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		<id>https://rimworldwiki.com/index.php?title=Rooms&amp;diff=179608</id>
		<title>Rooms</title>
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		<updated>2026-04-13T09:46:29Z</updated>

		<summary type="html">&lt;p&gt;Sudobash418: Attempt to properly explain the &amp;quot;indoor/outdoor&amp;quot; mess&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This is a hidden reference because I couldn't figure out how to hide it any other way 😭 --&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;ref name=&amp;quot;penalty&amp;quot;&amp;gt;Work speed penalty of 80% if not placed in the room with the correct role.&amp;lt;/ref&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| align=center | {{Gameplay Nav}} |}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
A '''room''' is a space fully enclosed by impassable objects such as [[wall]]s, [[door]]s (open or closed), [[vent]]s, natural rock, or [[cooler]]s. Corners do not need to be filled in order to enclose a room. [[Vac barrier]]s also enclose a room despite not being impassable.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
The maximum size of a room is 36 [[#Map regions|map regions]]. The equivalent size in tiles varies based on the position and shape of the room, but as reference:&lt;br /&gt;
* The maximum area possible per room is 5,184 tiles (72x72).&lt;br /&gt;
* An empty 50x50 square room is the largest room that won't have issues with map regions.&lt;br /&gt;
* The more complex the shape of a room, the more likely it is to run into problems with map regions.&lt;br /&gt;
* Above this size, the area in question will be treated as a non-room indoors space.&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
Indoor rooms can have a different [[temperature]] than the outside. Open [[door]]s, open [[vent]]s, or missing roof tiles will increase the rate at which heat is exchanged with the outside. For further information, see the [[Temperature]] page.&lt;br /&gt;
&lt;br /&gt;
Outdoor rooms do not have a separate temperature from the outside environment. They will always match the outside temperature exactly.&lt;br /&gt;
&lt;br /&gt;
== Indoors and Outdoors ==&lt;br /&gt;
&lt;br /&gt;
Rooms are considered either &amp;quot;indoors&amp;quot; or &amp;quot;outdoors&amp;quot; based on three distinct conditions that do not always agree, which each affect different mechanics.&lt;br /&gt;
&lt;br /&gt;
=== List of conditions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Condition&lt;br /&gt;
! Affected mechanics&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;UsesOutdoorTemperature&amp;lt;/code&amp;gt;&lt;br /&gt;
| Any of the following:&lt;br /&gt;
* 25% or more of the room is unroofed&lt;br /&gt;
* The room is open to the map edge&lt;br /&gt;
|&lt;br /&gt;
* [[Temperature]]&lt;br /&gt;
* [[Deterioration]]&lt;br /&gt;
* Plants [[Plants#Temperature|turning leafless in the cold]]&lt;br /&gt;
* Pawns' [[outdoors]] or [[Indoors_(need)|indoors]] needs&lt;br /&gt;
* [[Traits#Undergrounder|Undergrounder]]s' moodlets for being indoors or outdoors&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;OutdoorsForWork&amp;lt;/code&amp;gt;&lt;br /&gt;
| Any of the following:&lt;br /&gt;
* More than 25% of the room is unroofed&lt;br /&gt;
* The room has more than 100 unroofed tiles&lt;br /&gt;
|&lt;br /&gt;
* Stats for certain buildings:&lt;br /&gt;
** [[Surgery_Success_Chance_Factor#Outdoors_Multiplier|Surgery success chance]] for [[sleep furniture]]&lt;br /&gt;
** [[Research Speed Factor|Research speed]] for research benches&lt;br /&gt;
** [[Assembly_Speed_Factor|Gene assembly speed]] for [[gene assembler]]s&lt;br /&gt;
* [[Titles#Thrones_and_Bedrooms|Throne room]] validity&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PsychologicallyOutdoors&amp;lt;/code&amp;gt;&lt;br /&gt;
| Any of the following:&lt;br /&gt;
* The room has 300 or more unroofed tiles&lt;br /&gt;
* The room is open to the map edge and at least 50% of the room is unroofed&lt;br /&gt;
| Most parts of the game, including:&lt;br /&gt;
* [[Beauty]]&lt;br /&gt;
* Various forms of [[Recreation]], including swimming, skygazing, going for a walk, and building snowmen&lt;br /&gt;
* Spawning of special trees, [[ambrosia bush]]es, [[boomshroom]]s, and [[gauranlen pod]]s&lt;br /&gt;
* Room requirements for [[Ideoligion#Buildings|some Ideology buildings]]&lt;br /&gt;
* Gatherings, weddings, and other rituals (including some auto-selected locations and the quality of some rituals)&lt;br /&gt;
* Whether you can manually order a pawn to clean a room&lt;br /&gt;
* [[Thoughts#Misc|Slept outside]] moodlet&lt;br /&gt;
* Whether [[Acidic smog]] can apply a negative moodlet&lt;br /&gt;
* Calculations for drop pod and [[mech cluster]] locations&lt;br /&gt;
* Whether the [[reading bonus]] stat applies to actions in the room&lt;br /&gt;
* Whether the 80% multiplier to [[Work Speed Factor|work speed]] for being outdoors is applied&lt;br /&gt;
* Whether the penalty for mismatched room role is applied to workbenches&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the lists of affected mechanics are not exhaustive, and that for some of the listed mechanics, the game applies additional conditions to outdoor/indoor checks.&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
'''Room roles''' are assigned to a room based on the buildings they contain, such as a ''kitchen'' when containing an [[electric stove]] or a [[fueled stove]]. They determine whether a colonist is affected by all, some, or none of the room stats.&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
Certain room roles grant [[mood]]lets based on their [[Impressiveness]], which is affected by all four substats. To gain the moodlet, the room must be used by a pawn for the role's associated purpose (i.e., eating at a table for the dining room role or playing billiards for the rec room role). Despite the game displaying only one role, rooms can grant moodlets from multiple roles when used for that role. The moodlets are typically {{Check Tag|When not?}} applied when a colonist ''begins'' said activity in the room, and they last for 24 hours. {{Check Tag |Verify| What about deathresting? It uses a separate thought.}}&lt;br /&gt;
&lt;br /&gt;
Buildings associated with hospitals, laboratories, and kitchens make direct use of the [[Cleanliness]] stat for their [[Work Speed Factor]].&lt;br /&gt;
&lt;br /&gt;
Some room roles cannot have certain buildings inside without inflicting a mood penalty (i.e., [[Titles#Thrones and Bedrooms|throne rooms]] {{RoyaltyIcon}} and temples {{IdeologyIcon}} with [[Production|workstations]]).&lt;br /&gt;
&lt;br /&gt;
Pawns also have separate needs for [[Beauty]] and [[Space]], which every room can fulfill. Unlike the room stats of the same name, these needs are checked within a certain radius from the pawn, as opposed to anywhere in the room. See those pages for further details.&lt;br /&gt;
&lt;br /&gt;
=== Score calculation ===&lt;br /&gt;
For each room, every room role is given a score based on the buildings inside, and the role with the highest score is the one displayed. In the case of a tie, the earlier roles on the following table take priority.&lt;br /&gt;
&lt;br /&gt;
For the purposes of room role scoring, the following are considered non-baby human beds: {{RoomRolesBuildingList|Bed-associated rooms}}.&lt;br /&gt;
&lt;br /&gt;
=== List of roles ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Label&lt;br /&gt;
! Mood impact&lt;br /&gt;
! Related stats&lt;br /&gt;
! Score calculation logic&lt;br /&gt;
|-&lt;br /&gt;
| Room&lt;br /&gt;
| None&lt;br /&gt;
| None ||&lt;br /&gt;
* Returns a score of 0.99.&lt;br /&gt;
|-&lt;br /&gt;
| Bedroom &amp;lt;ref name=&amp;quot;owner name&amp;quot;&amp;gt;This role will have its owners' name added to its name.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| [[Mood#Room Stats|Yes]]&lt;br /&gt;
| [[Impressiveness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 0 score if any of the following is true:&lt;br /&gt;
** There are no human beds.&lt;br /&gt;
** There is at least 1 medical human bed or at least 1 prisoner human bed.&lt;br /&gt;
** There is more than 1 non-assigned human bed.&lt;br /&gt;
** There is at least 1 adult assigned and there are other pawns assigned that are not in its love cluster.&amp;lt;ref&amp;gt;A pawn's love cluster is all the other pawns that can be linked to the pawn through a chain of romantic relationships.&amp;lt;/ref&amp;gt;&lt;br /&gt;
** There is at least 1 child assigned and there aren't any adults assigned that are a parent of the child.&lt;br /&gt;
* Returns 100,000 score otherwise.&lt;br /&gt;
|-&lt;br /&gt;
| Prison cell &amp;lt;ref name=&amp;quot;owner name&amp;quot; /&amp;gt;&lt;br /&gt;
| [[Mood#Situational RoomStats|Yes]]&lt;br /&gt;
| [[Impressiveness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 0 score if any of the following is true:&lt;br /&gt;
** There is at least 1 non-prisoner humanlike bed.&lt;br /&gt;
** There is more than 1 humanlike bed.&lt;br /&gt;
* Returns 170,000 score for a non-medical prisoner humanlike bed.&lt;br /&gt;
* Returns 100,000 score for a medical prisoner humanlike bed.&lt;br /&gt;
|-&lt;br /&gt;
| Dining room&lt;br /&gt;
| [[Mood#Room Stats|Yes]]&lt;br /&gt;
| [[Impressiveness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 12 score per each one of the following: {{RoomRolesBuildingList|Dining room}}.&lt;br /&gt;
|-&lt;br /&gt;
| Rec room&lt;br /&gt;
| [[Mood#Room Stats|Yes]]&lt;br /&gt;
| [[Impressiveness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 7 score per each one of the following: {{RoomRolesBuildingList|Rec room}}.&lt;br /&gt;
|-&lt;br /&gt;
| Hospital&lt;br /&gt;
| [[Mood#Situation RoomStats|Yes]]&lt;br /&gt;
| [[Impressiveness]], [[Room stats|Cleanliness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 0 score if any of the following is true:&lt;br /&gt;
** There is at least 1 prisoner humanlike bed.&lt;br /&gt;
** There are no medical humanlike beds.&lt;br /&gt;
* Returns 100,000 score otherwise.&lt;br /&gt;
|-&lt;br /&gt;
| Laboratory&lt;br /&gt;
| No&lt;br /&gt;
| [[Room stats|Cleanliness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 60 score per each one of the following: {{RoomRolesBuildingList|Laboratory}}.&lt;br /&gt;
|-&lt;br /&gt;
| Workshop&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 27 score per each one of the following: {{RoomRolesBuildingList|Workshop}}. The [[crafting spot]] does ''not'' count.&lt;br /&gt;
|-&lt;br /&gt;
| Storeroom&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 1 score per each one of the following: {{RoomRolesBuildingList|Storeroom}}.&lt;br /&gt;
|-&lt;br /&gt;
| Barracks &amp;lt;ref name=&amp;quot;owner name&amp;quot; /&amp;gt;&lt;br /&gt;
| [[Mood#Room Stats|Yes]]&lt;br /&gt;
| [[Impressiveness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 0 score if any of the following is true:&lt;br /&gt;
** There is at least 1 prisoner humanlike bed.&lt;br /&gt;
** The room is a valid bedroom.&lt;br /&gt;
* Returns 100,100 score for every non-medical humanlike bed otherwise.&lt;br /&gt;
|-&lt;br /&gt;
| Prison barracks &amp;lt;ref name=&amp;quot;owner name&amp;quot; /&amp;gt;&lt;br /&gt;
| [[Mood#Situation RoomStats|Yes]]&lt;br /&gt;
| [[Impressiveness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 0 score if any of the following is true:&lt;br /&gt;
** There is at least 1 non-prisoner humanlike bed.&lt;br /&gt;
** There are less than 2 prisoner beds.&lt;br /&gt;
* Returns 100,100 score per non-medical prisoner bed and 50,001 per medical prisoner bed.&lt;br /&gt;
|-&lt;br /&gt;
| Kitchen&lt;br /&gt;
| No&lt;br /&gt;
| [[Room stats|Cleanliness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 28 score per production building that has at least 1 recipe that produces an edible result. The following fulfill the requirement: {{RoomRolesBuildingList|Kitchen}}. The [[brewery]], [[butcher spot]], and [[butcher table]] do ''not'' fulfill the requirement.&lt;br /&gt;
|-&lt;br /&gt;
| Tomb&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 50 score per each one of the following: {{RoomRolesBuildingList|Tomb}}.&lt;br /&gt;
|-&lt;br /&gt;
| Barn&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 7.6 score per non-humanlike bed, which are the following: {{RoomRolesBuildingList|Barn}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[Throne room]] {{RoyaltyIcon}}&lt;br /&gt;
| No&lt;br /&gt;
| [[Impressiveness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 10,000 score if there is any one of the following: {{RoomRolesBuildingList|Throne room}}.&lt;br /&gt;
* Returns 0 score otherwise.&lt;br /&gt;
|-&lt;br /&gt;
| Temple {{IdeologyIcon}} &amp;lt;ref&amp;gt;This role changes to the ideoligion's set temple name.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns -1 score if the [[Ideology DLC]] is not active.&lt;br /&gt;
* Returns 0 score if there are no altars with the colony's ideology.&lt;br /&gt;
* Returns 75 score per altar with the colony's ideology, with a minimum of 2,000 score. The following are considered altars: {{RoomRolesBuildingList|Temple}}.&lt;br /&gt;
|-&lt;br /&gt;
| Nursery {{BiotechIcon}}&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 0 score if any of the following is true:&lt;br /&gt;
** The [[Biotech DLC]] is not active.&lt;br /&gt;
** There is at least 1 non-medical prisoner bed or at least 1 non-baby bed.&lt;br /&gt;
** There are less than 2 baby beds.&lt;br /&gt;
* Returns 100,200 score per baby bed. The following are considered baby beds: {{RoomRolesBuildingList|Nursery}}.&lt;br /&gt;
|-&lt;br /&gt;
| Playroom {{BiotechIcon}}&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 0 score if any of the following is true:&lt;br /&gt;
** The [[Biotech DLC]] is not active.&lt;br /&gt;
** There is at least 1 humanlike bed in the room.&lt;br /&gt;
* Returns 8 score per each one of the following: {{RoomRolesBuildingList|Playroom}}.&lt;br /&gt;
|-&lt;br /&gt;
| Classroom {{BiotechIcon}}&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 0 score if any of the following is true:&lt;br /&gt;
** The [[Biotech DLC]] is not active.&lt;br /&gt;
** There is at least 1 human bed in the room.&lt;br /&gt;
* Returns 8 score per each one of the following: {{RoomRolesBuildingList|Classroom}}.&lt;br /&gt;
|-&lt;br /&gt;
| Deathrest chamber {{BiotechIcon}}&lt;br /&gt;
| Yes&lt;br /&gt;
| [[Room stats|Impressiveness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 100 score per [[deathrest casket]] {{BiotechIcon}} and 50 score per [[deathrest accelerator]] {{BiotechIcon}}, [[glucosoid pump]] {{BiotechIcon}}, [[hemogen amplifier]] {{BiotechIcon}}, [[hemopump]] {{BiotechIcon}}, or [[psychofluid pump]] {{BiotechIcon}}.&lt;br /&gt;
|-&lt;br /&gt;
| Containment cell {{AnomalyIcon}}&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 100 score per [[holding platform]] {{AnomalyIcon}} or [[holding spot]] {{AnomalyIcon}} and 50 score per [[bioferrite harvester]] ,{{AnomalyIcon}} [[electric inhibitor]] ,{{AnomalyIcon}} or [[electroharvester]] {{AnomalyIcon}}.&lt;br /&gt;
|-&lt;br /&gt;
| Ceremonial chamber {{AnomalyIcon}}&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 200 score per each one of the following: {{RoomRolesBuildingList|Ceremonial chamber}}.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other pieces of [[furniture]] not mentioned, such as [[chair|chairs]], are not considered for score calculation.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
[[File:quality preview.png|300px|right]]&lt;br /&gt;
'''Room stats''' are values of a room that passively affect both [[thought]]s about the room itself and some events and activities that take place within. These include [[Impressiveness]], which is calculated from four composite stats: [[Wealth]], [[Beauty]], [[Space]], and [[Cleanliness]]. These base stats are automatically calculated from [[buildings]], [[floor]]ing, [[filth]], the room's perimeter, and items within the room.&lt;br /&gt;
&lt;br /&gt;
Room stats can be inspected with the room stats display, which can be toggled with a button in the lower right corner of the screen or a hotkey (''G'' by default). Additional information can also be viewed by holding down the ''Alt'' key.&lt;br /&gt;
&lt;br /&gt;
Room stats affect the following:&lt;br /&gt;
* Medical treatment quality (Cleanliness)&lt;br /&gt;
* Research speed (Cleanliness)&lt;br /&gt;
* [[Food poisoning]] chance in prepared meals (Cleanliness)&lt;br /&gt;
* [[Mood#Room_stats|Mood]] of the people using them (Impressiveness)&lt;br /&gt;
&lt;br /&gt;
The following traits are affected by room stats:&lt;br /&gt;
* [[Greedy]] - Decrease without sufficiently Impressive bedroom.&lt;br /&gt;
* [[Jealous]] - Decrease if anyone has a noticeably better bedroom. {{Check Tag|How much?}}&lt;br /&gt;
* [[Ascetic]] - Decrease if room is too Impressive. Increase if bedroom is dull or worse.&lt;br /&gt;
&lt;br /&gt;
=== Impressiveness ===&lt;br /&gt;
The value for '''Impressiveness''' is based on the four other room stats ('''Wealth''', '''Beauty''', '''Space''', and '''Cleanliness''').&lt;br /&gt;
&lt;br /&gt;
The mood effects from the room depend on the Impressiveness level, and not on the precise value. That value is rounded ''down'' to the nearest whole number, and a label (or &amp;quot;level&amp;quot;) of Impressiveness will be given to the room, according to the table below. This level is used to apply the relevant thought, positive or negative. &lt;br /&gt;
&lt;br /&gt;
The exact mood effects depend on the [[Room#Roles|room role]], with different rooms having different values at each level. For more information, see [[Mood#Room stats|this section of the Mood page]]{{Check Tag|Outdated link}} For bedrooms, dining rooms, and rec rooms, the effects are as follows:{{Check Tag|Verify table|Add values for other room types}}&lt;br /&gt;
&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
! Mood impact&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt; 20&lt;br /&gt;
| awful&lt;br /&gt;
| {{Bad|-2}} (bedrooms only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 20 and &amp;lt; 30&lt;br /&gt;
| dull&lt;br /&gt;
| ''none''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 30 and &amp;lt; 40&lt;br /&gt;
| mediocre&lt;br /&gt;
| ''none''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 40 and &amp;lt; 50&lt;br /&gt;
| decent&lt;br /&gt;
| {{Good|+2}}&lt;br /&gt;
|- &lt;br /&gt;
| &amp;gt;= 50 and &amp;lt; 65&lt;br /&gt;
| slightly impressive&lt;br /&gt;
| {{Good|+3}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 65 and &amp;lt; 85&lt;br /&gt;
| somewhat impressive&lt;br /&gt;
| {{Good|+4}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 85 and &amp;lt; 120&lt;br /&gt;
| very impressive&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 120 and &amp;lt; 170&lt;br /&gt;
| extremely impressive&lt;br /&gt;
| {{Good|+6}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 170 and &amp;lt; 240&lt;br /&gt;
| unbelievably impressive&lt;br /&gt;
| {{Good|+7}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 240&lt;br /&gt;
| wondrously impressive&lt;br /&gt;
| {{Good|+8}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Guidelines ====&lt;br /&gt;
&lt;br /&gt;
Since the impressiveness calculation (explained below) is fairly involved, it is not practical to predict impressiveness levels in an actual game. However, the following rules of thumb can be applied:&lt;br /&gt;
&lt;br /&gt;
* '''Keep all four room stats equally in mind.''' There is a heavy weighting towards whichever stat is weakest, which is counted as much as all three other stats combined. For example, having a masterpiece work of art in a large room (high ''wealth'', ''space'' and ''beauty'') is not very effective if the floor is covered in vomit and animal filth (low ''cleanliness''). It is quite difficult to compensate for one low stat by raising the other three.&lt;br /&gt;
&lt;br /&gt;
* '''Making a particularly small room ''impressive'' is difficult.''' Room size is a limiting factor for Impressiveness. If you want to make the room &amp;quot;very impressive&amp;quot;, it should have a space of at least around 25 (which still counts as &amp;quot;rather tight&amp;quot; in the game). E.g. a furnished bedroom with a 5x5 or 4×6 footprint would be fine, and a little smaller could still work, but it would be a challenge to get there with a 4x4 room. Note that any naturally &amp;quot;large&amp;quot; rooms like hallways, lobbies, recreation halls etc. will never run into this limitation at all.&lt;br /&gt;
&lt;br /&gt;
* '''Cleanliness matters'''. Since the level of impressiveness is what counts, and there are sharp thresholds separating the levels, even a minute change of any of the values can have a strong effect. This is usually due to ''cleanliness'' changing (because the other factors are pretty much fixed); even a single speck of dirt on the floor can result in major [[mood]] changes. Make sure that the room is not too close to a level threshold, and keep it clean.&lt;br /&gt;
&lt;br /&gt;
* '''Do not go overboard'''. There are sharply diminishing returns from increasing any room stat. Increasing any of the stats has dramatically diminishing returns with regards to impressiveness. It is not worth putting a lot of resources into any of the stats beyond a point.*&lt;br /&gt;
:: (* Not unless you care about the stat for other reasons; &amp;quot;room impressiveness&amp;quot; is not the only stat that can affect [[mood]]. Beauty, among others, has its own value.)&lt;br /&gt;
&lt;br /&gt;
==== Formula ====&lt;br /&gt;
The actual formula for calculating impressiveness involves multiple steps, starting with the four room statistics (wealth, beauty, space and cleanliness) and resulting in a single integer value ''impressiveness''.&lt;br /&gt;
&lt;br /&gt;
The calculation is done in several steps:&lt;br /&gt;
# Convert each stat into natural units, so that typical in-game stats end up in a range of comparable single digit values.&lt;br /&gt;
# Curve values beyond (-1, 1) using a natural logarithm.&lt;br /&gt;
# Average the four stats into an impressiveness score, weighted towards the lowest one&lt;br /&gt;
# Soft-cap the result according to the space of the room.&lt;br /&gt;
&lt;br /&gt;
Here is a [https://www.desmos.com/calculator/eepwmhgiwr Desmos graph] with the formula implemented.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-EXImpressivness&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:5px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Detailed formula:&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-EXImpressivness&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;background:rgba(255,255,255,.5);margin-top:10px;padding:10px;border-radius:5px&amp;quot;&amp;gt;&lt;br /&gt;
===== Base values =====&lt;br /&gt;
Firstly, all four raw stats are scaled individually by applying a factor, deriving the ''base contribution'' for each stat:&lt;br /&gt;
&lt;br /&gt;
: '''W'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = ''wealth'' ÷ 1500&lt;br /&gt;
: '''B'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = ''beauty'' ÷ 3&lt;br /&gt;
: '''S'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = ''space'' ÷ 125&lt;br /&gt;
: '''C'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = 1 + (''cleanliness'' ÷ 2.5)&lt;br /&gt;
&lt;br /&gt;
===== Modified values =====&lt;br /&gt;
These base values are now modified if they lie outside the range (−1, 1), by applying the ''natural logarithm'' as follows: {{Check Tag|Add image|An image would be quite useful because the modified values are actually very visually intuitive despite the formula's complexity}}&lt;br /&gt;
 m =  1 + ln(b)          (if b &amp;gt;= 1)&lt;br /&gt;
 m = [1 + ln(−b)] × −1   (if b &amp;lt;= −1)&lt;br /&gt;
(This is symmetrical for positive and negative values).&lt;br /&gt;
&lt;br /&gt;
===== Impressiveness score =====&lt;br /&gt;
These modified values are then combined to give the ''impressiveness'' score as follows.&lt;br /&gt;
&lt;br /&gt;
Take a weighted sum of the average of the values and the smallest of the values:&lt;br /&gt;
 I = (65 × ('''W'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; + '''B'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; + '''S'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; + '''C'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;) ÷ 4) + (35 × min('''W'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;, '''B'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;, '''S'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;, '''C'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;))&lt;br /&gt;
This means that the smallest of the values contributes 51.25%, just over half, while the other three values each contribute 16.25%, or 48.75% combined.&lt;br /&gt;
&lt;br /&gt;
As a final step we compare this impressiveness value to the ''spaciousness'' of the room:&lt;br /&gt;
 S' = 500 × S&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;&lt;br /&gt;
 If I &amp;gt; S', then&lt;br /&gt;
   I' = 0.25 × I + 0.75 × S'&lt;br /&gt;
 else&lt;br /&gt;
   I' = I (no change)&lt;br /&gt;
&lt;br /&gt;
This means a room's max impressiveness is soft-capped to 500% of their space score. However, this specific step is only relevant for very small, disproportionately luxurious rooms. Even a 60-space room (S = 0.5) will incur no penalty up to 240 impressiveness, enough to clear the highest bracket (&amp;quot;wondrously impressive&amp;quot;), and a 30-space room (S = 0.24) already reaches &amp;quot;extremely impressive&amp;quot; with no penalty.&lt;br /&gt;
&lt;br /&gt;
===== Takeaways =====&lt;br /&gt;
It can be useful to think of impressiveness as a percentage value composed of four categories; a score of 1 in each category corresponds to 100 impressiveness, while values above 1 stop giving &amp;quot;fair&amp;quot; (ie. linear) returns. One unit of each stat is equivalent to each the following:&lt;br /&gt;
* ''Wealth'' of 1,500&lt;br /&gt;
* ''Beauty'' of 3&lt;br /&gt;
* ''Cleanliness'' of 0 (i.e. when using any cleanliness enhancers)&lt;br /&gt;
* ''Space'' of 125&lt;br /&gt;
Above these values, it begins to become more economical to invest attention in other stats. A &amp;quot;standard bedroom&amp;quot; of size 4×6, carpeted and containing bed, dresser, end table, lamp and plant pot will still have plenty of leeway in all categories (except cleanliness, which is at a natural 0 for a cleaned room); in this case, you will usually proceed by putting a sculpture or high quality armchair in the room, increasing beauty and wealth.&lt;br /&gt;
&lt;br /&gt;
Furthermore, observe that the factors (i.e., modified values) for ''wealth'' and ''beauty'' will often be well above 1, but ''cleanliness'' and ''space'' usually lower than 1. Unless the room is &amp;quot;very spacious&amp;quot;, or close to it, the decisive factor will thus be ''space'', then ''cleanliness''. In fact, even a well-cleaned room can never have a value over C = 1 (0 cleanliness; perfectly clean) or C = 1.215 (0.6 cleanliness; sterile), meaning rooms above ~100-120 impressiveness will ''always'' be bottlenecked by their cleanliness score. This makes &amp;quot;very impressive&amp;quot; (85-120 impressiveness) a natural set point for many rooms. &lt;br /&gt;
&lt;br /&gt;
===== Example =====&lt;br /&gt;
Start with a room with a ''wealth'' of 3000, ''space'' of 25, ''cleanliness'' of 0, beauty of 3.&lt;br /&gt;
: '''W'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = ''3000'' ÷ 1500 = 2, but this is curved to 1 + ln(2) = '''1.69'''&lt;br /&gt;
: '''B'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = ''3'' ÷ 3 = 1&lt;br /&gt;
: '''S'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = ''25'' ÷ 125 = 0.2&lt;br /&gt;
: '''C'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = 1 + (''0'' ÷ 2.5) = 1&lt;br /&gt;
&lt;br /&gt;
This makes the average score (1.69 + 1 + 0.2 + 1) ÷ 4) = 0.97 and the lowest score 0.2 (space).&lt;br /&gt;
&lt;br /&gt;
From the above numbers, we can calculate the base Impressiveness&lt;br /&gt;
: I = (65 × 0.97) + (35 × 0.2)&lt;br /&gt;
: I = 63 + 7&lt;br /&gt;
: I = 70 (70.21 unrounded)&lt;br /&gt;
Now, I &amp;lt; 500 × '''S'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; (70 &amp;lt; 100), so there is no space penalty. Therefore, the reported Impressiveness of the room is 70 or &amp;quot;somewhat impressive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If we were to increase the ''wealth'' of the above room by 6000 (4 units), our W&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; would become 6 -&amp;gt; 1 + ln(6) = 2.79 (+1.1 increase). Wealth wasn't the lowest stat, so this would only improve impressiveness by 1.1*16.25% = 17.9%, resulting in a score of 88 or &amp;quot;very impressive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If we were to increase the original room's space by 10 units instead, '''S'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; becomes 0.28 (0.08 increase). Increasing the bottleneck stat results in a change of 0.08*51.25% = 4.1%, or 74 total impressiveness or &amp;quot;somewhat impressive&amp;quot;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wealth ===&lt;br /&gt;
This is the sum of the [[Market Value]] of all items in the room and all walls and doors surrounding the room. Walls, doors, columns and animal flaps in the outer corner count as well. The value of [[power conduit]]s in walls ''is'' also included, however, for some reason building or deconstructing a conduit doesn't immediately update room wealth. Only if wealth is recalculated for some other reason, is the value of the conduits included. The same is true when building a column in the outer corner of the wall.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 500&lt;br /&gt;
| impoverished&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 500 and &amp;lt; 700&lt;br /&gt;
| somewhat poor&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 700 and &amp;lt; 2000&lt;br /&gt;
| mediocre&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 2000 and &amp;lt; 4000&lt;br /&gt;
| somewhat rich&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 4000 and &amp;lt; 10000&lt;br /&gt;
| rich&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 10000 and &amp;lt; 40000&lt;br /&gt;
| luxurious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 40000 and &amp;lt; 100000&lt;br /&gt;
| very luxurious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 100000 and &amp;lt; 1000000&lt;br /&gt;
| extremely luxurious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 1000000&lt;br /&gt;
| unbelievably luxurious&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&lt;br /&gt;
This is the average environmental beauty of the room including its walls and doors with a penalty for small rooms. Walls, doors and columns in the outer corner count as well. Building or deconstructing a column in the outer corner doesn't trigger a recalculation however. Floor tiles underneath walls and doors have no influence. &lt;br /&gt;
&lt;br /&gt;
Room beauty is calculated as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;TotalBeauty = sum(beauty for each internal cell) + sum(beauty for each adjacent cell)&lt;br /&gt;
WeightedSize = size if (size &amp;gt; 40) else (20 + size / 2)&lt;br /&gt;
RoomBeauty = TotalBeauty / WeightedSize&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that all rooms with less than 40 internal space will have their beauty penalised.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt; -3.5&lt;br /&gt;
| hideous&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= -3.5 and &amp;lt; 0&lt;br /&gt;
| ugly&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 0 and &amp;lt; 2.4&lt;br /&gt;
| neutral&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 2.4 and &amp;lt; 5&lt;br /&gt;
| pretty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 5 and &amp;lt; 15&lt;br /&gt;
| beautiful&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 15 and &amp;lt; 50&lt;br /&gt;
| very beautiful&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 50 and &amp;lt; 100&lt;br /&gt;
| extremely beautiful&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 100&lt;br /&gt;
| unbelievably beautiful&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Space ===&lt;br /&gt;
Indicates how much free space is available in the room. A room's Space score is 1.4 times the number of tiles in the room. Objects that prevent a pawn from standing in a space will decrease the available space in the room by 0.9 per tile the object covers. Thus, an occupied tile contributes a total of 0.5 to space. Objects that reduce space include beds, tables, workbenches, lamps, and heaters. Stools and chairs do not reduce space.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
! typical size*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 12.5&lt;br /&gt;
| cramped&lt;br /&gt;
| 3x4 or smaller*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 12.5 and &amp;lt; 29&lt;br /&gt;
| rather tight&lt;br /&gt;
| 3x6, 4x5*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 29 and &amp;lt; 55&lt;br /&gt;
| average-sized&lt;br /&gt;
| 4x7, 5x6*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 55 and &amp;lt; 70&lt;br /&gt;
| somewhat spacious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 70 and &amp;lt; 130&lt;br /&gt;
| quite spacious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 130 and &amp;lt; 349.5&lt;br /&gt;
| very spacious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 349.5&lt;br /&gt;
| extremely spacious&lt;br /&gt;
|}&lt;br /&gt;
: (* These are &amp;quot;safe&amp;quot; approximations; as described, the items placed &amp;lt;u&amp;gt;in&amp;lt;/u&amp;gt; the room can greatly reduce the effective size. For example, an empty 5x5 room has space (25 x 1.4 =) 35, easily &amp;quot;average&amp;quot; - when empty. However, placing just one bed (2 tiles), one table (2 tiles), a light, a heater, a plant pot and one artwork (1 tile each, a chair is &amp;quot;free&amp;quot;) in that room reduces the effective space by -7.2 (= 8 tiles x .9), and the effective space is now 27.8, &amp;quot;rather tight&amp;quot;.)&lt;br /&gt;
: (* Due to floating point inaccuracies, sometimes a room that is right on a threshold may randomly count for one category or the other. For example, a room with 5 standable tiles and 11 walkable but non-standable tiles should come out to exactly 12.5 score, but may result in either &amp;quot;cramped&amp;quot; or &amp;quot;rather tight&amp;quot;. It's safest to not rely on exact values.)&lt;br /&gt;
&lt;br /&gt;
Note, that space of the room affects only its impressiveness. Careful to not confuse with Pawn's [[space]] need.&lt;br /&gt;
&lt;br /&gt;
=== Cleanliness ===&lt;br /&gt;
This stat affects [[Surgery_Success_Chance_Factor#Room_Cleanliness_Multiplier|Surgery Success Chance]], [[Research#Research speed|research speed]], the chance that cooked meals will cause [[food poisoning]], and gene [[Assembly Speed Factor]].{{BiotechIcon}} A room's cleanliness is the average cleanliness score of all tiles in the room. It is determined by the type of [[floor]]ing, the presence of any [[filth]], and the cleanliness value of some furniture such as the [[butcher table]] and the [[stonecutter's table]]. Note that the type of [[floor]] under a door doesn't count for Cleanliness, but filth under a door does count.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=display:inline-grid&amp;gt;&lt;br /&gt;
:::{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! Room Cleanliness&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; -1.1&lt;br /&gt;
| very dirty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= -1.1 and &amp;lt; -0.4&lt;br /&gt;
| dirty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= -0.4 and &amp;lt; -0.05&lt;br /&gt;
| slightly dirty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= -0.05 and &amp;lt; 0.4&lt;br /&gt;
| clean&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 0.4&lt;br /&gt;
| sterile&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=display:inline-grid&amp;gt;&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Surface&lt;br /&gt;
! Cleanliness&amp;lt;br/&amp;gt;Value&lt;br /&gt;
|-&lt;br /&gt;
|[[Void metal ]]{{AnomalyIcon}} || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Sterile tile]] floor || 0.6&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel tile|Steel]], [[Silver tile|Silver]] or [[Gold tile|Gold]] floor || 0.2&lt;br /&gt;
|-&lt;br /&gt;
|[[Bioferrite plate]]{{AnomalyIcon}} || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| all other constructed [[floor]]ing&amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt; [[Bridge]]s || 0&lt;br /&gt;
|-&lt;br /&gt;
| Natural stone ([[Rough stone|rough]] or [[Smooth stone|smoothed]]) || 0&lt;br /&gt;
|- &lt;br /&gt;
| [[Straw matting]] || -0.1&lt;br /&gt;
|-&lt;br /&gt;
| all other [[Environment#Terrain|natural surfaces]] (soil, gravel, etc.) || -1&lt;br /&gt;
|-&lt;br /&gt;
| [[Marsh]], [[Marshy soil]], [[Mud]], [[Broken asphalt]] || -2&lt;br /&gt;
|-&lt;br /&gt;
| [[Chunk]]s || -2&lt;br /&gt;
|-&lt;br /&gt;
|[[Flesh]]{{AnomalyIcon}} || -3&lt;br /&gt;
|-&lt;br /&gt;
| [[Filth|Dirt, rubble, all other filth]] || -5&lt;br /&gt;
|-&lt;br /&gt;
| [[Filth|Blood]] || -10&lt;br /&gt;
|-&lt;br /&gt;
| [[Filth|Insect blood, vomit, fuel puddle]] || -15&lt;br /&gt;
|-&lt;br /&gt;
| [[Filth|Corpsebile]] || -20&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using &amp;quot;Toggle the beauty display&amp;quot; can help locate filth in a given room, which typically stands out due to its negative beauty.&lt;br /&gt;
&lt;br /&gt;
== Map regions ==&lt;br /&gt;
Upon map generation, the map is divided into chunks of 12x12 squares called map regions. Each region requires a contiguous area and will be subdivided otherwise. Under no circumstance will a region extend beyond the initial 12x12 grid. Impassable buildings (both natural and artificial) are not considered as part of any map region for this purpose and will subdivide existing map regions accordingly. Regions will fuse when possible. Map regions are used for several calculations and can be seen in game via the debug option &amp;quot;Draw Regions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-myDivision&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:5px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Some additional notes:&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;background:rgba(255,255,255,.5);margin-top:10px;padding:10px;border-radius:5px&amp;quot;&amp;gt;&lt;br /&gt;
* Impassable buildings are never part of any map region.&lt;br /&gt;
** Impassable non-walls (ex: [[Ship engine]]) may create a &amp;quot;red&amp;quot; temporal map region on construction that will be removed once anything else is build/destroyed.&lt;br /&gt;
* Impassable terrain creates map regions confined to its extension.&lt;br /&gt;
** These regions don't interact with the regular ones, but otherwise follow the stated rules.&lt;br /&gt;
* Passable buildings, such as [[fence]]s and [[barricade]]s, create map regions along their extension.&lt;br /&gt;
** These &amp;quot;fence&amp;quot; regions won't interact with other kinds, but otherwise follow the stated rules.&lt;br /&gt;
* Doors have unique behavior&lt;br /&gt;
** Single tile doors create a 3 tile map region centered on the doors' tile, following the door's orientation, that overlaps with other map regions.&lt;br /&gt;
*** Impassable objects will delete the overlapping section, no interaction otherwise.&lt;br /&gt;
** Double tile doors create 2 map regions, 1 for each of its tiles.&lt;br /&gt;
** The map regions created by doors don't interact with any other, not even each other.&lt;br /&gt;
* The grid defining regions is drawn from the bottom-left of the map row by row. &lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added.&lt;br /&gt;
* 1.1 - Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance.&lt;br /&gt;
* [[Royalty DLC]] release - Throne room role added.&lt;br /&gt;
* [[Ideology DLC]] release - Temple room role added.&lt;br /&gt;
* [[Version/1.3.3072|1.3.3072]] - Fix: Checking all beds instead of just humanlike ones for room owner.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added the storeroom role for rooms with lots of shelves.&lt;br /&gt;
* [[Biotech DLC]] release - Nursery, playroom, classroom, and deathrest chamber roles added.&lt;br /&gt;
* [[Anomaly DLC]] release - Containment cell and ceremonial chamber roles added.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Some production buildings now have a work speed penalty if they are not in the correct room.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Sudobash418</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Work_Speed_Factor&amp;diff=179607</id>
		<title>Work Speed Factor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Work_Speed_Factor&amp;diff=179607"/>
		<updated>2026-04-13T08:34:50Z</updated>

		<summary type="html">&lt;p&gt;Sudobash418: Update outdoor work speed penalty and add room role mismatch penalty (changed in 1.6)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About|the multiplier on work speed|the mulitplier on products|Work Efficiency Factor}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| min value = 0.1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = Work speed is multiplied by this value.&lt;br /&gt;
| category = Building&lt;br /&gt;
}} This acts as a multiplier on the time a job takes to be completed at the work table. For example, a value of 50% would result in the job to take twice as long as if it would be done with a value of 100%.&lt;br /&gt;
&lt;br /&gt;
The default value is {{#expr:{{P|Default Base Value}}*100}}%. The minimum value is {{#expr:{{P|Stat Minimum}}*100}}%.&lt;br /&gt;
&lt;br /&gt;
== Offset ==&lt;br /&gt;
First of all the following offset might affect the ''Work Speed Factor'':&lt;br /&gt;
* {{+|{{#expr:{{Q|Tool cabinet|Work Speed Offset}}*100}}%}} for a maximum of {{Q|Tool cabinet|Max Simultaneous Facilities}} [[Tool cabinet]]s per workstation&lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
After the offset the following factors might affect the ''Work Speed Factor'':&lt;br /&gt;
* '''×[[Property:Unpowered Work Speed Factor|Unpowered Work Speed Factor]]''' if unpowered (currently only the [[Electric tailor bench]] has an ''Unpowered Work Speed Factor'' of '''{{#expr:{{Q|Electric tailor bench|Unpowered Work Speed Factor}}*100}}%''', all other electric work tables stop working entirely when unpowered)&lt;br /&gt;
* '''×70%''' if the [[temperature]] is below {{Temperature|10}}&lt;br /&gt;
* '''×80%''' if the work table is [[outdoors]]&lt;br /&gt;
* '''×80%''' if the work table does not match the required [[Rooms#Role|room role]], if applicable&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Workbenches that are outdoors now get an 80% workspeed multiplier (from 90%).&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Some production buildings now have a work speed penalty if they are not in the correct room.&lt;/div&gt;</summary>
		<author><name>Sudobash418</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Temperature&amp;diff=179606</id>
		<title>Temperature</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Temperature&amp;diff=179606"/>
		<updated>2026-04-22T18:55:24Z</updated>

		<summary type="html">&lt;p&gt;Sudobash418: Clarify that exactly 75% roofed rooms are considered outdoors for temperature purposes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Architect_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
{{Rewrite|reason=Tone, conciseness, verification and mechanics}}&lt;br /&gt;
'''Temperature''' management is an important part of a productive colony. Temperature mainly affects pawn [[thoughts]], food and corpse spoilage, work bench operation speed, and plant growth. Severe heat or cold leads to pawn injury and eventual death from [[heatstroke]] or [[hypothermia]].&lt;br /&gt;
&lt;br /&gt;
=== Measuring temperature ===&lt;br /&gt;
Players can switch the in-game temperature to display in Celsius (°C),  Fahrenheit (°F), or Kelvins (K). This Wiki will list values in both Celsius and Fahrenheit.&lt;br /&gt;
&lt;br /&gt;
Internally, the game uses Celsius degrees (°C) for all temperature functions, such as &amp;quot;too hot&amp;quot; or &amp;quot;too cold&amp;quot; [[thoughts]]. As the game always rounds temperature to an integer (&amp;quot;whole number&amp;quot;), values reported in Fahrenheit are inaccurate by around 0.3°F. For reliable temperature values, and ''especially'' when [[modding]], use Celsius or Kelvin.&lt;br /&gt;
&lt;br /&gt;
The maximum temperature is {{Temperature|1000}} and the minimum is {{temperature|-270}}, very close to [[Wikipedia:absolute zero|absolute zero]]. The minimum temperature is not encountered during normal gameplay, but [[fire]]s in small enclosed spaces can reach the maximum temperature.&lt;br /&gt;
&lt;br /&gt;
=== Outdoors vs indoors ===&lt;br /&gt;
&lt;br /&gt;
An area completely enclosed by [[wall]]s, [[door]]s, and other impassable objects is considered a [[room]], where colonists will automatically build [[roof|roofing]] in unroofed tiles (unless otherwise designated). Tiles not inside of a room are considered &amp;quot;outdoors&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Outdoors areas and &amp;gt;75% unroofed rooms will always have the outside temperature, no matter what. Outdoor temperature varies by [[latitude]], time of day, day of the year, and [[biome]]. Unpredictable [[events]] like a [[cold snap]], [[volcanic winter]] or [[heat wave]] can also change outdoor temperature unexpectedly. No amount of cooling or heating from buildings, even in [[development mode]], will affect or change the outdoor temperature. The outdoors is simply treated as a very large room with a uniform temperature. Instead, only buildings with dedicated mechanics such as the [[climate adjuster]]{{RoyaltyIcon}} and [[atmospheric heater]]{{AnomalyIcon}} can affect the temperature.&lt;br /&gt;
&lt;br /&gt;
By turning a place from Indoors to Outdoors, it will instantly become the outdoors temperature. This is caused when any wall or door that borders the outside is destroyed or deconstructed. Buildings like doors and vents, as well as removing roof tiles, makes heat transfer faster. Removing roof tiles will cause temperatures to &amp;quot;equalize&amp;quot; with the outside. A room that is 75% roofed or less will remain at outdoors temperature.&lt;br /&gt;
&lt;br /&gt;
=== Thermodynamics ===&lt;br /&gt;
All tiles within a room share the same temperature. &lt;br /&gt;
&lt;br /&gt;
A room's temperature is influenced by its roofing and the temperature of tiles adjacent to its walls. The temperature of two adjacent rooms are influenced by each other. This creates a gradient of temperature between the outside, the rooms of your colony, and a heat source such as a geyser or heater. &lt;br /&gt;
Heat transfer with walls only occurs in cardinal directions. Thus the corners of rooms can be eliminated with minimal effect.&lt;br /&gt;
Open doors and open roofs will quickly &amp;quot;equalize&amp;quot; temperature to whatever's on the other side. Adding another layer of walls increases insulation, but only up to 2 layers of wall. Gaps between each layer will decrease the insulation, but still have an effect.&lt;br /&gt;
&lt;br /&gt;
Larger rooms have more heat capacity: their temperature is more resistant to change than that of smaller rooms. Temperature equalization with the outside is proportional with a room's perimeter. A square-shaped room (shape with the lowest area:perimeter ratio) will lose heat slower than a thin, rectangular hallway of equivalent perimeter.&lt;br /&gt;
&lt;br /&gt;
See the [[#Temperature mechanics|temperature mechanics]] section further down for more details.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Temperature has the following effects on:&lt;br /&gt;
&lt;br /&gt;
=== Crops ===&lt;br /&gt;
All [[biome]]s have a listed growing season. Some are very short (or, in extreme cold, non-existent) and others are &amp;quot;year round&amp;quot;. Crops will die, and colonists will avoid planting outdoors, if it isn't growing season. Many players pick their starting location based on this, with year round being the easiest option.&lt;br /&gt;
&lt;br /&gt;
However, a year round climate is no guarantee of trouble-free farming experience. Just getting close to freezing will slow plant growth, reducing the output of crops. Moreover, climates that do not freeze tend to get ''very'' hot in the summer season, hot enough to kill crops in some instances. [[Cold snap]]s can drop the temperatures below freezing for short periods - but long enough to, again, kill crops.&lt;br /&gt;
&lt;br /&gt;
The short-term solution is to immediately harvest everything to save what you can. The long-term solution is some sort of greenhouse, making use of temperature controlled indoor structures, walled and roofed, with [[heater]]s or [[cooler]]s, [[sun lamp]]s, and possibly [[hydroponics]].&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Warm temperatures rot food, corpses, and certain plant matter like [[psychoid leaves]] and [[herbal medicine]]. Even &amp;quot;durable&amp;quot; foods like corn and rice will eventually rot away. Colder temperatures preserve food and corpses by slowing spoilage. Freezing temperatures stop spoilage entirely and preserve these items indefinitely. [[Cooler]]s will preserve food, so colonists starting with Electricity will quickly want to build a dedicated room. When freezing a room, watch out for [[heat wave]]s.&lt;br /&gt;
&lt;br /&gt;
Fertillized [[egg]]s will be &amp;quot;ruined by temperature&amp;quot; when left long enough outside of its comfortable range of {{Temperature|0|50}}. &amp;quot;Ruined&amp;quot; eggs may still be eaten as normal, but won't hatch into an animal. In a similar vein, a [[fermenting barrel]] must be kept in a comfortable range between {{Temperature|{{Q|Fermenting barrel|Min Safe Temperature}}|{{Q|Fermenting barrel|Max Safe Temperature}}}} for [[beer]] to be produced.&lt;br /&gt;
&lt;br /&gt;
[[Deterioration]] is an entirely different mechanic, and items left outside will lose health regardless of temperature. Rotting isn't influenced by and has no effect on an item's hit points.&lt;br /&gt;
&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
{{Stub|section=1|reason=Burn/Frostbite chances}}&lt;br /&gt;
{{Main|Heatstroke|Hypothermia}}&lt;br /&gt;
Pawns have a [[Maximum Comfortable Temperature]] and [[Minimum Comfortable Temperature]]. Going over {{Temperature|10||delta}} beyond these limits will start giving them [[heatstroke]] or [[hypothermia]]. The further above or below this {{Temperature|10||delta}} limit the faster the Heatstroke or Hypothermia rises. At {{Temperature|150||delta}} above their comfortable temperature range, creatures will begin to take burn damage. If Hypothermia reaches a severity of 37% and the pawn is in a location at {{Temperature|0}} or below, there is a chance the pawn takes Frostbite damage. The higher the Hypothermia severity the higher the chance of Frostbite damage. [[Insectoid]]s will experience [[hypothermic slowdown]] instead of hypothermia. Pawns will also receive negative [[mood]]lets based on how extreme the temperature is. The Gear tab shows aggregate stats about comfy temperatures.&lt;br /&gt;
&lt;br /&gt;
Hypothermia and Heatstroke are both fatal at 100% severity. Though, both Heatstroke and Hypothermia have significant health consequences and can lead to death before the 100% severity level is reached.&lt;br /&gt;
&lt;br /&gt;
For humans, [[apparel]] will increase both comfortable thresholds, [[Insulation|depending on the apparel type and material]] (e.g. [[wool]] [[parka]]s insulate well against cold). Colonists will try and wear items suitable for the temperature, unless they are forced otherwise. Colonists' moods ''ignore'' apparel when considering sleeping moodlets. So piling on the warmest apparel doesn't avoid a &amp;quot;Slept in the cold&amp;quot; bad thought if a bedroom is not adequately heated.&lt;br /&gt;
&lt;br /&gt;
Animals tend to have much higher comfortable thresholds. However, in extreme [[biome]]s, it may be necessary to build a &amp;quot;barn&amp;quot; of some sort with temperature control and designate indoor [[animal sleeping spot]]s to keep your herd warm/cool.&lt;br /&gt;
&lt;br /&gt;
Many work benches, such as a [[electric stove]] or [[stonecutter's table]], have a comfortable range between {{Temperature|10|35}}. Above or below this range, the ''bench'''s work speed is multiplied by {{Bad|70%}}.&lt;br /&gt;
&lt;br /&gt;
=== Fire ===&lt;br /&gt;
{{Main|Fire}}&lt;br /&gt;
Fire is a destructive force capable of destroying plants, buildings, and pawns alike. Pawns and items can spontaneously ignite when temperature is at or above {{Temperature|235}}. Fires can spread via embers from up to 2 tiles. &lt;br /&gt;
&lt;br /&gt;
Fire itself provides a massive amount of heat.&lt;br /&gt;
&lt;br /&gt;
== Managing temperature ==&lt;br /&gt;
Temperature management is important for any colony, regardless of climate. It can be simply managed with a good power supply and the following structures. Temperature changing buildings will still work while &amp;quot;outdoors&amp;quot;, but have no noticeable effect.&lt;br /&gt;
&lt;br /&gt;
=== Temperature thresholds ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Temperature !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|1000}} || Maximum value&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| ~{{Temperature|235}} || Items spontaneously catch fire&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|60}} || Maximum comfortable temperature of any animal ([[Dromedary]] / [[Insectoids]] / [[Iguana]])&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|58}} || [[Plants#Temperature|Plant growth]] stopped.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|42}} || Above this value [[Plants#Temperature|Plant growth]] slowed.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|35}} || At this temperature and above work benches show &amp;quot;Bad temperature&amp;quot; and Work Speed is reduced to 70%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|30}} || [[Campfire]] max temperature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|26}} || Default [[human]] upper comfort limit without clothing modifiers.&amp;lt;br/&amp;gt;Sleeping above this temperature creates &amp;quot;Slept in the heat&amp;quot; thought in baseline humans.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|23}} || [[Torch lamp]]/[[Fungus darktorch]]{{IdeologyIcon}}/[[Darktorch]]{{IdeologyIcon}}/[[Brazier]]{{RoyaltyIcon}}/[[Darklight brazier]]{{RoyaltyIcon}}{{IdeologyIcon}} max temperature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|21}} || [[Heater]] and [[Cooler]] default target&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|17}} || [[Passive cooler]] min temperature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|16}} || Default [[human]] lower comfort limit without clothing modifiers.&amp;lt;br/&amp;gt;Sleeping below this temperature creates &amp;quot;Slept in the cold&amp;quot; thought in baseline humans.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|10}} || Below this value food spoiling slowed.&amp;lt;br/&amp;gt;Food spoiling between 10C and 0C is multiplied by a factor of (Temp)/10, in Celsius.&amp;lt;br/&amp;gt;Below this value work benches show &amp;quot;Bad temperature&amp;quot; and Work Speed is reduced to 70%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|9}} || Food spoiling rate multiplied by a factor of 0.9, or time to spoil multiplied by 1.11.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|8}} || Food spoiling rate multiplied by a factor of 0.8, or time to spoil multiplied by 1.25.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|7}} || Food spoiling rate multiplied by a factor of 0.7, or time to spoil multiplied by 1.43.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|6}} || Food spoiling rate multiplied by a factor of 0.6, or time to spoil multiplied by 1.66.&amp;lt;br/&amp;gt;Below this value [[Plants#Temperature|plant growth]] slowed.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|5}} || Food spoiling rate multiplied by a factor of 0.5, or time to spoil multiplied by 2.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|4}} || Food spoiling rate multiplied by a factor of 0.4, or time to spoil multiplied by 2.5.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|3}} || Food spoiling rate multiplied by a factor of 0.3, or time to spoil multiplied by 3.33.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|2}} || Food spoiling rate multiplied by a factor of 0.2, or time to spoil multiplied by 5.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|1}} || Food spoiling rate multiplied by a factor of 0.1, or time to spoil multiplied by 10.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|0}} || Plant growth and food spoiling stopped.&amp;lt;br/&amp;gt;[[Toxic wastepack]]s{{BiotechIcon}} do not dissolve. (They can still [[deteriorate]])&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|-10}} || Most plants die.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|-65}} || Minimum comfortable temperature of any animal ([[Thrumbo]])&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|-75}} || Outdoor temperature in [[Orbit]] above the planet{{OdysseyIcon}} &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|-270}} || Minimum value.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cooling buildings ==&lt;br /&gt;
=== Passive cooler ===&lt;br /&gt;
[[{{Q|Passive cooler|Image}}|56px|left|link=Passive cooler]]&lt;br /&gt;
The [[passive cooler]] is a very low-tech option automatically unlocked for all default starts. They operate at the same strength as a Cooler and will cool rooms to a very comfortable {{Temperature|15}}. Passive coolers last for 5 days; it needs to be fueled with [[wood]] when it runs out of fuel. Due to the temperature limit, passive coolers are unable to preserve food.&lt;br /&gt;
&lt;br /&gt;
Passive coolers are a life saver in extremely hot climates as they can be quickly built, are immune to electrical events and are easily massed in a heat wave. Use passive coolers to keep your living spaces survivable and chill rooms surrounding a freezer to further protect the products inside.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Cooler ===&lt;br /&gt;
[[{{Q|Cooler|Image}}|56px|left|link=Cooler]]&lt;br /&gt;
The [[cooler]] is primarily used to lower the temperature of a room. It has two states of power consumption: low and high. In its low state, the cooler produces no heat or cold but still requires 20 W. It can be used to lower the temperature of a room to a comfortable {{Temperature|20}} (room temperature) in the summer or create a walk-in freezer for your food. In hot biomes such as desert or rainforest, having comfortable air conditioning is a necessity for any base.&lt;br /&gt;
&lt;br /&gt;
Coolers are heat pumps that produce both a cold side ''and'' a hot side. The hot side is rarely useful and should be directed to an outdoor space (or a 1x1, unroofed room) to not inconvenience your colony. The heating side is useful when outdoors temperature is uncomfortable, but not freezing. This is between {{Temperature|1|16}}, but in practical terms, you should point the heat side at the colony when the outdoors temperature rarely goes above {{Temperature|20}}. Never block a cooler's intake or exhaust port, or else it won't function. &lt;br /&gt;
&lt;br /&gt;
A cooler is theoretically able to cool a single square by about 1800 kelvin [K]. But this is not a linear relation, as a room always exchanges heat with adjacent rooms and/or the outside.&lt;br /&gt;
&lt;br /&gt;
==== Analysis ====&lt;br /&gt;
Electric coolers are the only way to create freezers. Building one is as simple as making a room and replacing some wall tiles with coolers. Direct the cold &amp;quot;blue&amp;quot; zone of the cooler inside the room and the hot &amp;quot;red&amp;quot; tile to an outdoor area. Reduce the cooler's target temperature to below {{Temperature|0}}. As the room cools down any food left inside will decay more slowly until it freezes. Frozen food will stay fresh indefinitely and incurs no other benefit or penalty when eaten.&lt;br /&gt;
&lt;br /&gt;
If your freezer area is more than about 50 squares, and/or you are living in an area with a hot summer, you will want 2 coolers (and perhaps more, see &amp;quot;adding coolers&amp;quot;, below).  Put one at 0, and the other at -2. With double walls, this will let one cooler &amp;quot;idle&amp;quot; at 20 W of power in cooler weather while the other easily keeps things frozen, but be available to help when needed for warmer weather. [[Battery|Batteries]] are useful for power outages; you may want to keep charged batteries disconnected via [[power switch]] for these situations.&lt;br /&gt;
&lt;br /&gt;
Freezers lose heat through walls and doors. The material of a wall doesn't matter, but for maximum insulation, you should put a double layer of them. Doors will cause heat loss when opened. This loss can be offset by having doors arranged in sequence, one after another, at points of egress, in an &amp;quot;airlock&amp;quot; like fashion. The loss can be examined by mousing over the sections of the airlock to see the temperature. Using [[door]]s rather than [[autodoor]]s can help reduce the cooling lost, though this slows down colonists. &lt;br /&gt;
&lt;br /&gt;
==== Adding coolers ====&lt;br /&gt;
There may come a moment when you realize ''&amp;quot;I don't have enough coolers for this area...&amp;quot;''. If the weather is cool, that's not a big problem, but it's more likely that the weather will be brutally hot when you realize this. And it's also likely that it's your freezer that's not at &amp;quot;freezing&amp;quot; (since colonists can tough it out). If you open a wall to put in an additional cooler, your freezer immediately rockets to &amp;quot;outside&amp;quot; temperatures - which is probably a dealbreaker, rotting all your frozen items. So here's what you do...&lt;br /&gt;
&lt;br /&gt;
Decide where in the current wall you will put your new cooler, and build a door ''outside'' where you will tear the existing wall down (you don't need &amp;quot;side walls&amp;quot; to support it).  (A wall would &amp;quot;block&amp;quot; the cooler exhaust and prohibit construction, but a door will not!)  Then, [f]orbid the door (so it doesn't get opened), and deconstruct your wall; the new door will maintain the area as &amp;quot;inside&amp;quot;. Then build your cooler (remembering the orientation, warm side &amp;quot;out&amp;quot;). Once the new cooler has been installed, deconstruct the door, and you're done.&lt;br /&gt;
&lt;br /&gt;
== Heating buildings ==&lt;br /&gt;
=== Campfire ===&lt;br /&gt;
[[{{Q|Campfire|Image}}|56px|left|link=Campfire]]&lt;br /&gt;
{{#show: Campfire | ?note }}&lt;br /&gt;
Campfires are a quick and dirty solution to produce heat in a hurry. They require no energy, but are temporary structures and must be refreshed with wood every few days. Otherwise, they produce the same amount of heat as an electrical heater. They cannot raise the temperature to over {{Temperature|30}}. They can't be controlled, so may make pawns uncomfortably hot - open doors or roofs to lower heat..&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Heater ===&lt;br /&gt;
[[{{Q|Heater|Image}}|56px|left|link=Heater]]&lt;br /&gt;
The [[heater]] is used to raise the temperature of a room. It has two states of power consumption: low and high. In its low state, the heater produces no heat but still requires 18 W. It can be used to raise the temperature of a room to a likable {{Temperature|20}} (room temperature) in the winter or create a walk-in heat trap for your foes. In any cold biome, such as the Tundra, the heater is a necessity for any base.&lt;br /&gt;
&lt;br /&gt;
A heater (in theory) is able to heat a single square by about 1800 kelvin [K]. But this is not a linear relation as a room always exchanges heat with adjacent rooms and/or the outside. This heat conduction effect can be pretty noticeable in extremely cold or hot environments.&lt;br /&gt;
Example: In a realistic setup, this means it can heat a room with 50 squares by an average of about 36 K per square.&lt;br /&gt;
So a room with 50 squares and an outside temperature of {{Temperature|-10}} can be heated up to comfortable {{Temperature|26}} or something near that with a single heater.&lt;br /&gt;
&lt;br /&gt;
== Incidental heat ==&lt;br /&gt;
=== Generators ===&lt;br /&gt;
[[{{Q|Chemfuel powered generator|Image}}|56px|left|link=Chemfuel_powered_generator]]&lt;br /&gt;
{{#show: Generators| ?note }}&lt;br /&gt;
Generators produce a non-negligible amount of heat for the room they occupy, especially when placed in numbers.&lt;br /&gt;
If placed strategically, you can reduce the number of heaters and coolers necessary to manage the temperature in your base.&lt;br /&gt;
&lt;br /&gt;
It's also worth noting that generators will continue to produce heat (and burn fuel) during solar flare events. If your colony is in a very cold climate, this can be used to ensure that critical sections such as hydroponics or barns for sensitive animals don't lose all their heat in a power outage.&lt;br /&gt;
&lt;br /&gt;
=== Steam geysers ===&lt;br /&gt;
[[File:Steam geyser.png|56px|left|link=Steam geyser]]&lt;br /&gt;
A steam geyser will heat up a roofed room even when covered with a [[geothermal generator]]. They are extremely useful for staying warm in frozen climates, but can overheat an indoors space in warmer biomes.&lt;br /&gt;
&lt;br /&gt;
=== Fire weapons ===&lt;br /&gt;
[[{{Q|Molotov cocktail|Image}}|56px|left|link=Molotov cocktail]]&lt;br /&gt;
{{#show: Molotov | ?note }}&lt;br /&gt;
Weapons that generate fire such as [[molotov cocktail]] and [[incendiary launcher]] can be used to quickly generate heat inside your colony. Under normal conditions this is a '''bad idea''' because fires will quickly bring your base to intolerable temperatures. However in a bitter arctic climate with no wood and inadequate heaters, these weapons are your last defense against freezing to death. Draft your colonist and force them to open fire on an empty space, or burn spare corpses and rags to increase heat output.&lt;br /&gt;
&lt;br /&gt;
=== Body heat ===&lt;br /&gt;
[[{{Q|Human|Image}}|60px|left|link=Pawns]]&lt;br /&gt;
&amp;lt;!-- Only those 4 listed entities are considered non-organic and don't produce heat. --&amp;gt;&lt;br /&gt;
Living, organic creatures (excludes [[mechanoid]]s, [[drone]]s,{{OdysseyIcon}} [[nociosphere]]s, [[fleshmass nucleus|fleshmass nuclei]], [[metal horror]]s, [[revenant]]s{{AnomalyIcon}}) generate a small amount of heat directly proportional to their body size as long as the ambient temperature is not above 40°C. The heat pushed follows the formula:&lt;br /&gt;
* &amp;lt;code&amp;gt;0.3 * Body Size * 4.1666665&amp;lt;/code&amp;gt; ≈ &amp;lt;code&amp;gt;1.25 * Body Size&amp;lt;/code&amp;gt; for human pawns&lt;br /&gt;
* &amp;lt;code&amp;gt;0.3 * Body Size * 4.1666665 * 0.6&amp;lt;/code&amp;gt; ≈ &amp;lt;code&amp;gt;0.75 * Body Size&amp;lt;/code&amp;gt; for all others&lt;br /&gt;
&lt;br /&gt;
Heating is inconsistent, as creatures are prone to wandering, population and sizes fluctuate with births, culling, and growth, and livestock are frequently left in outdoor [[pen]]s where heat will dissipate.&lt;br /&gt;
&lt;br /&gt;
=== Solar pinhole ===&lt;br /&gt;
{{Royalty|section=1|no category}}&lt;br /&gt;
[[File: SolarPinhole.png|64px]]&lt;br /&gt;
[[Solar pinhole]] is a psycast that creates heat and light. It lasts five days. It is useful for emergency situations, such as power shortages during [[cold snap]]s.&lt;br /&gt;
&lt;br /&gt;
=== Production buildings ===&lt;br /&gt;
[[{{Q|Electric smelter|Image}}|56px|left|link=Electric_smelter]]&lt;br /&gt;
Certain production buildings generate heat while executing bills: [[Electric smelter|Electric smelters]] at a rate of 9 heat per second, [[Electric crematorium|Electric crematoria]] at a rate of 12 heat per second, [[Fueled stove|Fueled stoves]] at a rate of 4 heat per second, [[Electric stove|Electric stoves]] at a rate of 3 heat per second.&lt;br /&gt;
&lt;br /&gt;
== Heat transfer ==&lt;br /&gt;
=== Vent ===&lt;br /&gt;
[[{{Q|Vent|Image}}|56px|left|link=Vent]]&lt;br /&gt;
{{#show: Vent | ?note }}&lt;br /&gt;
&lt;br /&gt;
Vents can have any building in front of it, but no walls. Vents work best when connecting directly to a climate controlled room. Trying to chain vents across smaller rooms will lead to each successive room getting less effective climate control, and connecting to a hallway won't work well if the hallway is blocked with doors. A vent can be designated to be closed, an action carried out by colonists assigned to [[Work#Basic|Basic]].&lt;br /&gt;
&lt;br /&gt;
=== Doors ===&lt;br /&gt;
[[{{Q|Door|Image}}|56px|left|link=Vent]]&lt;br /&gt;
Similar to double thick walls, double doors (not side-by-side, rather, both in the path of travel) improve insulation and reduce temperature equalization.&lt;br /&gt;
A door can be left permanently open (mark the door to 'hold open' and have a pawn pass through) to help control temperature. Open doors allow temperature to more quickly equalize between rooms or the outdoors. Equalization through open doors is less potent than vents.&lt;br /&gt;
&lt;br /&gt;
== Temperature mechanics ==&lt;br /&gt;
Equalization calculations happens once every 120 game ticks.&lt;br /&gt;
&lt;br /&gt;
Temperature seems to be measured to an extreme precision.&lt;br /&gt;
&lt;br /&gt;
=== Passive equalization ===&lt;br /&gt;
This is equalization via walls and roofs.&lt;br /&gt;
&lt;br /&gt;
'''Walls''' will equalize towards the room on the other side. This can be another fully realized room or simply the outdoors. If the other side is not outdoors, that room will also equalize towards this room. &lt;br /&gt;
&lt;br /&gt;
* The material of the walls does not matter. Wood is as insulating as any stone or metal. And unmined rocks are equally effective.&lt;br /&gt;
** A 2nd layer halves the temperature equalization via walls. Extra wall layers have no effect.&lt;br /&gt;
** Nutrient dispensers are one of the few items working fully like walls for equalization purposes.&lt;br /&gt;
* The surface area does matter. Basically, the game is using a 2D variant of the [[Wikipedia:square-cube law|square-cube law]], with walls taking the place of &amp;quot;surface area&amp;quot; and room size taking the place of &amp;quot;volume&amp;quot;. As such square rooms are the most efficient at keeping temperatures.&lt;br /&gt;
** Furniture lowers the room size and therefore might change the rate of equalization.&lt;br /&gt;
&lt;br /&gt;
Example of equalization values at -9555.208°C{{Check Tag|Check|Isn't 1.000 °C the maximum possible temperature?!}} difference for:&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room !! Single wall !! Double wall&lt;br /&gt;
|-&lt;br /&gt;
| 1x1 || -161.470°C || -81.234°C&lt;br /&gt;
|-&lt;br /&gt;
| 2x2 ||  -81.235°C || -40.617°C&lt;br /&gt;
|-&lt;br /&gt;
| 3x3 ||  -54.157°C || -27.078°C&lt;br /&gt;
|-&lt;br /&gt;
| 4x4 ||  -40.618°C || -20.309°C&lt;br /&gt;
|-&lt;br /&gt;
| 5x5 ||  -32.494°C || -16.247°C&lt;br /&gt;
|-&lt;br /&gt;
| 6x6 ||  -27.078°C || -13.539°C&lt;br /&gt;
|-&lt;br /&gt;
| 7x7 ||  -23.210°C || -11.605°C&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Roof''' is a major part with equalization with the outdoor temperature. It will always equalize with the outdoor temperature, regardless what the room borders. However, the equalization rate is also constant for all room sizes at the same temperature difference. There are 4 basic types of roof:&lt;br /&gt;
:* '''Unroofed''' tiles are looked at in relation to the total count of roofed tiles in a room. With at least 1/4 unroofed the room will simply equalize to outdoor temperature on the next tick. &lt;br /&gt;
:* '''Thin roof''' ('''constructed roof''' and '''thin rock'''): at a temperature difference of {{Temperature|-9555.208||delta}} it equalizes by {{Temperature|-57.331||delta}} every 120 ticks.&lt;br /&gt;
:* '''Thick rock''' insulates the same as thin roof. However, they also add a cooling effect if the indoor temperature is about {{Temperature|15}} or above; however this effect is extremely small compared to other sources.&lt;br /&gt;
&lt;br /&gt;
=== Active equalization ===&lt;br /&gt;
While Vents, Coolers and open doors still keep rooms separated, they also equalize temperature at a very high rate. This rate is unfortunately not shown on any tooltip.&lt;br /&gt;
&lt;br /&gt;
Torches, Campfires, Heaters and Passive coolers will directly modify the room temperature instead, adding/removing heat every equalization tick as appropriate for their settings/current state.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Deep rooms stay cooler in the heat.&lt;br /&gt;
* [[Beta 19]]/[[Version/1.0.0|1.0.0]] - Equalized [[mood]] penalties for being too hot and too cold.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Changing temperature display mode (C to F) doesn’t update temperature readout immediately.&lt;br /&gt;
&lt;br /&gt;
{{Nav|temperature}}&lt;br /&gt;
[[Category:Game mechanics]] [[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Sudobash418</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Plants&amp;diff=179441</id>
		<title>Plants</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Plants&amp;diff=179441"/>
		<updated>2026-03-31T13:56:22Z</updated>

		<summary type="html">&lt;p&gt;Sudobash418: Remove incorrect (outdated?) &amp;quot;initial growth&amp;quot; information (checked with 1.6.4633: plants start at 0.01% growth)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
! {{MainSection_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Plants_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{Rewrite|reason=Cleanup and clarity}}&lt;br /&gt;
{{for|the skill of the same name|Skills#Plants{{!}}Skills}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
'''Plants''' are passive, flammable objects available in numerous species of different appearance, growth rate, lifespan, '''fertility''' requirements, and biome. Plants are generally passable, minifiable, provide no cover, and are not susceptible to Sharp or Blunt damage (except trees, cacti, and bushes.) All plants can be destroyed by [[Fire]], [[Work#Plant_cut|cutting]], a [[Defoliator ship]], or being consumed by an animal.&lt;br /&gt;
Plants may spontaneously grow in available tiles or can be cultivated by colonists in [[growing zone]]s or [[hydroponics basin]]s. With adequate time and environmental conditions, plants will age into a '''mature''' lifestage when they can be '''harvested''' by colonists assigned to [[Work#Grow|Grow]] work.&lt;br /&gt;
&lt;br /&gt;
Plants are essential to producing [[food]], [[textile]]s, feed for [[animals]], [[dye]], [[wood]], [[chemfuel]], [[drug]]s, and [[medicine]]. &lt;br /&gt;
&lt;br /&gt;
[[File:Plantation growing zone.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Growth rate factors ==&lt;br /&gt;
&lt;br /&gt;
===Fertility===&lt;br /&gt;
{{For|[[human]] fertility|Reproduction#Fertility{{!}}Reproduction}}&lt;br /&gt;
Fertility is a measure of a location's efficacy for growing plants. Most plants have a Fertility requirement of at least 50% (except trees at a measly 30% Fertility). Plant growth speed is also positively correlated to soil Fertility. However, fertility does ''not'' affect the harvested yield from a plant, just the time to mature to that yield. Different [[terrain]]s or growing apparatuses have different fertilities.&lt;br /&gt;
&lt;br /&gt;
Most plants have a [[Property:Fertility_Sensitivity|fertility sensitivity]], known internally as fertilityFactorGrowthRate, which is used to determine how &amp;quot;picky&amp;quot; a plant is about terrain fertility. A plant with a [[Property:Fertility_Sensitivity|fertility sensitivity]] of 0% will not care if it is planted on fertile soil or sand; it will grow at the same rate on any possible terrain tile. In contrast, a plant with a [[Property:Fertility_Sensitivity|fertility sensitivity]] of 100% will not grow so well if it is planted on anything less fertile than standard soil.&lt;br /&gt;
&lt;br /&gt;
'''Note''': Beyond 100% Fertility, high Fertility Sensitivity becomes a bonus rather than a penalty. For such cases highly sensitive plants are preferable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;{{math|''(GRF(F)) Growth Rate Factor(Fertility) {{=}} (Fertility &amp;amp;divide; 100% &amp;amp;minus; 1) &amp;amp;times; fertilityFactorGrowthRate + 1}}&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fertility table ====&lt;br /&gt;
{{See also|Terrain}}&lt;br /&gt;
The table below lists the fertility of different terrains and other valid places to grow crops. Note that not all of the below support all plants - for example, trees cannot be grown in hydroponics basins, even though the basin's fertility is above their fertility requirement.&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Type !! Fertility&lt;br /&gt;
|-&lt;br /&gt;
! [[Hydroponics basin]]&lt;br /&gt;
| 280%&lt;br /&gt;
|-&lt;br /&gt;
! Lichen-covered soil&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
! Marshy soil&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
! [[Plant pot]]&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
! Rich soil&lt;br /&gt;
| 140%&lt;br /&gt;
|-&lt;br /&gt;
! Sand&lt;br /&gt;
| 10%&lt;br /&gt;
|-&lt;br /&gt;
! Soil &lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
! Stony soil&lt;br /&gt;
| 70%&lt;br /&gt;
|-&lt;br /&gt;
! [[Bonsai pot]] {{IdeologyIcon}}&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
! [[Fungal gravel]] {{IdeologyIcon}}&lt;br /&gt;
| 70%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
For normal growth rate, most plants require a [[temperature]] between {{Temperature|6}} and {{Temperature|42}}. &amp;lt;!--Plant growth rate drops by 10.0% for each degree Celsius below {{Temperature|6}}, and by 6.25% for each degree above {{Temperature|42}}.--&amp;gt; The plant's info window will show ''&amp;amp;apos;Non-ideal temperature. Temperature growth multiplier: #%&amp;amp;apos;''. Plants will not grow, and colonists will refuse to sow crops, when the temperature falls outside the plant's growth range. In most cases this is {{Temperature|0}} to {{Temperature|58}}, although heat-resistant plants such as cacti have a range of {{Temperature|0}} to {{Temperature|75}}. The plant's info window will show ''&amp;amp;apos;Non-ideal temperature. Not growing.&amp;amp;apos;''&lt;br /&gt;
&lt;br /&gt;
If the temperature drops below {{Temperature|-10}}, plants start to either die or lose their leaves, depending on their type. &lt;br /&gt;
* Most crops die, together with cultivated flowers and cocoa trees. [[Healroot]], [[nutrifungus]]{{IdeologyIcon}} and [[fibercorn]]{{IdeologyIcon}} are the only cold-resistant crops.&lt;br /&gt;
* Most wild plants merely become leafless. Mature plants such as [[berry bush]]es can still be harvested even if it's not obvious at first glance. [[Glowstool]]s, [[bryolux]], and [[psilocap]]{{OdysseyIcon}} are fragile and die from the cold.&lt;br /&gt;
&lt;br /&gt;
Each plant has its own temperature threshold, set at a random temperature between {{Temperature|-18}} and {{Temperature|-10}}, which is why not all crops die at the same time. As long as the temperature stays above {{Temperature|-19}}, some crops might survive. Beyond that, they won't.&lt;br /&gt;
&lt;br /&gt;
Leafless plants are inedible by animals. The leafless effect is obvious on deciduous trees, because they are shown without leaves, and on bushes and grass, because they look brown and shrivelled. But it actually applies to all plants, including those that look unchanged, such as pine trees, wild healroot or wild flowers. It takes 24 hours for leafless plants to regrow leaves after the temperature rises back above the plant's leafless threshold. Note that, despite being unedible during that time, they start growing again as soon as the temperature is above {{Temperature|0}}. &lt;br /&gt;
&lt;br /&gt;
An additional reason why animals might starve in cold weather is that deep snow can cover low lying plants and prevent animals from eating them, even if the temperature is not low enough to make them leafless.&lt;br /&gt;
&lt;br /&gt;
The actual values of temperature and temperature growth multiplier are unseen real numbers, the game only shows rounded values. Thus, it is possible, for example, to see a 3% multiplier at 58°C (the actual temperature may be 57.52°C).&lt;br /&gt;
{{GraphChart|width=400|height=100|xAxisTitle=Temperature (°C)|yAxisTitle=Growth Factor|type=line|x=0, 6, 42, 58 |y1=0, 1, 1, 0|yType=number}}&lt;br /&gt;
&amp;lt;big&amp;gt;{{math|''(GRF(T)) Growth Rate Factor(Temperature) {{=}} Temperature &amp;amp;divide; 6°C {{X|&amp;amp;nbsp;|15}}; Temperature &amp;lt; 6°C}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{math|''(GRF(T)) Growth Rate Factor(Temperature) {{=}} 1 {{X|&amp;amp;nbsp;|44}} ; 6°C ≤ Temperature ≤ 42°C}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{math|''(GRF(T)) Growth Rate Factor(Temperature) {{=}} (58°C &amp;amp;minus; Temperature) &amp;amp;divide; 16°C ; Temperature &amp;gt; 42°C}}&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Light===&lt;br /&gt;
Most plants typically require at least 51% [[Environment#Light|light]] to grow.&lt;br /&gt;
&lt;br /&gt;
Decorative Plants typically require at least 30% [[Environment#Light|light]] to grow.&lt;br /&gt;
&lt;br /&gt;
All mushrooms, such as nutrifungus, need 0% [[Environment#Light|light]] to grow. Any light from non-mushroom sources will cause the nutrifungus to die.&lt;br /&gt;
&lt;br /&gt;
When a plant lacks adequate light its info window indicates this with the text &amp;lt;tt&amp;gt;'Needs light level: ##%'&amp;lt;/tt&amp;gt;. Over that minimum a plant's growth rate will increase until it reaches its optimal light level (100% standard).&lt;br /&gt;
: Example: Rose (Needs light level: 30% Optimal light 100%). In soil or Plant pot (Fertility 100%) under Standing lamp Light (50%) growing Speed 29%) &lt;br /&gt;
&lt;br /&gt;
Most artificial light sources only provide 50% light. Only decorative plants, [[tinctoria]], and [[Fibercorn|fibercorn]] can grow under such poor light conditions. The [[sun lamp]] provides 100% light in its radius, and is thus usually required for any indoor growing.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;big&amp;gt;{{math|''(GRF(L)) Growth Rate Factor(Light) {{=}}&amp;lt;br&amp;gt;&amp;amp;#8199;&amp;amp;#8199;&amp;amp;#8199; (Light &amp;amp;minus; growMinGlow) &amp;amp;divide; (growOptimalGlow &amp;amp;minus; growMinGlow)}}&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In [[Modding|mods]], this minimum light value can be modified by changing a plant's &amp;lt;growMinGlow&amp;gt; value. A plant's optimal light level can be modified by changing its &amp;lt;growOptimalGlow&amp;gt; value.&lt;br /&gt;
&lt;br /&gt;
==Rest==&lt;br /&gt;
[[File:Plants-Growing_Time.png|right|thumb|Overview of the hourly plant activity.]]&lt;br /&gt;
All plants rest from hour 19 through hour 5. More accurately, plants rest for 11h of the day, leaving 13h of the day for growing.&lt;br /&gt;
&lt;br /&gt;
During the plant resting time period, plants will not grow no matter the light level.&lt;br /&gt;
&lt;br /&gt;
A new constant, Growing Ticks/Day, can be found by multiplying Ticks/Day by 13/24 (approx. 54.167%) :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;{{math|''Growing Ticks/Day {{=}} (60,000 Ticks/Day &amp;amp;times; 13/24) {{=}} 32,500 Ticks}}&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Actual growth time==&lt;br /&gt;
The Growth Time displayed in-game can tend to confuse a player into thinking a plant will be fully grown in X number of days.&amp;lt;br&amp;gt;&lt;br /&gt;
Due to the various Growth Rate Factors (Fertility, Temperature, Light) and every plant's need to rest, the growDays or &amp;quot;Growing Time&amp;quot; listed in-game is not an accurate/intuitive representation of how long a plant actually takes to grow.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;{{math|''Actual Growth Time {{=}} (60,000 Ticks/Day &amp;amp;times; growDays) &amp;amp;divide; (Growing Ticks/Day &amp;amp;times; GRF(Fert) &amp;amp;times; GRF(Temp) &amp;amp;times; GRF(Light))}}&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Therefore, Real Growth days is approximately 1.8462 times bigger than in-game value of &amp;quot;Growing Time&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
For example: If to sow a Potato plant (5.8:growDays), on Soil (1:Fert), experiencing optimal temperature and light 100% of the time (1:Temp, 1:Light), it will take approximately 10.7 actual in-game days to grow.&amp;lt;br&amp;gt;&lt;br /&gt;
It is important to remember this when setting up your growing zones.&lt;br /&gt;
&lt;br /&gt;
==Lifespan==&lt;br /&gt;
If they are not harvested or eaten, plants will eventually die. The [[Menus#Messages 2|message]] will be named ''&amp;lt;plant&amp;gt; died from rotting''. The counting of their lifetime starts when the plant is sown/spawned. Since plants only grow during certain hours, and growth rate varies greatly under different circumstances, it is possible for a plant to die before it reaches full maturity or even while still on the initial progress. A plant will also die from rotting if it is completely deprived of light - for example, if a roof is built over it.&lt;br /&gt;
&lt;br /&gt;
The lifespan of a plant is calculated by  multiplying the plant's ''growDays'' by its ''lifespanFraction''.&lt;br /&gt;
Most vanilla plants have a default ''lifespanFraction'' of 5, but some go as high as 8. Trees have this property as well, but due to their long growth time (''growDays''), their lifespan is longer than is generally relevant.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Types of plants ==&lt;br /&gt;
There are no clear categories of plants provided by the game. For the purpose of easier comparison, plants can be split in the following categories. Note that many plants fall in more than one category.&lt;br /&gt;
* '''[[Wild plants]]''' are plants that can't be planted by the player.&lt;br /&gt;
* '''[[Decorative plants]]''' are plants that can be planted by the player and which main purpose is to add [[Beauty]] to a room or area.&lt;br /&gt;
* '''[[Trees]]''' are plants that yield wood or have &amp;quot;tree&amp;quot; in their name.&lt;br /&gt;
* '''[[Domesticated plants]]''' are plants that can be planted by the player and yield something else than wood.&lt;br /&gt;
* '''Food plants''' are plants that yield food.&lt;br /&gt;
* '''Resource plants''' are plants that yield something else than food and wood.&lt;br /&gt;
&lt;br /&gt;
=== Domesticated plants ===&lt;br /&gt;
{{#ask: [[Category:Domesticated plants]]&lt;br /&gt;
| ?Grow Days&lt;br /&gt;
| ?Real Grow Days&lt;br /&gt;
| ?Harvest Yield&lt;br /&gt;
| ?Harvest Yield Per Day (70) # = Yield Per Day (Gravel)&lt;br /&gt;
| ?Harvest Yield Per Day (100) # = Yield Per Day (Normal)&lt;br /&gt;
| ?Harvest Yield Per Day (140) # = Yield Per Day (Fertile)&lt;br /&gt;
| ?Harvest Yield Per Day (280) # = Yield Per Day (Hydroponic)&lt;br /&gt;
| ?Fertility Sensitivity&lt;br /&gt;
}}&lt;br /&gt;
{{math|''Real Grow Days'' {{=}} Grow Days &amp;amp;divide; 0.5417}}&lt;br /&gt;
{{math|''Nutrition per Day'' {{=}} Harvest Yield &amp;amp;times; Nutrition (0.05) &amp;amp;divide; Real Grow Days}}&lt;br /&gt;
&lt;br /&gt;
=== Decorative plants ===&lt;br /&gt;
{{Main|Decorative plants}}&lt;br /&gt;
{{#ask: [[Category:Decorative plants]]&lt;br /&gt;
| ?Beauty&lt;br /&gt;
| ?Grow Days&lt;br /&gt;
| ?Real Grow Days&lt;br /&gt;
| ?Lifespan&lt;br /&gt;
| ?Fertility Sensitivity&lt;br /&gt;
| ?Sow Work&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Wild plants ===&lt;br /&gt;
{{#ask: [[Category:Wild plants]]&lt;br /&gt;
| ?Grow Days&lt;br /&gt;
| ?Real Grow Days&lt;br /&gt;
| ?Beauty&lt;br /&gt;
| ?Harvest Yield&lt;br /&gt;
| ?Harvest Product&lt;br /&gt;
| ?Fertility Sensitivity&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Trees ===&lt;br /&gt;
{{Main|Trees}}&lt;br /&gt;
{{#ask: [[Category:Trees]]&lt;br /&gt;
| ?Beauty&lt;br /&gt;
| ?Grow Days&lt;br /&gt;
| ?Real Grow Days&lt;br /&gt;
| ?Harvest Yield&lt;br /&gt;
| ?Harvest Yield Per Day (70) # = Yield Per Day (Gravel)&lt;br /&gt;
| ?Harvest Yield Per Day (100) # = Yield Per Day (Normal)&lt;br /&gt;
| ?Harvest Yield Per Day (140) # = Yield Per Day (Fertile)&lt;br /&gt;
| ?Fertility Sensitivity&lt;br /&gt;
}}&lt;br /&gt;
{{math|''Yield per Day' {{=}} Yield  &amp;amp;times; (1 &amp;amp;minus; Plant Resting&amp;lt;ref&amp;gt;This is the fraction of the day when plants don't grow, 0.45 is used in above calculation.   [[#Actual growth time|Actual growth time]] for more information&amp;lt;/ref&amp;gt;)&amp;amp;times;[(Fertility of Soil&amp;lt;ref&amp;gt;Normal soil (1.00) is used in above equation.&amp;lt;/ref&amp;gt; &amp;amp;times; Fertility Factor) + 1 &amp;amp;minus; Fertility Factor) &amp;amp;divide; Growth Time]}}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Yield ==&lt;br /&gt;
The yield of plants with products depends on four factors: &lt;br /&gt;
# The base yield of the plant&lt;br /&gt;
# The maturity of the plant. Plants that are harvested at the first possible moment (at growth 65%) will only grant half of the total normal yield; this scales linearly towards full harvest as the growth percentage increases. This gives a slight penalty to early harvests.&lt;br /&gt;
# The health of the plant. Damaged plants will lose up to half of their yield. A plant at 50% health will lose 25% of the yield.&lt;br /&gt;
# The [[Plant Harvest Yield]] of the harvesting pawn which acts as a scalar on the resulting number.&lt;br /&gt;
# The [[AI Storytellers#Economy|Harvest Yield]] storyteller variable - note that [[Difficulty]] settings change variable even if a custom difficulty is not selected.&lt;br /&gt;
&lt;br /&gt;
As plant harvest yield increases with [[Skills#Plants|Plants skill]], pawns with the highest skills should ideally be used to harvest plants, while any pawn can be used to sow them.&lt;br /&gt;
&lt;br /&gt;
== Plants per pawn ==&lt;br /&gt;
{{Move|section=true|destination=Food|reason=Alternative destination: [[Food production]]. Avoid redundancy. Those pages are way more specific while this page covers all plants not just food plants}}&lt;br /&gt;
The number of food-bearing plants required per pawn depends on a number of factors, including:&lt;br /&gt;
&lt;br /&gt;
* Hunger rate of the pawn&lt;br /&gt;
* Soil type, including the use of [[hydroponics]] &lt;br /&gt;
* [[Meal]] type's nutrient efficiency &lt;br /&gt;
* Whether [[meat]] is available&lt;br /&gt;
* Light times including the effect of latitude, sun lamps, and sun blocking [[events]] and [[condition causer]]s such as [[Eclipse]]s&lt;br /&gt;
* [[Plant Harvest Yield]] of the harvesting pawn&lt;br /&gt;
* Whether pawns are allowed to eat before they are hungry enough to reap the full benefit from the nutrition offered by the meal.&lt;br /&gt;
* Whether the pawn has a large enough [[Saturation]] bar to reap the full benefit from the nutrition offered by the meal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Plants per Pawn = Hunger rate&amp;lt;ref&amp;gt;This is {{#vardefineecho:hungerRate|{{#expr: 1.6 * {{Q|Human|Base Hunger Rate}} }} }} for [[Human]]s&amp;lt;/ref&amp;gt;  &amp;amp;divide; (Yield per Day&amp;lt;ref&amp;gt;Depends on soil type, see [[#Fertility|Fertility]] for details.&amp;lt;/ref&amp;gt;  &amp;amp;times; Nutrition of each harvested item&amp;lt;ref&amp;gt;This is 0.05 for all crop products at the time of writing. See the page of the relevant raw food for details.&amp;lt;/ref&amp;gt; &amp;amp;times; Nutrient efficiency of the meal&amp;lt;ref&amp;gt;This varies from as low as [[Vegetarian lavish meal|40%]] to as high as [[Nutrient paste meal|300%]]. See [[Meals]] for details. &amp;lt;/ref&amp;gt; &amp;amp;times; Plant Harvest Yield&amp;lt;ref&amp;gt;This varies from 0% to 150%. See [[Plant Harvest Yield]] for details.&amp;lt;/ref&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick reference ===&lt;br /&gt;
The table below assumes humans with a [[Hunger Rate Factor]] of 100% are fed in a manner that the maximum [[overeating]] occurs and the plants are harvested with a [[Plant Harvest Yield]] of 100%.&lt;br /&gt;
&lt;br /&gt;
{{Plants Per Pawn Table|{{#var:hungerRate}} }}&lt;br /&gt;
&lt;br /&gt;
To calculate the number of plants per pawn for non-vegan meals in addition to the other ingredients needed, calculate the following:&lt;br /&gt;
* For [[packaged survival meal]] multiply the numbers for [[simple meal]] by 3/5.&lt;br /&gt;
* For [[fine meal]] divide the numbers for [[vegetarian fine meal]] by 3.&lt;br /&gt;
* For [[lavish meal]] divide the numbers for [[vegetarian lavish meal]] by 2.5.&lt;br /&gt;
&lt;br /&gt;
==Plant growth approaches==&lt;br /&gt;
The player has a number of options to get plants grown for food and raw material. Each of them has their up- and downsides and a proper mix of them is necessary to be resistant to disruptions, including seasons.&lt;br /&gt;
&lt;br /&gt;
===Fields===&lt;br /&gt;
You just define a growing zone, select the crop and let nature and your pawns set to growing do the rest.&lt;br /&gt;
&lt;br /&gt;
'''Upsides:'''&lt;br /&gt;
* No cost, excluding the work time to clear trees, sow crops, and harvesting.&lt;br /&gt;
* Available at the start, regardless of technology level&lt;br /&gt;
&lt;br /&gt;
'''Downsides:'''&lt;br /&gt;
* Outdoor growing is dependent on the local seasonal weather and even impossible in the coldest biomes&lt;br /&gt;
* Highly vulnerable to irregular temperature variations such as [[Events#Cold snap|cold snaps]] and [[Events#Heat Wave|heat waves]] that could stop growth or even kill plants&lt;br /&gt;
* Outdoor growing is vulnerable to events like [[Events#Toxic fallout|toxic fallout]] and [[Events#Volcanic winter|volcanic winter]]&lt;br /&gt;
* Without walls, raiders can easily set your crops ablaze and wild animals can eat your crops. Tamed animals can be excluded via zones however&lt;br /&gt;
&lt;br /&gt;
=== Greenhouse ===&lt;br /&gt;
The Greenhouse is a walled and roofed growing zone, with a sun lamp providing light and heaters or coolers maintaining climate&lt;br /&gt;
&lt;br /&gt;
'''Upsides:'''&lt;br /&gt;
* Walling off your crops keeps out raiders and wild animals&lt;br /&gt;
* Low costs for the walls and sun lamp alone&lt;br /&gt;
* Full resistance to temperature variations once [[heater]]s or [[cooler]]s are built&lt;br /&gt;
* Slightly increased growth, due to the persistent 100% lighting level from the sun lamp during the day&lt;br /&gt;
* Energy shortages will only kill existing plants if the temperature gets too extreme&lt;br /&gt;
* Immune to events like toxic fallout and volcanic winter&lt;br /&gt;
&lt;br /&gt;
'''Downsides:'''&lt;br /&gt;
* Trees cannot be planted in greenhouses&lt;br /&gt;
* Needs tiles that can support building walls to support the roof, which is difficult in swamp biomes&lt;br /&gt;
* High energy costs for maintaining sun lamps&lt;br /&gt;
* Requires electricity research to unlock&lt;br /&gt;
&lt;br /&gt;
==== Open roof greenhouses ====&lt;br /&gt;
Only indoor rooms can control temperature, however any room is considered indoors so long as less than 1/4 of the tiles are unroofed, up to a limit of 300 unroofed tiles. Though unroofed sections increase the rate of temperature equalization significantly, this allows the creation of greenhouses that can be used to grow trees, which cannot usually be grown under [[roof]]s, or even without sun lamps.  &lt;br /&gt;
&lt;br /&gt;
These are constructed like most greenhouses, but with the [[remove roof area]] order used to remove 1 tile fewer than 1/4 of the roof. If for growing trees, these removed areas should be spaced 1 tile away from each other gap both horizontally and vertically, as trees cannot be sown next to each other. For growing traditional crops without a sun lamp, this should all be concentrated in one area to limit time spent traveling from place to place while sowing and harvesting.&lt;br /&gt;
&lt;br /&gt;
Due to the costs of controlling the temperature, using this strategy to avoid the cost of sun lamps may or may not break even depending on the biome and the heating or cooling required.  In cold biomes, combination with a [[steam geyser]] can significantly reduce heating costs, making this strategy much more viable regardless of the intent. If using [[campfire]]s to heat the greenhouse, they should be placed in the roofed areas to prevent additional fuel usage during inclement [[weather]]. &lt;br /&gt;
&lt;br /&gt;
'''Upsides:'''&lt;br /&gt;
* Does not require sun lamps or even electricity&lt;br /&gt;
* Can support trees, including [[cocoa tree]]s.&lt;br /&gt;
** When used for trees, no larger than is necessary as trees can't be planted adjacent to each other anyway.&lt;br /&gt;
** Forces trees to be sown perfectly spaced without having to micromanage it, improving yields/area&lt;br /&gt;
* Easy to convert to and from more traditional greenhouses&lt;br /&gt;
&lt;br /&gt;
'''Downsides:'''&lt;br /&gt;
* Needs significantly more heating/cooling&lt;br /&gt;
* 4x larger for the same volume of non-tree greenhouse space&lt;br /&gt;
* Slow and/or difficult to adapt to changing weather conditions.&lt;br /&gt;
* Net wood-negative when using campfires to grow trees.&lt;br /&gt;
&lt;br /&gt;
===Hydroponics basin===&lt;br /&gt;
[[Hydroponics basin|Hydroponics]] allows plants to grow without soil by using nutrients dissolved in a water bath. In-game, it requires research to unlock and the construction of one or more Hydroponics basins. These basins will override any growing zone they are placed on top of.&lt;br /&gt;
&lt;br /&gt;
'''Upsides:'''&lt;br /&gt;
* Basins provide fertility of 280%, the highest rating in the game&lt;br /&gt;
* Plants with high fertility sensitivity grow especially well&lt;br /&gt;
* Can be combined with [[#Greenhouse|greenhouses]] for growing in environments too cold or hot for outdoor plant growth, including mountains&lt;br /&gt;
* Requires less space for the same amount of crop growth - this makes it easier to defend and faster to travel to.&lt;br /&gt;
&lt;br /&gt;
'''Downsides:'''&lt;br /&gt;
* Building a sun lamp and 24 basins (the maximum amount of basins that can fit within a sun lamp's radius of light) requires a huge resource and power commitment, requiring 4580 watts, 1720 steel, and 24 components.&lt;br /&gt;
* If the basin loses power or breaks down, the plants within will begin taking rotting damage which will kill most plants within 8 hours unless power is restored or the basin is repaired.  If the power stays off for an extended amount of time or the basin cannot be repaired, then harvesting the plants as soon as possible is recommended.&lt;br /&gt;
* A power outage including [[Events#Solar flare|solar flares]] can wipe all of your hydroponic crops, requiring extensive replanting and usually disrupting food production.&lt;br /&gt;
* There are fewer options for growing crops within hydroponics basins.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Rebalanced and reformatted plant ecology tunings to lengthen crop cycles and slow wild plant spread. Reworked plant growth in relation to light levels so plants can still grow slowly in dim light (e.g. tundra summers).&lt;br /&gt;
* Beta 19/1.0 - All non-tree sowable crops yield 20% less when harvested and take 10% longer to sow.&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>Sudobash418</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=179373</id>
		<title>Ideoligion</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=179373"/>
		<updated>2026-04-07T19:48:30Z</updated>

		<summary type="html">&lt;p&gt;Sudobash418: Add moodlet durations to Charity precept and use templates for mood values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Stub|reason=Add Nomadic and space habitat precept. Shipborn meme requirements/associated not implemented. traders guild}}&lt;br /&gt;
'''Ideoligions''' are both a system of mechanics introduced by, and the primary focus of, the [[Ideology DLC]]. They allow colonies to introduce a variety of new restrictions and capabilities to change gameplay, as well as new interactions with other factions.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Type of ideoligion ==&lt;br /&gt;
Whenever you start a new game, you will see the Ideology selection menu once you've selected a world tile.&lt;br /&gt;
&lt;br /&gt;
* '''Ideology system inactive''' - Disables most of the Ideology system. Player colonies and factions will no longer have any ideoligion. With this option, you can create any ''style'', or cosmetic variant, of building (click the circle icon in the [[Architect]] tab, right next to the search bar).&lt;br /&gt;
:However, some aspects of the ideoligion system remain. You can still assign a [[Leader]], and will have access to a funeral and 2 [[ritual]]s - a dance party and drum party.{{Check Tag|Verify|Extremely quick testing}} In addition, there will be 3 randomized [[relic]]s that you can search for.&lt;br /&gt;
&lt;br /&gt;
* '''Create ideoligion (fluid)''' - Design an ideoligion that can change over time.&lt;br /&gt;
:A fluid ideoligion only has access to 1 [[meme]] at the start of the game, which cannot be a high impact meme. Otherwise, a fluid ideoligion has the same customization options as a fixed ideoligion. The difference is that a fluid ideology can change over the course of the game. As you gain [[#Development points|development points]], you can add / remove memes, and re-customize just about everything else.&lt;br /&gt;
&lt;br /&gt;
* '''Create ideoligion (fixed)''' - Design an ideoligion with complete control.&lt;br /&gt;
&lt;br /&gt;
* '''Presets''' - Use an ideoligion already created for you. Want to live under the mountain, but don't want to make a full ideoligion? Pick the &amp;quot;Mole people&amp;quot; preset. You will start with a Funeral and 2 other random [[ritual]]s, as well as a random [[relic]]. Other aspects of the ideoligion will also be randomized.&lt;br /&gt;
:For example, the &amp;quot;Classic-like&amp;quot; preset will have the following precepts:&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2; width:600px&amp;quot;&amp;gt;&lt;br /&gt;
* [[#Corpses|Corpses: Ugly]]&lt;br /&gt;
* [[#Insect meat|Insect meat: Despised]]&lt;br /&gt;
* [[#Marriage name|Marriage name: Usually man's]]&lt;br /&gt;
* [[#Eating nutrient paste|Eating nutrient paste: Disgusting]]&lt;br /&gt;
* [[#Physical love|Physical love: Free]]&lt;br /&gt;
* [[#Women's spouses|Women's spouses: One only]]&lt;br /&gt;
* [[#Men's spouses|Men's spouses: One only]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Development points ===&lt;br /&gt;
{{For|a guide for how to convert a non-fluid ideoligion to a fluid ideoligion via save editing|Fluid ideoligion save conversion guide}}&lt;br /&gt;
Fluid ideoligions are mostly the same as a static one, but can be changed over time through development points. When you have enough points, you can reform the ideoligion. It costs 10 points for the first reformation, and increases by +2 per reform until a max of 20 points. You cannot &amp;quot;store&amp;quot; points; once you can reform, no more points are gained.&lt;br /&gt;
&lt;br /&gt;
Development points can be obtained in the following ways:&lt;br /&gt;
* Performing [[rituals]]. Rituals will give a varying amount of points depending on if they are &amp;quot;anytime&amp;quot; rituals or &amp;quot;dated&amp;quot; rituals, how many rituals the ideoligion has and the quality of the ritual. If a ritual achieves a goal that awards development points (such as a conversion), both the points for the goal and the ritual are received in full. Anytime rituals (including funerals) give 1 point for a good outcome and 2 points for a great outcome.&lt;br /&gt;
Dated rituals grant more points the fewer rituals the ideoligion has, -as detailed below- however Funerals, Gladiator Duels, Blinding, and Scarification rituals '''''Do not''''' count for the following table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Terrible&lt;br /&gt;
! Boring&lt;br /&gt;
! Fun&lt;br /&gt;
! Unforgettable&lt;br /&gt;
|-&lt;br /&gt;
! 1 Ritual&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
! 2 Rituals&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! 3 Rituals&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4 Rituals&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 5+ Rituals&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Converting someone: 1 point.&lt;br /&gt;
Certain [[#Precepts|precepts]] allow an ideoligion to gain points from actions related to the precept.&lt;br /&gt;
* [[#Blindness|Blindness: Respected, Elevated or Sublime]]: Blinding someone: 1 point&lt;br /&gt;
* [[#Charity|Charity: Worthwhile, Important or Essential]]: Completing charity quests and accepting charity events&lt;br /&gt;
** [[Quests#Beggars|Helping beggars]]: 2 points&lt;br /&gt;
** [[Events#Wanderer joins|Accepting joining wanderer]]: 1 point&lt;br /&gt;
** [[Quests#Hospitality|Giving hospitality]] {{RoyaltyIcon}}: 2 points&lt;br /&gt;
** [[Quests#Shuttle Crash|Saving shuttle crash survivors]] {{RoyaltyIcon}}: 3 points&lt;br /&gt;
** [[Events#Transport pod crash|Saving a pod crash victim]]: 1 point&lt;br /&gt;
** [[Quests#Noble Wimp|Saving the noble wimp]] {{RoyaltyIcon}}: 1 point&lt;br /&gt;
** [[Quests#Threatened Joiner|Helping the threatened joiner]]: 2 points&lt;br /&gt;
* [[#Execution|Execution: Respected if guilty or Required]]: Executing prisoner: 1 point&lt;br /&gt;
* [[#Proselytizing|Proselytizing: Occasional, Sometimes or Frequent]]:&lt;br /&gt;
** Converting a new member: 1 point (in addition to the normal 1 point)&lt;br /&gt;
** Obtaining a [[Relic|relic]]: 5 points&lt;br /&gt;
** Completing the [[Quests#Pilgrims|pilgrims]] quest: 2 points&lt;br /&gt;
* [[#Raiding|Raiding: Respected or Required]]:&lt;br /&gt;
** Raiding someone: 1 point&lt;br /&gt;
** Raiding a bandit camp or work site: 2 points&lt;br /&gt;
* [[#Ranching|Ranching: Central]]: Successfully completing an [[Quests#Hospitality|Animal Hospitality quest]]{{RoyaltyIcon}}: 2 points&lt;br /&gt;
* [[#Slavery|Slavery: Honorable]]: Enslaving new prisoner: 1 point&lt;br /&gt;
* [[#Gauranlen connection|Gauranlen Connection: Strong]]: Planting gauranlen tree: 1 point&lt;br /&gt;
&lt;br /&gt;
Reformation allows you to add ''or'' remove 1 meme, ''or'' change the structure of your ideoligion. If you add a meme, you cannot remove / replace another meme or change structure. In addition, you can only add 1 [[style]] at a time. All other changes are unlimited.&lt;br /&gt;
&lt;br /&gt;
== Forming an ideoligion ==&lt;br /&gt;
An ideoligion consists of many separate aspects to customize:&lt;br /&gt;
&lt;br /&gt;
'''Primary'''&lt;br /&gt;
* '''[[#Structure|Structure]]''' - What deities (or lack thereof) that followers believe in. Examples include ''Abstract theist'', that &amp;quot;god(s) are formless and everywhere&amp;quot;, or ''Christian origin'', which is closer to the Abrahamic religions of the west. Structure helps determine the randomized names and lore of your ideoligion. This is almost entirely cosmetic, but can add a few ritual options.&lt;br /&gt;
&lt;br /&gt;
* '''[[#Memes|Memes]]''' - The basic beliefs of the ideoligion. An ideoligion with the ''Cannibal'' meme will definitely enjoy human meat. Each ideoligion can have up to 4 memes. Most memes do not add much on their own, but affect what precepts the ideoligion has and cannot have. Some memes have access to [[roles|specialists]].&lt;br /&gt;
&lt;br /&gt;
* '''[[#Precepts|Precepts]]''' - What a follower's belief systems are. Precepts directly determine how colonists will react to certain actions. An ideoligion with ''Cannibalism: Preferred'' will have followers enjoy eating human meat. An ideoligion with ''Cannibalism: Required (Ravenous)'' will want to eat human meat for every meal.&lt;br /&gt;
:Certain precepts have statistical effects beyond mood. For instance, ''Drugs: Essential'' boosts drug crop yield, synthesis speed, and sell price. These tend to be locked behind their associated meme.&lt;br /&gt;
&lt;br /&gt;
'''Secondary'''&lt;br /&gt;
* '''[[Rituals]]''' - Special occasions, from Dance Party to Animal Sacrifice to Funerals. Every time you do a ritual, you can end up with a good or bad outcome. Good outcomes will increase colonist [[mood]], and come with a special, defined reward. For example, a spectacular festival can give you a random recruit, or cause a [[gauranlen pod]] to sprout.&lt;br /&gt;
&lt;br /&gt;
:You can increase the chances of a good outcomes by following the ritual's requirements. A funeral can be done without your colonist's body, but the quality will be increased if the corpse is buried.&lt;br /&gt;
&lt;br /&gt;
* '''[[#Roles|Roles]]''' - Every ideoligion has a Leader and Moral Guide. From there, you can have up to 2 types of specialists. A Shooting Specialist will be great at ranged combat, but is unable to do many types of skilled work. Note that you can have as many specialists of a specific type as you want. For example, you can have 3 Shooting Specialists in a single colony, but cannot have a Shooting, Plants, AND Research specialist in the same ideoligion.&lt;br /&gt;
&lt;br /&gt;
* '''[[Relic]]s''' - Ideoligions can have relics. Relics can be either Legendary [[quality]] weapons or specific types of items that serve no other purpose. Relics must be found from a specific, multi-part relic hunt quest, which can take many years. Having a relic present will cause a number of benefits.&lt;br /&gt;
&lt;br /&gt;
* '''Buildings''' - Buildings used by your ideoligion: [[altar]]s, [[sacrificial flag]]s, etc. Largely used for rituals. Altars and the like will eventually be demanded by followers of your ideoligion in a temple room.&lt;br /&gt;
&lt;br /&gt;
* '''Preferences''' - Ideoligions can prefer [[apparel]], [[weapon]]s, and [[xenotype]]s,{{BiotechIcon}} as well as venerate specific [[animal]]s. Colonists will like having/being around preferred items. Whether a colonist will dislike a non-preferred item is dependent on the preference in question.&lt;br /&gt;
&lt;br /&gt;
'''Descriptive'''&lt;br /&gt;
* '''[[#Styles|Styles]]''' - How buildings made by an ideoligious builder will look. Largely cosmetic. However, it interacts with the Diversity of Thought precept. If colonists are neutral or bigoted, then they will enjoy being near styles of the same ideoligion. If colonists appreciate Diversity of Thought, they will enjoy being near styled buildings that their ideoligion could not make. Certain styles will affect more or less buildings.&lt;br /&gt;
&lt;br /&gt;
* '''[[#Cultures|Cultures]]''' - Roughly where your ideoligion comes from. Astropolitian represents those coming from space. Corunan represents [[New Tribe|tribes]] in general. Entirely cosmetic.&lt;br /&gt;
&lt;br /&gt;
* '''Lore''' - A randomly generated description of the ideoligion, based off of memes, structures, cultures, etc. Entirely cosmetic.&lt;br /&gt;
&lt;br /&gt;
* '''Icon / color''' - An ideoligion's icon is used whenever an ideology will be displayed. The color of the icon will be a preferred color for followers. Followers gain a {{+|1}} moodlet for wearing their ideology's color, or their own favorite color. All colors require [[dye]] and the same amount of dye.&lt;br /&gt;
&lt;br /&gt;
== Certainty ==&lt;br /&gt;
{{Main|Certainty}}&lt;br /&gt;
&lt;br /&gt;
'''Certainty''' is how willing a colonist is to maintain their current ideoligion. Conversion attempts reduce certainty. Once certainty hits 0%, a pawn's ideology will change.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
Choosing your structure affects which symbols the game uses for your ideoligion, and allows for the selection of some rituals that would otherwise require specific memes. It also influences some random generation options and flavor text but these can be overridden by player selection.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Structure !! Description !! Styles !! Unlocked Rituals !! Chance to Have Precept&lt;br /&gt;
|- id=&amp;quot;Abstract theist&amp;quot;&lt;br /&gt;
! Abstract theist&amp;lt;br/&amp;gt;[[File:Abstract theist.png|64px]]&lt;br /&gt;
| The god(s) do not have physical form, but are everywhere at once. They know all, and can do anything. Their will defines the moral structure of the universe. || || ||&lt;br /&gt;
|- id=&amp;quot;Animist&amp;quot;&lt;br /&gt;
! Animist&amp;lt;br/&amp;gt;[[File:Animist.png|64px]]&lt;br /&gt;
| Spirits live in everything around us. In the plants and animals, rivers and trees, sky and stars. The moral structure of the universe springs from the necessity of respecting them. || Animalist || ||&lt;br /&gt;
|- id=&amp;quot;Archist&amp;quot;&lt;br /&gt;
! Archist&amp;lt;br/&amp;gt;[[File:Archist.png|64px]]&lt;br /&gt;
| Archotechs are the true gods. They know the moral structure of the universe, and serving them is how we will connect with it. || || ||&lt;br /&gt;
|- id=&amp;quot;Buddhist origin&amp;quot;&lt;br /&gt;
! Buddhist origin&amp;lt;br/&amp;gt;[[File:Buddhist origin.png|64px]]&lt;br /&gt;
| This ideoligion is a descendant of ancient Buddhism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Buddhist || Smokeleaf circle || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Christian origin&amp;quot;&lt;br /&gt;
! Christian origin&amp;lt;br/&amp;gt;[[File:Christian origin.png|64px]]&lt;br /&gt;
| This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Christianity. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Christian || Christmas tree party || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Embodied theist&amp;quot;&lt;br /&gt;
! Embodied theist&amp;lt;br/&amp;gt;[[File:Embodied theist.png|64px]]&lt;br /&gt;
| The god(s) walk the planets like us, yet they are powerful and immortal as we are not. They decide the moral structure of the universe. || || ||&lt;br /&gt;
|- id=&amp;quot;Hindu origin&amp;quot;&lt;br /&gt;
! Hindu origin&amp;lt;br/&amp;gt;[[File:Hindu origin.png|64px]]&lt;br /&gt;
| This is a variant of the embodied theist structure. This ideoligion is a descendant of ancient Hinduism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Hindu || Smokeleaf circle || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Ideological&amp;quot;&lt;br /&gt;
! Ideological&amp;lt;br/&amp;gt;[[File:Ideological.png|64px]]&lt;br /&gt;
| There are no gods. The moral structure of the universe is found in our grand narrative of social forces. || || Symbol burning ||&lt;br /&gt;
|- id=&amp;quot;Islamic origin&amp;quot;&lt;br /&gt;
! Islamic origin&amp;lt;br/&amp;gt;[[File:Islamic origin.png|64px]]&lt;br /&gt;
| This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Islam. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Islamic || || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
Cultures affect names, appearances, and symbols.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Culture !! Factions Allowed !! Description&lt;br /&gt;
|- id=&amp;quot;Astropolitan&amp;quot;&lt;br /&gt;
! Astropolitan&amp;lt;br/&amp;gt;[[File:Astropolitan.png|32px]]&lt;br /&gt;
| [[New Arrivals]]&amp;lt;br/&amp;gt;[[Sanguophages (Faction)|Sanguophages]]{{BiotechIcon}}&amp;lt;br/&amp;gt;[[Traders guild]]{{OdysseyIcon}}&amp;lt;br/&amp;gt;[[Salvagers]]{{OdysseyIcon}}|| A broad collection of cultures common among frequent space travelers.&lt;br /&gt;
|- id=&amp;quot;Rustican&amp;quot;&lt;br /&gt;
! Rustican&amp;lt;br/&amp;gt;[[File:Civil outlander.png|32px]]&lt;br /&gt;
| [[Outlander]] Factions || A hardy industrial cultures common among rimworld outlanders.&lt;br /&gt;
|- id=&amp;quot;Corunan&amp;quot;&lt;br /&gt;
! Corunan&amp;lt;br/&amp;gt;[[File:GentleTribe.png|32px]]&lt;br /&gt;
| [[New Tribe]]&amp;lt;br/&amp;gt;[[Tribal]] Factions || An ancient culture common among rimworld tribes.&lt;br /&gt;
|- id=&amp;quot;Kriminul&amp;quot;&lt;br /&gt;
! Kriminul&amp;lt;br/&amp;gt;[[File:Pirate.png|32px]]&lt;br /&gt;
| [[Pirate]] Factions || A broad category describing the styles and practices of many pirate groups.&lt;br /&gt;
|- id=&amp;quot;Sophian&amp;quot;&lt;br /&gt;
! Sophian {{RoyaltyIcon}}&amp;lt;br/&amp;gt;[[File:Empire map marker.png|32px]]&lt;br /&gt;
| [[Empire]] Faction|| A techno-feudal culture centered on the planet Sophiamunda.&lt;br /&gt;
|}&lt;br /&gt;
Additionally, the [[Ancient]] factions, [[Outlander refugee group]],{{RoyaltyIcon}} [[Beggars]],{{IdeologyIcon}} [[Pilgrims]],{{IdeologyIcon}} and the [[Horax cult]]{{AnomalyIcon}} do not have any culture assigned to them; therefore they may use any existing one randomly.&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
{{recode|section=1|reason=Use collapsibles to allow a non-intrusive display of the styles where the reader can tab between the styles}}&lt;br /&gt;
An ideoligion can have 0-3 associated styles. People belonging to that ideoligion will apply those styles when making specific items. Colonists will get thoughts based on the styles of the objects around them, depending on their ideoligion's [[#Diversity of thought|diversity of thought]] precept either for having surroundings match or not match their ideoligion. Neutral surroundings produce no thought. If multiple styles of an ideoligion affect the same object, left-most applies. Note that building appearance in the construction menu will be based on your primary ideoligion, but the actual building might be different if built by a pawn of a different ideoligion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! style=width:6em | Style !! New buildables !! Affects items !! Affects objects !! Affects ritual ambience sound !! Player-accessible&lt;br /&gt;
|- id=&amp;quot;Style Hindu&amp;quot;&lt;br /&gt;
| [[File:Style Hindu.png|18px]] Hindu&lt;br /&gt;
| -&lt;br /&gt;
| [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|- id=&amp;quot;Style Christian&amp;quot;&lt;br /&gt;
| [[File:Style Christian.png|18px]] Christian&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Islamic&amp;quot;&lt;br /&gt;
| [[File:Style Islam.png|18px]] Islamic&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Buddhist&amp;quot;&lt;br /&gt;
| [[File:Style Buddhism.png|18px]] Buddhist&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Morbid&amp;quot;&lt;br /&gt;
| [[File:Style Morbid.png|18px]] Morbid&lt;br /&gt;
| [[Morbid carpet]], [[Morbid slab (broad)]], [[Morbid slab (medium)]], [[Morbid stone tile]] || [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]], [[Small altar#Styles|Small altar]], [[Medium altar#Styles|Medium altar]], [[Large altar#Styles|Large altar]], [[Grand altar#Styles|Grand altar]], [[Stool#Styles|Stool]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Torch lamp#Styles|Torch lamp]], [[Wall torch lamp#Styles|Wall torch lamp]], [[Column#Styles|Column]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Totemic&amp;quot;&lt;br /&gt;
| [[File:Style Totemic.png|18px]] Totemic&lt;br /&gt;
| [[Totemic boards]], [[Totemic slab (broad)]], [[Totemic slab (medium)]], [[Totemic stone tile]]&lt;br /&gt;
| [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]], [[Small altar#Styles|Small altar]], [[Medium altar#Styles|Medium altar]], [[Large altar#Styles|Large altar]], [[Grand altar#Styles|Grand altar]], [[Stool#Styles|Stool]], [[Dining chair#Styles|Dining chair]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Torch lamp#Styles|Torch lamp]], [[Wall torch lamp#Styles|Wall torch lamp]], [[Column#Styles|Column]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Spikecore&amp;quot;&lt;br /&gt;
| [[File:Style Spikecore.png|18px]] Spikecore&lt;br /&gt;
| [[Spikecore floor-star (broad)]], [[Spikecore floor-star (medium)]], [[Spikecore plates]], [[Spikecore stone tile]] || [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]], [[Flak jacket#Styles|Flak jacket]], [[Duster#Styles|Duster]], [[Jacket#Styles|Jacket]], [[Parka#Styles|Parka]]&lt;br /&gt;
| Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Torch lamp#Styles|Torch lamp]], [[Wall torch lamp#Styles|Wall torch lamp]], [[Column#Styles|Column]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Rustic&amp;quot;&lt;br /&gt;
| [[File:Style Rustic.png|18px]] Rustic&lt;br /&gt;
| [[Rustic rug (broad)]], [[Rustic rug (medium)]]&lt;br /&gt;
| [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]]&lt;br /&gt;
| [[Column#Styles|Column]], [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Torch lamp#Styles|Torch lamp]], [[Wall torch lamp#Styles|Wall torch lamp]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]])&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Animalist&amp;quot;&lt;br /&gt;
| [[File:Style Animalist.png|18px]] Animalist&lt;br /&gt;
| [[Animalist slab (broad)]], [[Animalist slab (medium)]]&lt;br /&gt;
| [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]], [[War mask#Styles|War mask]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Techist&amp;quot;&lt;br /&gt;
| [[File:Style Techist.png|18px]] Techist&lt;br /&gt;
| [[Hex carpet]], [[Hex tile]]&lt;br /&gt;
| -&lt;br /&gt;
| [[Column#Styles|Column]], [[Plant pot#Styles|Plant pot]], [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Shelf#Styles|Shelf]], [[Autodoor#Styles|Autodoor]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]])&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Horaxian&amp;quot;&lt;br /&gt;
| [[File:Style Horaxian.png|18px]] Horaxian{{AnomalyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| [[Axe#Styles|Axe]], [[Club#Styles|Club]], [[Gladius#Styles|Gladius]], [[Knife#Styles|Knife]], [[Mace#Styles|Mace]]&lt;br /&gt;
| -&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Style dominance ===&lt;br /&gt;
Pawns consider objects with style dominance within 27 tiles outdoors, or in the same room regardless of distance. An item is considered &amp;quot;uniform&amp;quot; if pawn's ideoligion can build it, and &amp;quot;diverse&amp;quot; otherwise, regardless of the actual style: for example, a totemic table will be considered diverse for an ideoligion with morbid and totemic styles, because the morbid style overrides totemic tables. If the total style dominance of uniform or diverse objects is at least 10 more than the other category, pawns will get an appropriate thought; the actual style of the object does not matter for stacking either: a morbid slab and a totemic slab in the same room will be uniform for an ideoligion with both styles, cancel each other out and give no thought for an ideoligion with one of those styles, and diverse for an ideoligion with neither.&lt;br /&gt;
&lt;br /&gt;
An ideoligion with no styles would still consider its own buildings (such as ideogram), but not ritual seats, to be uniform.&lt;br /&gt;
&lt;br /&gt;
Clothing, whether worn or placed on the ground, and uninstalled objects have no impact on style dominance.&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Style Dominance::+]]&lt;br /&gt;
| ?Style Dominance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Memes ==&lt;br /&gt;
You must choose one to four memes at the beginning of your playthrough to form the foundational ideas of your ideoligion. Some have much more gameplay impact than others. Hovering over a meme will show you the information in this table.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
! Meme !! Description !! Impact !! Incompatible Memes !! Required Precepts !! Chance to Have Precept !! Disabled Precepts !! Unlocked Roles !! Required Rituals !! Unlocked Rituals !! New Buildables !! Unlocked Craftables !! Start with Research !! Agreeing Traits !! Conflicting Traits !! Styles&lt;br /&gt;
|- id=&amp;quot;Animal personhood&amp;quot;&lt;br /&gt;
! '''Animal personhood'''&amp;lt;br/&amp;gt;[[File:Animal personhood.png|64px]]&lt;br /&gt;
| Animals have rights as humans do. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || [[#Rancher|Rancher]] || '''[[#Animal connection|Animal connection:]]''' Strong&amp;lt;br/&amp;gt;'''[[#Slaughtering animals|Slaughtering animals:]]''' Prohibited, Horrible, or Disapproved&amp;lt;br/&amp;gt;'''[[#Meat eating|Meat eating:]]''' Abhorrent, Horrible, or Disapproved&amp;lt;br/&amp;gt;{{OdysseyIcon}}'''[[#Fishing|Fishing:]]''' Prohibited or Disapproved || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Blindsight&amp;quot;&lt;br /&gt;
! '''[[Blindsight]]'''&amp;lt;br/&amp;gt;[[File:Blindsight.png|64px]]&lt;br /&gt;
| Only those who are blind can perceive true reality. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || [[#Darkness|Darkness]] || '''[[#Blind psysense|Blind psysense:]]''' Strong&amp;lt;br/&amp;gt;'''[[#Blindness|Blindness:]]''' Respected, Elevated, or Sublime || - || '''[[#Blindness|Blindness:]]''' Horrible&amp;lt;br/&amp;gt;'''[[#Lighting|Lighting:]]''' Darklight preferred&amp;lt;br/&amp;gt;'''[[#Combat in darkness|Combat in darkness:]]''' preferred || [[Ideoligion#Medical specialist|Medical specialist]] || Blinding || - || - || [[Blindfold]] || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Cannibal&amp;quot;&lt;br /&gt;
! '''Cannibal'''&amp;lt;br/&amp;gt;[[File:Cannibal.png|64px]]&lt;br /&gt;
| We must consume human flesh. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Organ use|Organ use:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Cannibalism|Cannibalism:]]''' Preferred, Required (strong), or Required (ravenous)&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Don't care, Respected if guilty, or Required || - || '''[[#Execution|Execution:]]''' Always horrible or Horrible if innocent || - || - || Cannibal feast || - || - || - || [[Cannibal (Trait)|Cannibal]] || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Collectivist&amp;quot;&lt;br /&gt;
! '''Collectivist'''&amp;lt;br/&amp;gt;[[File:Collectivist.png|64px]]&lt;br /&gt;
| Each person is part of a greater whole. People should work to play their part and help the group. ||style=&amp;quot;text-align: center;&amp;quot;data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Individualist|Individualist]] || '''[[#Work drive|Work drive:]]''' Tripled || Visage mask: Relaxed || '''[[#Marriage name|Marriage name:]]''' Keep names || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Darkness&amp;quot;&lt;br /&gt;
! '''Darkness'''&amp;lt;br/&amp;gt;[[File:Darkness.png|64px]]&lt;br /&gt;
| Bright light burns and destroys! Darkness nourishes and creates. People ought to live in darkness. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || [[#Blindsight|Blindsight]] || '''[[#Lighting|Lighting:]]''' Darklight preferred&amp;lt;br/&amp;gt;'''[[#Combat in darkness|Combat in darkness:]]''' Preferred || - || - || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Female supremacy&amp;quot;&lt;br /&gt;
! '''Female supremacy'''&amp;lt;br/&amp;gt;[[File:Female supremacy.png|64px]]&lt;br /&gt;
| Women are the superior gender and should rule. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Male supremacy|Male supremacy]] || - || Burka: Relaxed&amp;lt;br/&amp;gt;Veil: Strong || - || - || - || - || - || - || - || [[Misandrist]] || [[Misogynist]] || -&lt;br /&gt;
|- id=&amp;quot;Flesh purity&amp;quot;&lt;br /&gt;
! '''Flesh purity'''&amp;lt;br/&amp;gt;[[File:Flesh purity.png|64px]]&lt;br /&gt;
| The human body should not be debased. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#High life|High life]]&amp;lt;br/&amp;gt;[[#Transhumanist|Transhumanist]] || '''[[#Drug use|Drug use:]]''' Prohibited&amp;lt;br/&amp;gt;'''[[#Body modification|Body modification:]]''' Abhorrent&amp;lt;br/&amp;gt;'''[[#Scarification|Scarification:]]''' Horrible || - || '''[[#Body modification|Body modification:]]''' Approved&amp;lt;br/&amp;gt;'''[[#Physical love|Physical love:]]''' Free and approved || [[Ideoligion#Medical specialist|Medical specialist]] || - || Symbol burning || - || - || - || [[Body purist]]&amp;lt;br/&amp;gt;[[Nudist]] || [[Body modder]] || -&lt;br /&gt;
|- id=&amp;quot;Guilty&amp;quot;&lt;br /&gt;
! '''Guilty'''&amp;lt;br/&amp;gt;[[File:Guilty.png|64px]]&lt;br /&gt;
| Our people carry guilt from ages past. Others are more worthy. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Loyalist|Loyalist]] || '''[[#Pain|Pain:]]''' Idealized&amp;lt;br/&amp;gt;'''[[#Charity|Charity:]]''' Essential, Important, or Worthwhile || - || '''[[#Apostasy|Apostasy:]]''' Abhorrent, Horrible, and Guilty&amp;lt;br/&amp;gt;'''[[#Slavery|Slavery:]]''' Honorable || - || - || Symbol burning || - || [[Torture crown]] || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;High life&amp;quot;&lt;br /&gt;
! '''High life'''&amp;lt;br/&amp;gt;[[File:High life.png|64px]]&lt;br /&gt;
| Exotic states of mind are central to a good life. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Flesh purity|Flesh purity]] || '''[[#Drug use|Drug use:]]''' Essential || Flophat: Relaxed || '''[[#Drug use|Drug use:]]''' Prohibited, Medical only, or Medical/social only || [[Ideoligion#Plants specialist|Plants specialist]] || Smokeleaf circle || Smokeleaf circle || [[Autobong]]&amp;lt;br/&amp;gt;[[Mindbend carpet]] || - || - || [[Chemical interest]]&amp;lt;br/&amp;gt;[[Chemical fascination]] || - || -&lt;br /&gt;
|- id=&amp;quot;Human primacy&amp;quot;&lt;br /&gt;
! '''Human primacy'''&amp;lt;br/&amp;gt;[[File:Human primacy.png|64px]]&lt;br /&gt;
| Humans are the moral center of the universe. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Nature primacy|Nature primacy]] || '''[[#Bonding|Bonding:]]''' Disapproved || - || '''[[#Slaughtering animals|Slaughtering animals:]]''' Prohibited, Horrible, and Disapproved&amp;lt;br/&amp;gt;'''[[#Killing innocent animals|Killing innocent animals:]]''' Abhorrent, Horrible, and Disapproved&amp;lt;br/&amp;gt;'''[[#Mining|Mining:]]''' Prohibited, Horrible, and Disapproved&amp;lt;br/&amp;gt;'''[[#Cutting trees|Cutting trees:]]''' Prohibited, Horrible, and Disapproved || [[Ideoligion#Production specialist|Production specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Individualist&amp;quot;&lt;br /&gt;
! '''Individualist'''&amp;lt;br/&amp;gt;[[File:Individualist.png|64px]]&lt;br /&gt;
| Each person is a free individual with the right to their own ideas and decisions. Nobody should be made to conform. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Collectivist|Collectivist]]&amp;lt;br/&amp;gt;[[#Supremacist|Supremacist]] || - || - || '''[[#Slavery|Slavery:]]''' Honorable || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Loyalist&amp;quot;&lt;br /&gt;
! '''Loyalist'''&amp;lt;br/&amp;gt;[[File:Loyalist.png|64px]]&lt;br /&gt;
| We stand for our own before others. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Guilty|Guilty]] || - || - || - || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Male supremacy&amp;quot;&lt;br /&gt;
! '''Male supremacy'''&amp;lt;br/&amp;gt;[[File:Male supremacy.png|64px]]&lt;br /&gt;
| Men are the superior gender and should rule. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Female supremacy|Female supremacy]] || - || Burka: Relaxed&amp;lt;br/&amp;gt;Veil: Strong || - || - || - || - || - || - || - || [[Misogynist]] || [[Misandrist]] || -&lt;br /&gt;
|- id=&amp;quot;Nature primacy&amp;quot;&lt;br /&gt;
! '''Nature primacy'''&amp;lt;br/&amp;gt;[[File:Nature primacy.png|64px]]&lt;br /&gt;
| Man is a stain on nature's perfection. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Human primacy|Human primacy]] || - || - || - || [[Ideoligion#Plants specialist|Plants specialist]] || || - || - || - || - || - || - || Animalist&lt;br /&gt;
|- id=&amp;quot;Nudism&amp;quot;&lt;br /&gt;
! '''Nudism'''&amp;lt;br/&amp;gt;[[File:Nudism.png|64px]]&lt;br /&gt;
| Clothing binds, controls, and suffocates us. We should all hang free. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Male clothing|Male clothing:]]''' Fully nude or Pants at most&amp;lt;br/&amp;gt;'''[[#Female clothing|Female clothing:]]''' Fully nude or Pants at most || - || - || - || - || Symbol burning || - || - || - || [[Nudist]] || - || -&lt;br /&gt;
|- id=&amp;quot;Pain is virtue&amp;quot;&lt;br /&gt;
! '''Pain is virtue'''&amp;lt;br/&amp;gt;[[File:Pain is virtue.png|64px]]&lt;br /&gt;
| Virtue is shown through suffering of self and others. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Pain|Pain:]]''' Idealized&amp;lt;br/&amp;gt;'''[[#Comfort|Comfort:]]''' Ignored&amp;lt;br/&amp;gt;'''[[#Slab bed|Slab bed:]]''' Preferred || - || '''[[#Charity|Charity:]]''' Essential, Important, and Worthwhile&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Always abhorrent and Always horrible&amp;lt;br/&amp;gt;'''[[#Scarification|Scarification:]]''' Horrible&amp;lt;br/&amp;gt;'''[[#Skullspike|Skullspike:]]''' Disapproved || - || Scarification || Symbol burning || [[Slab bed]]&amp;lt;br/&amp;gt;[[Slab double bed]] || [[Torture crown]] || - || [[Ascetic]]&amp;lt;br/&amp;gt;[[Tortured artist]]&amp;lt;br/&amp;gt;[[Masochist]] || [[Wimp]]&amp;lt;br/&amp;gt;[[Gourmand]] || Morbid&lt;br /&gt;
|- id=&amp;quot;Proselytizer&amp;quot;&lt;br /&gt;
! '''Proselytizer'''&amp;lt;br/&amp;gt;[[File:Proselytizer.png|64px]]&lt;br /&gt;
| It is our duty to spread our beliefs. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || - || '''[[#Proselytizing|Proselytizing:]]''' Occasional, Sometimes, or Frequent || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Raider&amp;quot;&lt;br /&gt;
! '''Raider'''&amp;lt;br/&amp;gt;[[File:Raider.png|64px]]&lt;br /&gt;
| The strong should take from the weak. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || - || '''[[#Raiding|Raiding:]]''' Respected or Required&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Horrible if innocent, Don't care, Respected if guilty, or Required || - || '''[[#Skullspike|Skullspike:]]''' Disapproved&amp;lt;br/&amp;gt;'''[[#Slavery|Slavery:]]''' Abhorrent, Horrible, and Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br/&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]]|| - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Rancher&amp;quot;&lt;br /&gt;
! '''Rancher'''&amp;lt;br/&amp;gt;[[File:Rancher.png|64px]]&lt;br /&gt;
| Raising animals is the right way; raising plants to eat is not. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Animal personhood|Animal personhood]] || '''[[#Ranching|Ranching:]]''' Central&amp;lt;br/&amp;gt;'''[[#Meat eating|Meat eating:]]''' Mildly required, Seriously required, or Strictly required || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Supremacist&amp;quot;&lt;br /&gt;
! '''Supremacist'''&amp;lt;br/&amp;gt;[[File:Supremacist.png|64px]]&lt;br /&gt;
| Our people should dominate all others. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Individualist|Individualist]]&amp;lt;br/&amp;gt;[[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Guilty|Guilty]] || '''[[#Slavery|Slavery:]]''' Acceptable or Honorable&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Required, Respected if guilty, or Don't care || - || '''[[#Charity|Charity:]]''' Essential, Important and Worthwhile&amp;lt;br/&amp;gt;'''[[#Skullspike|Skullspike:]]''' Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br/&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot;&lt;br /&gt;
! '''Transhumanist'''&amp;lt;br/&amp;gt;[[File:Transhumanist.png|64px]]&lt;br /&gt;
| Human progress means merging with technology. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Flesh purity|Flesh purity]] || '''[[#Sleep accelerator|Sleep accelerator:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Neural supercharge|Neural supercharge:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Biosculpting|Biosculpting:]]''' Accelerated&amp;lt;br/&amp;gt;'''[[#Age reversal|Age reversal:]]''' Demanded&amp;lt;br/&amp;gt;'''[[#Eating nutrient paste|Eating nutrient paste:]]''' Don't mind&amp;lt;br/&amp;gt;'''[[#Body modification|Body modification:]]''' Approved || Slicecap: Relaxed || '''[[#Body modification|Body modification:]]''' Abhorrent or Disapproved || [[Ideoligion#Research specialist|Research specialist]] || - || - || [[Hex carpet]]&amp;lt;br/&amp;gt;[[Hex tile]]&amp;lt;br/&amp;gt;[[Neural supercharger]]&amp;lt;br/&amp;gt;[[Sleep accelerator]] || - || - || [[Body modder]] || [[Body purist]] || Techist&lt;br /&gt;
|- id=&amp;quot;Tree connection&amp;quot;&lt;br /&gt;
! '''Tree connection'''&amp;lt;br/&amp;gt;[[File:Tree connection.png|64px]]&lt;br /&gt;
| Trees are the essence of life, and we must be near them. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Trees|Trees:]]''' Desired&amp;lt;br/&amp;gt;'''[[#Rough living|Rough living:]]''' Welcomed&amp;lt;br/&amp;gt;'''[[#Temperature|Temperature:]]''' Tough&amp;lt;br/&amp;gt;'''[[#Gauranlen connection|Gauranlen connection:]]''' Strong&lt;br /&gt;
|| - || - || [[Ideoligion#Plants specialist|Plants specialist]] || - || - || - || - || [[Research#Tree sowing|Tree sowing]] || - || - || -&lt;br /&gt;
|- id=&amp;quot;Tunneler&amp;quot;&lt;br /&gt;
! '''Tunneler'''&amp;lt;br/&amp;gt;[[File:Tunneler.png|64px]]&lt;br /&gt;
| Humans ought to live underground, and enjoy the succulent fruit of the depths. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Fungus|Fungus:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Insect meat|Insect meat:]]''' Loved&amp;lt;br/&amp;gt;'''[[#Indoors|Indoors:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Mining yield|Mining yield:]]''' High || - || '''[[#Mining|Mining:]]''' Prohibited, Horrible, or Disapproved || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || [[Fungal gravel]] || - || [[Research#Stonecutting|Stonecutting]] || [[Undergrounder]] || - || -&lt;br /&gt;
|- id=&amp;quot;Bloodfeeding&amp;quot;&lt;br /&gt;
! '''Bloodfeeding'''&amp;lt;br/&amp;gt;{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:Bloodfeeding.png|64px]]&lt;br /&gt;
| Drinking blood is sacred. Bloodfeeders should be worshipped. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || - || '''[[#Bloodfeeders|Bloodfeeders:]]''' Revered&amp;lt;br/&amp;gt;'''[[#Organ use|Organ use:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Cannibalism|Cannibalism:]]''' Acceptable or Preferred&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Don't care, Respected if guilty, or Required || - || - || - || - || - || - || - || [[Research#Electricity|Electricity]]&amp;lt;br/&amp;gt;[[Research#Deathrest|Deathrest]] || - || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Ritualist&amp;quot;&lt;br /&gt;
! '''Ritualist'''&amp;lt;br/&amp;gt;{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:Ritualist.png|64px]]&lt;br /&gt;
| There is a greater energy in the universe. Through ritual we can understand it and harness its power. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || - || '''[[#Psychic rituals|Psychic rituals:]]''' Exalted&amp;lt;br/&amp;gt;'''[[#Void study|Void study:]]''' Very efficient&amp;lt;br/&amp;gt;'''[[#Research|Research:]]''' Slow, Very Slow or Extremely Slow || - || - || - || - || - || - || - || - || - || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Inhuman&amp;quot;&lt;br /&gt;
! '''Inhuman'''&amp;lt;br/&amp;gt;{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:Inhuman.png|64px]]&lt;br /&gt;
| Humanity is a barrier to our connection with the machine god and its pleasurable rewards. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High|| - || '''[[#Inhumanizing|Inhumanizing:]]''' Required&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Respected if guilty&amp;lt;br/&amp;gt;'''[[#Cannibalism|Cannibalism:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Corpses|Corpses:]]''' Don't care&amp;lt;br/&amp;gt;'''[[#Eating nutrient paste|Eating nutrient paste:]]''' Don't mind&amp;lt;br/&amp;gt;'''[[#Skullspike|Skullspike:]]''' Desired&amp;lt;br/&amp;gt;'''[[#Slavery|Slavery:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Physical love|Physical love:]]''' Free&amp;lt;br/&amp;gt;'''[[#Male clothing|Male clothing:]]''' No rules&amp;lt;br/&amp;gt;'''[[#Female clothing|Female clothing:]]''' No rules&amp;lt;br/&amp;gt;'''[[#Organ use|Organ use:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Diversity of thought|Diversity of thought:]]''' Neutral, Mild bigotry, Moderate bigotry or Intense bigotry || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Shipborn&amp;quot;&lt;br /&gt;
! '''Shipborn'''&amp;lt;br/&amp;gt;{{OdysseyIcon}}&amp;lt;br/&amp;gt;[[File:Shipborn.png|64px]]&lt;br /&gt;
| Humans were destined to live among the stars. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:Medium meme impact.png|32x32px]] Medium|| - || '''[[#Space_Habitat|Space habitat:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Indoors|Indoors:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Eating_Nutrient_Paste|Eating nutrient paste:]]''' Don't mind&amp;lt;br/&amp;gt;'''[[#Temperature|Temperature:]]''' Tough&amp;lt;br/&amp;gt; || - || - || - || - || - || - || - || - || - || [[Undergrounder|Undergrounder]] || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other Faction Customization ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Meme !! Civil outlander !! Rough outlander !! Gentle tribe !! Fierce tribe !! Savage tribe !! Cannibal tribe{{IdeologyIcon}} !! Nudist tribe{{IdeologyIcon}} !! Pirate gang !! Pirate cannibal gang{{IdeologyIcon}} !! Shattered Empire{{RoyaltyIcon}} !! Ancient faction*** !! Outlander refugee group{{RoyaltyIcon}} !! Beggars &amp;amp; Pilgrims{{IdeologyIcon}} !! Yttakin pirates{{BiotechIcon}} !! Waster pirates{{BiotechIcon}} !! Sanguophages{{BiotechIcon}} !! Horax cult{{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| Supremacist || {{Cross}} || '''Required''' || {{Cross}} || {{Cross}} || '''Required''' || {{Check}} || {{Check}} || '''Required''' || '''Required''' || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || '''Required''' || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Loyalist || {{Cross}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required''' || '''Required''' || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Guilty || {{Cross}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Individualist || {{Check}}** || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Collectivist || {{Check}}** || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required''' || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Transhumanist || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || '''Required''' || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Flesh purity || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Raider || {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || '''Required''' || '''Required''' || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || '''Required''' || '''Required''' || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Proselytizer || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| High life || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Nature primacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Human primacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || '''Required''' || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Female supremacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Male supremacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Animal personhood || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || '''Required''' || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Rancher || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Pain is virtue || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Darkness || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Tunneler || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Tree connection || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Nudism || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || '''Required''' || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Blindsight || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || '''Required''' || {{Check}} || {{Cross}} || '''Required''' || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required'''  || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Bloodfeeding{{BiotechIcon}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required'''  || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Ritualist{{AnomalyIcon}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}}  || '''Required'''&lt;br /&gt;
|-&lt;br /&gt;
| Inhuman{{AnomalyIcon}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}  || '''Required'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki/&amp;gt;* Appears on faction's options but conflicts with required meme&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;nowiki/&amp;gt;** Since only two memes available, one of Individualist OR Collectivist must be chosen&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;nowiki/&amp;gt;*** Only restricts what memes can be auto-generated and loaded from saved ideoligions, can otherwise lack or possess any memes&lt;br /&gt;
&lt;br /&gt;
=== Natural goodwill with other factions ===&lt;br /&gt;
Additionally, Supremacist and Raider have {{Bad|-50}} with everyone, Loyalist {{Bad|-10}} with everyone, and Guilty {{Good|+10}} with everyone. There is a {{Good|+10}} bonus for having the same ideoligion.&lt;br /&gt;
&lt;br /&gt;
Modifiers stack, but each pair only applies once; for example Flesh purity + Cannibal vs Flesh purity + Cannibal give {{Good|+10}} for Flesh purity/Flesh purity, {{Good|+10}} for Cannibal/Cannibal, and {{Good|+10}} for Flesh purity/Cannibal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! !! Individualist !! Collectivist !! Transhumanist !! Flesh purity !! Proselytizer !! High life !! Nature primacy !! Human primacy !! Female supremacy !! Male supremacy !! Animal personhood !! Rancher !! Pain is virtue !! Nudism !! Cannibal&lt;br /&gt;
|-&lt;br /&gt;
! Individualist&lt;br /&gt;
| style=&amp;quot;background-color:#d5d9db; color:forestgreen;&amp;quot;|'''+10''' || style=&amp;quot;color:firebrick;|'''-10''' || || || style=&amp;quot;color:firebrick;|'''-10''' || || || || style=&amp;quot;color:firebrick;|'''-10''' || style=&amp;quot;color:firebrick;|'''-10''' || || || || || style=&amp;quot;color:firebrick;|'''-10'''&lt;br /&gt;
|-&lt;br /&gt;
! Collectivist&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Transhumanist&lt;br /&gt;
| || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || style=&amp;quot;color:firebrick;|'''-20''' || || || style=&amp;quot;color:firebrick;|'''-20''' || style=&amp;quot;color:forestgreen;|'''+10''' || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Flesh purity&lt;br /&gt;
| || || style=&amp;quot;color:firebrick;|'''-20''' || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || style=&amp;quot;color:firebrick;|'''-30''' || || style=&amp;quot;color:forestgreen;|'''+10''' || || || || || || || style=&amp;quot;color:forestgreen;|'''+10'''&lt;br /&gt;
|-&lt;br /&gt;
! Proselytizer&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || || || ||style=&amp;quot;background-color:#d5d9db&amp;quot; | || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! High life&lt;br /&gt;
| || || || style=&amp;quot;color:firebrick;|'''-30''' || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Nature primacy&lt;br /&gt;
| || || style=&amp;quot;color:firebrick;|'''-20''' || || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || style=&amp;quot;color:firebrick;|'''-30''' || || || style=&amp;quot;color:forestgreen;|'''+10''' || style=&amp;quot;color:firebrick;|'''-30''' || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Human primacy&lt;br /&gt;
| || || style=&amp;quot;color:forestgreen;|'''+10''' || style=&amp;quot;color:forestgreen;|'''+10''' || || || style=&amp;quot;color:firebrick;|'''-30''' || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || || style=&amp;quot;color:firebrick;|'''-10''' || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Female supremacy&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || || || || || || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || style=&amp;quot;color:firebrick;|'''-30''' || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Male supremacy&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || || || || || || || || style=&amp;quot;color:firebrick;|'''-30''' || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Animal personhood&lt;br /&gt;
| || || || || || || style=&amp;quot;color:forestgreen;|'''+10''' || style=&amp;quot;color:firebrick;|'''-10''' || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || style=&amp;quot;color:firebrick;|'''-10''' || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Rancher&lt;br /&gt;
| || || || || || || style=&amp;quot;color:firebrick;|'''-30''' || || || || style=&amp;quot;color:firebrick;|'''-10''' ||style=&amp;quot;background-color:#d5d9db&amp;quot; | || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Pain is virtue&lt;br /&gt;
| || || || || || || || || || || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || style=&amp;quot;color:forestgreen;|'''+10'''&lt;br /&gt;
|-&lt;br /&gt;
! Nudism&lt;br /&gt;
| || || || || || || || || || || || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} ||&lt;br /&gt;
|-&lt;br /&gt;
! Cannibal&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || || || style=&amp;quot;color:forestgreen;|'''+10''' || || || || || || || || || style=&amp;quot;color:forestgreen;|'''+10''' || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Precepts ==&lt;br /&gt;
{{Recode|reason=Convert mood descriptions to [[Template: Thought]]. {{Error|DO NOT}} convert without adequate detail to fully utilize the template, including max stack count, duration etc.}}&lt;br /&gt;
Associated precepts have a chance to appear if a meme is present, but can still be removed if not required.&lt;br /&gt;
&lt;br /&gt;
Some precepts are available to all ideologies, some require at least one of the enabling memes, and some may be unavailable if certain memes are present.&lt;br /&gt;
&lt;br /&gt;
=== Present in every ideoligion ===&lt;br /&gt;
There are 19 issues (precept categories) that are present in every ideoligion and may not be removed. However, their level may be changed. They include &amp;quot;basic&amp;quot; precepts from the base game, used in &amp;quot;Play Classic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Issue !! Precept !! Description !! Requirement !! Associated !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blindness&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot;| Blindness&amp;lt;br/&amp;gt;[[File:Blindness.png|64px]]&lt;br /&gt;
| Horrible || Blinding people for ideoligious reasons is horrible. || Not [[#Blindsight|Blindsight]] || || Colonists gain Mood: Someone got blinded: -2 unless they have the Psychopath or Bloodlust traits&lt;br /&gt;
|-&lt;br /&gt;
| Respected || To be blind is a moral thing worthy of respect. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Colonists gain Moods: Blind (+5), Vision Blocked (+2), or Was Blinded (+3). They also gain a +10 Opinion bonus towards blind pawns, or a -2 Opinion malus to sighted pawns.&lt;br /&gt;
|-&lt;br /&gt;
| Elevated || The blind stand pure above the sighted. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Moods as Respected, but Blind increases to +10 and Was Blinded to +5. Half-Blind (+1) and Not Blind (-3) are added. Opinion bonus towards blind pawns increases to +35 and malus towards sighted pawns increases to -10. Opinion bonus towards half-blind pawns is added (+10).&lt;br /&gt;
|-&lt;br /&gt;
| Sublime || Only the blind can be truly noble, for the sighted find their minds clouded by physical vision. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Moods as Elevated, but Blind increases to +15, Was Blinded to +6. Half-Blind drops to -1, and Not Blind to -6. Opinion bonus towards blind pawns increases to +50 and malus towards sighted pawns increases to -30.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cannibalism&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | Cannibalism&amp;lt;br/&amp;gt;[[File:Cannibalism.png|64px]]&lt;br /&gt;
| Abhorrent || Eating human flesh is a deeply abhorrent and disgusting act. || || || {{Thought|value=-20|stack=1|label=ate human meat|desc=I had to eat human meat. This is an offense against everything I believe.|duration=1}}&amp;lt;br/&amp;gt;-12 mood for butchering a human&amp;lt;br/&amp;gt;-5 mood for a human butchered in the colony&amp;lt;br/&amp;gt;-20 opinion for butchering a human&amp;lt;br/&amp;gt;-10 opinion for eating human meat&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=Wearing human leather is disturbing. Who could do this?|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=-2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I'm dressed like an insane person.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=-4|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=I think there may be a face on my clothes. Oh, no... my clothes *are* a face.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=-6|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I look like a freak from a horror show, and I feel like I'm in a horror show.|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=-8|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]], [[Bloodlust]], and [[Cannibal (Trait)|Cannibal]] traits and the [[Inhumanized]] hediff.&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Eating human flesh is a horrible thing to do. || || || {{Thought|value=-12|stack=1|label=ate human meat|desc=I had to eat human meat. This was a horrible thing.|duration=1}}&amp;lt;br/&amp;gt;-6 mood for butchering a human&amp;lt;br/&amp;gt;-3 mood for a human butchered in the colony&amp;lt;br/&amp;gt;-10 opinion for butchering a human&amp;lt;br/&amp;gt;-5 opinion for eating human meat&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=Wearing human leather is wrong.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=-2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I feel really uncomfortable with all this human leather apparel.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=-3|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=Why am I wearing so much human leather? This is horrible!|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=-5|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I look like a freak, this is horrifying!|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=-6|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]], [[Bloodlust]], and [[Cannibal (Trait)|Cannibal]] traits and the [[Inhumanized]] hediff.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Eating human flesh is an ugly thing to do. || || [[#Pain is virtue|Pain is virtue]] || {{Thought|value=-5|stack=1|label=ate human meat|desc=I had to eat human meat. I believe such actions are wrong.|duration=1}}&amp;lt;br/&amp;gt;-3 mood for butchering a human&amp;lt;br/&amp;gt;-1 mood for a human butchered in the colony&amp;lt;br/&amp;gt;-5 opinion for butchering a human&amp;lt;br/&amp;gt;-3 opinion for eating human meat&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=I should not be wearing human leather apparel.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=-1|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I'm dressed in human skin. I do not like this.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=-2|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=Why am I wearing so much human leather apparel? We should have something else to wear for me...|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=-3|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I should really wear non-human leather apparel. I look like a crazy person.|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=-4|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]], [[Bloodlust]], and [[Cannibal (Trait)|Cannibal]] traits and the [[Inhumanized]] hediff.&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || Human meat is just meat, like any other. || || [[#Pain is virtue|Pain is virtue]] ||'''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;br/&amp;gt;Nullifies the following penalties for wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=Wearing human leather is disturbing. Who could do this?|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=-2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I'm dressed like an insane person.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=-4|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=I think there may be a face on my clothes. Oh, no, my clothes *are* a face.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=-6|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I look like a freak from a horror show, and I feel like I'm in a horror show.|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=-8|stack=1}} &lt;br /&gt;
|-&lt;br /&gt;
| Preferred || To consume human meat is a noble and necessary part of life. || || [[#Cannibal|Cannibal]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;br/&amp;gt;{{Thought|value=+2|stack=1|label=ate human meat|desc=I ate human meat. It makes me feel noble and strong.|duration=1}}&amp;lt;br/&amp;gt;-2 mood for not eating human meat for 8 days&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=I feel good wearing human leather apparel.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=+1|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I enjoy wearing the skin of others.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=+2|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=I wear the faces of my enemies. This makes me happy.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=+3|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I look like a real cannibal. Who could doubt me?|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=+4|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]] and [[Bloodlust]] traits.&lt;br /&gt;
|-&lt;br /&gt;
| Required (strong) || Consuming human flesh is important. It should be in every meal. || [[#Cannibal|Cannibal]] || [[#Cannibal|Cannibal]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;br/&amp;gt;-2 mood for eating food without human meat&amp;lt;br/&amp;gt;-3 opinion for eating food without human meat&amp;lt;br/&amp;gt;{{Thought|value=+4|stack=1|label=ate human meat|desc=I ate human meat, as every real human should.|duration=1}}&amp;lt;br/&amp;gt;-4 mood for not eating human meat for 8 days&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=I enjoy wearing the faces of others.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=+2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=This will scare them. All will know my power.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=+3|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=The faces on my clothes aren't smiling, but they make *me* happy.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=+5|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=The flesh! The flesh signals my triumph!|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=+6|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]] and [[Bloodlust]] traits.&lt;br /&gt;
|-&lt;br /&gt;
| Required (ravenous) || Man-flesh is morality. To eat a meal without it is unthinkable. || [[#Cannibal|Cannibal]] || [[#Cannibal|Cannibal]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;br/&amp;gt;-4 mood for eating food without human meat&amp;lt;br/&amp;gt;-5 opinion for eating food without human meat&amp;lt;br/&amp;gt;{{Thought|value=+6|stack=1|label=ate human meat|desc=I ate human meat! The world is right, and I am as I should be.|duration=1}}&amp;lt;br/&amp;gt;-8 mood for not eating human meat for 8 days&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=I enjoy wearing the suffering of others.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=+2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=This will scare them. All will know my power.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=+4|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=The faces on my clothes aren't smiling, but they make *me* happy.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=+6|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=The flesh! The flesh signals my triumph!|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=+8|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]] and [[Bloodlust]] traits.&lt;br /&gt;
|- id=&amp;quot;Corpses&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Corpses&amp;lt;br/&amp;gt;[[File:Precept corpses.png|64px]]&lt;br /&gt;
| Ugly || The sight of a dead person is horrible. || || || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Experiences default {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}} upon seeing a [[human]] [[corpse]]. Note that this thought is nullified by the [[Bloodlust]], [[Psychopath]], and [[Cannibal (Trait)|Cannibal]] traits, as well as pro-[[#Cannibalism|Cannibalism]] precepts.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Experiences default {{Thought|desc=I saw a rotting corpse laying on the ground. It was disturbing.|label=observed rotting corpse|value=-6|stack=5|multi=0.5|duration=0.5}}&lt;br /&gt;
|-&lt;br /&gt;
| Don't care || The sight of a dead person is nothing to be concerned about. || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Cannibal|Cannibal]]&amp;lt;br/&amp;gt;[[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Raider|Raider]] || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Cannibal|Cannibal]]&amp;lt;br/&amp;gt;[[#Raider|Raider]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a rotting corpse laying on the ground. It was disturbing.|label=observed rotting corpse|value=-6|stack=5|multi=0.5|duration=0.5}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Diversity of thought&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | Diversity of thought&amp;lt;br/&amp;gt;[[File:IdeoDiversity.png|64px]]&lt;br /&gt;
| Intense bigotry || Other beliefs are evil deceptions ruining the world. It's totally unacceptable to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || -3, -6, or -9 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;+3 for having all colonists of the same ideology&amp;lt;br/&amp;gt;-25 opinion for different ideology&amp;lt;br/&amp;gt;-5 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;-4 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br/&amp;gt;+5 mood for matching style surroundings&amp;lt;br/&amp;gt;-4 mood for mismatching style surroundings&amp;lt;br/&amp;gt;-6 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
| Moderate bigotry || Other beliefs are immoral delusions which do real harm. It's bad to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || -2, -4, or -6 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;+2 for having all colonists of the same ideology&amp;lt;br/&amp;gt;-15 opinion for different ideology&amp;lt;br/&amp;gt;-4 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;-2 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br/&amp;gt;+4 mood for matching style surroundings&amp;lt;br/&amp;gt;-3 mood for mismatching style surroundings&amp;lt;br/&amp;gt;-4 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
| Mild bigotry || Other beliefs are clearly folly. It's not good to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || -1, -2, or -3 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;+1 for having all colonists of the same ideology&amp;lt;br/&amp;gt;-5 opinion for different ideology&amp;lt;br/&amp;gt;-3 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;-1 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br/&amp;gt;+3 mood for matching style surroundings&amp;lt;br/&amp;gt;-2 mood for mismatching style surroundings&amp;lt;br/&amp;gt;-3 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || Other beliefs are neither approved or disapproved. || || || -2 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;+2 mood for matching style surroundings&amp;lt;br/&amp;gt;0 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
| Appreciated || Other beliefs are worth understanding. It's good to live with others who think differently. || || [[#Individualist|Individualist]] || +1, +2, or +3 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;0 mood for matching style surroundings&amp;lt;br/&amp;gt;+2 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
| Highly appreciated || Other beliefs hold unique knowledge. It's great to live with others who think differently. || [[#Individualist|Individualist]] || [[#Individualist|Individualist]] || +2, +4, or +6 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;0 mood for matching style surroundings&amp;lt;br/&amp;gt;+3 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
| Exalted || Working through disagreement is the height of morality. It's very moral to live with others who think differently. || [[#Individualist|Individualist]] || [[#Individualist|Individualist]] || +3, +6, or +9 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;0 mood for matching style surroundings&amp;lt;br/&amp;gt;+4 mood for mismatching style surroundings&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Eating nutrient paste&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Eating Nutrient Paste&amp;lt;br/&amp;gt;[[File:EatingNutrientPaste.png|64px]]&lt;br /&gt;
| Disgusting || Nutrient paste is disgusting. || || || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Experiences default {{Thought|desc=I had to eat a disgusting, tasteless meal. I know it keeps you alive, but nobody wants to swallow that glop.|label=ate nutrient paste meal|value=-4|stack=1|duration=1}} Note that this thought is nullified by the [[ascetic]] trait.&lt;br /&gt;
|-&lt;br /&gt;
| Don't mind || There's nothing wrong with a meal of efficient, healthy nutrient paste. || [[#Transhumanist|Transhumanist]]&amp;lt;br/&amp;gt;[[#Inhuman|Inhuman]] || [[#Transhumanist|Transhumanist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Prevents {{Thought|desc=I had to eat a disgusting, tasteless meal. I know it keeps you alive, but nobody wants to swallow that glop.|label=ate nutrient paste meal|value=-4|stack=1|}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Execution&amp;quot;&lt;br /&gt;
! rowspan=6 | Execution&amp;lt;br/&amp;gt;[[File:Execution.png|64px]]&lt;br /&gt;
| Always abhorrent || Executing a prisoner is an abhorrent evil under any circumstances. || Not [[#Pain is virtue|pain is virtue]] || [[#Individualist|Individualist]] || Pawns will not execute prisoners&amp;lt;br/&amp;gt;-20 mood for 6 days for killing a prisoner&amp;lt;br/&amp;gt;-3/-4/-6/-7/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest/ripscanning kill on a colonist&amp;lt;br/&amp;gt;-3/-4/-6/-7/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest/ripscanning kill on a prisoner or guest&amp;lt;br/&amp;gt;-7 mood for 6 days for non-execution prisoner death&amp;lt;br/&amp;gt;-25 opinion for executing a prisoner&amp;lt;br/&amp;gt;-25 opinion for killing a prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Always horrible || Executing a prisoner is a horrible thing under any circumstances. || Not [[#Pain is virtue|pain is virtue]]&amp;lt;br/&amp;gt;Not [[#Cannibal|cannibal]] || [[#Individualist|Individualist]] || -15 mood for 6 days for killing or executing a prisoner&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a colonist&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a prisoner or guest&amp;lt;br/&amp;gt;-5 mood for 6 days for non-execution guilty prisoner death&amp;lt;br/&amp;gt;-15 opinion for executing a prisoner&amp;lt;br/&amp;gt;-15 opinion for killing a prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible if innocent || Executing an innocent prisoner is a horrible thing. If the prisoner is guilty, it's acceptable. || Not [[#Cannibal|cannibal]] || || -15 mood for 6 days for killing or executing an innocent prisoner&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a colonist&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a prisoner or guest&amp;lt;br/&amp;gt;-5 mood for 6 days for non-execution guilty prisoner death&amp;lt;br/&amp;gt;-30 opinion for executing an innocent prisoner&amp;lt;br/&amp;gt;-15 opinion for killing an innocent prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Don't care || Executing prisoners is acceptable, whether they are guilty or innocent. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Respected if guilty || Executing prisoners is acceptable. If the prisoner is guilty, it is cause for great happiness. || || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Collectivist|Collectivist]] || +10 mood for 6 days for executing a guilty prisoner&amp;lt;br/&amp;gt;+3 mood for 6 days for a guilty prisoner executed&amp;lt;br/&amp;gt;+20 opinion for executing a guilty prisoner&lt;br /&gt;
|-&lt;br /&gt;
| Required || Prisoners must be executed on a regular basis. When they are, it is a happy occasion. || || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || +10 mood for 6 days for executing a prisoner&amp;lt;br/&amp;gt;+10 mood for killing a prisoner&amp;lt;br/&amp;gt;+3 mood for 2 days for prisoner or guest executed&amp;lt;br/&amp;gt;-3 mood for no executions for 30 days&amp;lt;br/&amp;gt;+15 opinion for executing a prisoner&amp;lt;br/&amp;gt;+15 opinion for killing a prisoner&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fungus&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fungus&amp;lt;br/&amp;gt;[[File:Fungus.png|64px]]&lt;br /&gt;
| Despised || That dark-grown fungus food is just disgusting || Not [[#Tunneler|Tunneler]] || || Ate [[raw fungus|fungus]] raw: -6&amp;lt;br/&amp;gt;Ate fungus cooked: -3&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || Fungus is the right crop to eat. Crops of the light are poisoned by the air and sun. || [[#Tunneler|Tunneler]] || [[#Tunneler|Tunneler]] || Ate [[raw fungus|fungus]]: +3&amp;lt;br/&amp;gt;Ate cooked fungus: +3&amp;lt;br/&amp;gt;Ate non-fungus plant raw: -5&amp;lt;br/&amp;gt;Ate non-fungus plant cooked: -3&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Insect meat&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Insect Meat&amp;lt;br/&amp;gt;[[File:InsectMeat.png|64px]]&lt;br /&gt;
| Despised || Insect meat is disgusting to even look at, much less eat. Slimy! || || || -6 mood for eating insect meat&amp;lt;br/&amp;gt;-3 mood for eating cooked insect meat&lt;br /&gt;
|-&lt;br /&gt;
| Loved || There is nothing more divine than the succulent, slimy flesh of an insect || || [[#Tunneler|Tunneler]] || Gives a +6 moodlet when pawns eat meals with insect meat as an ingredient, duration 1 day.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Marriage name&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;6&amp;quot; | Marriage Name&amp;lt;br/&amp;gt;[[File:MarriageName.png|64px]]&lt;br /&gt;
| Always Man's || Couples must share the man's name. || || [[#Male Supremacy|Male supremacy]] || Couples always take man's name&lt;br /&gt;
|-&lt;br /&gt;
| Usually Man's || Most couples share the man's name || || || As random, but 95% to not consider taking woman's name and 75% to not consider keeping names&lt;br /&gt;
|-&lt;br /&gt;
| Random || Couples randomly choose whether to share a name, and which name to share. || || || Couples randomly select between taking man's, woman's, or keeping names&lt;br /&gt;
|-&lt;br /&gt;
| Keep Names || Both partners keep their names upon marriage. || Not [[#Collectivist|Collectivist]] || || Couples always keep their names&lt;br /&gt;
|-&lt;br /&gt;
| Usually Woman's || Most couples share the woman's name || || || As random, but 95% to not consider taking man's name and 75% to not consider keeping names&lt;br /&gt;
|-&lt;br /&gt;
| Always Woman's || Couples must share the woman's name. || || [[#Female supremacy|Female supremacy]] || Couples always take woman's name&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Female clothing&amp;quot;&lt;br /&gt;
! rowspan=7 | Female Clothing&amp;lt;br/&amp;gt;[[File:Nudity Female.png|64px]]&lt;br /&gt;
| Fully nude || Women must be entirely nude at all times. Utility items like shields belts or jump packs are acceptable. || || [[#Male supremacy|Male supremacy]]&amp;lt;br/&amp;gt;[[#Nudism|Nudism]] || -4 mood when wearing any clothing and for 0.5 days after removing it&amp;lt;br/&amp;gt;-5 opinion for wearing clothes&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || Women should cover their groin, but may not cover anything else. Utility items like shields belts or jump packs are acceptable. || || [[#Nudism|Nudism]] || -4 mood when wearing any clothing except pants and for 0.5 days after removing it&amp;lt;br/&amp;gt;-4 mood for not covering groin&amp;lt;br/&amp;gt;-5 opinion for wearing clothes other than pants&amp;lt;br/&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| No rules || A woman may display or cover any part of her body. || || [[#Individualist|Individualist]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Pants || Women must cover their groin. The rest of the body may be covered, or not. || || || -4 mood for not covering groin&amp;lt;br/&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| Pants and shirt || Women must cover their groin and chest. The rest of the body may be covered, or not. || || || -4 mood for not covering groin or chest&amp;lt;br/&amp;gt;-10 opinion for uncovered groin or chest&lt;br /&gt;
|-&lt;br /&gt;
| Pants, shirt, and hat || Women must cover their entire body and hair. The face may be covered, or not. || || [[#Male supremacy|Male supremacy]] || -4 mood for not covering groin, chest, or hair&amp;lt;br/&amp;gt;-10 opinion for uncovered groin, chest, or hair&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || Women must cover their entire body, including their hair and face. || || [[#Male supremacy|Male supremacy]] || -4 mood for not covering groin, chest, hair, or face&amp;lt;br/&amp;gt;-10 opinion for uncovered groin, chest, hair, or face&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Male clothing&amp;quot;&lt;br /&gt;
! rowspan=7 | Male Clothing&amp;lt;br/&amp;gt;[[File:Nudity Male.png|64px]]&lt;br /&gt;
| Fully nude || Men must be entirely nude at all times. Utility items like shields belts or jump packs are acceptable. || || [[#Female supremacy|Female supremacy]]&amp;lt;br/&amp;gt;[[#Nudism|Nudism]] || -4 mood when wearing any clothing and for 0.5 days after removing it&amp;lt;br/&amp;gt;-5 opinion for wearing clothes&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || Men should cover their groin, but may not cover anything else. Utility items like shields belts or jump packs are acceptable. || || [[#Nudism|Nudism]] || -4 mood when wearing any clothing except pants and for 0.5 days after removing it&amp;lt;br/&amp;gt;-4 mood for not covering groin&amp;lt;br/&amp;gt;-5 opinion for wearing clothes other than pants&amp;lt;br/&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| No rules || A man may display or cover any part of his body. || || [[#Individualist|Individualist]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Pants || Men must cover their groin. The rest of the body may be covered, or not. || || || -4 mood for not covering groin&amp;lt;br/&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| Pants and shirt || Men must cover their groin and chest. The rest of the body may be covered, or not. || || || -4 mood for not covering groin or chest&amp;lt;br/&amp;gt;-10 opinion for uncovered groin or chest&lt;br /&gt;
|-&lt;br /&gt;
| Pants, shirt, and hat || Men must cover their entire body and hair. The face may be covered, or not. || || [[#Female supremacy|Female supremacy]] || -4 mood for not covering groin, chest, or hair&amp;lt;br/&amp;gt;-10 opinion for uncovered groin, chest, or hair&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || Men must cover their entire body, including their hair and face. || || [[#Female supremacy|Female supremacy]] || -4 mood for not covering groin, chest, hair, or face&amp;lt;br/&amp;gt;-10 opinion for uncovered groin, chest, hair, or face&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Organ use&amp;quot;&lt;br /&gt;
! rowspan=4 | Organ use&amp;lt;br/&amp;gt;[[File:OrganUse.png|64px]]&lt;br /&gt;
| Totally abhorrent || Any harvesting, trading, or installing natural organs is an abhorrent evil. || || Flesh purity || -30 mood for harvesting someone's organ&amp;lt;br/&amp;gt;-10 mood for organ harvested in the colony&amp;lt;br/&amp;gt;-30 mood for trading an organ&amp;lt;br/&amp;gt;-5 mood for organ traded in the colony&amp;lt;br/&amp;gt;-30 mood for installing an organ&amp;lt;br/&amp;gt;-4 mood for organ installed in the colony&amp;lt;br/&amp;gt;-30 opinion for harvesting an organ&amp;lt;br/&amp;gt;-30 opinion for trading an organ&amp;lt;br/&amp;gt;-15 opinion for installing an organ&lt;br /&gt;
|-&lt;br /&gt;
| No harvest or sell || Harvesting organs is a horrible thing. Selling any natural organ is pretty bad too. However, it's okay to buy and install them. || || Flesh purity || -15 mood for harvesting someone's organ&amp;lt;br/&amp;gt;-5 mood for organ harvested in the colony&amp;lt;br/&amp;gt;-8 mood for selling an organ&amp;lt;br/&amp;gt;-2 mood for organ sold in the colony&amp;lt;br/&amp;gt;-20 opinion for harvesting an organ&amp;lt;br/&amp;gt;-10 opinion for selling an organ&lt;br /&gt;
|-&lt;br /&gt;
| No harvest || Harvesting organs is a horrible thing. However, it's okay to buy, install, or sell them. || || Cannibal&amp;lt;br/&amp;gt;Raider&amp;lt;br/&amp;gt;Collectivist || -15 mood for harvesting someone's organ&amp;lt;br/&amp;gt;-5 mood for organ harvested in the colony&amp;lt;br/&amp;gt;-20 opinion for harvesting an organ&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || It's okay to harvest, buy, install, or sell organs. || || Cannibal&amp;lt;br/&amp;gt;Raider&amp;lt;br/&amp;gt;Collectivist ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Physical love&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | Physical Love&amp;lt;br/&amp;gt;[[File:PhysicalLove.png|64px]]&lt;br /&gt;
| Free || Physical intimacy is a natural part of life, with any partner, married or not. || || Individualist&lt;br /&gt;
|-&lt;br /&gt;
| Prohibited || The physical act of lust is always vile, disgusting, and wrong. || || [[#Flesh purity|Flesh purity]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || Pawns will not share beds&amp;lt;br/&amp;gt;-30 mood for 1 day for lovin'&amp;lt;br/&amp;gt;-20 opinion for lovin'&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || The physical act of lust is vile, though within marriage it is necessary. || || [[#Flesh purity|Flesh purity]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-30 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-20 opinion for lovin' with non-spouse&amp;lt;br/&amp;gt;-5 mood for 1 day for lovin' with spouse&amp;lt;br/&amp;gt;-5 opinion for lovin' with spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (strict) || To make love with another outside of marriage is deeply immoral. || || || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-30 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-20 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (moderate) || To make love with another outside of marriage is wrong. || || || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-15 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-10 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (mild) || Though it's understandable to make love with another outside of marriage, it's not a good thing. || || || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-5 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-5 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Free and approved || The physical act of love is a noble thing, no matter who does it with whom. || Not [[#Flesh purity|flesh purity]] || [[#Individualist|Individualist]] || +5 opinion for loving'&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Research&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot;| Research&amp;lt;br/&amp;gt;[[File:Research.png|64px]]&lt;br /&gt;
| Not allowed || To research technology is an immoral act. It is not to be done. || || || '''Prohibition:'''&amp;lt;br/&amp;gt;Pawns are unwilling to research.&lt;br /&gt;
|-&lt;br /&gt;
| Extremely slow || Research isn't a worthwhile activity at all. Why try hard at it? || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Bad|x0.25}}&lt;br /&gt;
|-&lt;br /&gt;
| Very slow || Research work is unworthy of serious respect. Better not to be seen trying hard at it. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Bad|x0.50}}&lt;br /&gt;
|-&lt;br /&gt;
| Slow || Research work just isn't particularly meaningful. Why try hard at it? || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Bad|x0.75}}&lt;br /&gt;
|-&lt;br /&gt;
| Normal || Research is a worthwhile form of work that the community needs. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: '''×1.00'''&lt;br /&gt;
|-&lt;br /&gt;
| Fast || Research is an especially virtuous activity. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Good|x1.25}}&lt;br /&gt;
|-&lt;br /&gt;
| Very fast || Research is among the most meaningful acts a person can perform. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Good|x1.50}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarification&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot;| Scarification&amp;lt;br/&amp;gt;[[File:Scarification.png|64px]]&lt;br /&gt;
| Extreme || Every person ought to bear the ritual scars - all over. || [[#Pain is virtue|Pain is virtue]] || || +6 mood for getting scarified&amp;lt;br/&amp;gt;+3 mood for having 5 scars&amp;lt;br/&amp;gt;-3 mood for having fewer than 5 scars&amp;lt;br/&amp;gt;+10 opinion for having 5 scars&amp;lt;br/&amp;gt;-5 opinion for having 1-4 scars&amp;lt;br/&amp;gt;-10 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || Every person ought to bear the ritual scars - many of them. || [[#Pain is virtue|Pain is virtue]] || || +5 mood for getting scarified&amp;lt;br/&amp;gt;+2 mood for having 3 scars&amp;lt;br/&amp;gt;-2 mood for having fewer than 3 scars&amp;lt;br/&amp;gt;+5 opinion for having 3 scars&amp;lt;br/&amp;gt;-3 opinion for having 1-2 scars&amp;lt;br/&amp;gt;-5 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Minor || Every person ought to bear a ritual scar. || [[#Pain is virtue|Pain is virtue]] || || +3 mood for getting scarified&amp;lt;br/&amp;gt;+1 mood for having a scar&amp;lt;br/&amp;gt;-1 mood for having no scars&amp;lt;br/&amp;gt;+3 opinion for having a scar&amp;lt;br/&amp;gt;-3 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Scarifying people for ideoligious reasons is horrible. || Not [[#Pain is virtue|Pain is virtue]] || || -2 mood for scarification ceremony in the colony&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skullspike&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Skullspike&amp;lt;br/&amp;gt;[[File:Precept skullspike.png|64px]]&lt;br /&gt;
| Desired || A skull on a spike symbolizes our superiority. || || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Raider|Raider]] || Adds a mood increase of {{+|1}} for 1-3 [[Skullspike|skullspikes]], {{+|2}} for 4-8 skullspikes, and {{+|3}} for 9+ skullspikes. Mood effects negated by the [[Masochist]] trait.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Putting skulls on spikes is a barbaric practice. || Not [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;Not [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;Not [[#Raider|Raider]] || || Adds a mood malus of {{--|1}} for 1-3 [[Skullspike|skullspikes]], {{--|2}} for 4-8 skullspikes, and {{--|3}} for 9+ skullspikes. Mood effects negated by the [[Masochist]] trait.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slavery&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; | Slavery&amp;lt;br/&amp;gt;[[File:Slavery.png|64px]]&lt;br /&gt;
| Abhorrent || Owning or trading human beings is deeply evil. || Not [[#Raider|raider]] || [[#Guilty|Guilty]]&amp;lt;br/&amp;gt;[[#Individualist|Individualist]] || '''Prohibitions:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Pawns will not sell pawns into [[slavery]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Pawns will not enslave [[prisoners]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold someone into slavery. It was an abhorrent, barbaric act.|label=slave sold|value=-10|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We're keeping slaves. It's barbaric.|label=slaves in colony|value=-3}}, per slave. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|20}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|20}} opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Owning or trading human beings is a horrible thing. || Not [[#Raider|raider]] || [[#Guilty|Guilty]]&amp;lt;br/&amp;gt;[[#Individualist|Individualist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We're keeping slaves. It's wrong.|label=slaves in colony|value=-2}}, per [[slave]]. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sold a person into slavery. I'm not sure I can forgive myself.|label=sold slave|value=-10|stack=1|duration=6}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I forced someone into slavery. How can I justify that?|label=enslaved prisoner|value=-10|stack=1|duration=6}} (Only if they weren't previously enslaved)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold someone into slavery. What a horrible thing to do.|label=slave sold|value=-3|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We enslaved someone. What a horrible thing to do to another human.|label=prisoner enslaved|value=-3|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|10}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|10}} opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Slavery is part of life, though it is extremely distasteful. || Not [[#Raider|raider]] || [[#Guilty|Guilty]]&amp;lt;br/&amp;gt;[[#Individualist|Individualist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We're keeping slaves. Even if it's necessary, it's distasteful and I wish we wouldn't.|label=slaves in colony|value=-1}}, per [[slave]]. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sold a person into slavery. I hope nothing terrible happens to them.|label=sold slave|value=-5|stack=1|duration=6}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I enslaved a person. It's hard to justify such actions.|label=enslaved prisoner|value=-5|stack=1|duration=6}} (Only if they weren't previously enslaved)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold a person into slavery. We shouldn't have done that.|label=slave sold|value=-2|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We enslaved someone. We shouldn't have done that.|label=prisoner enslaved|value=-2|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|5}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|5}} opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || Slavery is a normal, unremarkable part of life. || || || ''No mood or opinion effects for enslaving, buying, or selling slaves.''&amp;lt;br/&amp;gt;Faction will accept slaves when being traded with.&lt;br /&gt;
|-&lt;br /&gt;
| Honorable || One who owns and trades slaves should be honored and respected. || Not [[#Guilty|guilty]]&amp;lt;br/&amp;gt;Not [[#Individualist|individualist]] || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Collectivist|Collectivist]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We've got slaves. It means we're on the right path.|label=slaves in colony|value=+1}}, per [[slave]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without slaves, nobody will respect us.|label=no slaves in colony|value=-2|stack=1}}, if Low [[expectations]] or higher&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sold someone into slavery. It'll make people notice my stature.|label=sold slave|value=+4|stack=1|duration=6}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I took someone into slavery. With no choice, they had to submit to me.|label=enslaved prisoner|value=+4|stack=1|duration=6}} (Only if they weren't previously enslaved)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold someone into slavery! A great display of our honor and power.|label=slave sold|value=+2|stack=5|multi=0.75|duration=6}} (Colony wide)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We enslaved someone. Now they know our honor and power!|label=prisoner enslaved|value=+2|stack=5|multi=0.75|duration=6}} (Colony wide)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|10}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|10}} opinion for enslaving a pawn&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Faction will accept slaves when being traded with.&lt;br /&gt;
|- id=&amp;quot;Women's spouses&amp;quot;&lt;br /&gt;
! rowspan=5 | Women's spouses&amp;lt;br/&amp;gt;[[File:SpouseCountFemale.png|64px]]&lt;br /&gt;
| One only || Women may have one spouse only. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Two or fewer || Women may have up to two spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Three or fewer || Women may have up to three spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Four or fewer || Women may have up to four spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Unlimited || Women may have as many spouses as they like. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Men's spouses&amp;quot;&lt;br /&gt;
! rowspan=5 | Men's spouses&amp;lt;br/&amp;gt;[[File:SpouseCountMale.png|64px]]&lt;br /&gt;
| One only || Men may have one spouse only. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Two or fewer || Men may have up to two spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Three or fewer || Men may have up to three spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Four or fewer || Men may have up to four spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Unlimited || Men may have as many spouses as they like. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Optional ===&lt;br /&gt;
These precepts can be added through memes or by player choice.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Issue !! Precept !! Description !! Requirement !! Associated !! Effects&lt;br /&gt;
|- id=&amp;quot;Slaughtering animals&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Slaughtering animals&amp;lt;br/&amp;gt;[[File:AnimalSlaughter.png|64px]]&lt;br /&gt;
| Prohibited || Slaughtering animals is absolutely prohibited. || || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Nature Primacy|Nature primacy]] || '''Prohibitions:'''&amp;lt;br/&amp;gt;Slaughter animal&amp;lt;br/&amp;gt;'''Mood:'''&lt;br /&gt;
* {{Thought|desc=Someone slaughtered an animal! A tragic loss of a unique life.|label=animal slaughtered|value=-4|duration=6|stacks=5|multi=0.75}}&lt;br /&gt;
'''Opinions:'''&amp;lt;br/&amp;gt;Slaughtered animal: {{Bad|-10}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To slaughter an animal is a horrible thing. || || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Nature Primacy|Nature primacy]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=I had to slaughter an animal! It was horrible to snuff out a mind like that.|label=slaughtered animal|value=-15|duration=6|stacks=1}}&lt;br /&gt;
* {{Thought|desc=Someone slaughtered an animal! What a horrible thing, to snuff out a mind like that.|label=animal slaughtered|value=-2|duration=6|stacks=5|multi=0.75}}&lt;br /&gt;
'''Opinions:'''&amp;lt;br/&amp;gt;Slaughtered animal: {{Bad|-5}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To slaughter an animal is an ugly thing. || || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Nature Primacy|Nature primacy]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=I had to slaughter an animal. It was an ugly thing to do.|label=slaughtered animal|value=-5|duration=6|stacks=1}}&lt;br /&gt;
* {{Thought|desc=Someone slaughtered an animal. It's a sad thing.|label=animal slaughtered|value=-1|duration=6|stacks=5|multi=0.75}}&lt;br /&gt;
'''Opinions:'''&amp;lt;br/&amp;gt;Slaughtered animal: {{Bad|-3}}&lt;br /&gt;
|- id=&amp;quot;Apostasy&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Apostasy&amp;lt;br/&amp;gt;[[File:Apostasy.png|64px]]&lt;br /&gt;
| Abhorrent || To leave our ideoligion after having known it is the depth of immorality. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
*Changed ideoligion: {{Bad|-30}}&amp;lt;br/&amp;gt;&lt;br /&gt;
*Apostate: {{Bad|-10}}&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Certainty Loss Factor]]: {{Good|×40%}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To leave our ideoligion after having known it indicates deep moral flaws. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
*Changed ideoligion: {{bad|-15}}&amp;lt;br/&amp;gt;&lt;br /&gt;
*Apostate: {{Bad|-5}}&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Certainty Loss Factor]]: {{Good|×60%}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To leave our ideoligion after having known it indicates character flaws. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
*Changed ideoligion: {{Bad|-8}}&amp;lt;br/&amp;gt;&lt;br /&gt;
*Apostate: {{Bad|-3}}&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Certainty Loss Factor]]: {{Good|×80%}}&lt;br /&gt;
|- id=&amp;quot;Autonomous weapons&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Autonomous weapons&amp;lt;br/&amp;gt;[[File:AutonomousWeapons.png|64px]]&lt;br /&gt;
| Prohibited || Allowing a machine to decide to kill is an absolutely inhuman thing to do. || || [[#Nature primacy|Nature primacy]] || Cannot build Turrets&amp;lt;br/&amp;gt;Colonists gain Mood: {{Thought|desc=We use automated weapons. It's absolutely abhorrent to give life-and-death decisions to a machine.|label=automated weapons|value=-12|stack=1}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Allowing a machine to decide to kill is a terrible thing. || || [[#Nature primacy|Nature primacy]] || Colonists gain Mood: {{Thought|desc=We use automated weapons. It's horrible to give life-and-death decisions to a machine.|label=automated weapons|value=-8|stack=1}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Allowing a machine to decide to kill is an ugly thing. || || [[#Nature primacy|Nature primacy]] || Colonists gain Mood: {{Thought|desc=We use automated weapons. It's really ugly to give life-and-death decision to a machine.|label=automated weapons|value=-4|stack=1}}&lt;br /&gt;
|- id=&amp;quot;Body modification&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Body modification&amp;lt;br/&amp;gt;[[File:BodyModifications.png|64px]]&lt;br /&gt;
| Abhorrent || To modify the natural human body is a flagrant violation of clear moral laws. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || '''Mood''':&lt;br /&gt;
* {{Thought|desc=I had to install an artificial body enhancement. This was deeply offensive to my beliefs.|label=installed enhancement|value=-30|duration=6}}&lt;br /&gt;
* {{Thought|desc=I have an artificial body enhancement. It's an abhorrent offense against everything I believe!|label=artificial enhancement|value=-18|duration=6}}&lt;br /&gt;
'''Opinion:''' {{Bad|-10}} against anyone that installed a prosthetic or artificial part, {{Bad|-5}} against anyone with a prosthetic or artificial part.&amp;lt;br/&amp;gt;&lt;br /&gt;
These do not apply if the pawn is not a Body Modder. Xenogenes trigger this mood penalty if they are not inheritable.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To modify the natural human body is an ugly, dirty act. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || '''Mood''':&lt;br /&gt;
* {{Thought|desc=I had to install an artificial body enhancement. This was clearly against my beliefs.|label=installed enhancement|value=-5|duration=6}}&lt;br /&gt;
* {{Thought|desc=I have an artificial body enhancement. I don't believe such things are acceptable.|label=artificial enhancement|value=-4|duration=6}}&lt;br /&gt;
'''Opinion:''' {{Bad|-5}} against anyone that installed a prosthetic or artificial part, {{Bad|-3}} against anyone with a prosthetic or artificial part.&amp;lt;br/&amp;gt;&lt;br /&gt;
These do not apply if the pawn is not a Body Modder. Xenogenes trigger this mood penalty if they are not inheritable.&lt;br /&gt;
|-&lt;br /&gt;
| Approved || Humans should strive to reach our full potential by improving our flawed natural bodies. || Not [[#Flesh purity|Flesh purity]] || [[#Transhumanist|Transhumanist]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=I don't have any artificial body enhancements. It's against my beliefs to be so unenhanced.|label=no artificial enhancement|value=-3|stack=1}} at or above moderate expectations, nullified by Body purist.&lt;br /&gt;
* {{Thought|desc=This artificial enhancement matches my belief.|label=transhumanist modded|value=1|stack=1}} for 1 artificial part.&lt;br /&gt;
* {{Thought|desc=The more artificial enhancements I get, the stronger my expression of my beliefs.|label=transhumanist connected|value=1|stack=1}} for 2 artificial part.&lt;br /&gt;
* {{Thought|desc=My connection to my belief is increased by my third artificial enhancement. But I could use more.|label=transhumanist enhanced|value=2|stack=1}} for 3 artificial part.&lt;br /&gt;
* {{Thought|desc=Only two more artificial enhancements are required to fully synchronize with my beliefs.|label=transhumanist synchronized|value=2|stack=1}} for 4 artificial part.&lt;br /&gt;
* {{Thought|desc=Five artificial enhancements! I'm beginning to feel perfect integration with my beliefs.|label=transhumanist integrated|value=3|stack=1}} for 5 artificial part.&lt;br /&gt;
* {{Thought|desc=It's as though I've left the weak flesh behind.|label=transhumanist transformed|value=3|stack=1}} for 5+ artificial part.&lt;br /&gt;
All bonus disabled for Body Modder.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Bad|-3}} opinion for zero artificial parts if expectations ≥ Moderate (disabled for Body Purist) {{Check Tag|Xenogenes?|Xenogens count as artificial for body modder/purist traits, do they also count for ideo?}}&lt;br /&gt;
|- id=&amp;quot;Charity&amp;quot;&lt;br /&gt;
! rowspan=3| Charity&amp;lt;br/&amp;gt;[[File:Charity.png|64px]]&lt;br /&gt;
| Essential || We must always be charitable to those in need. To refuse one would be an inhuman act, no matter the circumstances. || Not [[#Supremacist|supremacist]]&amp;lt;br/&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || {{--|8}} mood for 8 days for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;&amp;gt;Charity quest is one marked as such in the quest log, and includes: beggars, relic pilgrims, joining wanderer, crashing shuttle, pod crash refugee, refugees, chased noble, and joining wanderer in danger&amp;lt;/ref&amp;gt;&amp;lt;br/&amp;gt;{{--|12}} mood for 8 days for attacking beggars or pilgrims&amp;lt;br/&amp;gt;{{+|4}} mood for 8 days for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Important || It's important to be charitable to those in need. Refusing to help is a terrible act. || Not [[#Supremacist|supremacist]]&amp;lt;br/&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || {{--|4}} mood for 8 days for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&amp;lt;br/&amp;gt;{{--|8}} mood for 8 days for attacking beggars or pilgrims&amp;lt;br/&amp;gt;{{+|2}} mood for 8 days for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Worthwhile || Helping those in need is a good thing. It makes the community stronger. || Not [[#Supremacist|supremacist]]&amp;lt;br/&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || {{--|2}} mood for 8 days for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&amp;lt;br/&amp;gt;{{--|6}} mood for 8 days for attacking beggars or pilgrims&amp;lt;br/&amp;gt;{{+|1}} mood for 8 days for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Drug use&amp;quot;&lt;br /&gt;
! rowspan=4| Drug use&amp;lt;br/&amp;gt;[[File:DrugUse.png|64px]]&lt;br /&gt;
| Prohibited || The body should absolutely not be poisoned by chemicals. The only exception is the use of medicine in direct medical care. || Not [[#High life|High life]] || [[#Flesh purity|Flesh purity]]&amp;lt;br/&amp;gt;[[#Collectivist|Collectivist]] || Pawns are unwilling to take or administer drugs&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I used a drug. Such chemicals in the body are a horrible offense against my beliefs.|label=used drug|value=-15|duration=3}}&lt;br /&gt;
* {{Thought|desc=I administered a drug. It was a horrible offense against my beliefs.|label=administered drug|value=-15|duration=3}}&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Drug use&amp;quot;&amp;gt;As pawns with this precept are unwilling to administer drugs, this won't appear on normal gameplay.&amp;lt;/ref&amp;gt;&lt;br /&gt;
{{Bad|-3}} opinion for consuming or administering a drug, for 5 days.&amp;lt;br/&amp;gt;&lt;br /&gt;
None of the above applies to pawns with [[Traits#Chemical fascination|Chemical fascination]] or [[Traits#Chemical interest|Chemical interest]]&lt;br /&gt;
|-&lt;br /&gt;
| Medical only || Poisoning the body for recreational purposes is a deeply immoral act. || Not [[#High life|High life]] || [[#Collectivist|Collectivist]] || Pawns are unwilling to take or administer recreational drugs.&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I used a recreational drug. It was an offense against my beliefs.|label=used recreational drug|value=-15|duration=3}}&lt;br /&gt;
* {{Thought|desc=I administered a recreational drug. It was a horrible offense against my beliefs.|label=administered recreational drug|value=-15|duration=3}}&lt;br /&gt;
{{Bad|-5}} opinion for consuming or administering a recreational drug, for 5 days.&amp;lt;br/&amp;gt;&lt;br /&gt;
None of the above applies to pawns with [[Traits#Chemical fascination|Chemical fascination]] or [[Traits#Chemical interest|Chemical interest]]&lt;br /&gt;
|-&lt;br /&gt;
| Medical or social only || A drink with a smoke is fine, especially with friends, but poisoning the body with powerful chemicals is wrong. || Not [[#High life|High life]] || [[#Collectivist|Collectivist]] || Pawns are unwilling to take or administer hard drugs.&lt;br /&gt;
* {{Thought|desc=I used a hard drug - not medical or even social. It was a horrible offense against my beliefs.|label=used hard drug|value=-15|duration=3}}&lt;br /&gt;
* {{Thought|desc=I administered a hard drug - not medical or even social. It was a horrible offense against my beliefs.|label=used hard drug|value=-15|duration=3}}&lt;br /&gt;
{{Bad|-8}} opinion for consuming or administering a hard drug, for 5 days.&amp;lt;br/&amp;gt;&lt;br /&gt;
None of the above applies to pawns with [[Traits#Chemical fascination|Chemical fascination]] or [[Traits#Chemical interest|Chemical interest]]&lt;br /&gt;
|-&lt;br /&gt;
| Essential || Exotic states of mind are central to a good life. || [[#High life|High life]] || [[#High life|High life]]&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Drug Crop Harvest Yield]]: {{Good|×150%}}&lt;br /&gt;
* [[Drug Synthesis Speed]]: {{Good|×150%}}&lt;br /&gt;
* [[Drug Sell Price Improvement]]: {{+|10%}}&lt;br /&gt;
'''Moods''' (excludes [[Teetotaler]]s):&lt;br /&gt;
* {{Thought|desc=The right path goes through altered consciousness, and I am walking it.|label=high life|value=3|duration=0.75|stack=1}}&lt;br /&gt;
* {{Thought|desc=This is a hidden state.|label=high life|value=0|duration=0.25|stack=1}}. An invisible state.&lt;br /&gt;
* {{Thought|desc=I should be altering my consciousness. It's not right to be sober so long.|label=high life missing|value=-1|duration=1|stack=1}}&lt;br /&gt;
* {{Thought|desc=I should be altering my consciousness. It's not right to be sober so long.|label=high life missing|value=-10|duration=9|stack=1}}&lt;br /&gt;
The moods above are scaled linearly based on the time since last non-medical drug ingested. First a {{Good|+3}} mood that last 0.75 days, decaying to 0 over the course the following 0.25 days. At 2 days since last consumption, first mood penalty applies. This penalty will increase by {{Bad|-1}} each day without further consumption, reaching the maximum of {{Bad|-10}} at 11 days.&amp;lt;!--&lt;br /&gt;
The relevant functions are PostIngested(Pawn) in CompDruf, CompTick() in CompRitualHediffGiverInRoom and Thought_Situational_Precept_HighLife.--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Combat in darkness&amp;quot;&lt;br /&gt;
! Combat in darkness&amp;lt;br/&amp;gt;[[File:DarknessCombat.png|64px]]&lt;br /&gt;
| Preferred || We fight better in the dark. || Not [[#Blindsight|blindsight]] || [[#Darkness|Darkness]]&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Shooting Accuracy]]:&lt;br /&gt;
** [[Shooting Accuracy Outdoors Dark|Outdoors Dark]] and [[Shooting Accuracy Indoors Dark|Indoors Dark]]: {{+|25%}}&lt;br /&gt;
** [[Shooting Accuracy Outdoors Lit|Outdoors Lit]] and [[Shooting Accuracy Indoors Lit|Indoors Lit]]: {{--|20%}}&lt;br /&gt;
* [[Melee Dodge Chance]]:&lt;br /&gt;
** [[Melee Dodge Chance Outdoors Night|Outdoors Night]] and [[Melee Dodge Chance Indoors Dark|Indoors Dark]]: {{+|10%}}&lt;br /&gt;
** [[Melee Dodge Chance Outdoors Day|Outdoors Day]] and [[Melee Dodge Chance Indoors Lit|Indoors Lit]]: {{--|10%}}&lt;br /&gt;
* [[Melee Hit Chance]]:&lt;br /&gt;
** [[Melee Hit Chance Outdoors Dark|Outdoors Dark]] and [[Melee Hit Chance Indoors Dark|Indoors Dark]]: {{+|10%}}&lt;br /&gt;
** [[Melee Hit Chance Outdoors Lit|Outdoors Lit]] and [[Melee Hit Chance Indoors Lit|Indoors Lit]]: {{--|10%}}&lt;br /&gt;
|- id=&amp;quot;Cutting trees&amp;quot;&lt;br /&gt;
! rowspan=3 | Cutting trees&amp;lt;br/&amp;gt;[[File:Precept tree cutting.png|64px]]&lt;br /&gt;
| Prohibited || To violate the forest by cutting down a tree is a deeply abhorrent act and should never be done. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br/&amp;gt;Pawns will not cut trees&amp;lt;br/&amp;gt;{{Thought|desc=We cut down a tree. Such things violations of nature should never be done.|label=tree felled|value=-4|stack=5|multi=0.75|duration=3}} for the colony cutting down a tree&amp;lt;br/&amp;gt;{{Thought|desc=We extracted a tree from the ground and then let it die. Such things violations of nature should never be done.|label=extracted tree died|value=-4|stack=5|multi=0.75|duration=3}} for an uprooted tree dying&amp;lt;br/&amp;gt;{{--|10}} [[opinion]] of a pawn for them cutting down a tree&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To cut down a tree is a horrible act. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br/&amp;gt;{{Thought|desc=I had to cut down a tree. It was wrong to scar nature this way.|label=tree felled|value=-10|stack=1|duration=3}} if the pawn cuts down a tree&amp;lt;br/&amp;gt;{{Thought|desc=We cut down a tree. It's wrong to scar nature this way.|label=tree felled|value=-2|stack=5|multi=0.75|duration=3}} for the colony cutting down a tree&amp;lt;br/&amp;gt;{{Thought|desc=We extracted a tree from the ground and let it die. It's wrong to scar nature this way.|label=extracted tree died|value=-2|stack=5|multi=0.75|duration=3}} for an uprooted tree dying&amp;lt;br/&amp;gt;{{--|5}} [[opinion]] of a pawn for them cutting down a tree&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To cut down a tree is a distasteful thing to do. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br/&amp;gt;{{Thought|desc=I had to cut down a tree. It was wrong to scar nature this way.|label=tree felled|value=-5|stack=1|duration=3}} if the pawn cuts down a tree&amp;lt;br/&amp;gt;{{Thought|desc=We cut down a tree. It wasn't good to harm nature this way.|label=tree felled|value=-1|stack=5|duration=3}} for the colony cutting down a tree&amp;lt;br/&amp;gt;{{Thought|desc=We extracted a tree from the ground and let it die. It wasn't good to harm nature this way.|label=extracted tree died|value=-1|stack=5|multi=0.75|duration=3}} for an uprooted tree dying&amp;lt;br/&amp;gt;{{--|3}} [[opinion]] of a pawn for them cutting down a tree&lt;br /&gt;
|- id=&amp;quot;Killing innocent animals&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | Killing innocent animals&amp;lt;br/&amp;gt;[[File:KillingInnocentAnimals.png|64px]]&lt;br /&gt;
| Abhorrent || To kill an innocent animal is a horrifically inhuman act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation.&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Innocent animal&amp;quot;&amp;gt;An animal is deemed innocent if: It isn't under a mental state, or the mental state was caused by damage (ex: Manhunter, PanicFlee) or psycast (ex: Berserk, Neuroquake psycast). The above excludes animals belonging to hostile factions, animals hunting humans (or animals belonging to a human faction), and animals with scaria.&amp;lt;/ref&amp;gt; || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br/&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br/&amp;gt;Pawns will not attack innocent animals&amp;lt;br/&amp;gt;{{Thought|desc=An innocent, adorable animal was killed! That's murder!|label=innocent animal killed|value=-4|stack=5|mult=0.75|duration=6}} if innocent animal is killed&amp;lt;br/&amp;gt;{{--|15}} opinion for killing innocent animal&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To kill an innocent animal is a horrible act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br/&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to kill an innocent animal. It was almost like being forced to murder.|label=killed innocent {0}|value=-15|duration=6}} for killing an innocent animal&amp;lt;br/&amp;gt;{{Thought|desc=An innocent animal was killed. What a terrible, heartless act against another being.|label=innocent animal killed|value=-2|stack=5|mult=0.75|duration=6}} if innocent animal is killed&amp;lt;br/&amp;gt;{{--|10}} opinion for killing innocent animal&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To kill an innocent animal is an ugly act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br/&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to kill an innocent animal. It was not something I approve of.|label=killed innocent {0}|value=-5|duration=6}} for killing an innocent animal&amp;lt;br/&amp;gt;{{Thought|desc=An innocent animal was killed. I do not approve of this.|label=innocent animal killed|value=-1|stack=5|mult=0.75|duration=6}} if innocent animal is killed&amp;lt;br/&amp;gt;{{--|5}} opinion for killing innocent animal&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Lighting&amp;quot;&lt;br /&gt;
! Lighting&amp;lt;br/&amp;gt;[[File:Lighting.png|64px]]&lt;br /&gt;
| Darklight preferred || Normal lights are too bright. Darklights are better. || Not [[#Blindsight|blindsight]] || [[#Darkness|Darkness]] || {{Thought|desc=This dim light is perfect. I feel focused and energized.|label=darklight|value=+4|stack=1}} with [[Darklight]]&amp;lt;br/&amp;gt;{{Thought|desc=This indoor light is too bright. I would prefer something dimmer.|label=indoor light|value=-4|stack=1}} in dim light (30% - 89% [[light]]){{Check Tag|Verify|Verify bounds match normal definition}}&amp;lt;br/&amp;gt;{{Thought|desc=I cannot stand this terrible light. My senses are overwhelmed!|label=blinding light|value=-8|stack=1}} in bright light. (90% - 100% [[light]]){{Check Tag|Verify|Verify bounds match normal definition}}&amp;lt;br/&amp;gt;No modifier for Darkness. (0% - 29% [[light]]){{Check Tag|Verify|Verify bounds match normal definition}}&amp;lt;br/&amp;gt;Surgery penalty without Darklight.&amp;lt;br/&amp;gt;Disables low-[[light]] [[move speed]] penalties&amp;lt;br/&amp;gt;Disables low-[[light]] [[global work speed]] penalties&lt;br /&gt;
|- id=&amp;quot;Meat eating&amp;quot;&lt;br /&gt;
! rowspan=6 | Meat eating&amp;lt;br/&amp;gt;[[File:MeatEating.png|64px]]&lt;br /&gt;
| Abhorrent || Eating meat of any kind is deeply evil. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to eat meat. It was an abhorrent violation of everything I believe.|label=ate meat|value=-24|duration=1|stack=1}} for eating meat&amp;lt;br/&amp;gt;{{--|15}} opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Eating meat of any kind is a horrible act. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to eat meat. It was a horrible violation of my beliefs.|label=ate meat|value=-12|duration=1|stack=1}} for eating meat&amp;lt;br/&amp;gt;{{--|10}} opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Eating meat of any kind should be avoided. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to eat meat. It's not something I approve of.|label=ate meat|value=-4|duration=1|stack=1}} for eating meat&amp;lt;br/&amp;gt;{{--|5}} opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Mildly required || Every meal ought to have meat. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br/&amp;gt;{{Thought|desc=I ate a meal without any meat. It was an unacceptable deviation from the proper carnivore diet. Some eggs, milk, or processed food without vegetables or would have also been okay.|label=ate vegetarian|value=-4|duration=1|stack=1}} for eating food without meat&amp;lt;br/&amp;gt;{{--|5}} opinion for eating food without meat&lt;br /&gt;
|-&lt;br /&gt;
| Seriously required || Every meal must have meat. Eggs, milk, and processed food are okay as well. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br/&amp;gt;{{Thought|desc=I ate a meal without any meat. It was an horrible violation of the proper carnivore diet. Some eggs, milk, or processed food without vegetables would have also been okay.|label=ate vegetarian|value=-10|duration=1|stack=1}} for eating food without meat&amp;lt;br/&amp;gt;{{--|10}} opinion for eating food without meat&lt;br /&gt;
|-&lt;br /&gt;
| Strictly required || If a meal doesn't have meat, the person who eats it must be morally deficient. Eggs, milk, and processed foods are fine. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br/&amp;gt;{{Thought|desc=I ate a meal without any meat. It was an abhorrent violation of the proper carnivore diet. Some eggs, milk, or processed food without vegetables would have also been okay.|label=ate vegetarian|value=-16|duration=1|stack=1}} for eating food without meat&amp;lt;br/&amp;gt;{{--|15}} opinion for eating food without meat&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mining&amp;quot;&lt;br /&gt;
! rowspan=3 | Mining&amp;lt;br/&amp;gt;[[File:Mining.png|64px]]&lt;br /&gt;
| Prohibited || Raping the natural earth with mining tools is a horrifically evil act. || Not [[#Human primacy|human primacy]]&amp;lt;br/&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br/&amp;gt;Pawns will not mine&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=We mined a hole in the pure earth. What a terrible offense against nature.|label=mined|value=-4|duration=2|stacks=5|multi=0.75}}&lt;br /&gt;
* {{Thought|desc=I destroyed a natural wall. What a terrible offense against nature.|label=destroyed natural wall|value=-40|duration=2|stacks=1}}&lt;br /&gt;
{{Bad|-15}} opinion for mining a block, for 4 days.&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Violating the natural earth with mining tools is a horrible act. || Not [[#Human primacy|human primacy]]&amp;lt;br/&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I had to mine a hole. It was an offense against the earth.|label=mined|value=-20|duration=2|stacks=1}}&lt;br /&gt;
* {{Thought|desc=Someone mined a hole in the pure earth. It was a horrible violation of nature.|label=mined|value=-2|duration=2|stacks=5|multi=0.75}}&lt;br /&gt;
* {{Thought|desc=I destroyed a natural wall. It was a horrible violation of nature.|label=destroyed natural wall|value=-20|duration=2|stacks=1}}&lt;br /&gt;
{{Bad|-10}} opinion for mining a block, for 2 days.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Mining into the natural earth is an ugly act. || Not [[#Human primacy|human primacy]]&amp;lt;br/&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I had to mine a hole. I disapprove of harming the earth this way.|label=mined|value=-3|duration=2|stacks=1}}&lt;br /&gt;
* {{Thought|desc=Someone mined a hole in the pure earth. It's wrong to scar the world this way.|label=mined|value=-1|duration=2|stacks=5|multi=0.75}}&lt;br /&gt;
* {{Thought|desc=I destroyed a natural wall. It's wrong to scar the world this way.|label=destroyed natural wall|value=-3|duration=2|stacks=1}}&lt;br /&gt;
{{Bad|-5}} opinion for mining a block, for 2 days.&lt;br /&gt;
|- id=&amp;quot;Raiding&amp;quot;&lt;br /&gt;
! rowspan=2 | Raiding&amp;lt;br/&amp;gt;[[File:Raiding.png|64px]]&lt;br /&gt;
| Respected || We don't work like common laborers, we take from the weak as the strong should. Failing to do so is a mark of shame. || || || '''Mood:'''&amp;lt;br/&amp;gt;{{+|3}} mood for 5 days for participating in a raid&amp;lt;br/&amp;gt;{{+|6}} mood for a raid less than 25 days ago&amp;lt;br/&amp;gt;{{--|6}} mood for a raid more than 25 days ago&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Work Speed]] {{--|8%}}&lt;br /&gt;
|-&lt;br /&gt;
| Required || We don't work like common laborers, we take from the weak as the strong should. Failing to do so is a tremendous shame. || || || '''Mood:'''&amp;lt;br/&amp;gt;{{+|6}} mood for 5 days for participating in a raid&amp;lt;br/&amp;gt;{{+|12}} mood for a raid less than 25 days ago&amp;lt;br/&amp;gt;{{--|12}} mood for a raid more than 25 days ago&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Work Speed]] {{--|16%}}&lt;br /&gt;
|- id=&amp;quot;Trees&amp;quot;&lt;br /&gt;
! Trees&amp;lt;br/&amp;gt;[[File:Trees.png|64px]]&lt;br /&gt;
| Desired || It's essential to live surrounded by beautiful trees. || || [[#Tree connection|Tree connection]] || Gives a thought, scaling from -5 to +9 for having (or not having) many trees on the map&amp;lt;br/&amp;gt;Gives a thought, scaling from 0 to -20 for the number of trees chopped in the last quadrum&lt;br /&gt;
|- id=&amp;quot;Biosculpting&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Biosculpting&amp;lt;br/&amp;gt;[[File:Precept biosculpting.png|64px]]&lt;br /&gt;
| Despised || Biosculpter pods violate the purity human flesh and should never be used. || Not [[#Transhumanist|Transhumanist]] || || '''Mood:'''&amp;lt;br/&amp;gt;{{Thought|desc=My body was despoiled by the use of a biosculpter pod.|label=used biosculpter pod|value=-8|stack=1|duration=12}} after using [[biosculpter pod]].&lt;br /&gt;
|-&lt;br /&gt;
| Accelerated || All biosculpting cycles take half the usual time. || [[#Transhumanist|Transhumanist]] || [[#Transhumanist|Transhumanist]] || All biosculpting cycles take half the usual time.&lt;br /&gt;
|- id=&amp;quot;Growth vats&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Growth vats{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:GrowthVats.png|64px]]&lt;br /&gt;
| Prohibited || Growth vats rob children of their childhood. || || || '''Prohibitions:'''&amp;lt;br/&amp;gt;Build [[growth vat]]&amp;lt;br/&amp;gt;'''Mood:'''&lt;br /&gt;
* {{Thought|desc=I hate the thought of that awful growth vat being in our colony.|label=growth vat|value=-3|stack=1}}&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I can't stand the thought of my child floating in that awful machine.|label=my child is in a growth vat|value=-3|stack=3}}. Nullifying trait: [[Psychopath]]&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I'm happy to see my kids be kids. Their childhood is too precious to be wasted in a vat.|label=Child not in growth vat|value=1|stack=1}}&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Essential || We have the technology for safer childbirth and faster childhoods. Believers will develop faster in growth vats but will be unhappy if their children are not in a vat. || || [[#Transhumanist|Transhumanist]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=Childbirth is a terrifying thought. We should have vats to safely grow our children.|label=natural pregnancy|value=-5|stack=1}}.  Minimum [[expectations]]: Moderate&lt;br /&gt;
* {{Thought|desc=I don't feel safe with my child running around. They should be growing safely in a vat.|label=Child not in growth vat|value=-2|stack=3}}.  Minimum [[expectations]]: Moderate&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* {{BiotechIcon}} [[Growth Vat Occupant Speed]]: {{Good|×130%}}&amp;lt;br/&amp;gt;(only to pawns with the ideoligion; [[embryo]]s / [[babies]] are not boosted)&lt;br /&gt;
|- id=&amp;quot;Bloodfeeders&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Bloodfeeders{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:Bloodfeeders.png|64px]]&lt;br /&gt;
| Revered || Bloodfeeders should be worshipped. Believers will be happy if there is a bloodfeeder in the colony and will not mind being fed upon. || || || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=The bloodfeeders stand above us, yet one has died here. We will surely be punished for this.|label=bloodfeeder died|value=-2|stack=3|duration=10}} (Colony wide) when a bloodfeeder dies.{{Check Tag|Any faction?|Does the bloodfeeder have to be of the player faction? Any allied faction? Any faction at all including enemies?}}.&lt;br /&gt;
* {{Thought|desc=Let them worship me. Feeding upon them places them below me, as animals are below humans.|label=revered bloodfeeder|value=+4|stack=1}} for being a bloodfeeder.&lt;br /&gt;
* {{Thought|desc=Without a bloodfeeder master, our colony feels incomplete and pointless. We should make a bloodfeeder our leader.|label=no bloodfeeders|value=-2|stack=1}} (Colony wide) for having no bloodfeeders in the colony.&lt;br /&gt;
* {{Thought|desc=Without a bloodfeeder master, our colony feels incomplete and pointless. We should make a bloodfeeder our leader.|label=no bloodfeeder master|value=-1|stack=1}} (Colony wide) for having bloodfeeders in the colony, but not as the [[#Leaders|leader]].&lt;br /&gt;
* {{Thought|desc=The bloodfeeder's presence is a great honor. May they live forever.|label=bloodfeeder master|value=+2|stack=1}} (Colony wide) for having A bloodfeeder as the [[#Leaders|leader]].&lt;br /&gt;
Nullifies {{Thought|desc=I was violated by a bloodfeeder like some kind of livestock.|label=fed on by &amp;lt;NAME&amp;gt;|value=-5|stack=1|duration=5}}{{Check Tag|Stacking?|Check if it stacks, change stack var as appropriate}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinions:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|20}} for being a Bloodfeeder&lt;br /&gt;
|-&lt;br /&gt;
| Reviled || Anyone who drinks blood to survive is a monster. || || || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=The only good bloodfeeder is a dead one.|label=bloodfeeder died|value=+5|stack=3|duration=10}} (Colony wide) when a bloodfeeder dies.&lt;br /&gt;
* {{Thought|desc=I am what I hate. I must rid myself of this curse.|label=bloodfeeder self hatred|value=-12|stack=1}} for being a bloodfeeder.&lt;br /&gt;
* {{Thought|desc=One of them walks among us. We should expel the bloodfeeder from our home.|label=bloodfeeder among us|value=-8|stack=1}} (Colony wide) for having a bloodfeeder in the colony.&lt;br /&gt;
'''Opinions:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|40}} for being a Bloodfeeder&lt;br /&gt;
|- id=&amp;quot;Child labor&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Child labor{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:ChildLabor.png|64px]]&lt;br /&gt;
| Encouraged || Children build character through work. It's important for everyone to contribute.|| || [[#Collectivist|Collectivist]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=Why are we letting children waste their youth on games?|label=children assigned recreation|value=-3|stack=1}}. Adults only.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Work Speed]]: {{+|20%}} ([[Children]] only)&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Childhood is sacred. We should let kids be kids. || || [[#Individualist|Individualist]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=It's upsetting to see children forced to work. They only get one childhood.|label=children assigned work|value=-3|stack=1}}. Adults only. Note: This refers to the Schedule tab. Children can have jobs assigned in their Work tab without mood penalty.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Learning Rate Factor]]: {{+|20%}} ([[Children]] only)&lt;br /&gt;
|- id=&amp;quot;Mechanoid labor&amp;quot;&lt;br /&gt;
! Mechanoid labor{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:MechanoidLabor.png|64px]]&lt;br /&gt;
| Enhanced || Why should we work when we have machines? || ||&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Global Work Speed]]: {{--|8%}}&lt;br /&gt;
* {{BiotechIcon}} [[Mech Work Speed Offset]]: {{+|20%}}&lt;br /&gt;
|- id=&amp;quot;Psychic rituals&amp;quot;&lt;br /&gt;
! rowspan=3| Psychic rituals{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:PsychicRituals.png|64px]]&lt;br /&gt;
| Abhorrent || Psychic rituals are utterly evil. || || || &amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Prohibitions:'''&amp;lt;br/&amp;gt;Participate in psychic ritual&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Mood:'''&amp;lt;br/&amp;gt;Psychic ritual performed: {{--|4}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Involved in psychic ritual: {{--|12}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Opinions:'''&amp;lt;br/&amp;gt;Involved in psychic ritual: {{--|20}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Psychic rituals should be avoided when possible. || || ||| &amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Mood:'''&amp;lt;br/&amp;gt;{{Thought|desc=We shouldn't be using such dark powers. It's just not right.|label=Psychic ritual performed|value=-2|stack=1}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=That ritual was wrong. I should not have been there.|label=Involved in psychic ritual|value=-6|stack=1}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Opinions:'''&amp;lt;br/&amp;gt;Involved in psychic ritual: {{--|10}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Stats:'''&lt;br /&gt;
* [[Psychic Ritual Quality Offset]]: {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| Exalted || Connecting with psychic flows brings us closer to truth. || || [[#Ritualist|Ritualist]] || '''Mood:'''&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=It was an amazing experience to truly connect with something greater than myself.|label=Involved in psychic ritual|value=+3|stack=1}}.&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=Failing to use these rituals shows everyone how misguided we are.|label=No psychic ritual for 6 days (Min expectations: High)|value=-3|stack=1}}.&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Opinions:'''&amp;lt;br/&amp;gt;Involved in psychic ritual: {{+|10}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Stats:'''&lt;br /&gt;
* [[Psychic Ritual Quality Offset]]: {{+|10%}}&lt;br /&gt;
|- id=&amp;quot;Void study&amp;quot;&lt;br /&gt;
! rowspan=4| Void study{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:VoidStudy.png|64px]]&lt;br /&gt;
| Very inefficient || All this void nonsense is superstition. Let's focus on reality. || ||&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Study Efficiency]]: {{Bad|×50%}}&lt;br /&gt;
|-&lt;br /&gt;
| Inefficient || Trying to understand the unknowable is pointless. We should focus more on meaningful activities. || ||&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Study Efficiency]]: {{Bad|×75%}}&lt;br /&gt;
|-&lt;br /&gt;
| Efficient || The void is a true mystery that deserves to be studied. || ||&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Study Efficiency]]: {{Good|×125%}}&lt;br /&gt;
|-&lt;br /&gt;
| Very efficient || The void is the ultimate truth. || || [[#Ritualist|Ritualist]]&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Study Efficiency]]: {{Good|×150%}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Inhumanizing&amp;quot;&lt;br /&gt;
! Inhumanizing{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:Inhumanizing.png|64px]]&lt;br /&gt;
| Required || Human morality and feeling are a distraction. We must leave humanity behind. &amp;lt;br/&amp;gt; Mental breaks will cause followers to become [[inhumanized]]. || || [[#Inhuman|Inhuman]] || '''Mood:'''&lt;br /&gt;
*{{Thought|desc=I'm ashamed of my humanity. I want to embrace the void but I fear it.|label=Human shame|value=-8|stack=1}} if not inhumanized.&lt;br /&gt;
'''Mental breaks:'''&lt;br /&gt;
* [[Mental_break#Humanity_break|Humanity break]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fishing&amp;quot;&lt;br /&gt;
! rowspan=3 | Fishing{{OdysseyIcon}}&amp;lt;br/&amp;gt;[[File:Fishing.png|64px]]&lt;br /&gt;
| Prohibited || Fishing is immoral. We should never do it. || || [[#Animal Personhood|Animal Personhood]] || '''Prohibitions:''':&lt;br /&gt;
*[[Fishing]]&lt;br /&gt;
'''Mood''':&lt;br /&gt;
*{{Thought|desc=Someone is killing fish! Our slippery brothers and sisters are dying.|label=Someone slaughtered fish|value=-4|stack=1|duration=6}}.&lt;br /&gt;
{{--|10}} opinion for slaughtering fish&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Fishing is gruesome. We should avoid it. || || [[#Animal Personhood|Animal Personhood]] || '''Mood''':&lt;br /&gt;
*{{Thought|desc=I had to kill fish. It was an ugly thing to do.|label=Slaughtered fish|value=-4|stack=1|duration=6}}.&lt;br /&gt;
*{{Thought|desc=Someone is killing fish! We should protect these beautiful creatures.|label=Someone slaughtered fish|value=-2|stack=1|duration=6}}.&lt;br /&gt;
'''Stats''':&lt;br /&gt;
*[[Fishing speed]]: {{--|25%}}&lt;br /&gt;
*[[Fishing yield]]: {{--|10%}}&lt;br /&gt;
{{--|5}} opinion for slaughtering fish&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Sacred || Fishing is part of the right path. || || || '''Mood''':&lt;br /&gt;
*{{Thought|desc=I wish we were somewhere we could fish.|label=Not enough fish|value=-4|stack=1}}.&lt;br /&gt;
*{{Thought|desc=Fishing puts me on the right path - at least for a little while.|label=Fished recently|value=+2|stack=1|duration=1}}.&lt;br /&gt;
'''Stats''':&lt;br /&gt;
*[[Fishing yield]]: {{Good|+10%}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references group=&amp;quot;Optional precepts&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Meme-specific ===&lt;br /&gt;
These issues and their precepts can only be added by having a specific meme, and cannot be removed as long as the meme is present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Issue !! Precept !! Description !! Meme !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Age reversal&amp;quot;&lt;br /&gt;
! Age reversal&amp;lt;br/&amp;gt;[[File:AgeReversal.png|64px]]&lt;br /&gt;
| Demanded || Why get old? One must have a once-yearly age reversal treatment in the biosculpter pod. || [[#Transhumanist|Transhumanist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I'm getting old. I should get an age reversal in a biosculpter pod.|label=harmful aging|value=-4|stack=1}}, if a pawn with at least high expectations and a biological age of 25 didn't have age reversal in the last year.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=My youth is draining away. I should get an age reversal in a biosculpter pod.|label=terrible aging|value=-7|stack=1}}, if a pawn with at least high expectations and a biological age of 25 didn't have age reversal in the last year and 15 days.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I am trapped in a decaying prison of flesh! I need to get an age reversal in a biosculpter pod.|label=horrific aging|value=-10|stack=1}}, if a pawn with at least high expectations and a biological age of 25 didn't have age reversal in the last year and 30 days.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Aging and death have no hold on me. I am forever, as an enhanced human ought to be.|label=received age reversal|value=+3|stack=1|duration=4}} after age reversal.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Notes:'''&lt;br /&gt;
*Initial colonists, newly generated pawns (due to events, quests, raids, etc.), as well as pawns after changing map due to Archonexus quest have a 20 to 40 day grace period before they start demanding age reversal (it will replace their age reversal demanded date, even if it would come after that period).&lt;br /&gt;
*Whenever a pawn's faction or ideology change they'll get a 15-20 day grace period before they start demanding age reversal (unless their next age reversal demanded date will come after that period).&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal connection&amp;quot;&lt;br /&gt;
! Animal connection&amp;lt;br/&amp;gt;[[File:Precept animal connection.png|64px]]&lt;br /&gt;
| Strong || We have a strong connection to our animal friends || [[#Animal personhood|Animal personhood]] ||&lt;br /&gt;
* 2x [[Tame Animal Chance]]&lt;br /&gt;
* 2x [[Bond Chance Factor]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blind psysense&amp;quot;&lt;br /&gt;
! Blind psysense&amp;lt;br/&amp;gt;[[File:BlindPsysense.png|64px]]&lt;br /&gt;
| Strong|| Our blind have special ways of connecting with the psychic aether || [[#Blindsight|Blindsight]] || '''Stats:'''&amp;lt;br/&amp;gt;[[Psychic Sensitivity]]: {{+|30%}} for [[Sight|blind]] pawns.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bonding&amp;quot;&lt;br /&gt;
! Bonding&amp;lt;br/&amp;gt;[[File:Bonding.png|64px]]&lt;br /&gt;
| Disapproved || To emotionally bond with a lower being is a shameful act || [[#Human primacy|Human primacy]] || Disables [[Animals#Bonding|animal bonding]] event for pawns with ideology. Does '''not''' disable pre-existing bonds or disable their [[thoughts]].&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Comfort&amp;quot;&lt;br /&gt;
! Comfort&amp;lt;br/&amp;gt;[[File:Comfort.png|64px]]&lt;br /&gt;
| Ignored || We should pay no attention to comfort || [[#Pain is virtue|Pain Is Virtue]] || Disables [[comfort]] need, and comfort-related thoughts, both positive and negative&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Eclipse&amp;quot;&lt;br /&gt;
! Eclipse&amp;lt;br/&amp;gt;[[File:Precept Eclipse.png|64px]]&lt;br /&gt;
| Beautiful || Eclipses are a beautiful respite from the blinding sunlight. || [[#Darkness|Darkness]]&amp;lt;br/&amp;gt;''unless'' [[#Blindsight|blindsight]] || {{+|5}} mood for seeing an [[eclipse]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gauranlen connection&amp;quot;&lt;br /&gt;
! Gauranlen connection&amp;lt;br/&amp;gt;[[File:GauranlenConnection.png|64px]]&lt;br /&gt;
| Strong || We have a special connection with the Gauranlen trees. The trees refocus production easily under our influence, and we are not satisfied unless we have that connection. || [[#Tree connection|Tree connection]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I am happily connected to a Gauranlen tree.|label=Gauranlen connection|value=+3|stack=1}} when connected to [[Gauranlen tree]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-0|stack=1}}, at Very Low [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-1|stack=1}}, at Low [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-2|stack=1}}, at Moderate [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-4|stack=1}}, at High [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-6|stack=1}}, at Sky High [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Stats:'''&amp;lt;br/&amp;gt;[[Pruning speed]]: {{+|25%}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mining yield&amp;quot;&lt;br /&gt;
! Mining yield&amp;lt;br/&amp;gt;[[File:MiningYield.png|64px]]&lt;br /&gt;
| High || Mining is so important that we do it with great focus and respect, and we get more resources because of that. || [[#Tunneler|Tunneler]] || '''Stats:'''&amp;lt;br/&amp;gt;[[Mining yield]]: {{+|10%}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Neural supercharge&amp;quot;&lt;br /&gt;
! Neural supercharge&amp;lt;br/&amp;gt;[[File:NeuralSupercharger.png|64px]]&lt;br /&gt;
| Preferred || Having a neural supercharge is the new standard. Without it, you're obsolete. || [[#Transhumanist|Transhumanist]] || '''Mood:'''&amp;lt;br/&amp;gt;{{Thought|desc=Without a neural supercharge, I'm running below my true capacity. It's depressing.|label=want neural supercharge|value=-6|stack=1}} whenever 2+{{Check Tag|Verify time|Is it two days?}} days have passed since [[Neural supercharger|neural supercharging]], assuming Moderate [[expectations]] or higher.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pain&amp;quot;&lt;br /&gt;
! Pain&amp;lt;br/&amp;gt;[[File:Pain.png|64px]]&lt;br /&gt;
| Idealized || To experience nerve-singing pain is a mark of morality. || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Guilty|Guilty]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain grounds me. I appreciate it|label=minor pain|value=+3|stack=1}}, [[pain]] between 1% and 14% inclusive. Replaces default {{--|5}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain cleanses me. I like it.|label=serious pain|value=+5|stack=1}}, [[pain]] between 15% and 39% inclusive. Replaces default {{--|10}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain purifies me. I need it!|label=intense pain|value=+7|stack=1}}, [[pain]] between 40% and 79% inclusive. Replaces default {{--|15}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain makes me sublime! I wish to become it!|label=mind-shattering pain|value=+9|stack=1}}, [[pain]] of 80%+. Replaces default {{--|20}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Note:''' These thoughts are replaced by the [[Masochist]] specific thoughts for pawns with that trait, and with the default values for [[Wimp]]s.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Proselytizing&amp;quot;&lt;br /&gt;
! rowspan=3 | Proselytizing&amp;lt;br/&amp;gt;[[File:Proselytizing.png|64px]]&lt;br /&gt;
| Occasional || Those who know the truth should try to bring it to others, when it seems appropriate. || [[#Proselytizer|Proselytizer]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Social chat [[conversion]] attempt frequency: '''×300'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&lt;br /&gt;
|-&lt;br /&gt;
| Sometimes || Those who know the truth should bring it to others at every opportunity. || [[#Proselytizer|Proselytizer]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Social chat [[conversion]] attempt frequency: '''×500'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&lt;br /&gt;
|-&lt;br /&gt;
| Frequent || Those who know the truth have a duty to always spread it and drive out other beliefs. || [[#Proselytizer|Proselytizer]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Social chat [[conversion]] attempt frequency: '''×700'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ranching&amp;quot;&lt;br /&gt;
! Ranching&amp;lt;br/&amp;gt;[[File:Ranching.png|64px]]&lt;br /&gt;
| Central || We must raise and consume many large animals, and we must not eat plants. || [[#Rancher|Rancher]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Plant Work Speed]]: {{Bad|x70%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Tame Animal Chance]]: {{Good|x120%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Animal Gather Yield]]: {{Good|x120%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Butchery Efficiency]]: {{Good|x120%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Animals Learning Factor]]: {{Good|x200%}}.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Animal Products Price Improvement]]: {{+|10%}}.{{Check Tag|Mechanics?|How does this apply in the order of operations}} Affects [[meat]], [[leather]] and [[wool]] of all types, including [[Human]]. [[Eggs]], [[milk]], [[insect jelly]], and live [[animals]] are not affected.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|3}}/{{--|2}}/{{--|1}}/{{+|1}}/{{+|2}}/{{+|3}} [[mood]] based on total animal body size per colonist,{{Check Tag|What ratios?|What ratio is each cut off?}}{{Check Tag|Colonist only?|Wb slaves, prisoners, quest guests etc? What about colonists without this precept?}} if Low [[expectations]] or higher. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sowed a human food plant. It was wrong - humans should eat animals, and animals should eat nature-made plants.|label=sowed human food plant|value=-4|duration=2}} if Low [[expectations]] or higher. Does not apply to quest lodgers. Does not apply when harvesting plants, only when sowing. [[Rice plant|Rice]], [[Potato plant|potato]], [[Corn plant|corn]], [[Strawberry plant|strawberry]], [[nutrifungus]] and [[Toxipotato plant|toxipotato]] are considered human food plants. [[Cocoa tree|Cocoa trees]] are a notable exception.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful [[Quests#Hospitality|Animal hospitality]] quest.{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Rough living&amp;quot;&lt;br /&gt;
! Rough living&amp;lt;br/&amp;gt;[[File:RoughLiving.png|64px]]&lt;br /&gt;
| Welcomed || We don't need to separate ourselves from the roughness of nature. || [[#Tree connection|Tree connection]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain Is Virtue]] || Nullifies:&lt;br /&gt;
*{{Thought|desc=I had to eat a meal off the ground. Can't we get a table around here?|label=Ate without table|value=-3|stack=1|duration=1}}&lt;br /&gt;
*{{Thought|desc=I had to sleep outdoors without any protection from the elements.|label=slept outside|value=-4|stack=1|duration=1}}&lt;br /&gt;
*{{Thought|desc=I had to sleep on the ground like an animal.|label=slept on ground|value=-4|stack=1|duration=1}}&lt;br /&gt;
*{{Thought|desc=I'm soaking wet.|label=soaking wet|value=-3|stack=1|duration=0.1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slab bed&amp;quot;&lt;br /&gt;
! Slab bed&amp;lt;br/&amp;gt;[[File:Precept Slab Bed.png|64px]]&lt;br /&gt;
| Preferred || The right way to sleep is on a slab bed. || [[#Pain is virtue|Pain is virtue]] || Makes colonists prefer slab beds, and gives a +2 thought when they sleep in slab beds.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleep accelerator&amp;quot;&lt;br /&gt;
! Sleep accelerator&amp;lt;br/&amp;gt;[[File:Precept sleep accelerator.png|64px]]&lt;br /&gt;
| Preferred || One should always use a sleep accelerator. Slow-sleeping is just foolishly wasting your potential. || [[#Transhumanist|Transhumanist]] || +3 mood for 1 day when using [[sleep accelerator]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Indoors&amp;quot;&lt;br /&gt;
! Indoors&amp;lt;br/&amp;gt;[[File:SmallSpaces.png|64px]]&lt;br /&gt;
| Preferred || We were meant to live indoors. There's nothing bothersome about being in tight quarters. || [[#Tunneler|Tunneler]] [[#Shipborn|Shipborn]]{{OdysseyIcon}} || &lt;br /&gt;
*Adds needs: [[Needs#Indoors|Indoors]]&lt;br /&gt;
*Removes needs: [[Needs#Outdoors|Outdoors]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Temperature&amp;quot;&lt;br /&gt;
! Temperature&amp;lt;br/&amp;gt;[[File:Precept temperature.png|64px]]&lt;br /&gt;
| Tough || Extreme temperatures don't bother us as much. || [[#Tree connection|Tree connection]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Shipborn|Shipborn]]{{OdysseyIcon}} || Nullifies:&lt;br /&gt;
*{{Thought|desc=I had to sleep in the cold. We really need some heaters.|label=slept in the cold|value=-4|stack=1|duration=1}}&lt;br /&gt;
*{{Thought|desc=I had to sleep in unbearable heat. Can't we have air conditioning?|label=slept in the heat|value=-4|stack=1|duration=1}}&lt;br /&gt;
'''Note''': It doesn't appear to affect comfortable temperatures or the related [[hypothermia]]/[[heatstroke]] tolerances. It is only referenced for the above moodlets&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Work drive&amp;quot;&lt;br /&gt;
! Work drive&amp;lt;br/&amp;gt;[[File:Precept work drive.png|64px]]&lt;br /&gt;
| Tripled ||The duration of the leader's work drive ability is tripled. || [[#Collectivist|Collectivist]] || 3x Work Drive Duration (from 3 days to 9 days)&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Space habitat&amp;quot;&lt;br /&gt;
! Space Habitat{{OdysseyIcon}}&amp;lt;br/&amp;gt;[[File:Precept space habitat.png|64px]]&lt;br /&gt;
| Preferred || Planetary living is for lower animals. We should live in orbit or among the stars. || [[#Shipborn|Shipborn]] || '''Mood''':&lt;br /&gt;
*{{Thought|desc=I'll never feel at home here in the dirt. We should be in space.|label=Planetary habitat|value=-2|stack=1}}&lt;br /&gt;
*{{Thought|desc=It feels good to be where I belong. I can't stand being down there in the dirt.|label=Space habitat|value=4|stack=1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
{{Main|Roles}}&lt;br /&gt;
Roles are positions available to pawns that grant them both special benefits and drawbacks. Every ideoligion has at least two roles: [[Leader]] and [[Moral guide]]. There can be only 1 '''leader''' globally, and 1 '''moral guide''' per ideoligion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; padding: 0.5em;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
!Name !! colspan=5 | Abilities&lt;br /&gt;
|- id=&amp;quot;Leader&amp;quot;&lt;br /&gt;
! [[Leader]]&amp;lt;br/&amp;gt;[[File: Leader.png|link=Leader]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Combat command]]&amp;lt;br/&amp;gt;[[File:CombatCommand.png|link=Combat command|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Work drive]]&amp;lt;br/&amp;gt;[[File:WorkDrive.png|link=Work drive|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Leader speech]]&amp;lt;br/&amp;gt;[[File:LeaderSpeech.png|link=Leader speech|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Trial]]&amp;lt;br/&amp;gt;[[File:Trial.png|link=Trial|64px]]&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Moral guide&amp;quot;&lt;br /&gt;
! [[Moral guide]]&amp;lt;br/&amp;gt;[[File: MoralGuide.png|link=Moral guide]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Roles#Convert|Convert]]&amp;lt;br/&amp;gt;[[File:Convert.png|link=Roles#Convert|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Counsel]]&amp;lt;br/&amp;gt;[[File:Counsel.png|link=Counsel|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Reassure]]&amp;lt;br/&amp;gt;[[File:Reassure.png|link=Reassure|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Conversion ritual]]&amp;lt;br/&amp;gt;[[File:ConversionRitual.png|link=Conversion ritual|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Preach health]]&amp;lt;br/&amp;gt;[[File:PreachHealth.png|link=Preach health|64px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, each ideoligion grants up to 2 types of [[specialist]]s; a role that grants large bonuses and abilities related to a specific field in exchange of inability of doing one or more types of work. This limitation only applies to the type of specialization, not the total number of specialists.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; padding: 0.5em;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
!Name !! Required Memes !! Disabled Work Types !! Abilities&lt;br /&gt;
|- id=&amp;quot;Shooting specialist&amp;quot;&lt;br /&gt;
! [[Shooting specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistShooting.png|link=Shooting specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Raider|Raider]]&lt;br /&gt;
* [[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Marksman command]]&amp;lt;br/&amp;gt;[[File:MarksmanCommand.png|link=Marksman command|64px]]&lt;br /&gt;
|- id=&amp;quot;Animals specialist&amp;quot;&lt;br /&gt;
! [[Animals specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistAnimals.png|link=Animals specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Animal personhood|Animal personhood]]&lt;br /&gt;
* [[Ideoligion#Rancher|Rancher]]&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Animal calm]]&amp;lt;br/&amp;gt;[[File:AnimalCalm.png|link=Animal calm|64px]]&lt;br /&gt;
|- id=&amp;quot;Medical specialist&amp;quot;&lt;br /&gt;
! Medical Specialist&amp;lt;br/&amp;gt;[[File: SpecialistMedical.png|link=Medical specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Flesh purity|Flesh purity]]&lt;br /&gt;
* [[Ideoligion#Blindsight|Blindsight]]&lt;br /&gt;
|&lt;br /&gt;
* Violent&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Immunity drive]]&amp;lt;br/&amp;gt;[[File:ImmunityDrive.png|link=Immunity drive|64px]]&lt;br /&gt;
|- id=&amp;quot;Melee specialist&amp;quot;&lt;br /&gt;
! Melee Specialist&amp;lt;br/&amp;gt;[[File: SpecialistMelee.png|link=Melee specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Raider|Raider]]&lt;br /&gt;
* [[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
* Hunting&lt;br /&gt;
* Shooting&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Berserk trance]]&amp;lt;br/&amp;gt;[[File:BerserkTrance.png|link=Berserk trance|64px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; padding: 0.5em;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
!Name !! Required Memes !! Disabled Work Types !! Abilities&lt;br /&gt;
|- id=&amp;quot;Mining specialist&amp;quot;&lt;br /&gt;
! [[Mining specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistMining.png|link=Mining specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Darkness|Darkness]]&lt;br /&gt;
* [[Ideoligion#Tunneler|Tunneler]]&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Constructing&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Mining command]]&amp;lt;br/&amp;gt;[[File:MiningCommand.png|link=Mining command|64px]]&lt;br /&gt;
|- id=&amp;quot;Plants specialist&amp;quot;&lt;br /&gt;
! [[Plants specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistPlants.png|link=Plants specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#High life|High life]]&lt;br /&gt;
* [[Ideoligion#Nature primacy|Nature primacy]]&lt;br /&gt;
* [[Ideoligion#Tree connection|Tree connection]]&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Constructing&lt;br /&gt;
* Mining&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Farming command]]&amp;lt;br/&amp;gt;[[File:FarmingCommand.png|link=Farming command|64px]]&lt;br /&gt;
|- id=&amp;quot;Production specialist&amp;quot;&lt;br /&gt;
! [[Production specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistProduction.png|link=Production specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Human primacy|Human primacy]]&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Production command]]&amp;lt;br/&amp;gt;[[File:ProductionCommand.png|link=Production command|64px]]&lt;br /&gt;
|- id=&amp;quot;Research specialist&amp;quot;&lt;br /&gt;
! [[Research specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistResearch.png|link=Research specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Transhumanist|Transhumanist]]&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Research command]]&amp;lt;br/&amp;gt;[[File:ResearchCommand.png|link=Research command|64px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rituals ==&lt;br /&gt;
{{Main|Rituals}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual table}}&lt;br /&gt;
&lt;br /&gt;
== Relics ==&lt;br /&gt;
{{Main|Relic}}&lt;br /&gt;
Relics are objects revered by your ideoligion that require a series of quests in order to be obtained. These are always of legendary quality, when applicable. Relics grant various bonuses, both when found and when present in rituals, some of which require being placed in a [[Reliquary]]. A relic being lost causes a malus of {{Thought|desc=The relic has been lost! A travesty!|label=relic lost|value=-5|stack=5|duration=30}} while a relic being destroyed causes a malus of {{Thought|desc=The relic was destroyed! A travesty!|label=relic destroyed|value=-5|stack=5|duration=30}}.&lt;br /&gt;
&lt;br /&gt;
When placed in a Reliquary, pilgrims of your ideoligion will visit your colony to pay reverence to the relic.&lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
Ideoligions can add special buildings that are required for either rituals or as statues of that ideologion.&lt;br /&gt;
&lt;br /&gt;
=== Ritual seat ===&lt;br /&gt;
Ideologions can have a maximum of 1 type of ritual seat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Kneel_pillow.png|32px]]&lt;br /&gt;
| [[Kneel_pillow|Kneel pillow]] &lt;br /&gt;
|-&lt;br /&gt;
! [[File:Kneel_sheet.png|32px]]&lt;br /&gt;
| [[Kneel_sheet|Kneel sheet]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Pew.png|32px]]&lt;br /&gt;
| [[Pew]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
Ideologions can have a maximum of 5 types of ideologion-related buildings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Type !! Minimum expectations !! Room requirements !! Note&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ideogram_morbid_b.png|32px]]&lt;br /&gt;
| [[Ideogram]] || Altar / Ideogram || Moderate || All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed ||! rowspan=&amp;quot;5&amp;quot; | You can only have one Altar / Ideogram at the same time.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Small_altar.png|32px]]&lt;br /&gt;
| [[Small_altar|Small altar]] || Altar / Ideogram || Moderate || Room impressiveness 60&amp;lt;br&amp;gt;All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Medium_altar.png|32px]]&lt;br /&gt;
| [[Medium_altar|Medium altar]] || Altar / Ideogram || Moderate || Room impressiveness 60&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Large_altar.png|32px]]&lt;br /&gt;
| [[Large_altar|Large altar]] || Altar / Ideogram || Moderate || Room area: 25 tiles&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Grand_altar.png|32px]]&lt;br /&gt;
| [[Grand_altar|Grand altar]] || Altar / Ideogram || Moderate || All floored&amp;lt;br&amp;gt;Room area: 25 tiles&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Christmas_tree.png|32px]]&lt;br /&gt;
| [[Christmas_tree|Christmas tree]] || Christmas tree || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sacrificial_flag.png|32px]]&lt;br /&gt;
| [[Sacrificial_flag|Sacrificial flag]] || Sacrificial flag || Moderate || All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; | Ideologions can add statue-like buildings that are required when there are 3 or more pawns of the ideoligion in your faction and their expectations reach moderate or higher. These buildings can be placed in the same room. Placing the buildings in a room which doesn't meet the requirements will give a &amp;quot;[building name] disrespected&amp;quot; negative moodlet to all pawns of the ideologion.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sculpture_small_totemic_a.png|32px]]&lt;br /&gt;
| [[Small_sculpture|Small sculpture]] || Statue || High || Room impressiveness 60&amp;lt;br&amp;gt;Column x4&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed || Small sculpture as a named ideologion building is a variation of the regular small sculpture.&amp;lt;br&amp;gt;Its [[Small_sculpture#Styles|appearance]] depends on the Origin or the Style that the ideologion has.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sculpture_large_totemic_a.png|32px]]&lt;br /&gt;
| [[Large_sculpture|Large sculpture]] || Statue  || High || All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed || Large sculpture as a named ideologion building is a variation of the regular large sculpture.&amp;lt;br&amp;gt;Its [[Large_sculpture#Styles|appearance]] depends on the Origin or the Style that the ideologion has.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sculpture_grand_totemic_a.png|32px]]&lt;br /&gt;
| [[Grand_sculpture|Grand sculpture]] || Statue  || Moderate || Room area: 25 tiles&amp;lt;br&amp;gt;All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed || Grand sculpture as a named ideologion building is a variation of the regular grand sculpture.&amp;lt;br&amp;gt;Its [[Grand_sculpture#Styles|appearance]] depends on the Origin or the Style that the ideologion has.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon preferences ==&lt;br /&gt;
Ideoligion can have one or several pairs of noble and despised weapons types. Weapon pairs can't be combined if they overlap.&lt;br /&gt;
&lt;br /&gt;
Wielding a noble weapon grants +3 mood while wielding a despised one grants -5.&lt;br /&gt;
&lt;br /&gt;
Killing any pawn{{Check Tag|Verify}} with a noble weapon grants +3 mood for 1 day{{Check Tag|Thought Template|Convert to thought template}} while using a despised one to attack anything - including objects - grants -5 for 2 days.{{Check Tag|Thought Template|Convert to thought template}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Pair !! First group !! Second group&lt;br /&gt;
|-&lt;br /&gt;
| Melee / Ranged || All melee weapons, including beer and wood{{Check Tag|equippable|power claws and fists ignored}} || All ranged weapons, including grenades&lt;br /&gt;
|-&lt;br /&gt;
| Melee piercer / Melee blunt || [[Thrumbo horn]], [[Elephant tusk]], [[Breach axe]], [[Gladius]], [[Longsword]], [[Knife]], [[Ikwa]], [[Spear]], [[Persona monosword]], [[Monosword]], [[Plasmasword]], [[Persona plasmasword]] || [[Beer]], [[Wood]], [[Mace]], [[Club]], [[Persona zeushammer]], [[Axe]], [[Warhammer]], [[Zeushammer]], [[Eltex staff]]&lt;br /&gt;
|-&lt;br /&gt;
| Long shots / Short shots || [[Bolt-action rifle]], [[Sniper rifle]] || [[Machine pistol]], [[Pump shotgun]], [[Chain shotgun]], [[Heavy SMG]]&lt;br /&gt;
|-&lt;br /&gt;
| Ranged heavy / Ranged light || [[Incendiary launcher]], [[Smoke launcher]], [[EMP launcher]], [[Heavy SMG]], [[LMG]], [[Sniper rifle]], [[Minigun]], [[Triple rocket launcher]], [[Greatbow]], [[Charge lance]] || [[Revolver]], [[Autopistol]], [[Machine pistol]], [[Short bow]], [[Recurve bow]], [[Charge rifle]]&lt;br /&gt;
|-&lt;br /&gt;
| Neolithic / Ultratech || [[Wood]], [[Club]], [[Knife]], [[Ikwa]], [[Spear]], [[Short bow]], [[Pila]], [[Recurve bow]], [[Greatbow]] || [[Persona monosword]], [[Persona zeushammer]], [[Persona plasmasword]], [[Monosword]], [[Zeushammer]], [[Plasmasword]], [[Eltex staff]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Apparel preferences ==&lt;br /&gt;
{{Stub|section=1|reason=Missing several details inc but not limited to how it spawns on pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Apparel type combinations ===&lt;br /&gt;
Some kinds of [[apparel]] can be set as desired apparel.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Apparel type !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Headgear|Headgear]] || [[Authority_cap|Authority cap]], [[Beret]], [[Bowler_hat|Bowler hat]], [[Broadwrap]], [[Ceremonial_hood|Ceremonial hood]], [[Cowboy_hat|Cowboy hat]], [[Face_mask|Face mask]], [[Flophat]], [[Headwrap]], [[Hood]], [[Ritual_mask|Ritual mask]], [[Shadecone]], [[Slicecap]], [[Tailcap]], [[Torture_crown|Torture crown]], [[Tribal_headdress|Tribal headdress]], [[Tuque]], [[Veil]], [[Visage_mask|Visage mask]], [[War_mask|War mask]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Eyes|Eyes]] || [[Blindfold]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Skin|Skin]] || [[Button-down_shirt|Button-down shirt]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Outer|Outer]] || [[Burka]], [[Robe]]&lt;br /&gt;
|}&lt;br /&gt;
The player can set any of these pieces to be desired for men, women, or both, and can choose between a relaxed and strong desire. Multiple kinds (a maximum of 9 {{Check Tag|Verify?|Verify what's the limit?}}) of apparel can be chosen. You can select both a relaxed and a strong desire for the same gender / apparel type combination, for example, a female relaxed headgear and a female strong headgear. Note that selecting the same apparel type and preference twice will result in a conflict, for example, if you select a female: strong cowboy hat and an everyone: strong hood. To maximize the number of available desired apparel:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Apparel type !! Gender / Preference combination&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Headgear|Headgear]] || Female: relaxed&amp;lt;br&amp;gt;Female: strong&amp;lt;br&amp;gt;Male: relaxed&amp;lt;br&amp;gt;Male: strong&amp;lt;br&amp;gt;[[Face_mask|Face mask]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Eyes|Eyes]] || [[Blindfold]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Skin|Skin]] || [[Button-down_shirt|Button-down shirt]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Outer|Outer]] || Everyone: relaxed&amp;lt;br&amp;gt;Everyone: strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mood effects ===&lt;br /&gt;
&lt;br /&gt;
Wearing a desired apparel or a certain color has mood effect on the pawn.&lt;br /&gt;
&lt;br /&gt;
==== Desired apparel ====&lt;br /&gt;
&lt;br /&gt;
Pawns that are wearing all of their desired apparel will gain a small mood bonus of {{+|1}} for a relaxed desire, and {{+|2}} for a strong desire. There is no difference in the mood bonus for having multiple pieces of desired apparel in the ideology, the bonus is only for wearing all of their desired apparel. Unlike role-specific apparel, there is no mood penalty for not wearing desired apparel.&lt;br /&gt;
&lt;br /&gt;
==== Color mood effect ====&lt;br /&gt;
&lt;br /&gt;
Ideoligions have an ideoligion color. Pawns gain a gain a {{+|1}} mood buff if more than 60% of a colonist's apparel is their favorite color or the color of their ideoligion. If their favorite color and their ideoligion's color are the same, they will gain both mood buffs for a total of {{+|2}}. For a full list of valid apparel color options, see the [[Dye]] page.&lt;br /&gt;
&lt;br /&gt;
The color of the ideoligion can be set at generation, while a pawn's favorite color is determined when the pawn is generated.{{Check Tag|Children?|Confirm when children gain a favorite color}} Apparel can be dyed at the [[styling station]] for one [[dye]] per piece of apparel. Note that unlike with preferred apparel, outside of the [[Man in Black]] event, pawns will not necessarily spawn wearing color that matches their ideoligion or preferred colors.&lt;br /&gt;
&lt;br /&gt;
=== Spawning ===&lt;br /&gt;
&lt;br /&gt;
Pawns that have an ideologion with desired apparel may spawn wearing it. The criteria for this are not fully understood, but pawnkinds that do not spawn with apparel that occupies the coverage and layer of the item preferred by the ideoligion appear to always spawn with the item. If the pawnkind does have conflicting apparel that may, or is required to, spawn, then a portion of those pawnkinds will spawn with the apparel. This can lead to knock-on effects, such as some Empire [[Empire#Cataphract|Cataphracts]] {{RoyaltyIcon}} spawning with hats in place of their [[cataphract helmet|helmets]] {{RoyaltyIcon}} making them weaker in combat. Note that this also applies to colonist spawns, including at game start. In any case, it is unknown if this is limited by the apparel value limits imposed on some pawnkinds.&lt;br /&gt;
&lt;br /&gt;
== Xenotype preferences ==&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{Stub|section=1|reason= Needs proper write up. Test if specific to Sanguophage or the implanter gene. Also [[Template: Thought]]}}&lt;br /&gt;
Believers consider this xenotype to hold a higher moral or spiritual status than others. They will be happy if their colony has only preferred xenotypes. However, having any preferred xenotypes means that all other xenotypes are considered disliked and believers will be unhappy living alongside them.&lt;br /&gt;
&lt;br /&gt;
Up to three [[Xenotypes]] can be selected as preferred xenotypes, including baseliner and a custom xenotype. If at least one is selected then a positive mood will be generated if every colonist is a preferred type, but a negative scaling mood if even one colonist is not a preferred type.&lt;br /&gt;
&lt;br /&gt;
Believers will not accept becoming a non-preferred xenotype via reimplant ability or [[xenogerm]]s. If [[Sanguophage]] is not a preferred type and at least one other preferred type is set, colonists will refuse Sanguophage xenogerm implantation and quests that award Sanguophage xenogerm will fail to give the reward.{{Check Tag|Fail?|Will not offer that as a reward? Will generate as a reward but not give it? Will not generate the quest? Will not generate the option that would be to receive the xenogerm? Will replace it with something else?}}&lt;br /&gt;
&lt;br /&gt;
Opinion:&lt;br /&gt;
* Preferred xenotype: {{+|10}}&lt;br /&gt;
* Disliked xenotype: {{--|30}}&lt;br /&gt;
&lt;br /&gt;
Mood:&lt;br /&gt;
* All preferred xenotype: {{+|2}}&lt;br /&gt;
* Some disliked xenotypes: {{--|2}}&lt;br /&gt;
* Many disliked xenotypes: {{--|3}}&lt;br /&gt;
* Tons of disliked xenotypes: {{--|4}}&lt;br /&gt;
* I am disliked xenotype&amp;lt;: {{--|6}}&lt;br /&gt;
&lt;br /&gt;
== Venerated animals ==&lt;br /&gt;
{{Stub|section=1|reason=General stub. Also: Check body size requirements. Add Table of options with bodysize and hunger/body size}}&lt;br /&gt;
{{Quote|This animal is considered by believers to hold a special spiritual or moral status, which means it must be venerated and may never be harmed.|Description}}&lt;br /&gt;
An ideoligion can have up to 18 venerated [[animal]]s.&lt;br /&gt;
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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;
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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;
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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;
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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;
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Despite being tameable, [[Insectoids]] cannot be selected as a venerated animal.&lt;br /&gt;
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Venerated animals are twice as easy to tame.&lt;br /&gt;
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== Hair and tattoos ==&lt;br /&gt;
An ideoligion has associated hairstyles, beards, and tattoos. Specific hairstyles and tattoos may be allowed for men, women, or either. Some of those may be more or less common.&lt;br /&gt;
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Newly spawned pawns of an ideoligion will always have matching appearance.&lt;br /&gt;
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If pawn's hairstyle, beard, or tattoo do not match what their ideoligion allows (usually as a result of a conversion), they will try to use [[styling station]] on their free time to automatically change their looks, and will have a {{--|2}} mood penalty{{Check Tag|Thought Template}} until they do so. They can also be sent to adjust their appearance manually.&lt;br /&gt;
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== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fixed gender supremacy memes having opposite agreeing traits e.g. Female Supremacy inexplicably being agreed with by Misogynist traited pawns.&lt;br /&gt;
** Fix: Essential roles can be removed.&lt;br /&gt;
* [[Version/1.3.3069|1.3.3069]] -&lt;br /&gt;
** Adjust trees-related thoughts. Negatives for killing trees are reduced. Positives for seeing trees are amplified.&lt;br /&gt;
** Chance of resentment on failed conversion attempt reduced from 36% to 20%. Chance of fight reduced from 4% to 2%.&lt;br /&gt;
** If a pawn has sight under 50%, he should gain a psychic sensitivity bonus of up to 50%.&lt;br /&gt;
* [[Version/1.3.3069b|1.3.3069b]] - Added a feature that lets you save and load ideoligions within the ideoligion customization screen.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Desired apparel now uses the same faction restrictions as role apparel does. Tribal-Only: War mask, Tribal Headdress. Non-tribal only: Slicecap, Beret. Removed visage mask restriction to non-tribal only. Integrate art for rough living issue and set it to medium importance. Ensure Tunneler meme always has the MiningYield_High precept.&lt;br /&gt;
** Fix 5234: Pawns can build turrets when prohibited by precepts.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Tree connection pawns have a 25% boost to [[Pruning Speed]]. Added temperature tough issue and precept.&lt;br /&gt;
** Fix: High life meme ideos generate with a warning about conflicting apparel.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fixed Immunity Drive. Was previously targeting wrong stat and inoperative. Add a new ideoligion setup interface which allows playing like classic RimWorld, using presets, or fully customizing. Change harmful aging thought minimum age from 20 to 25. Added temperature precept icon.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Nutrient paste does not produce ate meat or ate non meat thoughts.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fluid ideoligion system added. Reduce production specialist crafting speed buffs from +70% to +50%. Increase impact of 'lost role' thought from {{--|5}} to {{--|15}}. Pawns now recover from [[#Melee specialist|berserk trance]] on being downed.&lt;br /&gt;
** Fix: There are some duplicate ideoligion icons.&lt;br /&gt;
** Fix: Tree lovers don't care about harvesting / chopping down cocoa trees. Individualist meme description changed from ''A community's role is to serve each individual.'' changed to ''Each person is a free individual with the right to their own ideas and decisions. Nobody should be made to conform.'' Collectivist meme description changed from ''A person's role is to serve the community.'' changed to ''Each person is part of a greater whole. People should work to play their part and help the group.''&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - &lt;br /&gt;
** Fix: Sunlamp does not trigger blinding light for Darkness pawns.&lt;br /&gt;
** Improved viability of multi-ideo colonies. Pawns of pawns of any ideo can now spectate any ritual, even if it's not of their own ideo.&lt;br /&gt;
** Gaining, changing, or removing a role now requires a simple ritual.&lt;br /&gt;
** Added a precept related to Darkness meme that gives believers a positive thought during an eclipse.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Precept name length is now limited.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Pawns can now install pre-built furniture even if it is incompatible with their ideoligion.&lt;br /&gt;
** Fix: Special characters on named precepts can break UI.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - A thin faint box is now drawn around ideoligion preset selectables, precept and meme boxes for aesthetic reasons. Reworked eclipse precept artwork. Remove the 'no recent animal slaughter' negative thought from the rancher meme, along with all associated code and content. This particular thought was too limiting for players and not worth having. Previously inflicted a {{--|3}} mood.&lt;br /&gt;
** Fix: Classic mode ideoligions don't start with some classic precepts.&lt;br /&gt;
** Fix: Ideoligion info available on ritual begin dialog in classic mode. Meme &amp;quot;Flesh Purity&amp;quot; no longer forces the anti-biosculpting precept.&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Display incompatible issue and precept names instead of just precept names in reformation confirmation dialog.&lt;br /&gt;
** Fix: Reforming a fluid ideo lists some precepts as &amp;quot;incompatible&amp;quot; when they actually aren’t.&lt;br /&gt;
** Fix: Ability gizmos are still available for roles that have been removed via reformation.&lt;br /&gt;
* [[Version/1.3.3387|1.3.3387]] - Fix: Not all precepts are added to memes during fluid ideoligion development. &amp;quot;No slaves in colony&amp;quot; thought does not apply at &amp;quot;Very low&amp;quot; expectations or below.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - &lt;br /&gt;
**Fix: Berserker trance makes pawn guilty even though they cannot attack allies.&lt;br /&gt;
** Fix: High Life harvest yield for Drug Use: Essential precept doesn't work. Randomizing precepts no longer brings up a confirmation dialog if the user has not edited precepts.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - [[Biotech DLC]] cross integration. Added mechanoid labor, child labor, growth vats, and bloodfeeders precepts. Added bloodfeeding meme. Added a new category of precept: Preferred xenotypes.&lt;br /&gt;
** Fix: Pilgrims coming to venerate a relic cause charity believers to get unhappy regardless of outcome. Yttakin factions no longer get desired apparel precepts, because they’re uncomfortable in all clothes.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Assign a fallback ideo{{Check Tag|Detail Needed}} to non-baby colonists during load that don't have an ideo set.&lt;br /&gt;
** Fix: &amp;quot;Child not in growth vat&amp;quot; thought appears for dead children.&lt;br /&gt;
** Fix: Banishing colonists doesn't recalculate faction ideoligions.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Animals specialist role mentions boosting animal-related abilities of nearby allies, which is false. &amp;quot;''A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency, and the ability to boost the animals-related abilities of nearby allies. Holders of this role will refuse to perform some non-animals-related tasks.''&amp;quot; -&amp;gt; ''&amp;quot;A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency. Holders of this role will refuse to perform some non-animals-related tasks.&amp;quot;''&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Randomize symbols doesn't update member noun in ideology's description.&lt;br /&gt;
** Fix: Pawn auto-uses age reversal after changing from Transhumanist to Non-Transhumanist ideoligion.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Allowed the trader's guild faction to generate more variety in their ideoligion.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Precept Eclipse OLD.png|Eclipse Precept icon prior to 1.3.3287&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Sudobash418</name></author>
	</entry>
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