Constantly outrun them while staying within their attention range, if not the enemy will engage other targets instead. After running far enough, fire a few shots at them before running again. This way, kiters can distract a group of enemies by leading them around the map, while chipping away at their health.  &lt;br /&gt;
&lt;br /&gt;
As long as your colonist safely outruns hostiles, you're fine. However, if the enemy catches up, your colonist will be slowed and on his own.&lt;br /&gt;
&lt;br /&gt;
====Equipment====&lt;br /&gt;
A fast, long-range weapon is safest (e.g. [[assault rifle]]), while a fast moderate-range weapon (e.g. [[machine pistol]]) may be used but is riskier. Slow weapons such as sniper rifles are not recommended as the need to stand still for extended periods puts soldiers in grave danger.&lt;br /&gt;
&lt;br /&gt;
Kiting colonists should be lightly armored while still maintaining a fast speed.&lt;br /&gt;
&lt;br /&gt;
== Additional tactics ==&lt;br /&gt;
&lt;br /&gt;
=== Baiting ===&lt;br /&gt;
&lt;br /&gt;
Faster, more well-protected colonists can be used to lead enemies into traps or ambushes. This is for situations when you have defenses concentrated in one direction, but the enemy comes from another.&lt;br /&gt;
&lt;br /&gt;
[[File:Bait tables 2.jpg|300px|thumb|right|Setting the bait furniture on fire only hastened this raider's demise.]]&lt;br /&gt;
&lt;br /&gt;
Cheap furniture also makes good bait. Raiders will smash any player-built furniture left out in the open, such as tables or wooden stools. This can be helpful to split them up or lure them into range of your defenders' weapons.&lt;br /&gt;
&lt;br /&gt;
=== Luring in ===&lt;br /&gt;
&lt;br /&gt;
Enemies can be lured closer to your base by keeping your colonists out of sight, then swarming out to attack once they draw closer to your base. Afterwards they will switch to engage your defenders.&lt;br /&gt;
&lt;br /&gt;
This can be used to negate the range advantage of enemies. It also works well with melee blocking to lure enemies into trying to jam themselves into your chokepoints, rather than beating up your base.&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
&lt;br /&gt;
The animals on the map, tamed or not, can be used to your advantage.&lt;br /&gt;
&lt;br /&gt;
Raiders never come using tamed animals so the advantage of animals on your side is solely yours.&lt;br /&gt;
&lt;br /&gt;
==== Tamed animal release ====&lt;br /&gt;
{{Stub|section=1}} &lt;br /&gt;
&lt;br /&gt;
With your handlers, you can amass a huge army of animals to charge the enemy. Simply find a good combat-capable animal, tame it, and train it to learn Release.&lt;br /&gt;
&lt;br /&gt;
There are many animals that are good for this purpose. &lt;br /&gt;
* Large animals like [[Thrumbo]]s, [[elephant]]s or [[rhinoceros|rhino]]s have good DPS and their large health scale means that damage is less likely to kill them before they can get patched up by your doctors. However they are harder to tame, maintain and breed.&lt;br /&gt;
* [[Warg]]s and [[bear]]s offer a good balance of DPS and breedability, with large packs fed on the bodies of raiders being posible.&lt;br /&gt;
* [[Husky|Huskies]] significantly less DPS than the others, but are easy to breed, feed, and provide hauling.&lt;br /&gt;
&lt;br /&gt;
Tamed animals also cause pirates to fire near their allies in a bid to get them off their allies, potentially causing friendly fire.&lt;br /&gt;
&lt;br /&gt;
==== Meat shield ====&lt;br /&gt;
The animals surrounding a handler can be used as a convenient meat shield as they take bullets, arrows and other projectiles (but not explosions) for their master. Provided they don't stray too far, they won't receive friendly fire as the shooters simply fire over them. All you need is to train Obedience, instead of Release.&lt;br /&gt;
&lt;br /&gt;
==== Strategic zoning ====&lt;br /&gt;
Raiders take their sweet time to exterminate any trace of your tamed animals on the map. This can be exploited to your advantage, as long as you're willing to have a few animals valiantly sacrifice themselves.&lt;br /&gt;
&lt;br /&gt;
*'''Distraction''': If you let your animals run all over the place, raiders may be tied up trying to wipe out the animals. This can give your colonists time to prepare, such as entering defensive positions or running to your mortars to fire a few rounds, as well as scatter the raiders making them easier to deal with. Raiders wielding rocket launchers also tend to waste them on your animals, leaving your colonists and structures mostly unharmed. However if they see better targets they will come at them instead.&lt;br /&gt;
*'''Direct offense''': Besides distraction, animals may also engage raiders, harming or killing them. &lt;br /&gt;
*'''Manipulation''': Animals can be moved around without the need of training Release, simply by changing the allowed zone of your animals. A short time later, the animals will move towards the zone and stay there. When animals are sleeping you can put animal sleeping spots beneath them and then remove them to wake them up. ''Changing'' the animal's zone also immediately forces it to move, at high speed, if they are not in the area of the new zone.  This can also be used to update an existing zone's area by changing the animal to a different zone (which they aren't in the area of) and then back to the original zone again.  Untrained animals will flee from threats, but will fight back to defend themselves if they are damaged by a hostile.&lt;br /&gt;
**'''Aggressive zoning''':  Zone animals in a place where you are expecting an encounter with enemies. Enemies will notice the animals and will start attacking, making them fight back and injure or even down the attackers. This method works for any animal, even those that cannot be trained. Remember to undo the zoning otherwise the animals may starve. [[Boomrat]]s are especially useful by causing explosions, setting raiders on fire and delaying their assault.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**'''Animal chokepoint''': Zone the animals in a chokepoint, creating a dense cluster.&lt;br /&gt;
***This is vulnerable to AoE weaponry so increase the area of the zone to make it that animals don't get too tightly together, if the enemy has explosives.&lt;br /&gt;
&lt;br /&gt;
==== Aggravating animals ====&lt;br /&gt;
If you have any easily enraged wild animals ([[emu]]s, [[thrumbo]]s, etc) standing near the enemy, you can shoot them to anger them and make them charge at the enemy. &lt;br /&gt;
&lt;br /&gt;
You can also opt to enrage an animal then have a fast colonist (&amp;gt;130% Moving) lead it towards the enemy. Some enemies will stop and engage the animal, potentially causing it to switch targets. For quite the obvious reasons it's best to equip a shield belt on the kiting colonist if he isn't the one enraging the animal.&lt;br /&gt;
&lt;br /&gt;
For this, larger animals are best due to their high health and damage. A thrumbo can be considered a godsend in a raid; just send 1 straight into the raider hordes, and let 'er rip. &amp;lt;br&amp;gt;&lt;br /&gt;
Smaller animals are faster and hard to hit, making them decent distraction and causing a hefty amount of friendly fire among the enemy as well.&lt;br /&gt;
&lt;br /&gt;
Remember, if you can down the animal easily with colonists, so can the raiders.&lt;br /&gt;
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=== Base scattering ===&lt;br /&gt;
&lt;br /&gt;
This is a '''last-ditch tactic to defeat humanlike enemies''' if you are significantly outnumbered.&lt;br /&gt;
&lt;br /&gt;
Instead of engaging them right away, let enemies scatter around the base first. After they scatter widely apart, divide and conquer, using large groups of soldiers to overcome them with ease, while others are busy demolishing other parts of your base.&lt;br /&gt;
&lt;br /&gt;
Remember to patch up the base after the damage done. Coolers are especially tricky as they serve as weak points and are expensive.&lt;br /&gt;
&lt;br /&gt;
=== Outside help ===&lt;br /&gt;
&lt;br /&gt;
If the [[AI Storytellers|storyteller]] is feeling somewhat merciful, outside help may come to save the day.&lt;br /&gt;
&lt;br /&gt;
Don't count on this however, as these rarely happen on their own, and most of the time you still need to fend off the raiders yourself.&lt;br /&gt;
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==== Friendly reinforcements ====&lt;br /&gt;
&lt;br /&gt;
Occasionally while hostiles are on the map, a friendly military caravan will come to bolster your defenses. The threats may also coincide with friendly trade caravans, visitors or passersby, who will help to engage a common enemy. &lt;br /&gt;
&lt;br /&gt;
This requires you be already allied with some factions, so that they will send help of meaningful value; otherwise they may just send a few people who will quickly get downed and serve no purpose other than distraction.&lt;br /&gt;
&lt;br /&gt;
Besides actual assistance, traders may also come with around 550 - 1000 points, enough to hold their own against a smaller raid. This allows you to have decent fire support around half the time, simply by calling in 1 trade caravan once every day (assuming alliances with all 4 non-pirate factions). It costs goodwill (or silver pre-0.19) but allows you to trade, as well.&lt;br /&gt;
&lt;br /&gt;
You may also call for additional help from allied outlanders at a cost of -20 goodwill (tribals are unable to send help due to technological limitations). This can be repaired by diplomatic gifts, or rescuing and treating downed friendlies.&lt;br /&gt;
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==== Common enemy ====&lt;br /&gt;
&lt;br /&gt;
If mechanoids, manhunters or another enemy faction show up, raiders may stop to engage them. This causes losses to both groups of enemies, making it easier to pick off the stragglers. Being concurrently raided by two different enemies at once is more common during the ship reactor start-up phase, making it slightly easier to survive the onslaught.&lt;br /&gt;
&lt;br /&gt;
If there are unopened [[ancient shrine]]s you can open them, which may contain artifacts, mechanoids, confused spacers, all useful against raiders, or none of the above.&lt;br /&gt;
&lt;br /&gt;
Using the [[psychic animal pulser]] is essentially invoking this tactic, but you need to be very careful when using it.&lt;br /&gt;
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==== Environmental hazards ====&lt;br /&gt;
&lt;br /&gt;
Very rarely, when unable to put a proper fight, you can count on Mother Nature to play for your side. Invaders will come to you without proper protection against the weather. You will be able to fend off the attack without confrontation.&lt;br /&gt;
&lt;br /&gt;
Choosing to play on an extremely hot or cold map, such as in a sea ice biome near the poles, seals the fate of all raiders foolhardy enough to come.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;450px&amp;quot; heights=&amp;quot;450px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Siege flee from Toxic fallout and hypothermia.png|'''Siege flees from Toxic fallout and hypothermia.'''&lt;br /&gt;
File:Siege flee from Toxic fallout and hypothermia 2.png|'''Free prisoners in bulk.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Humanoid assaults ==&lt;br /&gt;
&lt;br /&gt;
=== Sieges ===&lt;br /&gt;
&lt;br /&gt;
During a [[Raider#Siege|siege]], raiders go to a location outside your base, receive materials via drop pod and will proceed to build a simple mortar camp. The mortar camp will generally have 2 mortars and sandbags as cover. The sandbags need not cover the mortars, nor will they necessarily face your base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;450px&amp;quot; heights=&amp;quot;450px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Siege_base_construct.png|Siege camp under construction.&lt;br /&gt;
File:Siege_base_finished.png|Finished siege camp. Note that sieges always come with 2 mortars.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When faced with a siege, there are a few strategies you can use.&lt;br /&gt;
&lt;br /&gt;
In most cases it's better to attack the siege camp as the raiders will continuously siege the colony even if you're in hiding, and most likely you will eventually need to face off against the raiders yourself.&lt;br /&gt;
&lt;br /&gt;
==== Camp assault ====&lt;br /&gt;
&lt;br /&gt;
If you assault their camp, one possibility is sniping the raiders, prompting them to assault your colony directly instead of continuing their siege once you down several of them. Defeating them early enough will result in most of their items remaining intact, which you can take for yourself. &amp;lt;br&amp;gt;&lt;br /&gt;
Another alternative is to snipe the mortars, hoping an explosion will take out many raiders, but keep in mind that for those you will need to either send someone dangerously close to enemy fire, or draw all attention to one side to allow flankers to snipe and detonate them.&lt;br /&gt;
&lt;br /&gt;
Unlike most defensive situations, this time they will have the advantage of good cover on their side. You will have to find suitable cover, such as rock chunks, which you can fire from.&lt;br /&gt;
&lt;br /&gt;
Sniping [[mortar]]s under construction, when they have much lower health, is effective at wasting the enemy's resources.&lt;br /&gt;
&lt;br /&gt;
They are vulnerable to flanking if they haven't finished their sandbags or left a side uncovered. However, once all cover is completed, flanking is less of an effective solution.&lt;br /&gt;
&lt;br /&gt;
==== Early interception ====&lt;br /&gt;
&lt;br /&gt;
The best time to attack them is when they've just started building their camp. At this time their resources would have arrived.&lt;br /&gt;
&lt;br /&gt;
Attacking them at this time forces them to use rock chunks just like you do, instead of having the superior sandbags on their side. Their mortars won't be ready as well.&lt;br /&gt;
&lt;br /&gt;
'''Attack only when their resources have arrived''', otherwise they will flee and not send any resources, which you could've stolen had you attacked later.&lt;br /&gt;
&lt;br /&gt;
==== Hit-and-run ====&lt;br /&gt;
&lt;br /&gt;
An effective tactic to lure sieging raiders out is to conduct hit-and-run attacks against them. Taking down someone usually causes them to give up on sieges and directly attack, making them lose their cover advantage.&lt;br /&gt;
&lt;br /&gt;
==== Countering with mortars ====&lt;br /&gt;
&lt;br /&gt;
If you have your own mortars, you can use them to fire back at the raiders. The raiders will stay put to defend the camp, making them easy targets for mortar strikes.&lt;br /&gt;
&lt;br /&gt;
[[High-explosive shell]]s deal heavy damage to tight groups of raiders if they hit, ignoring all cover but solid walls in the process. A tight volley can devastate mortar camps, forcing them to either attack or flee outright.&lt;br /&gt;
&lt;br /&gt;
[[Incendiary shell]]s are an effective way of distracting sieges as the raiders will be preoccupied with extinguishing the resultant flames. 2 mortars are usually enough to keep them from doing any activity other than firefighting, unless it is raining or there are no flammables nearby. This deals little damage to them, however.&lt;br /&gt;
&lt;br /&gt;
[[EMP shell]]s can stun the mortars, preventing them from firing. It is perhaps better used as a support weapon while your defenders assault the camps, to reduce the damage done to your base.&lt;br /&gt;
&lt;br /&gt;
==== Sneak attack ====&lt;br /&gt;
&lt;br /&gt;
If you don't have the strength to attack directly, you can wait for them to sleep at night, then use the opportunity to set your colonists into position for a sneak attack. &lt;br /&gt;
&lt;br /&gt;
Once someone receives an injury, everybody will wake up, so be sure to have everything in place.&lt;br /&gt;
&lt;br /&gt;
# Get within range and throw a coordinated barrage of [[frag grenades]] at the enemy, blowing the defenseless raiders to bits.&lt;br /&gt;
# Go very close (no more than 3 tiles) then unload your guns on the exposed raiders. Nearly every bullet will connect, dealing heavy amounts of damage upfront.&lt;br /&gt;
# 1 well-aimed [[doomsday rocket launcher]] can end the siege easily. While also effective at day, it is much safer to approach at night, and the raiders will also be more tightly packed.&lt;br /&gt;
# Send brawlers straight in, beating up dangerous enemies like rocketeers first. &lt;br /&gt;
# Steal their supplies and wait for them to send more. Free food and mortar shells!&lt;br /&gt;
# Burn the enemy with fire, a task made much easier while they are off-guard. This will eventually force them out to attack after suffering from heavy losses.&lt;br /&gt;
#* Lighting the mortars on fire allows them to be destroyed with ease.&lt;br /&gt;
#* Surround the camp with fire. Upon waking up, they will put forward their futile efforts in controlling the raging sea of fire around them, eventually giving up and attacking.&lt;br /&gt;
&lt;br /&gt;
==== Deep tunneling ====&lt;br /&gt;
&lt;br /&gt;
Mortars cannot hit anything that is under an overhead mountain. This makes deep mining a effective defensive strategy against heavy bombardment. If you don't build your base into a mountain, you may at least consider digging out at least one panic room for non-combatants to hide within from the shells while others head out for the assault.&lt;br /&gt;
&lt;br /&gt;
==== Firefoam shell jamming ====&lt;br /&gt;
&lt;br /&gt;
[[File:Firefoam shell jamming.png|500px|thumb|right|Enemy mortar filled with a firefoam shell, demonstrated by reddit user u/xenoxaos.]]&lt;br /&gt;
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An interesting way to nullify the threat of a mortar attack is to launch a transport pod filled with firefoam shells to a location closer to the mortars than the shells they brought with them. When the shells arrive, the enemy will load them shells into the mortar instead. This means that the damage to your base will be much reduced, as firefoam shells do little damage beyond damaging roofs.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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=== Shielded melee charges ===&lt;br /&gt;
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[[File:Melee_charge_edge.png|240px|thumb|right|Full melee charge at the edge of the map, with everyone shielded and equipped with melee weapons.]]&lt;br /&gt;
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Pirates or Outlanders can come with all-melee charges, with most enemies wearing [[shield belt]]s. This can prove a threat to ranged-reliant defenses as they charge towards the colonists directly with their shield belts blocking large amounts of damage. &amp;lt;br&amp;gt;&lt;br /&gt;
While they are vulnerable when their shields are down, many can still reach your colonists and engage them in melee combat.&lt;br /&gt;
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==== Melee blocking ====&lt;br /&gt;
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The '''[[#Melee blocking|Melee blocking]]''' tactic is especially useful here; for better effectiveness, open multiple chokepoints to spread out enemies and keep them busy trying to squeeze in, otherwise they will get bored and wander off to attack other things.&lt;br /&gt;
&lt;br /&gt;
Shields don't stand a chance against concentrated fire poured down a narrow entrance.  Using [[Grenades|EMP Grenades]] or [[EMP launcher|EMP Launchers]] can entirely disable the enemy shields, making mowing them down much easier, but ensure you don't accidentally short out the shields of your own melee blockers.  It's best to order the grenadier or launcher wielder to attack a specific ground point rather than letting them freely select their target, as they may try to grenade a target right next to your own melee blockers.  Both grenades and launchers can deviate by up to 1 tile in any direction from the targeted square, so take that into account when selecting your aiming point.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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=== Sniper party ===&lt;br /&gt;
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Raiders can come using only sniper rifles, giving them a very long range but low overall damage.&lt;br /&gt;
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The danger comes in that if you engage them conventionally, you may need to exit your quality cover, removing your cover advantage.&lt;br /&gt;
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Sniping them back is not recommended unless you have a surplus of skilled snipers and cover.&lt;br /&gt;
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==== Luring in ====&lt;br /&gt;
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Instead of engaging them on the frontline, you can keep everyone out of sight, then rush out only once they get close to your base, negating their range advantage.&lt;br /&gt;
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==== Killbox ====&lt;br /&gt;
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A well-designed killbox can entirely negate any advantage that sniper parties field.  Critical to that is ensuring that line of sight is entirely blocked for incoming attackers until they are in range of your own forces, preventing them from being able to take cover once inside the killbox, and using sandbags to force them to walk (slowly) while already under concentrated fire without being able to return fire.&lt;br /&gt;
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=== Heavy explosives assault ===&lt;br /&gt;
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Enemies may come in mainly equipped with area damage weapons, such as rocket launchers, grenades and miniguns. This can cause serious damage to your base, your colonists, and the raiders themselves.&lt;br /&gt;
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The main danger, as always, is from the rockets. The ideal method is to [[#Distracting rockets|distract]] them from the main defending force, not only reducing damage taken by friendly forces, but also increasing friendly fire the enemy takes. The fact that so many of the raiders have rocket launchers means that friendly fire can be so serious that the raiders will decide to retreat to cut losses by friendly fire alone.&lt;br /&gt;
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Due to the wide use of explosives, cover is less useful; you would benefit more from flexibility in positioning rather than protection from cover. Space out your defenders, preferably far from your base structures, while giving them enough space to move around to evade attacks.&lt;br /&gt;
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==== Distraction ====&lt;br /&gt;
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If you have many tamed animals, you can zone them near the raiders, who will be distracted to fire at the animals with rockets. Enemies are much more likely to receive friendly fire when firing towards your animals right next to them.&lt;br /&gt;
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==== Grenadiers ====&lt;br /&gt;
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Besides rocketeers, many of the enemies will also be grenadiers, which are short-ranged and are thus vulnerable to fire from a distance. Once the rockets have been taken care of, you can shoot them down with concentrated fire quite easily. Make sure to dodge the grenades if they do close in.&lt;br /&gt;
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==== All-in melee charge ====&lt;br /&gt;
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You can go hardcore and send in all your shielded brawlers to go straight at the enemy rocketeers. Gunners should stay out of range of rockets until all rockets launchers have been used.&lt;br /&gt;
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This is especially effective when '''they come in to chase a refugee''', leaving you enough time to position your brawlers deep into the enemy. &amp;lt;br&amp;gt;&lt;br /&gt;
At any rate, expect losses this way due to the concentrated explosions.&lt;br /&gt;
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=== Base flank ===&lt;br /&gt;
&lt;br /&gt;
Besides sending one large attack party, enemies can also split up their forces and attack your base from multiple sides. &lt;br /&gt;
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To adequately defend against this sort of attack, you may need to split up your own defenders and fight several battles at once, thus increasing the difficulty of managing the battle.&lt;br /&gt;
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Each of the individual groups will flee on their accord.&lt;br /&gt;
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==== Divide and conquer ====&lt;br /&gt;
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If the enemy decides to prepare before attacking, you can afford to send out a larger attack party to eliminate the groups one-by-one.&lt;br /&gt;
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=== [[Sappers]] ===&lt;br /&gt;
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Sappers will mine and blast their way through any obstacles, such as natural or constructed walls, though avoiding high-health ore veins. They will also try to circumvent your defenses to attack from another direction. Their goal is to reach one of your bedrooms or barracks, where they will begin to wreak havoc.&lt;br /&gt;
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In an open base, sappers can usually be treated as a weaker-than-usual bunch of raiders. However, they are a great threat to turret-reliant, mountain or walled bases, including baes with killboxes.&lt;br /&gt;
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Their grenadiers and miners deal heavy damage to structures; even the toughest [[plasteel]] walls will not stop them for long. They will also persistently try to tunnel into your base, continuing even if their digger is killed or they are under attack.&lt;br /&gt;
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==== Turret funneling ====&lt;br /&gt;
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It is possible to funnel sappers with unpowered turrets, since sappers will avoid entering turret radius. Note that this doesn't appear to work to funnel sappers into killboxes.&lt;br /&gt;
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==== Early interception ====&lt;br /&gt;
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With enough manpower, you can choose to intercept them while they're tunneling into your base. They tend not to use cover when doing so, so you can catch them by surprise. Once your defenders intercept them, they will turn to engage you.&lt;br /&gt;
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==== Rocket counterattack ====&lt;br /&gt;
&lt;br /&gt;
The [[doomsday rocket launcher]] is your best bet against sappers, if they aren't a full melee charge. Since they are bunched closely together, a single well-placed rocket can blow up most of the attacking party, causing the rest to flee in panic. If they have rocket launchers, they may drop them on death, so you may actually end up with more rockets than you started with.&lt;br /&gt;
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If you are the one using the rockets, you have the advantage of being able to fire first. Aim it at a spot where the enemy is likely to be bunched up. If you're quick you can defeat the enemy before they can even fire back at you, ensuring victory.&lt;br /&gt;
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Rocketeers should be behind your best cover so they can survive long enough to fire. Your other colonists should be closer to the enemy to draw fire, but out of the rocket's path lest it hits your colonists instead.&lt;br /&gt;
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==== Mountain bases ====&lt;br /&gt;
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If you're in a mountain base you can draft a few melee pawns to wait at the entrance, as well as a few ranged pawns facing the entrance to fire down the tunnel. When they do break in you will already have prepared to face the raiders and can pour a stream of lead right into their face or cut them into pieces.&lt;br /&gt;
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In a mountain base, since they take longer to mine through the rock, you may try placing an [[IED trap]] right behind the wall that a sapper is trying to tunnel through, to catch them by surprise with an explosive blast. This is especially effective if it's placed right on the other side of a loose [[rock chunk]] (easily found in tunnels), which will slow down any enemies stepping over it enough that they won't be able to retreat in time.&lt;br /&gt;
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==== Aftermath ====&lt;br /&gt;
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Remember to cover up any tunnels or gaps in your defenses as they open up an opportunity for raiders to come straight into your base. You may fortify it and turn it into a booby-trapped chokepoint to catch unsuspecting raiders seeking direct entry.&lt;br /&gt;
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=== Drop pod attacks ===&lt;br /&gt;
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Sometimes pirates or mechanoids will come in drop pods. If they land at the edges, they can be treated as a normal raid party, unless you have expanded to the edges, in which they will land inside your base.  &amp;lt;br&amp;gt;&lt;br /&gt;
To defend against this, have a second line of defenses inside your base so you can deny the drop-podders easy entry into your base.&lt;br /&gt;
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The main danger comes in landing right in the center of your base. Capable enemies not using alternative strategies such as sieges or sappers have a 10% chance of doing so.&lt;br /&gt;
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Once they choose to land there, things will get ugly. By landing in the middle, they bypass most of your conventional defenses, and you can't use your cover advantage against them. They will also break through constructed roofs on their way down, landing right inside rooms and buildings. This can put not only your colonists, but your stockpiles in grave danger, as well, especially if they land near your volatile [[mortar shell]]s or [[chemfuel]] stores, or [[Battery|batteries]]. &lt;br /&gt;
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Fortunately for you, they have a short delay ({{ticks|520}}to be exact) before they open and all hell breaks loose. They also come in smaller numbers than regular raids.&lt;br /&gt;
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Enemies in drop pods cannot land in tiles beneath an Overhead mountain, so tunneling deep underground can make safe rooms.&lt;br /&gt;
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==== Strategy ====&lt;br /&gt;
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Once you see them land, you should immediately draft any nearby armed colonists to the site, whether they are your designated soldiers or not. Let them hold off the attackers for a while before your soldiers arrive to help. You have less than 9 seconds before they open, not enough for a soldier  to get halfway across the map to help. &amp;lt;br&amp;gt;&lt;br /&gt;
Any non-combatants should immediately be evacuated. They may still stay close to help in rescue efforts, pulling out any downed colonists. Make sure it's safe to rescue them- as in rescuers not walking through the crossfire and back again to get a colonist to the hospital. You may need to forbid doors to prevent them from walking through the firefight into a hospital.&lt;br /&gt;
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Melee is useful against these attacks, for you can immediately start beating up the enemy as soon as they exit the pods. They can also shut down dangerous enemies such as rocketeers.&lt;br /&gt;
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Like other raids, humanoid raiders will attempt to flee after receiving heavy losses; however, if they land inside enclosed areas of your base, they will be trapped, allowing your colonists to down and capture them at leisure; in their panic, they won't try to fight back, until you're well into beating them up.&lt;br /&gt;
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==== Cover ====&lt;br /&gt;
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You should use your furniture or wall corners as cover and fire from behind them. You can also have 2 colonists hiding behind each doorway for full cover. Toggle the doors to be held open, otherwise they can't fire. Be careful as enemies will also utilise cover as well; to combat this, attack from multiple angles or use melee fighters.&lt;br /&gt;
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Spread out colonists so they don't take collateral damage, even if it may mean some will fire out of cover. Keep heavily armored colonists up front and lightly armored colonists at the back.&lt;br /&gt;
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Colonists with high construction skill can relocate furniture quickly; use this to your advantage by creating cover for yourself and removing it from enemies.&lt;br /&gt;
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If you have larger bases, you can build indoor defensive positions along crucial corridors, but take care not to let the enemy use them. Stone [[shelf|shelves]] are an option as they are durable, non-flammable and beauty-neutral.&lt;br /&gt;
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==== Fire management ====&lt;br /&gt;
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As most furniture is flammable, you will need to extinguish any fires if you want to prevent damage. One option is to reinstall and trigger a firefoam popper inside, which also fireproofs the room, preventing any further fires.&lt;br /&gt;
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If you prioritize the defeat of the raiders over the loss of your property, and the walls of the room are fireproof, you can simply let fires burn, or even start some more, while you evacuate the room and shut the doors, cooking the raiders alive. Watch out for fire and heat spreading to nearby rooms, and put out fires immediately once the raiders are well done. &amp;lt;br&amp;gt;&lt;br /&gt;
Not effective against mechanoids as they aren't affected by temperature and cannot be set on fire.&lt;br /&gt;
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==== Equipment ====&lt;br /&gt;
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High-DPS or melee weapons work best to deal with drop pod attacks. &amp;lt;br&amp;gt;&lt;br /&gt;
Mid-range weapons are also good for clearing out larger rooms. &amp;lt;br&amp;gt;&lt;br /&gt;
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Long-ranged weapons are less effective due to their low damage output and the confined nature of indoor spaces rendering their superior range unnecessary.&lt;br /&gt;
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Explosive, incendiary or area denial weapons are excellent at room-clearing, but are not recommended except in dire situations due to heavy collateral damage.&lt;br /&gt;
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=== Tribal raids ===&lt;br /&gt;
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[[File:Tribal_raid.png|300px|thumb|right|Group of tribal fighters.]]&lt;br /&gt;
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Tribal raiders come with relatively poor equipment, instead relying on sheer numbers for power. Their neolithic weapons can dish out heavy damage despite their low technology level. They are also adept at combat, with many being acquainted to some combat skill or another. &amp;lt;br&amp;gt;&lt;br /&gt;
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Different strategies may be required, compared to pirate or outlander raids.&lt;br /&gt;
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==== Tribal fighters ====&lt;br /&gt;
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They can take more of a beating compared to other poorly armored enemies as some of the clothing items they wear gives them increased endurance against pain, but when compared with other decently armored enemies they are easier to kill individually as their clothing doesn't provide much protection overall.&lt;br /&gt;
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Their archers or hunters can fire their bows from a somewhat long distance, sometimes forcing you out of cover to fire your shorter ranged weapons at them.&amp;lt;br&amp;gt;&lt;br /&gt;
Warriors or berserkers don't use shields (unlike their pirate counterpart, the mercenary slasher), making them vulnerable to gunfire.&lt;br /&gt;
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You should watch out for the pila wielded by heavy archers, as well as berserkers.&lt;br /&gt;
*Despite the short range and slow fire rate, pila are incredibly deadly if they land, capable of killing or incapacitating unprotected colonists with a lucky shot to the heart, spine or limbs.&lt;br /&gt;
*Berserkers carry excellent melee weapons that dish out incredible amounts of damage once they get close.&lt;br /&gt;
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==== Weapons ====&lt;br /&gt;
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You will need sufficient mid-long range firepower to take down tribal archers from a distance, for getting close to them in order to fire your guns is pretty much suicide. Long-ranged weapons beyond 32 tiles can effectively hit archers at maximum range, matching or outranging them.&lt;br /&gt;
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Close-mid ranged weapons with high stopping power are good for taking down tribespeople that come too close to your defenders, but they alone cannot defeat tribals effectively just by staying in static cover.&lt;br /&gt;
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Crowd control helps greatly in defeating tribal raids. &lt;br /&gt;
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*The [[Minigun]] is extremely effective as it can easily mow down the densely packed groups of tribal invaders.&lt;br /&gt;
*All explosive weapons are devastating on tribals.&lt;br /&gt;
**Rocket launchers deal heavy damage while being reasonably accurate.&lt;br /&gt;
**[[High-explosive shell]]s can pulverize a sizable group of tribals at once if they manage to hit.&lt;br /&gt;
**Grenades are less effective as you have to risk a colonist or two in order to get in range.&lt;br /&gt;
*Incendiary weapons are good at getting pesky archers out of cover for your colonists to hit.&lt;br /&gt;
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=== Empire raids ===&lt;br /&gt;
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Added in the new [[Royalty DLC]], the Empire is capable of sending powerful troops to assault your base. Unlike Outlanders, Tribals, or Pirates, one major advantage they have is that their skills are matched with the weapon they use- melee Champions will actually be good at melee, while Troopers, Janissaries or Cataphracts all have excellent ranged performance. &lt;br /&gt;
&lt;br /&gt;
Cataphracts are among the most heavily-armored units in-game, with an outer layer of [[cataphract armor]] and an inner layer from an [[armorskin gland]]. However, their armor also slows them down significantly.&lt;br /&gt;
&lt;br /&gt;
This can, however, be turned to your advantage through the use of [[Psycasts]] introduced in the Royalty DLC.  Using Berserk or Berserk Pulse on the most dangerous of the hostile army can cause them to turn their powerful weapons towards murdering (and being murdered by) their allies rather than your colonists.  Note that Berserk Pulse can affect pawns immediately on the other side of a wall by casting the ability on a tile adjacent to a wall, allowing the ability to function as a defense against sappers or groups moving through constrained areas (such as a narrow snaking corridor leading to your killbox).&lt;br /&gt;
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== Mechanoids ==&lt;br /&gt;
{{stub|Reason= did not include the new type of mech raid -breach raid }}&lt;br /&gt;
&lt;br /&gt;
Mechanoids come in 4 types, [[Scyther]]s, [[Lancer]]s (1.0), [[Centipede]]s, and [[Pikeman|Pikemen]] (1.1). They have much differing stats and weapons, meaning different tactics may be used. All types are armored to some degree, and are basically immune to fire damage.&lt;br /&gt;
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In many raids where they come/drop in at the edges, the Scythers will outrun the Centipedes by a great margin, giving some time to deal with them before the centipedes. However, they can and will support one another effectively, if given the chance for them to come together.&lt;br /&gt;
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Unlike humanlike raiders, they do not flee, meaning that all of them have to be taken out to neutralize the threat. They do not actively use cover, either.&lt;br /&gt;
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=== General strategy ===&lt;br /&gt;
&lt;br /&gt;
Ranged mechanoids have a long attack range (at least 27 tiles), making them troublesome to deal with. A way to deal with this is to [[#Luring in|lure them into close range]].&lt;br /&gt;
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They are vulnerable to EMP damage, which can stun them, rendering them hunks of helpless metal. This can open a window of opportunity where you safely engage at close range, or even with melee. After each use of EMP, mechanoids will adapt to it, becoming immune to further stuns for a short while, so you will need to carefully time assaults and disengage when the mechanoids are about to reactivate.&lt;br /&gt;
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=== Scythers ===&lt;br /&gt;
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[[File:MechanoidScyther.png|100px|right]]&lt;br /&gt;
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Scythers are deadly with melee, and will charge head first at your defenders. They can easily win in a 1v1 fight unless your fighters are heavily armored and have high DPS.&lt;br /&gt;
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The optimal method of dispatching them is by [[#Melee blocking|melee blocking]], with the added effect of luring the other mechanoids closer to your base. This must be done quickly otherwise the centipedes will catch up and unleash hell on your colonists who are closely packed together in a melee blocking attack.&lt;br /&gt;
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EMP weaponry combined with melee blocking is a frighteningly effective and safe way to deal with scyther-only charges. A stunned scyther standing in the chokepoint will block all the other scythers standing behind. To prevent adaptation, only stun the mechanoids within the chokepoint.&lt;br /&gt;
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If fighting from a distance, high-damage weapons are essential to bursting them down before they reach your colonists. Make sure you always have someone to [[#Peeling|peel]] them off your gunners in case they do survive your barrage.&lt;br /&gt;
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=== Lancers ===&lt;br /&gt;
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[[File:MechanoidLancer.png|100px|right]]&lt;br /&gt;
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Lancers are capable of medium-long range supporting fire to pick out single targets. Despite their apparent role, their performance is actually better the closer you are to them, meaning that approaching them isn't a good option.&lt;br /&gt;
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They are vulnerable in melee combat, so melee rushing supported by close-range firepower can be used to take them down. Their low health makes taking them down relatively quick despite their light armor, though their damage in melee combat should not be underestimated, and concentrated fire from charge lances can make short work of shields.&lt;br /&gt;
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If fighting from a distance, cover is vital in getting the upper hand. You need to be able to get your other gunners into range while giving them reasonable cover from the high damage shots. Lancers aren't particularly good shooters (equivalent to a level 8 shooter), so you may readily outperform them with sufficient mid-long ranged firepower.&lt;br /&gt;
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=== Centipedes ===&lt;br /&gt;
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[[File:MechanoidCentipede.png|100px|right]]&lt;br /&gt;
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Centipedes, on the other hand, specialize in crowd control and area denial; the [[Heavy charge blaster]] can annihilate groups of colonists, while the [[Inferno cannon]] sets your colonists ablaze and will burn down your base if you're not careful. They are incredibly durable, sporting thick armor and high health, and can take many hits before being downed.&lt;br /&gt;
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Spreading colonists apart can mitigate the crowd-control capabilities of centipedes, limiting the number of colonists hit by their weapons.&lt;br /&gt;
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The Inferno cannon is annoying to deal with and should be your priority target. Keep watch on your colonists at all times and always send them back into cover after they get hit.&lt;br /&gt;
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Despite their high resistance against sharp damage, shooting them is generally the best option. One good thing is that their large size makes them much easier to hit.&lt;br /&gt;
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Engaging it in melee is possible, though you have to be careful. While centipedes don't hit hard in melee, if they are carrying the heavy charge blaster, they can deal massive damage to grouped up brawlers, while inferno cannon can cause the brawlers to ignite and run, allowing the previously locked down centipedes to fire. Ideally, all nearby centipedes must either be engaged in melee or disabled to prevent this from happening.&lt;br /&gt;
&lt;br /&gt;
Their slow speed and weaker blunt armor make them excellent targets for high-explosive mortar attacks. Often you can land a couple of blows before they reach firing range, weakening them. This property also allows you to kite them provided they have no lancers or scythers supporting them.&lt;br /&gt;
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=== Pikemen ===&lt;br /&gt;
&lt;br /&gt;
[[File:MechanoidPikeman.png|100px|right]]&lt;br /&gt;
&lt;br /&gt;
Introduced in 1.1, pikemen take over the lancer's role as snipers. Their extreme range is only matched by the [[sniper rifle]].&lt;br /&gt;
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They have poor damage output, making them less threatening compared to other mechanoids. Their accuracy is also not appropriate for a sniping mech- equivalent to a level 8 shooter, it will more often than not miss at range.&lt;br /&gt;
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As the description says, engaging pikemen at close range can be a viable way to take them down, once all others have been dealt with. Charging them can be risky due to the long distance pawns need to travel, but shield belts make the charge much safer, especially when you have multiple brawlers charging at once to divert concentrated fire.&lt;br /&gt;
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=== Termites ===&lt;br /&gt;
[[File:Termite.png|100px|right]]&lt;br /&gt;
&lt;br /&gt;
Spawning only in mechanoid breach raids, the [[termite]] is a dedicated antistructure opponent. The termite's [[thump cannon]] can deal tremendous damage to your structures, and are able any wall in one shot except those made from [[plasteel]] and [[uranium]]. Against pawns however it is significantly less effective with lower DPS, damage, and AP than even the lowly [[short bow]].&lt;br /&gt;
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Since they are so specialized in breaching walls, they cannot deal much damage to your pawns. However they should be the focused to be killed after you cleared out the [[scyther]]s since they can destroy your pawn's cover, exposing your pawns to danger.&lt;br /&gt;
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=== Crashed ships ===&lt;br /&gt;
&lt;br /&gt;
Mechanoids are also part of crashed ship events. In 1.1 they drop alongside the ship in pods, while in 1.0 or earlier they swarm out when the ship is damaged.&lt;br /&gt;
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The type and where it lands are both important factors to consider when dealing with them.&lt;br /&gt;
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Psychic parts will reduce mood and occasionally drive nearby animals mad, while defoliator parts (aka. poison ship parts in 1.0) will kill nearby plants and cause serious losses to pastures or crops. You cannot deconstruct the part, only destroy it.&lt;br /&gt;
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Since they won't attack until triggered, you have some time to prepare. However, the longer you take, the worse it gets. If the defoliator ship part lands on the opposite side of your base at a map border, it is possible to leave it there, as they will also react to incoming raids and you may as well solve two problems at once. Not the same for the psychic version though.&lt;br /&gt;
&lt;br /&gt;
If they land between your plantations, you will need to place firefoam poppers and trigger them before combat to prevent fires; the foam will persist until it rains, but then if it is rainy, you won't need the poppers. You may also want to keep a few untriggered poppers nearby to rapidly extinguish a group of burning colonists at once.&lt;br /&gt;
&lt;br /&gt;
[[File:Crashed ship part using foam poppers.png|center|500px]]&lt;br /&gt;
&lt;br /&gt;
==== Defense behavior ====&lt;br /&gt;
&lt;br /&gt;
Mechanoids are triggered immediately when the part is damaged, or something is built within a three-tile radius. They may also be triggered by the Firefoam popper explosion. &lt;br /&gt;
&lt;br /&gt;
Upon triggering, scythers will immediately charge to attack, while lancers, centipedes and pikemen may instead sit in place and attempt to shoot interlopers, only moving to get within range.&lt;br /&gt;
&lt;br /&gt;
Afterwards, they will guard the ship part, engaging any hostiles that come close, and chasing them over short distances. They will return to the part if targets stray too far away from the ship.&lt;br /&gt;
&lt;br /&gt;
In 1.0 mechanoids chased targets over long distances and abandoned the ship part when it is at 50% health.&lt;br /&gt;
&lt;br /&gt;
==== Long-range engagement ====&lt;br /&gt;
&lt;br /&gt;
In the current version, it is better to trigger the mechanoids from a distance, rather than fighting way up close. This is necessary such that you can weaken the scythers with concentrated fire before they reach melee engagement range, as well as give you more time to defeat the lancers before the centipedes move within range. Scythers are especially dangerous as they come in swarms and can quickly overwhelm your gunners, as well as overpower your melee brawlers unless you outnumber or outarm them.&lt;br /&gt;
&lt;br /&gt;
You can trigger the mechanoids either by high-explosive mortar fire, or sniping the ship part.&lt;br /&gt;
*By attacking with sniper rifles at maximum range you will gain a good enough lead against the mechs to be able to escape safely even without enhancements unless armor is over-encumbering your colonists.&lt;br /&gt;
*Mortar volleys can soften the mechanoids, making them easier to defeat by your colonists afterwards.  Mortars may also destroy the ship part itself, which both ends the threat and prevents the mechanoids from disengaging from an attack and returning to guard it (though this can be either good or bad depending on the state of your defenses).&lt;br /&gt;
*In 1.1 you can also use EMP to stun them before engaging, then retreat before they exit stun, which is 25 seconds after being hit by EMP.&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
&lt;br /&gt;
High-DPS weapons are optimal at destroying both the ship part and its defending mechanoids.&lt;br /&gt;
&lt;br /&gt;
Due to the mechanoids spawning very close together, area of effect or crowd control weapons are punishing against them:&lt;br /&gt;
*The [[minigun]] is a powerful weapon here:&lt;br /&gt;
**It can make short work of the bunched-up mechanoids, then shred the ship part using its unparalleled raw DPS.&lt;br /&gt;
**Its already high DPS is further amplified when attacking centipedes as their large size makes it easier to land shots.&lt;br /&gt;
**Its long range allows you to attack from a safer distance.&lt;br /&gt;
*EMP mortar blasts are able to stun a large number of mechanoids caught in its blast. As the ship part blocks EMP pulses, fire several at once to hit all enemies with a single volley.&lt;br /&gt;
*Explosive weapons are useful for dealing damage, but keep in mind that the ship part will block the explosion. They do extra damage to the ship part.&lt;br /&gt;
&lt;br /&gt;
Incendiary weapons are a poor choice for any situation involving mechanoids or crashed ships, given that both are non-flammable.&lt;br /&gt;
&lt;br /&gt;
The [[orbital power beam targeter]] is the ultimate weapon against crashed ships. All you need to do is to aim the beam directly on the ship, and the beam will melt both the ship and its surrounding mechanoids.&lt;br /&gt;
&lt;br /&gt;
==== Construction ====&lt;br /&gt;
&lt;br /&gt;
{{main|Defense structures#Crashed ships}}&lt;br /&gt;
&lt;br /&gt;
Construction is an important part of defeating the mechanoids in a crashed ship. Usually it is best if you can prepare ample cover, such as sandbags or walls, to shoot from.&lt;br /&gt;
&lt;br /&gt;
Keep note that building within a three-tile distance will instantly trigger the mechanoids.&lt;br /&gt;
&lt;br /&gt;
If done properly, [[IED trap]]s can be used to weaken a mechanoid swarm. Don't build too many or you will vaporize the mechanoid corpses, which can be deconstructed for resources.&lt;br /&gt;
&lt;br /&gt;
==== Luring in ====&lt;br /&gt;
&lt;br /&gt;
If you already have ample static defenses, like killboxes, and you want to lure the mechanoids in, you will need to make the mechanoids abandon the ship by destroying it from a long distance.&lt;br /&gt;
&lt;br /&gt;
Previously in 1.0, you can lure the mechanoids simply by triggering at range.&lt;br /&gt;
&lt;br /&gt;
==== Hit-and-run (1.1) ====&lt;br /&gt;
&lt;br /&gt;
Their behavior change in 1.1 makes them vulnerable to hit-and-run tactics. After taking care of the scythers, you are able to chip away at the mechanoids slowly by shooting with sniper rifles at maximum range. If all pikemen are taken out then you are able to safely engage without fear of returning fire.&lt;br /&gt;
&lt;br /&gt;
==== Zoning animals ====&lt;br /&gt;
&lt;br /&gt;
When dealing with a crashed psychic ship part that has been there for some time, do not let any of your tamed animals near it, for the ship part can drive them into manhunter mode. This is additionally harmful as they are capable of opening doors to attack your colonists.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid breach raids ===&lt;br /&gt;
Mechanoid of the breach raids will not ever walk though the kill box as you wanted them to, instead they will blast walls down and head straight for your base.{{Check Tag|Detail Needed|What item do they target/path to?}}&lt;br /&gt;
&lt;br /&gt;
It is worth considering the use of a [[Psychic shock lance|psychic shock]] or [[Psychic insanity lance|insanity lance]] to take down the termite from faraway, as there will be up to two termite per raid. Losing the use of the specialized anti-structure [[thump canon]] will significantly delay the raid, as they will instead be forced to destroy walls in their path with their more traditional weaponry. This give you time to prepare defense behind the wall.&lt;br /&gt;
&lt;br /&gt;
Typically this raid strategy will result in the mechanoids clumping up, giving a prime target for [[triple rocket launcher]], to devastating effect. Note the mechs will not attack colonists unless they come into the range of the mechanoid's gun. The long range of the triple rocket launcher is beneficial here, only putting the wielder in range of the pikemen's needle gun.&lt;br /&gt;
&lt;br /&gt;
== Manhunters ==&lt;br /&gt;
&lt;br /&gt;
Animals may randomly turn mad and become hostile due to various reasons.&lt;br /&gt;
&lt;br /&gt;
When mad, they will actively attack humanlikes or mechanoids, and will not attack other structures unless provoked (such as seeing someone walk through a door.  Note that this includes colony animals.  Manhunters can and will navigate through doors opened by colony animals, and will attack the door for a while if the door closes in front of them). They are not sophisticated in their attacks and are only capable of actively using melee. Some can explode upon death for devastating results.&lt;br /&gt;
&lt;br /&gt;
=== Animal categories ===&lt;br /&gt;
Most animals can be part of a manhunter pack. Each kind has its own statistics, and can be roughly grouped as follows:&lt;br /&gt;
&lt;br /&gt;
# In terms of speed:&lt;br /&gt;
#*Slow: Animals that run slower than an average colonist. This allows you to kite them in addition to melee blocking.&lt;br /&gt;
#*Fast: Animals that are faster than most colonists.&lt;br /&gt;
# In terms of other properties:&lt;br /&gt;
#*Explosive: Animals that explode on death such as [[boomalope]]s or [[boomrat]]s. They can set your brawlers alight, ruining melee blocking defenses, so for these, you may need alternative tactics.  These types, however, can trigger a chain reaction, as the explosion from one animal can kill others, causing further explosions and potentially further deaths.&lt;br /&gt;
&lt;br /&gt;
=== Occurrence ===&lt;br /&gt;
&lt;br /&gt;
Mad animals can strike your colony in several ways.&lt;br /&gt;
&lt;br /&gt;
#Singular mad animals may randomly attack.&lt;br /&gt;
#Manhunters packs can arrive in great numbers, afflicted by the deadly disease [[Scaria]].&lt;br /&gt;
#Psychic waves drive all animals of a single species insane, directing them at your colonists. They are usually scattered at first, then proceed to converge on your colonists.&lt;br /&gt;
#In an unfortunate hunting incident, animals being hunted will turn on you, and may even bring their allies along.&lt;br /&gt;
&lt;br /&gt;
=== Melee blocking ===&lt;br /&gt;
 &lt;br /&gt;
As with any full melee attacks, '''[[#Melee blocking|melee blocking]] is an extraordinarily efficient way to defeat manhunter packs'''. This is especially so if the animals are small such that they deal little damage before being killed, one after another.&lt;br /&gt;
&lt;br /&gt;
When psychic waves occur, either lure animals into one spot or set up multiple chokes for attack.&lt;br /&gt;
&lt;br /&gt;
=== Animals vs. Animals ===&lt;br /&gt;
&lt;br /&gt;
One good way to fight off mad animals is with... more animals! Just draft anyone with Release-capable animals assigned, and set them out. Your colonists can watch safely from a distance, or take a potshot or two while watching the animals tear each other apart. Just remember to have someone mop up the bloodstains and haul the corpses of the fallen.  As with melee blocking in general, even non-Release-trained animals can be used for defense by confining them to a single tile zone at the exit of your killbox, causing them to both body-block and attack any hostile animals that try to enter through it while your colonists shoot at them.&lt;br /&gt;
&lt;br /&gt;
=== Hit-and-run ===&lt;br /&gt;
&lt;br /&gt;
A slower strategy is to draft a colonist, place it in a door to shoot a maddened animal, move the colonist back to safety and wait until the animal gives up and wanders off, then repeat. Be careful since this will draw the attention of surrounding maddened animals making them attack the door where the colonist came from, so be ready to repair it immediately. &amp;lt;br&amp;gt;&lt;br /&gt;
You can either kill them directly or wait for blood loss to take its toll. Larger animals can be softened this way before you move in for the kill.&lt;br /&gt;
&lt;br /&gt;
This method is best used if you don't have enough firepower to take on them directly, and you have durable enough doors or a good builder to hold against animal attacks.&lt;br /&gt;
&lt;br /&gt;
=== Kiting ===&lt;br /&gt;
&lt;br /&gt;
Being unsophisticated in their tactics, they can be lured easily.&lt;br /&gt;
&lt;br /&gt;
If you have good shooters that are fast (moving &amp;gt;140%), you can easily kite the faster animals. &amp;lt;br&amp;gt;&lt;br /&gt;
The larger animals are usually slower and any colonist that has normal Moving will do fine against them, though it's still better with a faster-than-average colonist. &lt;br /&gt;
&lt;br /&gt;
It is possible to combine this with a long-range firing squad and turrets laying fire from a distance while they are chasing the colonist; be sure that the animals do not lose track of your kiters, otherwise they will switch targets and go for somebody else.&lt;br /&gt;
&lt;br /&gt;
=== Turrets ===&lt;br /&gt;
&lt;br /&gt;
Turrets can distract manhunters for your colonists, giving them more time to shoot while enemies are occupied by the turret. They may explode when destroyed, taking out a sizeable group of animals who won't run away from exploding turrets, switching to another target only after the turret is no more.&lt;br /&gt;
&lt;br /&gt;
=== Waiting it out ===&lt;br /&gt;
&lt;br /&gt;
If you have a perimeter wall or a superstructure base with decent food stocks, you can simply wait it out inside while they relentlessly swarm outside the walls.&lt;br /&gt;
&lt;br /&gt;
Remember not to let anyone outside unless your intent is to kill the animals. Be careful with your tamed animals who may accidentally let the manhunters in by holding doors open for them.&lt;br /&gt;
&lt;br /&gt;
They will actively attack doors if a colonist hides behind them; as a precaution, build it out of a sturdier material such as [[plasteel]] so they don't get destroyed during a manhunter attack. They will give up after a while if the doors are not destroyed. Alternatively, simply have a builder build a wall behind the door, totally preventing manhunters from entering even if they break the door.&lt;br /&gt;
&lt;br /&gt;
=== Scavenging dead animals ===&lt;br /&gt;
&lt;br /&gt;
Manhunter packs are a decent source of [[meat]] for your colony. If there are still maddened animals, wait until the other animals from the pack go to sleep, walk away far enough, or get a fast colonist to try and haul the dead ones away.  Note that animals with [[Scaria]] from the manhunter pack events have a high chance of instantly rotting on death and thus being unharvestable for meat or fur/hide.&lt;br /&gt;
&lt;br /&gt;
== Infestations ==&lt;br /&gt;
&lt;br /&gt;
[[Infestation]]s will spawn under Overhead Mountains within 30 tiles of a colony [[structure]]. They can be a serious hazard in mountain bases due to the lack of free space to run away from with too many obstacles on the path, but not so much threat in open area (flat) maps. [[Insectoids]] are lightly armored, exclusively use melee and are slower than colonists. This gives them some protection against close range attacks, but leaves them vulnerable to ranged attacks and kiting tactics.&lt;br /&gt;
&lt;br /&gt;
[[File:Infestation within mountain rooms bugs.png|400px]]&lt;br /&gt;
&lt;br /&gt;
'''If you don't destroy them fast enough, they can reproduce, giving rise to even more hives and insects'''. This is especially true if you happen to have forgotten about a [[hive]], which given time can build itself into a giant mega-hive.&lt;br /&gt;
&lt;br /&gt;
=== Behavior ===&lt;br /&gt;
&lt;br /&gt;
Insects have a hive mindset; they will remain tending to their hive cluster, until they see an intruder, in which case they begin to engage all at once. They may also attack random furniture and structures in your colony.&lt;br /&gt;
&lt;br /&gt;
=== Fighting infestations ===&lt;br /&gt;
&lt;br /&gt;
The enclosed nature of mountain bases give colonists little distance to shoot from; thus, you may want some melee fighters to pair up with any ranged colonists.&lt;br /&gt;
&lt;br /&gt;
Individual fighters will quickly get overwhelmed by the insects especially against large [[megaspider]]s, so you shouldn't trickle your defensive forces in; rather, send them all at once to overpower the insects.&lt;br /&gt;
&lt;br /&gt;
=== Melee blocking ===&lt;br /&gt;
&lt;br /&gt;
If there is a single choke point for the insects to get into your base (usually a door leading to a corridor), usage of this tactic allows you to defeat insects efficiently. You may even stand a chance against massive infestations if for some reason fire isn't viable, but don't get cocky. If the infestation is large you will  need to bring backup tanks to replace the initial melee blocker if he or she gets downed or heavily injured.&lt;br /&gt;
&lt;br /&gt;
Choke points can arise on their own from insects digging out; simply wait for them to tunnel through and massacre them once they exit.&lt;br /&gt;
&lt;br /&gt;
This tactic is only viable if you have enough soldiers with ''substantial'' armor as insects inflict heavy sharp damage and will obliterate everybody not sufficiently protected.&lt;br /&gt;
&lt;br /&gt;
=== Using fire ===&lt;br /&gt;
&lt;br /&gt;
Fire is an effective way to clear early-mid stage infestations. If they spawn in an enclosed area with a door and plenty of flammables, all you need to do is to toss a molotov or shoot an [[incendiary launcher]] bolt into the room. The room will quickly catch fire, causing the temperature to rise fast, roasting the insects in it along with the hives.&lt;br /&gt;
&lt;br /&gt;
The downside of this approach is that it makes it impossible to farm any insect meat or jelly from the infestation, because it will all burn, and it is usually too hot inside the spawn room to manually extinguish the fires to save the goods (unless there is a way to quickly vent the heat, which is usually not feasible to set up).&lt;br /&gt;
&lt;br /&gt;
If there is a dedicated place in your base for infestations to spawn (see ''baiting'' below), it helps to have a few cheap wooden furniture items in that room, and maybe a few tiles of wooden floor.  A great source of additional flammable material are tainted clothing items and desiccated animal bodies.  Dusters and parkas have a lot of hitpoints, so they burn longer.  These items are easy to get into the burn room simply by creating a stockpile with appropriate settings.  A 3x3 stockpile should be more than enough to create enough heat to clear out any infestation.  The fire created will usually last several hours, which is more than enough time to kill everything in the spawn room.&lt;br /&gt;
&lt;br /&gt;
Separating the actual spawn room from the burn room with a wooden door makes it very easy for your colonists to start the fire without the insects attacking.  The heat will spread into the spawn room regardless (and burn the wooden door).&lt;br /&gt;
&lt;br /&gt;
Having a few flammable structures, such as cheap furniture) in the room is important, because the insects are stupid enough to attack these first when enraged from the fire, wasting time — instead of digging out of this trap.&lt;br /&gt;
&lt;br /&gt;
It is possible to reach the temperature maximum of 2000 degrees celsius this way.  Check the temperature in the spawn room before stepping in with any colonists, because they will very quickly collapse from heat stroke and possibly catch fire and die at these ludicrous temperatures.&lt;br /&gt;
&lt;br /&gt;
The insects will rush for the exit of the burn room in a panic when they realize what is happening to them, and will quickly attempt to dig out to escape, so make sure the exit door is made of rock which is durable and nonflammable.&lt;br /&gt;
&lt;br /&gt;
If there aren't any flammables around, you can still shoot the hives with fire weaponry. They will light aflame, along with the fuel puddles created on the ground.&lt;br /&gt;
&lt;br /&gt;
As any items inside the room are likely to catch fire and be destroyed, this tactic is not recommended in a place with many valuables such as warehouses. Also be careful with the heat spreading to nearby rooms.&lt;br /&gt;
&lt;br /&gt;
==== Heat Stroke ====&lt;br /&gt;
&lt;br /&gt;
By using a colonist to manually throw molotovs at the ground, either inside the bug room itself or in an adjacent room with an open doorway, you can maintain the temperature of the insect room between 150C and 200C, slowly knocking them unconscious and killing through heatstroke. As long as the temperature does not rise above 200C, the bugs will not get burn injuries, and therefore will not become aggressive. Have your colonist throw the molotovs through an open doorway in order to protect the colonist from the heat. When doing this, take care not to hit anything directly with the molotovs, as the fires created will anger the insects and set flammable objects on fire.&lt;br /&gt;
&lt;br /&gt;
It is important to note when doing this to make sure that all bugs are significantly above the serious heat stroke threshhold (60%) before you move in, otherwise the temperature will start falling when you stop throwing molotovs and they may recover and attack your colonists.&lt;br /&gt;
&lt;br /&gt;
=== Explosives ===&lt;br /&gt;
&lt;br /&gt;
Explosives are useful against large infestations. The [[Triple rocket launcher]] can raze infestations instantly. A single use [[Doomsday rocket launcher]] will deal massive damage over a large area. [[Frag grenades]] are unlimited and work well if you have the courage to send someone to close range. One blast can get several insects. &amp;lt;br&amp;gt;&lt;br /&gt;
Explosive animals ([[boomalope]]s or [[boomrat]]s) are also effective at clearing out infestations. Have them march straight into the hive by zoning them there. When the insects attack, the animals will be injured and explode, setting the insects and hives on fire.&lt;br /&gt;
&lt;br /&gt;
Mortars are useless against the hives themselves as they can't hit anything below an overhead mountain. However they are an option when fighting the insects in open space, with the explosions capable of severely injuring the insects, taking out the smaller ones in 1-2 hits.&lt;br /&gt;
&lt;br /&gt;
=== Late-stage infestations ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;500px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Infestation_ancient_shrine.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you've accidentally left a hive or two behind or totally ignored an infestation, after a few seasons you will have a giant hive community sprawling. This is '''extremely''' hard to treat, especially if you're low on colonists.&lt;br /&gt;
&lt;br /&gt;
If you're still on early-midgame, it's generally recommended that you pack up and run. If not, however, you will have to deal with them slowly. You need to lure the insects out, then defeat them to buy time for others to enter and destroy the hives. Kiting is a possibility due to their slower speeds, provided they continue to chase down your colonists.&lt;br /&gt;
&lt;br /&gt;
Explosives are recommended as they deal immense damage to the closely packed hives and insects. This is especially so with the doomsday rocket launcher, which can set entire infestations on fire, destroying the hives and severely weakening the insects.&lt;br /&gt;
&lt;br /&gt;
=== Prevention ===&lt;br /&gt;
&lt;br /&gt;
If you only have a few tiles of Overhead Mountain then it's best that you fill it up with walls to prevent any infestations from happening. If you are in a mountain base, then you will need to do more than that.&lt;br /&gt;
&lt;br /&gt;
==== Baiting ====&lt;br /&gt;
&lt;br /&gt;
You can mine out rooms a distance away from your colony to somehow control insects to nest there, instead of letting them spawn right in the middle of your base. Place some cheap flammable furniture inside to confuse the insects into thinking it's a prospective nesting spot, as well as to light on fire for a quick solution to an infestation problem. You may even use wooden walls or columns, which in a large enough room will cause a roof collapse and crush insects after being destroyed.&lt;br /&gt;
&lt;br /&gt;
A well-lit base discourages insects from nesting, though it can still happen. If you bait insects to spawn elsewhere the chance of an infestation spawning inside is greatly reduced.&lt;br /&gt;
&lt;br /&gt;
If you want the insect trap to automatically kill insects, put an [[IED incendiary trap]] inside the room, next to the flammables. Once an infestation spawns the insects will trigger the trap, lighting the room on fire and broiling the insects.&lt;br /&gt;
&lt;br /&gt;
Alternatively, fill it with spike traps to weaken them before they strike your base, giving you the advantage. Doing this preserves the hives, which can be good if you want to farm insect jelly.&lt;br /&gt;
&lt;br /&gt;
==== Deep freezing ====&lt;br /&gt;
&lt;br /&gt;
An interesting way to completely prevent infestations is to simply set your base temperature below -17°C with coolers, and have everyone in the colony wear [[parka]]s.&lt;br /&gt;
&lt;br /&gt;
This means that the 'Slept in the cold' debuff will be prevalent in the colony, however, so you will need something to offset the mood.  It will also incur a work speed penalty on all production facilities due to low temperature, making this strategy not very viable on all but the lowest difficulties (where infestations are not a big threat in any case).&lt;br /&gt;
&lt;br /&gt;
=== Deep drill infestations ===&lt;br /&gt;
&lt;br /&gt;
Deep drills can unearth insect hives, which will result in enraged insects charging up to attack after a while.&lt;br /&gt;
&lt;br /&gt;
When you see this happen, gather up your defense forces to fight the incoming insects. Have them approach your base where you can melee block them while evacuating other colonists so the insects don't go for them first. Nearby pets or other tamed animals will also be attacked; you can either evacuate them beforehand to reduce losses and ensure a successful melee blocking attack, or use them as bait to grab the insects' attention while your colonists lay fire on them.&lt;br /&gt;
&lt;br /&gt;
Note that if you have a deep drill near the walls of a room it is possible for the insects to spawn outside the room.&lt;br /&gt;
&lt;br /&gt;
== Prison breaks ==&lt;br /&gt;
If you have prisoners (or potential colonists or hats) on hand, always expect them to break out any time. This is more so if you have many of them, each one ready to incite a riot whenever the guards aren't looking.&lt;br /&gt;
&lt;br /&gt;
Escaping prisoners can open any colony door, and will snatch weapons whenever they see one.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
You should [[#body block|body block the prisoners]] with armored wardens carrying blunt weapons, or melee attacks with guns. They will fight and down the prisoners while blocking their exit, buying time for reinforcements.&lt;br /&gt;
&lt;br /&gt;
Against already injured yet unarmed prisoners, send 1 brawler per prisoner to minimize the risk of beating them to death. &amp;lt;br&amp;gt;&lt;br /&gt;
For those at full health, 2 unarmed wardens or 1 skilled one can tackle a full-health unarmed prisoner without the wardens being downed in most cases. &lt;br /&gt;
&lt;br /&gt;
Ranged wardens should attack when the prisoners are blocked by melee wardens so they can attack from a distance without much danger, and their weapons won't land in the enemy hands so easily. Don't fire too much at them as you risk permanent damage as well as accidentally killing the prisoner.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
You goal here isn't to kill the prisoners, it's to down them so you can recapture them.&lt;br /&gt;
&lt;br /&gt;
*Blunt melee weapons such as the [[mace]] is a good choice for wardens to down escapees. The wounds don't bleed (unless you crush an internal organ or destroy a part entirely), nor will they be infected, giving them higher survival chances overall.&lt;br /&gt;
*At a distance, use low-moderate DPS weapons that won't deal too much damage to the prisoners, or to your people when the prisoners pick them up.&lt;br /&gt;
*Don't use high damage per hit weapons such as [[sniper rifle]]s or [[longsword]]s, as you risk instantly killing them or destroying an important part.&lt;br /&gt;
&lt;br /&gt;
=== Turrets ===&lt;br /&gt;
&lt;br /&gt;
Mini-turrets can be used as a form of distraction and supplementary firepower against prison breaks. Station them outside the prison doors, and they will fire on the escapees. They deliver decent firepower at short ranges, and leave no usable weapons on destruction. Prisoners also tend to stop to fight the turrets, giving wardens time to reach them.&lt;br /&gt;
&lt;br /&gt;
1-3 are enough for most prisons. Don't put too many otherwise they may kill the prisoners before you can intervene.&lt;br /&gt;
&lt;br /&gt;
== Caravan ambushes ==&lt;br /&gt;
&lt;br /&gt;
Defensive battles don't always happen at base. Sometimes it may happen far away from it, striking one of your caravans, perhaps loaded with plenty of silver. Or maybe they creep to your traders and demand ransom, which you don't feel like paying. You always need to be prepared for ambushes when you send out caravans.&lt;br /&gt;
&lt;br /&gt;
=== Escort ===&lt;br /&gt;
&lt;br /&gt;
In any cargo-carrying caravan, sending only 1-2 colonists is usually not advised except in very short-distance trips as they will not be able to fend off an ambush. In this case, have combat-capable escort members which can fight and carry items, as well as medics who will patch up your colonists after battles.&lt;br /&gt;
&lt;br /&gt;
If you have lots of attack animals, you can also send just 1 skilled handler with the attack animals. They can swarm any attackers, and you can leave colonists back at base for work. Remember to take into account the animals' food needs; grazing animals work best for this reason.&lt;br /&gt;
&lt;br /&gt;
If you are not carrying much besides a lone colonist, leaving him to go alone is helpful as lone colonists are hard to detect, reducing both the likelihood and the power of ambushes. A single colonist with a pack animal trained to obedience should be able to fend off most attackers.&lt;br /&gt;
&lt;br /&gt;
=== Ambush site ===&lt;br /&gt;
&lt;br /&gt;
The ambush site is small, restricting the space where you can conduct your battle. This renders many tactics obsolete, such as long-ranged sniping or kiting. You will often have to face off the enemy in a direct gunfight or brawl.&lt;br /&gt;
&lt;br /&gt;
Besides this, you can't escape the fight until it's over, leaving no choice but to fight back.&lt;br /&gt;
&lt;br /&gt;
=== Cover and positioning ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ambush_fight.png|600px|thumb|right|Excellent defensive position against ambushes. Colonists behind walls will enjoy up to 75% full cover, while pirates will only receive 25% at most. Two brawlers are ready to execute a melee sortie, while another is ready to [[#Peeling|peel]] for the gunners. Combined with good equipment, this allows the fight to be won with few injuries even when outnumbered.]]&lt;br /&gt;
&lt;br /&gt;
You should be hiding behind walls for cover if possible, as they provide up to 75% cover, but if they are not available, hide behind rock chunks or trees. Space out your defenders to reduce the amount of collateral damage the pirates deal. &lt;br /&gt;
&lt;br /&gt;
If you have time, go somewhere where there is cover for you, but not the enemy. This gives you a significant upper hand in defensive battles.&lt;br /&gt;
&lt;br /&gt;
Melee sorties or rushes work well if you have brawlers for they can traverse the short distances.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
You will need to bring some items so you can be prepared for a surprise attack.&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
You usually don't have weapons to switch in a caravan unless you're bringing more than you need with you, so choosing the right weapons for your escort party is important.&lt;br /&gt;
&lt;br /&gt;
*High-DPS weapons are optimal for dealing with ambushes.&lt;br /&gt;
*Long-ranged weapons are good for taking down targets at medium-long range, however their low DPS may offset their range advantage in an ambush.&lt;br /&gt;
*[[Minigun]]s are good against tightly-packed raiders hiding behind cover in an ambush. However, their heavy weight and movement speed reduction means you may want to reconsider bringing one.&lt;br /&gt;
*Melee weapons can help fight off enemy brawlers, or disrupt enemies behind cover. You should have at least 1 melee fighter in each escort.&lt;br /&gt;
&lt;br /&gt;
==== Medicine ====&lt;br /&gt;
You should have some medicine handy so your colonists can patch themselves up after the battle.&lt;br /&gt;
&lt;br /&gt;
[[Medicine]] should be your choice here; you should try to get good treatment to reduce chance of infection, as colonists don't get much rest in a caravan. [[Herbal medicine]] is useful if you have a good doctor on hand.&lt;br /&gt;
&lt;br /&gt;
=== Aftermath ===&lt;br /&gt;
&lt;br /&gt;
You can reform the caravan immediately after the battle is ended; you can bring along any downed colonists, as well as capture downed enemies. The caravan members will tend to themselves shortly afterwards.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can stay and forage from the ambush map before you leave.&lt;br /&gt;
&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Persona_monosword&amp;diff=96036</id>
		<title>Persona monosword</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Persona_monosword&amp;diff=96036"/>
		<updated>2021-11-05T16:42:51Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{Image wanted|note='''Currently using non-persona variant's icon as placeholder'''}}{{For|the non-persona variant of this weapon|Monosword}}&amp;lt;onlyinclude&amp;gt;{{infobox main|weapon|&lt;br /&gt;
| name = Persona monosword&lt;br /&gt;
| image = Monosword.png|Persona monosword&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| description = A crystal-metallic longsword infused with mechanites that maintain a mono-molecular cutting edge. It cuts through even thick armor with ease, and its light weight permits fast attacks.&amp;lt;br&amp;gt;This weapon has an onboard persona that can bond to only a single person. The wielder and intelligent weapon can synchronize their reflexes and attack with frightening speed, accuracy, and creativity. Once bonded to a wielder, the weapon's persona will refuse to be wielded by anyone else.&lt;br /&gt;
| class = Ultra&lt;br /&gt;
| mode = Melee&lt;br /&gt;
| meleeattack1dmg = 12&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Handle&lt;br /&gt;
| meleeattack1cool = 1.6&lt;br /&gt;
| meleeattack1ap = 18&lt;br /&gt;
| meleeattack2dmg = 27&lt;br /&gt;
| meleeattack2type = stab&lt;br /&gt;
| meleeattack2part = Point&lt;br /&gt;
| meleeattack2cool = 1.6&lt;br /&gt;
| meleeattack2ap = 90&lt;br /&gt;
| meleeattack3dmg = 27&lt;br /&gt;
| meleeattack3type = cut&lt;br /&gt;
| meleeattack3part = edge&lt;br /&gt;
| meleeattack3cool = 1.6&lt;br /&gt;
| meleeattack3ap = 90&lt;br /&gt;
| MeleeWeaponAverageDPS = 16.03&lt;br /&gt;
| MeleeWeaponAverageAP = 84&lt;br /&gt;
| marketvalue = 2300&lt;br /&gt;
| damage type = Sharp&lt;br /&gt;
| mass base = 2&lt;br /&gt;
| weaponTags = Bladelink&lt;br /&gt;
| thingSetMakerTags = WeaponBladelink&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
The '''Persona monosword''' is a DLC [[Weapons#Melee Weapons|melee weapon]] added by the [[Royalty DLC]] that does a large amount of [[damage]], has a fairly short cooldown, and deals sharp damage, it also boasts one of the highest armor penetration values for melee weapons in the game. It is the [[persona weapon]] variant of the [[monosword]].&lt;br /&gt;
&lt;br /&gt;
It has a great advantage against armored targets and cause opponents to bleed out fairly quickly as the Persona Monosword lops off limbs with fair ease.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
If the Royalty DLC is active, Persona monoswords can be purchased from any combat supplier or war merchant, at [[Empire]] settlements or obtained as a quest reward, &lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Compared to their base variants, persona monoswords boast a significantly higher [[Damage per Second|DPS]] and can only be used by a single pawn unless they have the Freewielder trait. &lt;br /&gt;
Persona monoswords have randomized names akin to Legendary items from Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
Unlike the two other persona weapons, the [[persona plasmasword]] and the [[persona zeushammer]], the persona monosword inflicts no status effect, instead it has its disproportionately large armor piercing value. With this exceptional AP and a high [[Damage per Second]], it is one of the best and most versatile melee weapons in the game, performing well against all targets while its brethren excel in specific roles. &lt;br /&gt;
&lt;br /&gt;
Keep in mind however that while it does have exceptional AP, armor pieces tend to be more protective against sharp than blunt. Thus, against high tier armors that aren't negated by the either weapon's AP, the persona monosword is more [[Armor#Armor_rating|affected]] by armor than the persona zeushammer of the same quality. For example, a normal [[quality]] persona zeushammer would have a higher effective DPS against a normal quality set of [[Cataphract armor]] than a normal quality persona monosword. When the persona monosword AP is sufficient to outright negate the armor, such as against a poor [[flak vest]], then the superior optimal DPS of the persona monosword would win out.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Quality Table}}&lt;br /&gt;
&lt;br /&gt;
{{Persona traits}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Like all persona weapons , once bonded to a person it cannot be welded by anyone else. Or so it was said...&lt;br /&gt;
&lt;br /&gt;
If you were one of the careless players who leave those precious artifacts laying around, you may ran into a problem. A rebellious slave {{ideologyIcon}} or an escaping prisoner could pick up any weapon he or she seen fit , which sadly includes persona weapons. But we have a trick up our sleeve , that persona weapons cannot bond to dead pawns. Since slaves are generally disposable you can easily kill whoever were bonded to the weapon , and the weapon would instantly unbind.&lt;br /&gt;
&lt;br /&gt;
This not only applies to slaves , but to all pawns that belong to you.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
*[[Royalty DLC]] release - Added.&lt;br /&gt;
*[[Version/1.1.2647|1.1.2647]] - Linked monoswords renamed to persona monoswords and no longer damaged relations with the Empire without the necessary titles. Previously, a title of Knight or Dame was required.&lt;br /&gt;
*[[Version/1.2.2719|1.2.2719]] -  Persona monosword damage reduced from 29 to 27.&lt;br /&gt;
&lt;br /&gt;
[[Kind::Weapons| ]]&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Persona_monosword&amp;diff=96035</id>
		<title>Persona monosword</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Persona_monosword&amp;diff=96035"/>
		<updated>2021-11-05T16:38:29Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: added trivia on how to unbind a bonded persona sword&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{Image wanted|note='''Currently using non-persona variant's icon as placeholder'''}}{{For|the non-persona variant of this weapon|Monosword}}&amp;lt;onlyinclude&amp;gt;{{infobox main|weapon|&lt;br /&gt;
| name = Persona monosword&lt;br /&gt;
| image = Monosword.png|Persona monosword&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| description = A crystal-metallic longsword infused with mechanites that maintain a mono-molecular cutting edge. It cuts through even thick armor with ease, and its light weight permits fast attacks.&amp;lt;br&amp;gt;This weapon has an onboard persona that can bond to only a single person. The wielder and intelligent weapon can synchronize their reflexes and attack with frightening speed, accuracy, and creativity. Once bonded to a wielder, the weapon's persona will refuse to be wielded by anyone else.&lt;br /&gt;
| class = Ultra&lt;br /&gt;
| mode = Melee&lt;br /&gt;
| meleeattack1dmg = 12&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Handle&lt;br /&gt;
| meleeattack1cool = 1.6&lt;br /&gt;
| meleeattack1ap = 18&lt;br /&gt;
| meleeattack2dmg = 27&lt;br /&gt;
| meleeattack2type = stab&lt;br /&gt;
| meleeattack2part = Point&lt;br /&gt;
| meleeattack2cool = 1.6&lt;br /&gt;
| meleeattack2ap = 90&lt;br /&gt;
| meleeattack3dmg = 27&lt;br /&gt;
| meleeattack3type = cut&lt;br /&gt;
| meleeattack3part = edge&lt;br /&gt;
| meleeattack3cool = 1.6&lt;br /&gt;
| meleeattack3ap = 90&lt;br /&gt;
| MeleeWeaponAverageDPS = 16.03&lt;br /&gt;
| MeleeWeaponAverageAP = 84&lt;br /&gt;
| marketvalue = 2300&lt;br /&gt;
| damage type = Sharp&lt;br /&gt;
| mass base = 2&lt;br /&gt;
| weaponTags = Bladelink&lt;br /&gt;
| thingSetMakerTags = WeaponBladelink&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
The '''Persona monosword''' is a DLC [[Weapons#Melee Weapons|melee weapon]] added by the [[Royalty DLC]] that does a large amount of [[damage]], has a fairly short cooldown, and deals sharp damage, it also boasts one of the highest armor penetration values for melee weapons in the game. It is the [[persona weapon]] variant of the [[monosword]].&lt;br /&gt;
&lt;br /&gt;
It has a great advantage against armored targets and cause opponents to bleed out fairly quickly as the Persona Monosword lops off limbs with fair ease.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
If the Royalty DLC is active, Persona monoswords can be purchased from any combat supplier or war merchant, at [[Empire]] settlements or obtained as a quest reward, &lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Compared to their base variants, persona monoswords boast a significantly higher [[Damage per Second|DPS]] and can only be used by a single pawn unless they have the Freewielder trait. &lt;br /&gt;
Persona monoswords have randomized names akin to Legendary items from Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
Unlike the two other persona weapons, the [[persona plasmasword]] and the [[persona zeushammer]], the persona monosword inflicts no status effect, instead it has its disproportionately large armor piercing value. With this exceptional AP and a high [[Damage per Second]], it is one of the best and most versatile melee weapons in the game, performing well against all targets while its brethren excel in specific roles. &lt;br /&gt;
&lt;br /&gt;
Keep in mind however that while it does have exceptional AP, armor pieces tend to be more protective against sharp than blunt. Thus, against high tier armors that aren't negated by the either weapon's AP, the persona monosword is more [[Armor#Armor_rating|affected]] by armor than the persona zeushammer of the same quality. For example, a normal [[quality]] persona zeushammer would have a higher effective DPS against a normal quality set of [[Cataphract armor]] than a normal quality persona monosword. When the persona monosword AP is sufficient to outright negate the armor, such as against a poor [[flak vest]], then the superior optimal DPS of the persona monosword would win out.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Quality Table}}&lt;br /&gt;
&lt;br /&gt;
{{Persona traits}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Like all persona weapons , once bonded to a person it cannot be welded by anyone else. Or so it was said...&lt;br /&gt;
&lt;br /&gt;
If you were one of the careless players who leave those precious artifacts laying around, you may ran into a problem. A rebellious slave {{Ideologyicon}} or an escaping prisoner could pick up any weapon he or she seen fit , which sadly includes persona weapons. But we have a trick up our sleeve , that persona weapons cannot bond to dead pawns. Since slaves are generally disposable you can easily kill whoever were bonded to the weapon , and the weapon would instantly unbond.&lt;br /&gt;
&lt;br /&gt;
This not only applies to slaves , but to all pawns that belong to you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
*[[Royalty DLC]] release - Added.&lt;br /&gt;
*[[Version/1.1.2647|1.1.2647]] - Linked monoswords renamed to persona monoswords and no longer damaged relations with the Empire without the necessary titles. Previously, a title of Knight or Dame was required.&lt;br /&gt;
*[[Version/1.2.2719|1.2.2719]] -  Persona monosword damage reduced from 29 to 27.&lt;br /&gt;
&lt;br /&gt;
[[Kind::Weapons| ]]&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Megaspider&amp;diff=95992</id>
		<title>Megaspider</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Megaspider&amp;diff=95992"/>
		<updated>2021-11-04T23:54:44Z</updated>

		<summary type="html">&lt;p&gt;Ripmorld: /* Taming */ need fact check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{infobox main|animal|&lt;br /&gt;
|name = Megaspider&lt;br /&gt;
|image = Megaspider.png&lt;br /&gt;
|description = Not actually a spider, the megaspider is a genetically-engineered giant insectoid the size of a bear. Designed for heavy work and combat, its thick chitinous armor makes it hard to kill, while its long ripper-blades make it deadly at close quarters. It is, however, quite slow in open terrain.&lt;br /&gt;
|type = Animal&lt;br /&gt;
|type2 = Insectoid&lt;br /&gt;
|movespeed = 3.6&lt;br /&gt;
|baseleatheramount = 0&lt;br /&gt;
|armorblunt = 18&lt;br /&gt;
|armorsharp = 27&lt;br /&gt;
|min comfortable temperature = -40&lt;br /&gt;
|max comfortable temperature = 60&lt;br /&gt;
|flammability = 0.7&lt;br /&gt;
|marketvalue = 500&lt;br /&gt;
|bodysize = 1.2&lt;br /&gt;
|healthscale = 2.5&lt;br /&gt;
|hungerrate = 0.35&lt;br /&gt;
|diet = omnivorous and animal products&lt;br /&gt;
|wildness = 0.4&lt;br /&gt;
|manhuntertame = 0&lt;br /&gt;
|manhunter = 0.5&lt;br /&gt;
|trainable = advanced&lt;br /&gt;
|meatname = insect meat&lt;br /&gt;
|lifespan = 6&lt;br /&gt;
|juvenileage = 0.03&lt;br /&gt;
|maturityage = 0.2&lt;br /&gt;
|tradeTags = AnimalInsect&lt;br /&gt;
|attack1dmg = 12&lt;br /&gt;
|attack1type = Cut&lt;br /&gt;
|attack1cool = 2.6&lt;br /&gt;
|attack1part = head claw&lt;br /&gt;
|attack2dmg = 7&lt;br /&gt;
|attack2type = Blunt&lt;br /&gt;
|attack2cool = 2&lt;br /&gt;
|attack2part = head&lt;br /&gt;
|attack2chancefactor = 0.2&lt;br /&gt;
}}&lt;br /&gt;
'''Megaspiders''' are giant, bio-engineered, subterranean invertebrates and the largest and most dangerous of the three [[insectoid]] types. They are hostile towards any nearby [[colonists]], have plated armor that makes them quite resistant to ranged attack, and can do lethal amounts of damage in close combat. Like all insects, megaspiders only begin spawning in events where colonists come into contact with their underground habitat: In caves, when opening an [[ancient danger]], during an [[Events#Infestation|infestation]], or by [[Deep drill|deep drilling]].&lt;br /&gt;
&lt;br /&gt;
Like all insectoids, they experience [[hypothermic slowdown]] instead of [[hypothermia]] and have 0 [[Toxic Sensitivity]], rendering them immune to [[toxic buildup]] from any source.&lt;br /&gt;
&lt;br /&gt;
===Combat &amp;amp; Strategy===&lt;br /&gt;
&lt;br /&gt;
Megaspiders are slightly slower than [[spelopede]]s and [[megascarab]]s. A common feature of any insectoid swarm is for these smaller, less dangerous creatures to glove the megaspiders' approach, absorbing the fire of your colonists and bogging them down until the big hitters are in range. Fully fit humans can outrun even megascarabs, so the strongest tactic is to hit and run, continually falling back in front of the swarm. If they've infested your base, open your doors and try to lead them out into the open.&lt;br /&gt;
&lt;br /&gt;
Melee combat is to be avoided, unless you have skilled melee fighters in industrial-grade armor. Megaspiders are sturdy and can do a lot of damage very quickly. Do not understimate how many bullets they take to go down.&lt;br /&gt;
&lt;br /&gt;
In 1.3, Megaspider wildness decreased from 95% to 40%, making them much easier to rescue and tame. Their trainability also went from intermediate to advanced, making them capable of hauling. With a minimum handling skill of 3, Megaspiders have become much easier to tame and train compared to [[warg|wargs]] (changed to intermediate trainability in 1.3) or [[elephant|elephants]] (min handling skill 7 required). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart|set1name= {{P|Name}} {Sharp) | set1armor1={{P|Armor - Sharp}} | set2name= {{P|Name}} {Blunt) | set2armor1={{P|Armor - Blunt}}  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Taming==&lt;br /&gt;
{{stub}}&lt;br /&gt;
Wild megaspiders are always hostile making them difficult to tame as they will try to attack the animal handler. Tame megaspiders can be trained normally, but will not breed (need fact check, as in 1.3 they have gestation of 6 days)&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
1.3 - Wildness decreased from 0.95 to 0.40 - trainability changed from intermediate to advanced - gestation changed from N/A to 6&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Insectoid]]&lt;/div&gt;</summary>
		<author><name>Ripmorld</name></author>
	</entry>
</feed>