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		<id>https://rimworldwiki.com/index.php?title=Extreme_Cold_Guide&amp;diff=136276</id>
		<title>Extreme Cold Guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Extreme_Cold_Guide&amp;diff=136276"/>
		<updated>2023-09-06T18:24:26Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: /* Getting off on the right foot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Before you start==&lt;br /&gt;
If you picked a [[Biomes#Sea Ice|Sea Ice]] biome, then none of the below really matters. Build up a tiny indoor area, build turbines, research hydroponics as soon as possible (You only need to build a few), and sacrifice everyone except for your two ascetic psychopaths. Raids from mechanoids can be easily dealt with by hiding inside.&lt;br /&gt;
&lt;br /&gt;
== Getting off on the right foot ==&lt;br /&gt;
&lt;br /&gt;
As with any landing, pause and survey the site. Plan your entire endgame base BEFORE you even start building.&lt;br /&gt;
&lt;br /&gt;
If you wish to try your hand at harnessing an enclosed geothermal vent for heating then make sure to locate these early as it may influence where your first shelter goes.&lt;br /&gt;
&lt;br /&gt;
You need to create shelter quickly, not only will your colonists get unhappy sleeping on the ground but they may not survive the nights.  While you may have some grand scheme in mind for this biome, your first day is all about a roof and a door, anything will do, get it done as soon as possible as your colonists will quickly fall due to the extreme cold. Only when you have finished building something and you have a campfire to warm up then you should start hauling your resources. &lt;br /&gt;
&lt;br /&gt;
Keeping in mind after you have done that try to keep an eye on your colonist's health as depending on how far you need to travel you will need hypothermia to be either non existent or very close to 1 percent (1% - 5% ideally before leaving the warm).&lt;br /&gt;
&lt;br /&gt;
Don't build your walls out of wood, especially if you landed on an ice sheet - they are important fuel for your first nights! If your colony is a tribe, build your shelter deep into a big mountain to insulate precious heat, even if you don't plan on staying there later.&lt;br /&gt;
&lt;br /&gt;
For the early nights, heating without electrical power can be handled if you have wood accessible by constructing a campfire in a small room adjacent to your shelter, this way the heat leaks through the wall but doesn't cook your survivors.  If you are not getting enough heat transferred through the wall then add a forbidden door into the room with the fire to increase the temperature.  If you need to dismantle this room later and the fire is still lit remember to remove the roof before heading in.&lt;br /&gt;
&lt;br /&gt;
If you can manage the shelter and so on with 2 then sending a hunter out with the rifle is not a bad plan.  Try and bag something hairy or woolly, the corpse isn't rotting anytime soon and you will want that going forward...&lt;br /&gt;
&lt;br /&gt;
== Planning for success ==&lt;br /&gt;
&lt;br /&gt;
Heat and food, its all about these two when you get right down to it.  The lack of one causing lack of the other.&lt;br /&gt;
&lt;br /&gt;
While the warm weather lasts (assuming you started in summer and its not already lethal out because you have a death-wish) get as much hunting done as you can.  You needs furs/hides to be able to create decent winter gear. If your biome has enough swing for a mild summer then set up a summer and winter dress code; Cowboy hats and jackets in summer, tuques and parkas in winter.  You also need to start hoarding food, a freezer is a simple thing here (just build a room with a vent) and you can create huge larders pretty cheaply in these conditions. Another early game problem is the lack of &amp;quot;[[Stuff]]&amp;quot; to build your walls and structures, so make sure that stonecutting(after electricity of course) is the first thing you research.&lt;br /&gt;
&lt;br /&gt;
You should start constructing/digging something that will hold/house your colony in a fashion you can sustain.  Plan for emergencies and pay mind to backups more than usual.  Storyteller stuff like solar flares can be lethal when they knock out your heating, having a few strategic campfires (or potato-powered bonfires) set up helps you through this sort of thing.  &lt;br /&gt;
&lt;br /&gt;
Another useful trick is to fully charge a battery and then reinstall it somewhere off the power grid. [[battery|Batteries]] lose 5w per day while uninstalled or when not connected to anything. Thus it takes about a year for the spare battery's charge to drain down below 300w. If you have enough steel and conduits, you can keep multiple backup batteries. If you then get a conduit short and battery discharge (also known as a [[Events#Zzztt...|Zzztt]]) and get a blackout then you can reinstall backup batteries once more and go to emergency power. Spare batteries can also be brought along on caravans, for example, to power turrets when attacking an enemy outpost. &lt;br /&gt;
&lt;br /&gt;
Always be thinking of the temperature and containing it when designing your base and reacting to events.  Compartmentalization stops breaches in the outer walls from venting the entire compound.&lt;br /&gt;
&lt;br /&gt;
Set up your farms as soon as you can spare the construction effort.  If you have a summer grow season then get that in and planted up somewhere outdoors as soon as possible with a fast crop.  If you don't have a grow season then you can still begin farming before going to all the hassle of unlocking hydroponics provided you have dirt on your biome. If you are in an ice sheet biome, potatoes are your savior as not much grows in the minimal gravel in an ice sheet environment. Build a quick room over the dirt and place the grow zone inside, then a heater set to around 14 degrees Celsius.(10 c is actually the threshold for growth but this covers fluctuations as the door opens).  A sun lamp is the only option for sunlight for your crops as standing lights do not provide the necessary light levels (regardless of how many are built). Keep in mind sun lamps draw a considerable amount of power so always try to have different sources of power (wind turbine or solar panel). You should be able to pop a decent crop before winter however, especially if you can find rich soil and run fast species (such as rice).&lt;br /&gt;
&lt;br /&gt;
Just in case a devastating power failure happens and your colony plunges into coldness and darkness, build a room around a nearby steam vent (about 10x10) as a place to seek refuge until the power comes back online. Many colonies have perished to the bane that is Cassandra Classic. Due to this, hydroponics also aren't a direct ticket to success, as plants will quickly die under the solar flare's wrath. Keep in mind, however, that in a biome that does have summer such as Boreal Forest, you can still get a [[Events#Heat wave|Heat Wave]]. If it's early on and you've built all your structures around a vent, you can paradoxically find your whole colony downed by heatstroke. The upside is that cold snaps are not much of an issue in extreme cold biomes. In a tropical biome a cold snap is a big problem. But for your colonists, it's Tuesday.&lt;br /&gt;
&lt;br /&gt;
As winter approaches and the first snows fall, get some paths designed for any outdoor stretches that your colonists repeatedly use. These need to be flagged as snow clearance zones; someone with the Cleaning task will then come and shovel. If the journey is any considerable distance you should pave it as soon as possible, once the real cold sets in you want the few moving around to do so swiftly. &lt;br /&gt;
&lt;br /&gt;
Another option for routes you'll need to travel frequently is to set up pillars and roofs along the path. This will keep snow from accumulating with no effort from your pawns, and will also allow them to travel further during [[Events#Toxic fallout|Toxic Fallout]] with minimal toxic buildup. Pay attention to where these pathways are relative to your killbox, however. Raiders can and will use them as cover, and sections of roof may collapse if the pillars supporting them are destroyed. &lt;br /&gt;
&lt;br /&gt;
Tailoring the winter gear takes a pretty good amount of time unless you have a genius in your first 3, get it started in good time. Stripping downed raiders before they die may be a viable route to get un-tainted parkas and tuques. The gear may be poor quality but it will keep your colonists alive and save them time.&lt;br /&gt;
&lt;br /&gt;
==Recap==&lt;br /&gt;
*Plan your endgame base at the very start&lt;br /&gt;
*Priorities&lt;br /&gt;
**1.Heat (Steel wall/dead raider bonfires as well as proper heat)&lt;br /&gt;
**2.Immediate food&lt;br /&gt;
**3.Insulating clothing&lt;br /&gt;
**4.Refuge and emergency power&lt;br /&gt;
**5.Mass Food (hydroponics)&lt;br /&gt;
*Build near steam vents or into mountains (or both)&lt;br /&gt;
**Don't use wood for walls as wood is fuel&lt;br /&gt;
**Don't waste time - make your shelter immediately!&lt;br /&gt;
*Research Electricity then Stonecutting (Stonecutting can go first if your biome has a warm season)&lt;br /&gt;
**Start stonecutting immediately&lt;br /&gt;
**Set up non-wood power sources even more immediately&lt;br /&gt;
**Hydroponics are not the most essential nor the most reliable&lt;br /&gt;
*Resources are limited&lt;br /&gt;
*Tribal heat sources&lt;br /&gt;
**Midgame bonfires can be made from anything flammable (Burn in small stacks for them to last longer, or burn flammable walls)&lt;br /&gt;
**Campfires are only temporary if you don't have a constant supply of wood.&lt;br /&gt;
**Build a room around all nearby steam geysers in preparation for short circuits and solar flares&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ice_Sheet_Guide&amp;diff=136275</id>
		<title>Ice Sheet Guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ice_Sheet_Guide&amp;diff=136275"/>
		<updated>2023-09-06T17:35:42Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: use proper english&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide details how to survive in one of the most hostile environments in Rimworld - an ice sheet. We focus on the [[Scenario_system#Lost_Tribe|Lost Tribe]] start because it is the hardest one to thrive in hostile environments since you got more people to feed and less technology to help you. &lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
{{see also|Biomes#Ice Sheet}}&lt;br /&gt;
&lt;br /&gt;
Ice sheets are the coldest option of cold maps. They have very little animal life and no plants. In fact, you should not expect to find anything more than five [[snowhare]]s in your start. You should also not expect to see more than one new [[snowhare]] every five days and one new [[polar bear]] per month.&lt;br /&gt;
&lt;br /&gt;
In addition to that, they do not have any soil available, if you want to grow something you would be doing it in stony patches around hills and mountains. But you can not, because it is too cold outside. You will struggle a lot until you get a [[heater]] and a [[sun lamp]], then you can plant something indoors.&lt;br /&gt;
&lt;br /&gt;
Even the warmest ice sheet is really cold. Their average varies from {{Temperature|-20}} to {{Temperature|-40}} and they never have growing periods due to the temperature. You still need to eventually make a [[Colony_Building_Guide#Freezer|freezer]] though, because the summer temperature is hot enough to spoil your food. You should expect to have problems with hypothermia during fall, winter, spring and during [[events#cold snap|cold snap]]s in summers.&lt;br /&gt;
&lt;br /&gt;
== Landing site ==&lt;br /&gt;
&lt;br /&gt;
[[File:icesheetsite.png|300px|thumb|right|Example good landing site.]]&lt;br /&gt;
&lt;br /&gt;
In all worlds, you should carefully choose a landing site with resources as a priority. You want to build a colony in an area with some of the following characteristics:&lt;br /&gt;
&lt;br /&gt;
* Near to tundra (faster moving around)&lt;br /&gt;
* Near to a friendly faction base (faster trading)&lt;br /&gt;
* Near a road (faster moving around)&lt;br /&gt;
* Without many mountains around (faster moving around)&lt;br /&gt;
* With coast (to turn into large growing areas later)&lt;br /&gt;
* With [[caves]] (early food source)&lt;br /&gt;
&lt;br /&gt;
Ice sheets do not have roads or rivers, but that does not mean you can not settle close to a road. While you should not be surrounded by mountains, the landing site itself can be mountainous.&lt;br /&gt;
&lt;br /&gt;
Of course, you do not need to land in an area with all those characteristics, but try to get as many of them as you can.&lt;br /&gt;
&lt;br /&gt;
== Starting colonists ==&lt;br /&gt;
&lt;br /&gt;
Ice sheet is so harsh that you will have to resort to cannibalism, so you want to have a crew that can tolerate that. That means having one butcher that does not mind butchering people and everyone resistant to mental breaks.&lt;br /&gt;
&lt;br /&gt;
{{see also|Traits}}&lt;br /&gt;
&lt;br /&gt;
Your butcher should ideally be either Cannibal, Bloodlust or Psychopath.&lt;br /&gt;
&lt;br /&gt;
And all your crew should ideally be either Cannibal, Sanguine, Optimist, Iron-Willed, Steadfast or Masochist with scars. Couples also enjoy extra happiness so try to bring couples instead of bachelors, likewise Beautiful and Pretty colonists are also good since they are more likely to fall in love with someone.&lt;br /&gt;
&lt;br /&gt;
Surely you do not need to have all five starting colonists with those characteristics, but the more resistant colonists you have the better.&lt;br /&gt;
&lt;br /&gt;
== Base area ==&lt;br /&gt;
&lt;br /&gt;
Once you choose your landing site and colonists you should also choose your base area. It is important to notice that this area does not need to be final, it is just the area where you are more likely to survive the early game.&lt;br /&gt;
&lt;br /&gt;
You want to find an area with the characteristics: '''near steam geysers''', '''near steel''', '''more growing areas''' and '''more easily defendable'''.&lt;br /&gt;
&lt;br /&gt;
More growing areas mean more stony patches and a more easily defendable area is an area with few entrances where you are going to lay down your traps. Your priority is steam geysers. You have to make the base on top of a steam geyser, otherwise, you will die of hypothermia very fast. &lt;br /&gt;
&lt;br /&gt;
Since you do not have trees, you can not build a big base yet. You can then either take a ruin, make a cave or make a small steel base. It all comes down to what you have near the steam geysers. If you have a ruin, take it. If you have a hill, make a cave. If you have none of these, make a small steel base.&lt;br /&gt;
&lt;br /&gt;
[[File:icesheetarea.png|400px|thumb|center|Good starting area near the geyser.]]&lt;br /&gt;
&lt;br /&gt;
== First agenda ==&lt;br /&gt;
&lt;br /&gt;
* Get some easily accessible [[steel]] and use it to build your stuff, so you do not have to use [[wood]].&lt;br /&gt;
* Make your starter base on top of a steam geyser. Give people a place to sleep, eat and play.&lt;br /&gt;
* Hunt those [[snowhare]]s before they leave the map.&lt;br /&gt;
* Kill your starting animals.&lt;br /&gt;
* Only use [[wood]] to make [[campfire]]s, either for cooking or heating up. Make sure your [[wood]] is forbidden so they do not refuel it unnecessarily.&lt;br /&gt;
* Get rid of some colonists.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Now you are going to be struggling for food for a long time. If you have [[caves]] in your map, it will help a lot. You want to keep the insects alive, so make sure to seal off the [[caves]] so that they do not freeze during winter and the [[hive]] does not dies due to lack of maintenance. Enjoy while it is warm and go visit your nearby friendly base to trade whatever you can for food. For that, you gotta get something you can trade:&lt;br /&gt;
&lt;br /&gt;
* You can mine expensive things like [[component]]s, [[plasteel]], [[uranium]], [[jade]], [[silver]] or [[gold]].&lt;br /&gt;
* You can open the [[ancient shrine]] and sell whatever you find there.&lt;br /&gt;
&lt;br /&gt;
Regardless, you still will not have enough food for five people for so long, you simply have to get rid of some of them. The best way is to put some of them inside the ancient [[cryptosleep casket]]s.&lt;br /&gt;
&lt;br /&gt;
[[File:meatshield2.png|400px|thumb|center|Opening the ancient structure is dangerous! Bring them one by one and use your animals as meat shield.]]&lt;br /&gt;
&lt;br /&gt;
You can also send some people out while it is warm to raid the closest base outside the ice sheet, try to not raid your closest friendly neighbor. Hunt the animals and harvest the plants around the base and run back to your base. You can make peace with them later. You have to bring the colonists back in the beginning of next season before it gets too cold.&lt;br /&gt;
&lt;br /&gt;
Another more undesirable option is to sell some colonists. They are usually worth a lot, but do not expect to see them again.&lt;br /&gt;
&lt;br /&gt;
Likewise, another even worse option is to kill some colonists, but they are not worth many meals.&lt;br /&gt;
&lt;br /&gt;
But you gotta do something, feeding five people will not happen. Three people is about what you can you feed.&lt;br /&gt;
&lt;br /&gt;
[[File:icesheetminibase.png|400px|thumb|center|Base on top of geyser. Two colonists were sent on a raid mission.]]&lt;br /&gt;
&lt;br /&gt;
== Second agenda ==&lt;br /&gt;
&lt;br /&gt;
* Make a [[Colony_Building_Guide#Killbox|killbox]].&lt;br /&gt;
* Make [[steel]] [[spike trap]]s.&lt;br /&gt;
* Eat any raider that shows up.&lt;br /&gt;
* Eat any [[Events#Wanderer joins|wanderers that decides to join]].&lt;br /&gt;
* Eat anyone who arrive in a [[Events#Escape Pod|escape pod]].&lt;br /&gt;
* Offer help to any [[Events#Refugee Chased at (Settlement)|refugee being chased]]. Then eat him. Also eat the raiders following him.&lt;br /&gt;
* Wear their tainted [[parka]]s and [[tuque]]s.&lt;br /&gt;
* Buy [[cloth]] from your neighbors.&lt;br /&gt;
* Make your [[research bench]] and start researching complex clothing. Once you done, make [[parka]]s and [[tuque]]s with your [[cloth]].&lt;br /&gt;
* Make [[human leather]] [[bedroll]]s.&lt;br /&gt;
* Make lots of [[duster]]s with all the [[human leather]] and sell it.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Now for the cannibalism.  You will eat anyone that is not one of your starting colonists or from a friendly faction, unless you manage to lose most of your colonists that is. That includes anyone who tries to join your colony.  It also means offering help to refugees just so you can eat them later. You also better be sure you got clothes before fall starts.&lt;br /&gt;
&lt;br /&gt;
You will not have time to make your own clothes, you will have to use the raider's tainted clothes. Try to get some of them alive, drop them near your base, strip them and kill them. That way, their clothes will not be tainted. But you should also buy [[cloth]] to ensure everyone has a [[parka]] and a [[tuque]].&lt;br /&gt;
&lt;br /&gt;
[[File:earlyraiders.png|400px|thumb|center|Early raid. Time to feed!]]&lt;br /&gt;
&lt;br /&gt;
Since you are going to often offer help to refugees, you better make a proper [[Colony_Building_Guide#Killbox|killbox]] with lots of [[spike trap]]s. The fighting starts outside though, with all the ice and snow the raiders are going to be really slow. Shot them while they are approaching because it takes a while for them to move to cover. Then once they are in cover, go back to your [[Colony_Building_Guide#Killbox|killbox]].&lt;br /&gt;
&lt;br /&gt;
Remember that [[human leather]] is worth a lot and it is better to make something with it first, then sell it. First give your colonists [[bedroll]]s to sleep, then make [[duster]]s since they are more profitable then anything else. Cannibal and Bloodlust colonists will want to wear [[human leather]] clothes, give them [[human leather]] [[button-down shirt]]s and [[human leather]] [[pants]], but do not give them [[human leather]] [[parka]]s. The material is just too bad at insulating.&lt;br /&gt;
&lt;br /&gt;
[[File:returnfromicemission.png|400px|thumb|center|Colonists sent to raid mission barely came back before freezing.]]&lt;br /&gt;
&lt;br /&gt;
== Third agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research complex furniture. Once you done, make [[steel]] [[bed]]s.&lt;br /&gt;
* Go get [[Events#Item Stash Opportunity (Time Remaining)|item stashes]] so you can hunt and harvest in the area.&lt;br /&gt;
* Go help [[Events#Incapacitated refugee|incapacitated refugees]] so you can hunt and harvest in the area. Then eat him.&lt;br /&gt;
* Go [[Events#Prisoner rescue opportunity|rescue prisoners]] in outposts so you can hunt and harvest in the area. Then eat them all.&lt;br /&gt;
* Go [[Events#Bandit camp opportunity|destroy enemy outposts]] so you can hunt and harvest in the area. Then eat them all. &lt;br /&gt;
* Replace the less insulating [[parka]]s for [[cloth]] [[parka]]s.&lt;br /&gt;
* Research stone cutting so you can start using stone instead of [[steel]].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Once you have your colonists with [[parka]]s and [[tuque]]s you should take every opportunity available to go to another map. If you placed your colony near tundra, then it is likely that the quests will appear in tundra maps and that they will have much more resources than your frozen home.&lt;br /&gt;
&lt;br /&gt;
[[File:iceoutpost.png|500px|thumb|center|Look at all those delicious-looking [[animals]] and people.]]&lt;br /&gt;
&lt;br /&gt;
Whenever you reach a quest location, you want to look for [[berries]], [[healroot]], [[animals]] and [[wood]]. [[Animals]] should be butchered before leaving, if the [[meat]] is too heavy and you still have time you can use the local [[wood]] to make lots of [[campfire]]s and turn all into [[meals]] to reduce weight.&lt;br /&gt;
&lt;br /&gt;
Winter is coming, it is going to be so cold that not any [[parka]] will do. Anything with worse insulation than [[cloth]] should be replaced by [[cloth]]. [[Cloth]] is average in insulation but really cheap to buy.&lt;br /&gt;
&lt;br /&gt;
[[File:icerescuefail.png|400px|thumb|center|We are here to rescue you... not.]]&lt;br /&gt;
&lt;br /&gt;
== Fourth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Replace the [[cloth]] [[parka]]s for better insulating [[parka]]s.&lt;br /&gt;
* Use stone to reinforce your walls with a second layer for better insulation.&lt;br /&gt;
* Research electricity.&lt;br /&gt;
* Research [[battery]].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Now it is cold, so cold that even [[cloth]] [[parka]]s are not enough. &lt;br /&gt;
&lt;br /&gt;
Try to replace your '''[[cloth]]'''(cold insulation 18) for '''[[bearskin]]'''(cold insulation 20), '''[[bluefur]]'''(cold insulation 20), '''[[foxfur]]'''(cold insulation 20), '''[[devilstrand]]'''(cold insulation 20), '''[[alpaca wool]]'''(cold insulation 22), '''[[synthread]]'''(cold insulation 22), '''[[wolfskin]]'''(cold insulation 24), '''[[muffalo wool]]'''(cold insulation 24), '''[[megasloth wool]]'''(cold insulation 26), '''[[hyperweave]]'''(cold insulation 26),'''[[chinchilla fur]]'''(cold insulation 30), '''[[heavy fur]]'''(cold insulation 30), '''[[thrumbofur]]'''(cold insulation 34).&lt;br /&gt;
&lt;br /&gt;
Likewise, now you should only send people out on quests if you got a strong insulating [[parka]] for them.&lt;br /&gt;
&lt;br /&gt;
Raiders are now more numerous and if you keep doing quests you should have enough food to feed five people.&lt;br /&gt;
&lt;br /&gt;
[[File:hypothermiaraiders.png|300px|thumb|center|So so cold... that raiders might freeze before start attacking.]]&lt;br /&gt;
&lt;br /&gt;
== Fifth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Make your first [[Colony_Building_Guide#Greenhouse|greenhouse]] with a [[sun lamp]] and [[heater]]s.&lt;br /&gt;
* Plant [[potatoes]].&lt;br /&gt;
* Research air conditioning.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Winter is gone and summer is coming, you should get ready to make a [[Colony_Building_Guide#Freezer|freezer]] so your food will not spoil.&lt;br /&gt;
&lt;br /&gt;
Finally, you are ready to make a [[Colony_Building_Guide#Greenhouse|greenhouse]] and plant [[potatoes]]. Ideally, try to connect your [[Colony_Building_Guide#Greenhouse|greenhouse]] to your steam geyser.&lt;br /&gt;
&lt;br /&gt;
Since you got a reliable food source, you can now accept more people. You are not free of cannibalism yet, but you can stop offering help to [[Events#Refugee Chased at (Settlement)|refugees]] and stop going to quests just to get more food.&lt;br /&gt;
&lt;br /&gt;
[[File:icegreenhouse.png|400px|thumb|center|First [[Colony_Building_Guide#Greenhouse|greenhouse]].]]&lt;br /&gt;
&lt;br /&gt;
== Sixth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research [[hydroponics basin|hydroponics]].&lt;br /&gt;
* Research [[nutrient paste dispenser]].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
With [[hydroponics basin]]s you may make [[Colony_Building_Guide#Greenhouse|greenhouses]] without having to stick to stony patches. Getting anything planted here is expensive, so you should make a [[nutrient paste dispenser]] to save on food, once you got one you may stop doing cannibalism.&lt;br /&gt;
&lt;br /&gt;
Since the worse is gone, you can now move to a proper area, a more central location where you can build that huge colony you always dreamed of.&lt;br /&gt;
&lt;br /&gt;
[[File:dreambig2.png|550px|thumb|center|Moving out.]]&lt;br /&gt;
&lt;br /&gt;
Finding a large pond is much easier than finding a large stony patch. If happen to have a large pond in a central location or your map has coast you should focus on [[moisture pump]]s, with them you can create larger crop fields so you do not need to stick to stony patches around mountains.&lt;br /&gt;
&lt;br /&gt;
[[File:icecrops.png|500px|thumb|center|Before a pond (left) and later a greenhouse (right).]]&lt;br /&gt;
&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Volcanic_winter&amp;diff=98601</id>
		<title>Volcanic winter</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Volcanic_winter&amp;diff=98601"/>
		<updated>2022-01-15T14:24:31Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: Redirected page to Events#Volcanic winter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Events#Volcanic winter]]&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Deep_drill&amp;diff=98521</id>
		<title>Deep drill</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Deep_drill&amp;diff=98521"/>
		<updated>2022-01-12T22:43:43Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite|reason=Format standardisation}}&lt;br /&gt;
{{infobox main|production|&lt;br /&gt;
|name = Deep drill&lt;br /&gt;
|image = Deep drill.png&lt;br /&gt;
|imagesize = &lt;br /&gt;
|description = A deep-crust drilling rig for extracting minerals from deep under the surface. Use a ground-penetrating scanner to detect the resources. This drill will yield stone chunks if no resources are present. Can be repositioned freely.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Production&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 50&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.5&lt;br /&gt;
|minifiable = true&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|mass base = 35&lt;br /&gt;
|flammability = 0.5&lt;br /&gt;
|hp = 300&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|beauty = -25&lt;br /&gt;
|power = -200&lt;br /&gt;
|terrain affordance = light&lt;br /&gt;
|research = Deep drilling&lt;br /&gt;
|skill 1 = Construction&lt;br /&gt;
|skill 1 level = 4&lt;br /&gt;
|work to make = 10000&lt;br /&gt;
|resource 1 = Steel&lt;br /&gt;
|resource 1 amount = 100&lt;br /&gt;
|resource 2 = Component&lt;br /&gt;
|resource 2 amount = 2&lt;br /&gt;
}}&lt;br /&gt;
{{Info|A '''deep drill''' extracts resources from underground deposits.}} These deposits are discovered by having a colonist scan at a [[ground-penetrating scanner]]. Clicking the scanner reveals all currently detected deposits (cells highlighted green) on the map and shows you the mineral when you hover over the deposit. Constructing or clicking any deep drill also displays all detected deposits, if a scanner is in place and powered. It is built with {{Required Resources}} in {{Ticks|{{P|Work To Make}}}} after the research [[Research#Deep drilling|Deep Drilling]] has been completed. The deep drill can bring much needed resources for constructing the ship or for base expansion later in the game, when most ores have been mined out. The scanning time depends on the intellectual skill of the scanner.&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
When placing a deep drill it can fit in as little as a 1x2 space - one cell for the drill, and one cell for the interaction spot. The outline does not restrict placement in any way. It only shows the drill's extraction zone and it can overlap walls, mountains, water, buildings, and even some of the maps border's exclusion zone but not the second tile away. Most deposits are in open space, but in tight spots, the drill can be &amp;lt;span style=&amp;quot; white-space: nowrap;&amp;quot;&amp;gt;rotated (keys: Q\E)&amp;lt;/span&amp;gt; to position the interaction spot. Once the drill has been built, uninstalling it to move it requires {{Ticks|1800}} of work.&lt;br /&gt;
&lt;br /&gt;
As the driller will spend long times drilling in a place far away from the base, they will quickly become unhappy because of the lack of beauty and comfort. A deep drill room can be constructed to mitigate the debuff, and [[sculpture]]s can be placed in the room to liven it up.&lt;br /&gt;
&lt;br /&gt;
A drill only extracts resources within its extraction zone, so it should be placed to cover as much as possible. Drills can be moved, allowing the drill to be reused once resources are exhausted. If building a drill is blocked by terrain like mud or shallow water, the drill can be installed on a [[bridge]]. Resources detected in deep water or deep ocean water beyond the overlap zone cannot be extracted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Unreachable deposit.png|'''Only 2 tiles of this deposit are reachable''' &lt;br /&gt;
File:Minerals found in deep waters.png|'''Minerals detected past the coastline cannot be extracted'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Operation ==&lt;br /&gt;
&lt;br /&gt;
A drill is operated by [[Menus#Mine|miners]].  Unlike crafting stations, the colonist cannot make use of a chair while operating the drill. The drill's inspection pane shows what resource is below ({{lc:{{#ask: [[Category:Metal]]}},  or [[jade]]}}). Cells will turn from green to yellow and then blank as they are depleted.  Each cell contains a total of 300 resources, but the actual number obtained depends on the miner's mining yield, so the values may be slightly lower. Drill operation can be suspended by marking the drill as forbidden or turning off its power. &lt;br /&gt;
&lt;br /&gt;
Drills will produce stone chunks if there are no other materials below them. To prevent pawns from continuing to drill stone undesirably, a drill that has exhausted all obtainable resources will automatically be marked &amp;quot;forbidden,&amp;quot; sending a notification to the player.&lt;br /&gt;
&lt;br /&gt;
Each extraction cycle takes a base of {{ticks|14000}} of work to finish, modified according to the colonist's [[Deep Drilling Speed]] stat. Although this time is the same for all materials, the amount per cycle varies. For example, plasteel yields 7 units per cycle, making it effectively 5 times slower to mine than steel, which yields 35. This means using deep drills is from over 700 (silver) to almost 3000 (gold/jade) times less efficient than normal mining. The drilling speed can also be increased using [[drill arm]]s{{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Note that resource fields may be adjacent to each other, sometimes with different types of resources.  If a drill is placed such that it overlaps both zones, it will mine all of the resources from one type before switching to the other field.  In which case, the infobox will display which resource the drill is currently extracting.&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
&lt;br /&gt;
A deep drill requires [[power]] to operate. Besides connecting to the main power grid, relocating charged batteries can provide power for a while. This can eliminate running power lines to remote areas, however a roof is needed to protect the batteries from rain. Alternatively, a [[vanometric power cell]] works to power up to 3 nearby drills constantly. Although risky, an [[unstable power cell]] can also be used to power the drills, but beware of an explosion.&lt;br /&gt;
&lt;br /&gt;
Once a drill has completely mined all resources in its zone, it will continue to draw power until it is turned off, disconnected from the grid or deconstructed.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
The resources contained in a deposit correlates with the size of the deposit. Below is an estimate of the different deposit sizes:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Resource !! Deposit Size !! Deposit Mean !! {{H:title|link=no|How common a particular resource vein is.|Commonality}} !! {{H:title|link=no|Amount obtained by the drill every cycle. Does not affect amount of resources in cell.|Portion Size}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Steel.png|link=|16px]] Steel||20 - 40||~ 30||4||35&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Silver.png|link=|16px]] Silver||7 - 20||~ 14||0.5||40&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Plasteel.png|link=|16px]] Plasteel||2 - 10||~ 7||1||7&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Jade.png|link=|16px]] Jade &amp;lt;br/&amp;gt; [[File:Gold.png|link=|16px]] Gold ||1 - 5||~ 3||0.5||10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Uranium.png|link=|16px]] Uranium||4 - 10||~ 7||1||10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--variables for table--&amp;gt;&lt;br /&gt;
{{#vardefine:celltrueA|style=&amp;quot;background:PaleGreen;&amp;quot; {{!}}{{Check}}}}&lt;br /&gt;
{{#vardefine:celltrueB|style=&amp;quot;background:DarkSeaGreen;&amp;quot; {{!}}{{Check}}}}&lt;br /&gt;
&amp;lt;!--end of variable declaration--&amp;gt;&lt;br /&gt;
Alternative table:&lt;br /&gt;
{| {{STDT| c_25 text-center}}&lt;br /&gt;
! style=&amp;quot;text-align:left; width: 6em;&amp;quot; | Resource&lt;br /&gt;
! style=&amp;quot;width: 4em;&amp;quot; | 1-5 &lt;br /&gt;
! style=&amp;quot;width: 4em;&amp;quot; | 6-10 &lt;br /&gt;
! style=&amp;quot;width: 4em;&amp;quot; | 11-15 &lt;br /&gt;
! style=&amp;quot;width: 4em;&amp;quot; | 16-20 &lt;br /&gt;
! style=&amp;quot;width: 4em;&amp;quot; | 21-30 &lt;br /&gt;
! style=&amp;quot;width: 4em;&amp;quot; | 31-40&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Steel.png|link=|16px]] Steel ||-||-||-||-||{{#var:celltrueA}}||{{#var:celltrueA}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Silver.png|link=|16px]] Silver ||-||{{#var:celltrueB}}||{{#var:celltrueB}}||{{#var:celltrueB}}||-||-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Jade.png|link=|16px]] Jade ||{{#var:celltrueA}}||-||-||-||-||-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Gold.png|link=|16px]] Gold ||{{#var:celltrueB}}||-||-||-||-||-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Uranium.png|link=|16px]] Uranium ||{{#var:celltrueA}}||{{#var:celltrueA}}||-||-||-||-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Plasteel.png|link=|16px]] Plasteel ||{{#var:celltrueA}}||{{#var:celltrueA}}||-||-||-||-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Infestations ==&lt;br /&gt;
&lt;br /&gt;
Manned drills are capable of drilling into underground [[Insectoids|insect]] hives, activating the Too Deep: Infestation [[event]] and bringing several to the surface.  There will be a short delay between the alert and their appearance, giving your miner time to get away.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&lt;br /&gt;
Prior to version B19, [[Chemfuel]] could be acquired by drilling.&lt;br /&gt;
&lt;br /&gt;
* 1.0 - it is now possible to drill into insectoid hives.&lt;br /&gt;
* [[Version/1.1.2624|1.1.2624]] - the area of deep drills has been expanded to become 21 tiles large (5x5 square minus the corners), as opposed to 9 tiles (3x3 square). Its power consumption has also been reduced (300 -&amp;gt; 200W).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
[[Category:Production]]&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Deep_drill&amp;diff=98520</id>
		<title>Deep drill</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Deep_drill&amp;diff=98520"/>
		<updated>2022-01-12T22:42:37Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: Punctuation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite|reason=Format standardisation}}&lt;br /&gt;
{{infobox main|production|&lt;br /&gt;
|name = Deep drill&lt;br /&gt;
|image = Deep drill.png&lt;br /&gt;
|imagesize = &lt;br /&gt;
|description = A deep-crust drilling rig for extracting minerals from deep under the surface. Use a ground-penetrating scanner to detect the resources. This drill will yield stone chunks if no resources are present. Can be repositioned freely.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Production&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 50&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.5&lt;br /&gt;
|minifiable = true&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|mass base = 35&lt;br /&gt;
|flammability = 0.5&lt;br /&gt;
|hp = 300&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|beauty = -25&lt;br /&gt;
|power = -200&lt;br /&gt;
|terrain affordance = light&lt;br /&gt;
|research = Deep drilling&lt;br /&gt;
|skill 1 = Construction&lt;br /&gt;
|skill 1 level = 4&lt;br /&gt;
|work to make = 10000&lt;br /&gt;
|resource 1 = Steel&lt;br /&gt;
|resource 1 amount = 100&lt;br /&gt;
|resource 2 = Component&lt;br /&gt;
|resource 2 amount = 2&lt;br /&gt;
}}&lt;br /&gt;
{{Info|A '''deep drill''' extracts resources from underground deposits.}} These deposits are discovered by having a colonist scan at a [[ground-penetrating scanner]]. Clicking the scanner reveals all currently detected deposits (cells highlighted green) on the map and shows you the mineral when you hover over the deposit. Constructing or clicking any deep drill also displays all detected deposits, if a scanner is in place and powered. It is built with {{Required Resources}} in {{Ticks|{{P|Work To Make}}}} after the research [[Research#Deep drilling|Deep Drilling]] has been completed. The deep drill can bring much needed resources for constructing the ship or for base expansion later in the game, when most ores have been mined out. The scanning time depends on the intellectual skill of the scanner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
When placing a deep drill it can fit in as little as a 1x2 space - one cell for the drill, and one cell for the interaction spot. The outline does not restrict placement in any way. It only shows the drill's extraction zone and it can overlap walls, mountains, water, buildings, and even some of the maps border's exclusion zone but not the second tile away. Most deposits are in open space, but in tight spots, the drill can be &amp;lt;span style=&amp;quot; white-space: nowrap;&amp;quot;&amp;gt;rotated (keys: Q\E)&amp;lt;/span&amp;gt; to position the interaction spot. Once the drill has been built, uninstalling it to move it requires {{Ticks|1800}} of work.&lt;br /&gt;
&lt;br /&gt;
As the driller will spend long times drilling in a place far away from the base, they will quickly become unhappy because of the lack of beauty and comfort. A deep drill room can be constructed to mitigate the debuff, and [[sculpture]]s can be placed in the room to liven it up.&lt;br /&gt;
&lt;br /&gt;
A drill only extracts resources within its extraction zone, so it should be placed to cover as much as possible. Drills can be moved, allowing the drill to be reused once resources are exhausted. If building a drill is blocked by terrain like mud or shallow water, the drill can be installed on a [[bridge]]. Resources detected in deep water or deep ocean water beyond the overlap zone cannot be extracted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Unreachable deposit.png|'''Only 2 tiles of this deposit are reachable''' &lt;br /&gt;
File:Minerals found in deep waters.png|'''Minerals detected past the coastline cannot be extracted'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Operation ==&lt;br /&gt;
&lt;br /&gt;
A drill is operated by [[Menus#Mine|miners]].  Unlike crafting stations, the colonist cannot make use of a chair while operating the drill. The drill's inspection pane shows what resource is below ({{lc:{{#ask: [[Category:Metal]]}},  or [[jade]]}}). Cells will turn from green to yellow and then blank as they are depleted.  Each cell contains a total of 300 resources, but the actual number obtained depends on the miner's mining yield, so the values may be slightly lower. Drill operation can be suspended by marking the drill as forbidden or turning off its power. &lt;br /&gt;
&lt;br /&gt;
Drills will produce stone chunks if there are no other materials below them. To prevent pawns from continuing to drill stone undesirably, a drill that has exhausted all obtainable resources will automatically be marked &amp;quot;forbidden,&amp;quot; sending a notification to the player.&lt;br /&gt;
&lt;br /&gt;
Each extraction cycle takes a base of {{ticks|14000}} of work to finish, modified according to the colonist's [[Deep Drilling Speed]] stat. Although this time is the same for all materials, the amount per cycle varies. For example, plasteel yields 7 units per cycle, making it effectively 5 times slower to mine than steel, which yields 35. This means using deep drills is from over 700 (silver) to almost 3000 (gold/jade) times less efficient than normal mining. The drilling speed can also be increased using [[drill arm]]s{{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Note that resource fields may be adjacent to each other, sometimes with different types of resources.  If a drill is placed such that it overlaps both zones, it will mine all of the resources from one type before switching to the other field.  In which case, the infobox will display which resource the drill is currently extracting.&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
&lt;br /&gt;
A deep drill requires [[power]] to operate. Besides connecting to the main power grid, relocating charged batteries can provide power for a while. This can eliminate running power lines to remote areas, however a roof is needed to protect the batteries from rain. Alternatively, a [[vanometric power cell]] works to power up to 3 nearby drills constantly. Although risky, an [[unstable power cell]] can also be used to power the drills, but beware of an explosion.&lt;br /&gt;
&lt;br /&gt;
Once a drill has completely mined all resources in its zone, it will continue to draw power until it is turned off, disconnected from the grid or deconstructed.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
The resources contained in a deposit correlates with the size of the deposit. Below is an estimate of the different deposit sizes:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Resource !! Deposit Size !! Deposit Mean !! {{H:title|link=no|How common a particular resource vein is.|Commonality}} !! {{H:title|link=no|Amount obtained by the drill every cycle. Does not affect amount of resources in cell.|Portion Size}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Steel.png|link=|16px]] Steel||20 - 40||~ 30||4||35&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Silver.png|link=|16px]] Silver||7 - 20||~ 14||0.5||40&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Plasteel.png|link=|16px]] Plasteel||2 - 10||~ 7||1||7&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Jade.png|link=|16px]] Jade &amp;lt;br/&amp;gt; [[File:Gold.png|link=|16px]] Gold ||1 - 5||~ 3||0.5||10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Uranium.png|link=|16px]] Uranium||4 - 10||~ 7||1||10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--variables for table--&amp;gt;&lt;br /&gt;
{{#vardefine:celltrueA|style=&amp;quot;background:PaleGreen;&amp;quot; {{!}}{{Check}}}}&lt;br /&gt;
{{#vardefine:celltrueB|style=&amp;quot;background:DarkSeaGreen;&amp;quot; {{!}}{{Check}}}}&lt;br /&gt;
&amp;lt;!--end of variable declaration--&amp;gt;&lt;br /&gt;
Alternative table:&lt;br /&gt;
{| {{STDT| c_25 text-center}}&lt;br /&gt;
! style=&amp;quot;text-align:left; width: 6em;&amp;quot; | Resource&lt;br /&gt;
! style=&amp;quot;width: 4em;&amp;quot; | 1-5 &lt;br /&gt;
! style=&amp;quot;width: 4em;&amp;quot; | 6-10 &lt;br /&gt;
! style=&amp;quot;width: 4em;&amp;quot; | 11-15 &lt;br /&gt;
! style=&amp;quot;width: 4em;&amp;quot; | 16-20 &lt;br /&gt;
! style=&amp;quot;width: 4em;&amp;quot; | 21-30 &lt;br /&gt;
! style=&amp;quot;width: 4em;&amp;quot; | 31-40&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Steel.png|link=|16px]] Steel ||-||-||-||-||{{#var:celltrueA}}||{{#var:celltrueA}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Silver.png|link=|16px]] Silver ||-||{{#var:celltrueB}}||{{#var:celltrueB}}||{{#var:celltrueB}}||-||-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Jade.png|link=|16px]] Jade ||{{#var:celltrueA}}||-||-||-||-||-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Gold.png|link=|16px]] Gold ||{{#var:celltrueB}}||-||-||-||-||-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Uranium.png|link=|16px]] Uranium ||{{#var:celltrueA}}||{{#var:celltrueA}}||-||-||-||-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Plasteel.png|link=|16px]] Plasteel ||{{#var:celltrueA}}||{{#var:celltrueA}}||-||-||-||-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Infestations ==&lt;br /&gt;
&lt;br /&gt;
Manned drills are capable of drilling into underground [[Insectoids|insect]] hives, activating the Too Deep: Infestation [[event]] and bringing several to the surface.  There will be a short delay between the alert and their appearance, giving your miner time to get away.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&lt;br /&gt;
Prior to version B19, [[Chemfuel]] could be acquired by drilling.&lt;br /&gt;
&lt;br /&gt;
* 1.0 - it is now possible to drill into insectoid hives.&lt;br /&gt;
* [[Version/1.1.2624|1.1.2624]] - the area of deep drills has been expanded to become 21 tiles large (5x5 square minus the corners), as opposed to 9 tiles (3x3 square). Its power consumption has also been reduced (300 -&amp;gt; 200W).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
[[Category:Production]]&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Recreation&amp;diff=96453</id>
		<title>Recreation</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Recreation&amp;diff=96453"/>
		<updated>2021-11-16T21:15:25Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: /* Activities table */ Clarify what this column is&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;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Rewrite|reason=Severely outdated, desperately in need of cleanup, need overview/comparative analysis of recreation items and strats.}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Data found in&lt;br /&gt;
JobDefs\Jobs_Joy.xml&lt;br /&gt;
JoyGiverDefs\JoyGivers.xml&lt;br /&gt;
JoyKindDefs\JoyKinds.xml&lt;br /&gt;
ThingDefs\Items_Luxury.xml&lt;br /&gt;
ThingDefs\Items_Meals.xml&lt;br /&gt;
ThingDefs\Items_Resources.xml&lt;br /&gt;
ThoughtDefs\Thoughts_Needs.xml&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = Recreation is the need to have fun. Repeating the same kind of activity makes it less fun, so variety is necessary.&lt;br /&gt;
}}&lt;br /&gt;
'''Recreation''' is one of a colonist's [[needs]]. Prisoners, visitors, enemy pawns, and animals do not have the recreation need. &lt;br /&gt;
&lt;br /&gt;
Colonists gain recreation in two ways:&lt;br /&gt;
* Consuming something pleasurable, such as [[chocolate]] or [[beer]].&lt;br /&gt;
* Doing an activity, such as playing [[horseshoes pin|horseshoes]] or watching [[tube television|television]]&lt;br /&gt;
&lt;br /&gt;
Colonists may do recreation activities when their [[Menus#Restrict|timetable]] allows. Some activities require nothing more than an allotted time while certain activities require the relevant building or item. Certain items can only be purchased from traders. Some activities have an added benefit of improving skill experience points. Colonists develop an increasing tolerance, or resistance, to a kind of activity the more it is done. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup. Currently there are 9 types of recreation - solitary relaxation, social interaction, television watching, cerebral play, dexterity play, music, telescope study, chemical and food consumption.&lt;br /&gt;
&lt;br /&gt;
==Recreation Needs==&lt;br /&gt;
===Recreation thresholds===&lt;br /&gt;
The recreation meter has thresholds that trigger [[mood]]-altering thoughts. No thoughts are triggered from 30% to 69%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; padding-left: 6px;&amp;quot;&lt;br /&gt;
! width=&amp;quot;13%&amp;quot; | Threshold !! width=&amp;quot;21%&amp;quot; | Label !! width=&amp;quot;15%&amp;quot; | Mood Effect !! Thought&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 85 - 100 || &amp;amp;nbsp;Recreation fully satisfied || style=&amp;quot;text-align:center;&amp;quot; | +10 || &amp;amp;nbsp;I've been enjoying myself so much, I love it!&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 70 - 85 || &amp;amp;nbsp;Recreation satisfied || style=&amp;quot;text-align:center;&amp;quot; |  +5 || &amp;amp;nbsp;I've been having a great time doing various things I like to do.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 15 - 30 || &amp;amp;nbsp;Recreation unfulfilled || style=&amp;quot;text-align:center;&amp;quot; | -5 || &amp;amp;nbsp;I could really use a break for something enjoyable.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 - 15  || &amp;amp;nbsp;Recreation deprived || style=&amp;quot;text-align:center;&amp;quot; | -10 || &amp;amp;nbsp;We need more variation in recreation activities, and i need time to enjoy them. This place is really dull.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 || &amp;amp;nbsp;Recreation-starved || style=&amp;quot;text-align:center;&amp;quot; | -20 || &amp;amp;nbsp;It's been so long since I did anything for fun on my own time.&lt;br /&gt;
|}&lt;br /&gt;
===Recreation tolerance===&lt;br /&gt;
Colonists develop an increasing tolerance, or resistance, to specific types of recreation the more it is performed. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance reduces joy gained proportionally. Recreation tolerance gained is 2/3 of the recreation value increase from the activity. For instance, A colonist consuming 4 units of chocolate at 0% gluttonous tolerance would gain 40% joy and 26.7% gluttonous tolerance. Eating another 4 immediately would only provide 73.3% of 40% or 29.3% joy gain and 2/3 of 29.3% or 19.6% gluttonous tolerance. Recreation tolerance only increases when an action increases joy.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance decreases while awake at a rate dependent on the wealth of the colony, with higher wealth colonies needing more recreation variety to combat the lower rate of tolerance decrease. It has 6 stages at different wealth values. Additionally, [[Titles#Conceited vs Non Conceited|conceited nobles]] {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the effects of regular expectations. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Wealth Limits !! Recreation Tolerance&amp;lt;br&amp;gt;Loss/Day !! Num. of Recommended&amp;lt;br&amp;gt;Recreation Types&lt;br /&gt;
|-&lt;br /&gt;
| Extremely low expectations || 0 - 15,000               || 18% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Very low expectations      || 15,000 - 31,000          || 13% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Low expectations           || 31,000 - 81,000          || 11% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate expectations      || 81,000 - 182,000         || 10% || 4&lt;br /&gt;
|-&lt;br /&gt;
| High expectations          || 182,000 - 308,000        || 8% || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sky-high expectations      || 308,000 -  1,000,000,000 || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} Noble expectations         || N/A                      || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} Royal expectations         || N/A                      || 7% || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Activities table==&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_05 text-center}}&lt;br /&gt;
! Activity !! Duration !! Gain Rate !! Recreation kind !! Interaction !! Improves Skill !! +XP Per Tick&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Skygazing || {{ticks|4000}} || 1 || Solitary relaxation || Solitary || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Meditating || {{ticks|4000}} || 1 || Solitary relaxation || Solitary || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Praying || {{ticks|3000}} || 1 || Solitary relaxation || Solitary || - || -&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Going for a walk || {{ticks|8000}} || 1 || Solitary relaxation || Solitary || - || -&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Building snowman || {{ticks|8000}} || 1 || Solitary relaxation || Solitary || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Visiting grave || {{ticks|4000}} || 1 || Solitary relaxation || Building || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Viewing art || {{ticks|4000}} || 1 || Solitary relaxation || Building || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Relaxing socially || {{ticks|4000}} || 1 || Social interaction || Social || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Cheering up patient &amp;lt;NAME&amp;gt; || {{ticks|1500}} || 1 || Social interaction  || Social || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Playing horseshoes&amp;lt;ref name=&amp;quot;NewArrivalsOnly&amp;quot;&amp;gt;Only craftable when playing as New Arrivals. Can still be acquired from traders otherwise.&amp;lt;/ref&amp;gt; || {{ticks|4000}} || 1 || Dexterity play || Building || Shooting || 0.003&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Playing hoopstone ring&amp;lt;ref name=&amp;quot;TribeOnly&amp;quot;&amp;gt;Only craftable when playing as New Tribe. Can still be acquired from traders otherwise.&amp;lt;/ref&amp;gt; || {{ticks|4000}} || 1 || Dexterity play || Building || Shooting || 0.003&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Playing chess&amp;lt;ref name=&amp;quot;NewArrivalsOnly&amp;quot; /&amp;gt; || {{ticks|4000}} || 1 || Cerebral play || Building  || Intellectual || 0.002&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Playing the game of Ur&amp;lt;ref name=&amp;quot;TribeOnly&amp;quot; /&amp;gt; || {{ticks|4000}} || 0.8 || Cerebral play || Building  || Intellectual || 0.002&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Playing billiards || {{ticks|4000}} || 1.3 || Dexterity play || Building || Shooting || 0.004&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Playing poker || {{ticks|4000}} || 1.3 || Cerebral play || Building || Intellectual || 0.004&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Using telescope&amp;lt;ref name=&amp;quot;TradersOnly&amp;quot;&amp;gt;Only acquired from traders.&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;Installed&amp;quot;&amp;gt;Must be installed before use.&amp;lt;/ref&amp;gt; || {{ticks|4000}} || 1.2 || Telescope study|| Building || Intellectual || 0.004&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Watching television&amp;lt;ref name=&amp;quot;Installed&amp;quot; /&amp;gt; || {{ticks|4000}} || 1.2 || Television watching || Building || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Watching flatscreen television&amp;lt;ref name=&amp;quot;Installed&amp;quot; /&amp;gt; || {{ticks|4000}} || 1.4 || Television watching || Building || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Watching megascreen television&amp;lt;ref name=&amp;quot;TradersOnly&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;Installed&amp;quot; /&amp;gt; || {{ticks|4000}} || 1.6 || Television watching || Building || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{RoyaltyIcon}} Playing harp || {{ticks|4000}} || 1 || Music || Building || Artistic || 0.0015&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{RoyaltyIcon}} Playing harpsichord || {{ticks|4000}} || 1 || Music || Building || Artistic || 0.0015&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{RoyaltyIcon}} Playing piano || {{ticks|4000}} || 1 || Music || Building || Artistic || 0.0015&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{RoyaltyIcon}} Meditating royally at || {{ticks|6250}} || 1 || Solitary relaxation || Building || - || -&lt;br /&gt;
|}&lt;br /&gt;
Note: the above Recreation gain rates are based on normal quality buildings when applicable.&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Consumables table==&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_05 text-center}}&lt;br /&gt;
! Item !! +Recreation (%) !! Kind&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Chocolate]]  || 10 || Food Consumption&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Insect jelly]]  || 8 || Food Consumption&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Ambrosia]] || 50 || Chemical&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Beer]] || 17 || Chemical&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Smokeleaf joint]] || 80 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Psychite tea]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Go-juice]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Wake-up]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Yayo]]  || 80 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Flake]]  || 70 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
&lt;br /&gt;
The following can be built from the '''Architect - Recreation''' menu.&lt;br /&gt;
&lt;br /&gt;
===Horseshoes pin===&lt;br /&gt;
{{Main|Horseshoes pin}}&lt;br /&gt;
[[File:Horseshoe and Horseshoes Pin.png|100px|left]] ''In-game description:'' {{Q|Horseshoes pin|Description}}&lt;br /&gt;
&lt;br /&gt;
Colonists will play Horseshoes by themselves or with other. Horseshoes improves the player's [[Skills#Shooting|Shooting skill]] at a meager rate. &lt;br /&gt;
&lt;br /&gt;
It is low cost and low work making it ideal for the early game.&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Horseshoes pin|Size}} ~ &amp;lt;br&amp;gt;&lt;br /&gt;
User Interation Spots: 12 spaced in 3x1 rows spaced 5 tiles in cardinal directions &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: Material dependent  &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Horseshoes pin|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Horseshoes pin|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Hoopstone ring===&lt;br /&gt;
{{Main|Hoopstone ring}}&lt;br /&gt;
[[File:Hoopstone ring.png|100px|left]]''In-game description:'' {{Q|Hoopstone ring|Description}}&lt;br /&gt;
&lt;br /&gt;
Colonists will play Hoopstone by themselves or with other. Hoopstone improves the player's [[Skills#Shooting|Shooting skill]] at a meager rate. &lt;br /&gt;
&lt;br /&gt;
The hoopstone ring is the [[Scenario system|tribal-start]] equivalent of a Horseshoes pin. It is low cost and low work making it ideal for the early game.&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Hoopstone ring|Size}} ~ &amp;lt;br&amp;gt;&lt;br /&gt;
User Interation Spots: 12 spaced in 3x1 rows spaced 5 tiles in cardinal directions &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: Material dependent  &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Hoopstone ring|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Hoopstone ring|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Chess table===&lt;br /&gt;
{{Main|Chess table}}&lt;br /&gt;
[[File:ChessTable.png|100px|left]]''In-game description:'' {{Q|Chess table|Description}}&lt;br /&gt;
&lt;br /&gt;
Colonists will play chess with another colonist, or alone to 'practice'. Chess improves the player's [[Skills#Intellectual|Intellectual skill]] at a meager rate. &lt;br /&gt;
&lt;br /&gt;
For a colonist to use a chess table, there must be at least one seat facing it.&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Chess table|Size}} ~ &amp;lt;br&amp;gt;&lt;br /&gt;
User Interation Spots: 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: Material dependent  &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Chess table|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Chess table|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
===Game-of-Ur board===&lt;br /&gt;
{{Main|Game-of-Ur board}}&lt;br /&gt;
[[File:Game of Ur board.png|100px|left]]''In-game description:'' {{Q|Game-of-Ur board|Description}}&lt;br /&gt;
&lt;br /&gt;
A Game-of-Ur board is the [[Scenario system|tribal-start]] equivalent of a [[chess table]].  For other players, it may be purchased from a tribal merchant.&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Game-of-Ur board|Size}} ~ &amp;lt;br&amp;gt;&lt;br /&gt;
User Interation Spots: 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: Material dependent  &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Game-of-Ur board|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Game-of-Ur board|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Billiards table===&lt;br /&gt;
{{Main|Billiards table}}&lt;br /&gt;
[[File:Billiards table.png|100px|left]]''In-game description:'' {{Q|Billiards table|Description}}&lt;br /&gt;
&lt;br /&gt;
Playing billiards increases the player's [[Skills#Shooting|shooting skill]] at a meager rate.&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Billiards table|Size}} ~ Needs a space of 4 x 5 to accommodate the playing area. &amp;lt;br&amp;gt;&lt;br /&gt;
User Interation Spots: 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: Material dependent &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Billiards table|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Billiards table|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Poker table===&lt;br /&gt;
{{Main|Poker table}}&lt;br /&gt;
[[File:Poker table.png|100px|left]]''In-game description:'' {{Q|Poker table|Description}}&lt;br /&gt;
&lt;br /&gt;
A '''poker table''' is used for recreation by up to four colonists at once. It needs to have [[chair]]s surrounding it so colonists can use it. &lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Poker table|Size}} &amp;lt;br&amp;gt;&lt;br /&gt;
User Interation Spots: 8 (up to 4 simultaneous) &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: Material dependent &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Poker table|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Poker table|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Telescope===&lt;br /&gt;
{{Main|Telescope}}&lt;br /&gt;
[[File:Telescope.png|100px|left]]''In-game description:'' {{Q|Telescope|Description}}&lt;br /&gt;
&lt;br /&gt;
The telescope must be bought from traders and only have a decent recreation power, however they have an entirely unique recreation type which in some circumstances more than make up for the lesser power. &lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Telescope|Size}} &amp;lt;br&amp;gt;&lt;br /&gt;
User Interation Spots: 1 &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: {{Q|Telescope|Market Value}} {{Icon Small|Silver}} [[silver]] &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Telescope|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Telescope|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Tube television===&lt;br /&gt;
{{Main|Tube television}}&lt;br /&gt;
[[File:Tube television.png|100px|left]]''In-game description:'' A cathode ray tube display for showing moving pictures with sound. Even on the rimworlds, there is often an old transmitter running something at least marginally interesting.&lt;br /&gt;
&lt;br /&gt;
A tube television (TV) must be either bought from an exotic trader or researched and built. They are placed like sculptures, and require a place to sit. Unlike a chessboard, the seats must be placed between with a 1-tile gap from the TV, however seat orientation does not matter.&lt;br /&gt;
&lt;br /&gt;
Televisions can also be viewed for enjoyment by people residing in medical-designated beds of all types.&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Tube television|Size}} &amp;lt;br&amp;gt;&lt;br /&gt;
Viewing area: 3 x 5 &amp;lt;br&amp;gt;&lt;br /&gt;
Offset: 1 tile away &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: {{Q|Tube television|Market Value}} {{Icon Small|Silver}} [[silver]] &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|tube television|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|tube television|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Flatscreen television===&lt;br /&gt;
{{Main|Flatscreen television}}&lt;br /&gt;
[[File:Flatscreen television.png|100px|left]]''In-game description:'' A high-tech flat-screen television with crystal-clear image and rich color. More entertaining than a grainy tube TV.&lt;br /&gt;
&lt;br /&gt;
Before version 0.19 Flatscreen Television could only be bought from traders, but they are now able to be crafted by [[colonist]]s with construction 8 or higher. They are placed like sculptures, and require a place to sit. Seating must be placed with a 1-tile gap from the TV, however seat orientation does not matter..&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Flatscreen television|Size}} &amp;lt;br&amp;gt;&lt;br /&gt;
Viewing area: 6 x 5 &amp;lt;br&amp;gt;&lt;br /&gt;
Offset: 1 tile away &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: {{Q|Flatscreen television|Market Value}} {{Icon Small|Silver}} [[silver]] &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|flatscreen television|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|flatscreen television|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Megascreen television===&lt;br /&gt;
{{Main|Megascreen television}}&lt;br /&gt;
[[File:Megascreen television.png|100px|left]]''In-game description:'' {{Q|Megascreen television|Description}}&lt;br /&gt;
&lt;br /&gt;
The Megascreen Television was added in Alpha 13 and must be bought from an exotic trader. They are placed like sculptures, and require a place to sit. Seating must be placed with a 1-tile gap from the TV, however seat orientation does not matter..&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|megascreen television|Size}} &amp;lt;br&amp;gt;&lt;br /&gt;
Viewing area: 7 x 6 &amp;lt;br&amp;gt;&lt;br /&gt;
Offset: 1 tile away &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: {{Q|Megascreen television|Market Value}} {{Icon Small|Silver}} [[silver]] &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|megascreen television|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|megascreen television|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Activities ==&lt;br /&gt;
&lt;br /&gt;
=== Building snowman ===&lt;br /&gt;
In cold biomes after some snow has accumulated a colonist may build a [[snowman]].&lt;br /&gt;
&lt;br /&gt;
=== Going for a walk ===&lt;br /&gt;
When a colonist goes for a walk, this means that they aimlessly path around the area they started from. This takes twice as long as most other activities to finish and yet still has the same tolerance gain rate.&lt;br /&gt;
&lt;br /&gt;
=== Meditating ===&lt;br /&gt;
Meditating is the act of your colonists going into their private room and sitting in a corner for a while while in solitary. Like most other activities, this has a length of 4000 ticks and an average tolerance gain rate.&lt;br /&gt;
&lt;br /&gt;
=== Playing billiards ===&lt;br /&gt;
One or more colonists will wander around the billiards table, taking shots. Raises the Shooting skill in a similar way as horseshoes.&lt;br /&gt;
&lt;br /&gt;
=== Playing chess ===&lt;br /&gt;
A chess table requires adjacent chairs to be used. Up to two colonists can use a chess table at once. Slowly raises the Intellectual skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing hoopstone ===&lt;br /&gt;
One to three colonists take turns throwing stones through the ring from approximately 5 blocks away. Playing hoopstone raises the Shooting skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing horseshoes ===&lt;br /&gt;
One to three colonists take turns throwing horseshoes at the post from approximately 5 blocks away. Playing horseshoes raises the Shooting skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing poker ===&lt;br /&gt;
One to four colonists will sit at chairs adjacent to the table and play poker. Playing poker raises the Intellectual skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing the game of Ur ===&lt;br /&gt;
A Game-of-Ur board requires adjacent chairs to be used. Up to two colonists can use a Game-of-Ur board at once. Slowly raises the Intellectual skill.&lt;br /&gt;
&lt;br /&gt;
=== Praying ===&lt;br /&gt;
Similar to Meditating, but lasts shorter and is only done by certain colonists. &amp;lt;br&amp;gt;&lt;br /&gt;
In the game files, each colonist has a value determining whether or not they will pray.&lt;br /&gt;
&lt;br /&gt;
=== Relaxing socially ===&lt;br /&gt;
If a campfire or table is enabled as a Gather Spot, colonists will stand in the vicinity of the campfire, or sit at a chair or stool beside a table. If beer is available, a colonist may carry a bottle while relaxing, without actually consuming the item. This action has been shown to occur among colonists with the Chemical Interest trait, the Teetotaler trait, and no trait in regards to alcohol.&lt;br /&gt;
&lt;br /&gt;
Contradictory to its name, colonists can carry out this activity when alone, while still gaining Recreation at the same rate.&lt;br /&gt;
&lt;br /&gt;
=== Skygazing ===&lt;br /&gt;
Skygazing is the act of your colonists simply laying on the ground in an outdoor (area without a roof) area and facing upwards. The game has a few flavor text names such as &amp;quot;Cloudwatching&amp;quot;. This activity is the same length of time that most others are and the same tolerance gain rate.&lt;br /&gt;
&lt;br /&gt;
=== Using telescope ===&lt;br /&gt;
A colonist will stand behind the telescope's viewfinder for some time. The telescope must be placed outside and will not degrade from weather.&lt;br /&gt;
&lt;br /&gt;
Oddly, colonists may use it during daytime.&lt;br /&gt;
&lt;br /&gt;
=== Visiting grave ===&lt;br /&gt;
Colonists will visit a filled [[grave]] or [[sarcophagus]].&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Added as '''Joy''' with Skygazing, Meditating/praying, Social relaxation, Horseshoes game, Chess, Billiards, Television, and Telescope as the initial sources.&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Added new joy activity: build snowman.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added grave and sarcophagus visiting as joy activity.&lt;br /&gt;
{{nav|joy}}&lt;br /&gt;
[[Category:Architect]]&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Recreation&amp;diff=96452</id>
		<title>Recreation</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Recreation&amp;diff=96452"/>
		<updated>2021-11-16T21:14:36Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: /* Recreation tolerance */ Royalty icons&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;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Rewrite|reason=Severely outdated, desperately in need of cleanup, need overview/comparative analysis of recreation items and strats.}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Data found in&lt;br /&gt;
JobDefs\Jobs_Joy.xml&lt;br /&gt;
JoyGiverDefs\JoyGivers.xml&lt;br /&gt;
JoyKindDefs\JoyKinds.xml&lt;br /&gt;
ThingDefs\Items_Luxury.xml&lt;br /&gt;
ThingDefs\Items_Meals.xml&lt;br /&gt;
ThingDefs\Items_Resources.xml&lt;br /&gt;
ThoughtDefs\Thoughts_Needs.xml&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = Recreation is the need to have fun. Repeating the same kind of activity makes it less fun, so variety is necessary.&lt;br /&gt;
}}&lt;br /&gt;
'''Recreation''' is one of a colonist's [[needs]]. Prisoners, visitors, enemy pawns, and animals do not have the recreation need. &lt;br /&gt;
&lt;br /&gt;
Colonists gain recreation in two ways:&lt;br /&gt;
* Consuming something pleasurable, such as [[chocolate]] or [[beer]].&lt;br /&gt;
* Doing an activity, such as playing [[horseshoes pin|horseshoes]] or watching [[tube television|television]]&lt;br /&gt;
&lt;br /&gt;
Colonists may do recreation activities when their [[Menus#Restrict|timetable]] allows. Some activities require nothing more than an allotted time while certain activities require the relevant building or item. Certain items can only be purchased from traders. Some activities have an added benefit of improving skill experience points. Colonists develop an increasing tolerance, or resistance, to a kind of activity the more it is done. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup. Currently there are 9 types of recreation - solitary relaxation, social interaction, television watching, cerebral play, dexterity play, music, telescope study, chemical and food consumption.&lt;br /&gt;
&lt;br /&gt;
==Recreation Needs==&lt;br /&gt;
===Recreation thresholds===&lt;br /&gt;
The recreation meter has thresholds that trigger [[mood]]-altering thoughts. No thoughts are triggered from 30% to 69%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; padding-left: 6px;&amp;quot;&lt;br /&gt;
! width=&amp;quot;13%&amp;quot; | Threshold !! width=&amp;quot;21%&amp;quot; | Label !! width=&amp;quot;15%&amp;quot; | Mood Effect !! Thought&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 85 - 100 || &amp;amp;nbsp;Recreation fully satisfied || style=&amp;quot;text-align:center;&amp;quot; | +10 || &amp;amp;nbsp;I've been enjoying myself so much, I love it!&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 70 - 85 || &amp;amp;nbsp;Recreation satisfied || style=&amp;quot;text-align:center;&amp;quot; |  +5 || &amp;amp;nbsp;I've been having a great time doing various things I like to do.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 15 - 30 || &amp;amp;nbsp;Recreation unfulfilled || style=&amp;quot;text-align:center;&amp;quot; | -5 || &amp;amp;nbsp;I could really use a break for something enjoyable.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 - 15  || &amp;amp;nbsp;Recreation deprived || style=&amp;quot;text-align:center;&amp;quot; | -10 || &amp;amp;nbsp;We need more variation in recreation activities, and i need time to enjoy them. This place is really dull.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 || &amp;amp;nbsp;Recreation-starved || style=&amp;quot;text-align:center;&amp;quot; | -20 || &amp;amp;nbsp;It's been so long since I did anything for fun on my own time.&lt;br /&gt;
|}&lt;br /&gt;
===Recreation tolerance===&lt;br /&gt;
Colonists develop an increasing tolerance, or resistance, to specific types of recreation the more it is performed. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance reduces joy gained proportionally. Recreation tolerance gained is 2/3 of the recreation value increase from the activity. For instance, A colonist consuming 4 units of chocolate at 0% gluttonous tolerance would gain 40% joy and 26.7% gluttonous tolerance. Eating another 4 immediately would only provide 73.3% of 40% or 29.3% joy gain and 2/3 of 29.3% or 19.6% gluttonous tolerance. Recreation tolerance only increases when an action increases joy.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance decreases while awake at a rate dependent on the wealth of the colony, with higher wealth colonies needing more recreation variety to combat the lower rate of tolerance decrease. It has 6 stages at different wealth values. Additionally, [[Titles#Conceited vs Non Conceited|conceited nobles]] {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the effects of regular expectations. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Wealth Limits !! Recreation Tolerance&amp;lt;br&amp;gt;Loss/Day !! Num. of Recommended&amp;lt;br&amp;gt;Recreation Types&lt;br /&gt;
|-&lt;br /&gt;
| Extremely low expectations || 0 - 15,000               || 18% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Very low expectations      || 15,000 - 31,000          || 13% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Low expectations           || 31,000 - 81,000          || 11% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate expectations      || 81,000 - 182,000         || 10% || 4&lt;br /&gt;
|-&lt;br /&gt;
| High expectations          || 182,000 - 308,000        || 8% || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sky-high expectations      || 308,000 -  1,000,000,000 || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} Noble expectations         || N/A                      || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} Royal expectations         || N/A                      || 7% || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Activities table==&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_05 text-center}}&lt;br /&gt;
! Activity !! Duration !! Gain Rate !! Kind !! Interaction !! Improves Skill !! +XP Per Tick&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Skygazing || {{ticks|4000}} || 1 || Solitary relaxation || Solitary || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Meditating || {{ticks|4000}} || 1 || Solitary relaxation || Solitary || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Praying || {{ticks|3000}} || 1 || Solitary relaxation || Solitary || - || -&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Going for a walk || {{ticks|8000}} || 1 || Solitary relaxation || Solitary || - || -&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Building snowman || {{ticks|8000}} || 1 || Solitary relaxation || Solitary || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Visiting grave || {{ticks|4000}} || 1 || Solitary relaxation || Building || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Viewing art || {{ticks|4000}} || 1 || Solitary relaxation || Building || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Relaxing socially || {{ticks|4000}} || 1 || Social interaction || Social || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Cheering up patient &amp;lt;NAME&amp;gt; || {{ticks|1500}} || 1 || Social interaction  || Social || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Playing horseshoes&amp;lt;ref name=&amp;quot;NewArrivalsOnly&amp;quot;&amp;gt;Only craftable when playing as New Arrivals. Can still be acquired from traders otherwise.&amp;lt;/ref&amp;gt; || {{ticks|4000}} || 1 || Dexterity play || Building || Shooting || 0.003&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Playing hoopstone ring&amp;lt;ref name=&amp;quot;TribeOnly&amp;quot;&amp;gt;Only craftable when playing as New Tribe. Can still be acquired from traders otherwise.&amp;lt;/ref&amp;gt; || {{ticks|4000}} || 1 || Dexterity play || Building || Shooting || 0.003&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Playing chess&amp;lt;ref name=&amp;quot;NewArrivalsOnly&amp;quot; /&amp;gt; || {{ticks|4000}} || 1 || Cerebral play || Building  || Intellectual || 0.002&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Playing the game of Ur&amp;lt;ref name=&amp;quot;TribeOnly&amp;quot; /&amp;gt; || {{ticks|4000}} || 0.8 || Cerebral play || Building  || Intellectual || 0.002&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Playing billiards || {{ticks|4000}} || 1.3 || Dexterity play || Building || Shooting || 0.004&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Playing poker || {{ticks|4000}} || 1.3 || Cerebral play || Building || Intellectual || 0.004&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Using telescope&amp;lt;ref name=&amp;quot;TradersOnly&amp;quot;&amp;gt;Only acquired from traders.&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;Installed&amp;quot;&amp;gt;Must be installed before use.&amp;lt;/ref&amp;gt; || {{ticks|4000}} || 1.2 || Telescope study|| Building || Intellectual || 0.004&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Watching television&amp;lt;ref name=&amp;quot;Installed&amp;quot; /&amp;gt; || {{ticks|4000}} || 1.2 || Television watching || Building || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Watching flatscreen television&amp;lt;ref name=&amp;quot;Installed&amp;quot; /&amp;gt; || {{ticks|4000}} || 1.4 || Television watching || Building || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Watching megascreen television&amp;lt;ref name=&amp;quot;TradersOnly&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;Installed&amp;quot; /&amp;gt; || {{ticks|4000}} || 1.6 || Television watching || Building || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{RoyaltyIcon}} Playing harp || {{ticks|4000}} || 1 || Music || Building || Artistic || 0.0015&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{RoyaltyIcon}} Playing harpsichord || {{ticks|4000}} || 1 || Music || Building || Artistic || 0.0015&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{RoyaltyIcon}} Playing piano || {{ticks|4000}} || 1 || Music || Building || Artistic || 0.0015&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{RoyaltyIcon}} Meditating royally at || {{ticks|6250}} || 1 || Solitary relaxation || Building || - || -&lt;br /&gt;
|}&lt;br /&gt;
Note: the above Recreation gain rates are based on normal quality buildings when applicable.&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Consumables table==&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_05 text-center}}&lt;br /&gt;
! Item !! +Recreation (%) !! Kind&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Chocolate]]  || 10 || Food Consumption&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Insect jelly]]  || 8 || Food Consumption&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Ambrosia]] || 50 || Chemical&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Beer]] || 17 || Chemical&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Smokeleaf joint]] || 80 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Psychite tea]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Go-juice]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Wake-up]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Yayo]]  || 80 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Flake]]  || 70 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
&lt;br /&gt;
The following can be built from the '''Architect - Recreation''' menu.&lt;br /&gt;
&lt;br /&gt;
===Horseshoes pin===&lt;br /&gt;
{{Main|Horseshoes pin}}&lt;br /&gt;
[[File:Horseshoe and Horseshoes Pin.png|100px|left]] ''In-game description:'' {{Q|Horseshoes pin|Description}}&lt;br /&gt;
&lt;br /&gt;
Colonists will play Horseshoes by themselves or with other. Horseshoes improves the player's [[Skills#Shooting|Shooting skill]] at a meager rate. &lt;br /&gt;
&lt;br /&gt;
It is low cost and low work making it ideal for the early game.&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Horseshoes pin|Size}} ~ &amp;lt;br&amp;gt;&lt;br /&gt;
User Interation Spots: 12 spaced in 3x1 rows spaced 5 tiles in cardinal directions &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: Material dependent  &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Horseshoes pin|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Horseshoes pin|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Hoopstone ring===&lt;br /&gt;
{{Main|Hoopstone ring}}&lt;br /&gt;
[[File:Hoopstone ring.png|100px|left]]''In-game description:'' {{Q|Hoopstone ring|Description}}&lt;br /&gt;
&lt;br /&gt;
Colonists will play Hoopstone by themselves or with other. Hoopstone improves the player's [[Skills#Shooting|Shooting skill]] at a meager rate. &lt;br /&gt;
&lt;br /&gt;
The hoopstone ring is the [[Scenario system|tribal-start]] equivalent of a Horseshoes pin. It is low cost and low work making it ideal for the early game.&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Hoopstone ring|Size}} ~ &amp;lt;br&amp;gt;&lt;br /&gt;
User Interation Spots: 12 spaced in 3x1 rows spaced 5 tiles in cardinal directions &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: Material dependent  &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Hoopstone ring|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Hoopstone ring|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Chess table===&lt;br /&gt;
{{Main|Chess table}}&lt;br /&gt;
[[File:ChessTable.png|100px|left]]''In-game description:'' {{Q|Chess table|Description}}&lt;br /&gt;
&lt;br /&gt;
Colonists will play chess with another colonist, or alone to 'practice'. Chess improves the player's [[Skills#Intellectual|Intellectual skill]] at a meager rate. &lt;br /&gt;
&lt;br /&gt;
For a colonist to use a chess table, there must be at least one seat facing it.&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Chess table|Size}} ~ &amp;lt;br&amp;gt;&lt;br /&gt;
User Interation Spots: 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: Material dependent  &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Chess table|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Chess table|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
===Game-of-Ur board===&lt;br /&gt;
{{Main|Game-of-Ur board}}&lt;br /&gt;
[[File:Game of Ur board.png|100px|left]]''In-game description:'' {{Q|Game-of-Ur board|Description}}&lt;br /&gt;
&lt;br /&gt;
A Game-of-Ur board is the [[Scenario system|tribal-start]] equivalent of a [[chess table]].  For other players, it may be purchased from a tribal merchant.&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Game-of-Ur board|Size}} ~ &amp;lt;br&amp;gt;&lt;br /&gt;
User Interation Spots: 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: Material dependent  &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Game-of-Ur board|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Game-of-Ur board|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Billiards table===&lt;br /&gt;
{{Main|Billiards table}}&lt;br /&gt;
[[File:Billiards table.png|100px|left]]''In-game description:'' {{Q|Billiards table|Description}}&lt;br /&gt;
&lt;br /&gt;
Playing billiards increases the player's [[Skills#Shooting|shooting skill]] at a meager rate.&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Billiards table|Size}} ~ Needs a space of 4 x 5 to accommodate the playing area. &amp;lt;br&amp;gt;&lt;br /&gt;
User Interation Spots: 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: Material dependent &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Billiards table|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Billiards table|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Poker table===&lt;br /&gt;
{{Main|Poker table}}&lt;br /&gt;
[[File:Poker table.png|100px|left]]''In-game description:'' {{Q|Poker table|Description}}&lt;br /&gt;
&lt;br /&gt;
A '''poker table''' is used for recreation by up to four colonists at once. It needs to have [[chair]]s surrounding it so colonists can use it. &lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Poker table|Size}} &amp;lt;br&amp;gt;&lt;br /&gt;
User Interation Spots: 8 (up to 4 simultaneous) &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: Material dependent &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Poker table|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Poker table|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Telescope===&lt;br /&gt;
{{Main|Telescope}}&lt;br /&gt;
[[File:Telescope.png|100px|left]]''In-game description:'' {{Q|Telescope|Description}}&lt;br /&gt;
&lt;br /&gt;
The telescope must be bought from traders and only have a decent recreation power, however they have an entirely unique recreation type which in some circumstances more than make up for the lesser power. &lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Telescope|Size}} &amp;lt;br&amp;gt;&lt;br /&gt;
User Interation Spots: 1 &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: {{Q|Telescope|Market Value}} {{Icon Small|Silver}} [[silver]] &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Telescope|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Telescope|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Tube television===&lt;br /&gt;
{{Main|Tube television}}&lt;br /&gt;
[[File:Tube television.png|100px|left]]''In-game description:'' A cathode ray tube display for showing moving pictures with sound. Even on the rimworlds, there is often an old transmitter running something at least marginally interesting.&lt;br /&gt;
&lt;br /&gt;
A tube television (TV) must be either bought from an exotic trader or researched and built. They are placed like sculptures, and require a place to sit. Unlike a chessboard, the seats must be placed between with a 1-tile gap from the TV, however seat orientation does not matter.&lt;br /&gt;
&lt;br /&gt;
Televisions can also be viewed for enjoyment by people residing in medical-designated beds of all types.&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Tube television|Size}} &amp;lt;br&amp;gt;&lt;br /&gt;
Viewing area: 3 x 5 &amp;lt;br&amp;gt;&lt;br /&gt;
Offset: 1 tile away &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: {{Q|Tube television|Market Value}} {{Icon Small|Silver}} [[silver]] &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|tube television|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|tube television|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Flatscreen television===&lt;br /&gt;
{{Main|Flatscreen television}}&lt;br /&gt;
[[File:Flatscreen television.png|100px|left]]''In-game description:'' A high-tech flat-screen television with crystal-clear image and rich color. More entertaining than a grainy tube TV.&lt;br /&gt;
&lt;br /&gt;
Before version 0.19 Flatscreen Television could only be bought from traders, but they are now able to be crafted by [[colonist]]s with construction 8 or higher. They are placed like sculptures, and require a place to sit. Seating must be placed with a 1-tile gap from the TV, however seat orientation does not matter..&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Flatscreen television|Size}} &amp;lt;br&amp;gt;&lt;br /&gt;
Viewing area: 6 x 5 &amp;lt;br&amp;gt;&lt;br /&gt;
Offset: 1 tile away &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: {{Q|Flatscreen television|Market Value}} {{Icon Small|Silver}} [[silver]] &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|flatscreen television|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|flatscreen television|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Megascreen television===&lt;br /&gt;
{{Main|Megascreen television}}&lt;br /&gt;
[[File:Megascreen television.png|100px|left]]''In-game description:'' {{Q|Megascreen television|Description}}&lt;br /&gt;
&lt;br /&gt;
The Megascreen Television was added in Alpha 13 and must be bought from an exotic trader. They are placed like sculptures, and require a place to sit. Seating must be placed with a 1-tile gap from the TV, however seat orientation does not matter..&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|megascreen television|Size}} &amp;lt;br&amp;gt;&lt;br /&gt;
Viewing area: 7 x 6 &amp;lt;br&amp;gt;&lt;br /&gt;
Offset: 1 tile away &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: {{Q|Megascreen television|Market Value}} {{Icon Small|Silver}} [[silver]] &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|megascreen television|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|megascreen television|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Activities ==&lt;br /&gt;
&lt;br /&gt;
=== Building snowman ===&lt;br /&gt;
In cold biomes after some snow has accumulated a colonist may build a [[snowman]].&lt;br /&gt;
&lt;br /&gt;
=== Going for a walk ===&lt;br /&gt;
When a colonist goes for a walk, this means that they aimlessly path around the area they started from. This takes twice as long as most other activities to finish and yet still has the same tolerance gain rate.&lt;br /&gt;
&lt;br /&gt;
=== Meditating ===&lt;br /&gt;
Meditating is the act of your colonists going into their private room and sitting in a corner for a while while in solitary. Like most other activities, this has a length of 4000 ticks and an average tolerance gain rate.&lt;br /&gt;
&lt;br /&gt;
=== Playing billiards ===&lt;br /&gt;
One or more colonists will wander around the billiards table, taking shots. Raises the Shooting skill in a similar way as horseshoes.&lt;br /&gt;
&lt;br /&gt;
=== Playing chess ===&lt;br /&gt;
A chess table requires adjacent chairs to be used. Up to two colonists can use a chess table at once. Slowly raises the Intellectual skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing hoopstone ===&lt;br /&gt;
One to three colonists take turns throwing stones through the ring from approximately 5 blocks away. Playing hoopstone raises the Shooting skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing horseshoes ===&lt;br /&gt;
One to three colonists take turns throwing horseshoes at the post from approximately 5 blocks away. Playing horseshoes raises the Shooting skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing poker ===&lt;br /&gt;
One to four colonists will sit at chairs adjacent to the table and play poker. Playing poker raises the Intellectual skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing the game of Ur ===&lt;br /&gt;
A Game-of-Ur board requires adjacent chairs to be used. Up to two colonists can use a Game-of-Ur board at once. Slowly raises the Intellectual skill.&lt;br /&gt;
&lt;br /&gt;
=== Praying ===&lt;br /&gt;
Similar to Meditating, but lasts shorter and is only done by certain colonists. &amp;lt;br&amp;gt;&lt;br /&gt;
In the game files, each colonist has a value determining whether or not they will pray.&lt;br /&gt;
&lt;br /&gt;
=== Relaxing socially ===&lt;br /&gt;
If a campfire or table is enabled as a Gather Spot, colonists will stand in the vicinity of the campfire, or sit at a chair or stool beside a table. If beer is available, a colonist may carry a bottle while relaxing, without actually consuming the item. This action has been shown to occur among colonists with the Chemical Interest trait, the Teetotaler trait, and no trait in regards to alcohol.&lt;br /&gt;
&lt;br /&gt;
Contradictory to its name, colonists can carry out this activity when alone, while still gaining Recreation at the same rate.&lt;br /&gt;
&lt;br /&gt;
=== Skygazing ===&lt;br /&gt;
Skygazing is the act of your colonists simply laying on the ground in an outdoor (area without a roof) area and facing upwards. The game has a few flavor text names such as &amp;quot;Cloudwatching&amp;quot;. This activity is the same length of time that most others are and the same tolerance gain rate.&lt;br /&gt;
&lt;br /&gt;
=== Using telescope ===&lt;br /&gt;
A colonist will stand behind the telescope's viewfinder for some time. The telescope must be placed outside and will not degrade from weather.&lt;br /&gt;
&lt;br /&gt;
Oddly, colonists may use it during daytime.&lt;br /&gt;
&lt;br /&gt;
=== Visiting grave ===&lt;br /&gt;
Colonists will visit a filled [[grave]] or [[sarcophagus]].&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Added as '''Joy''' with Skygazing, Meditating/praying, Social relaxation, Horseshoes game, Chess, Billiards, Television, and Telescope as the initial sources.&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Added new joy activity: build snowman.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added grave and sarcophagus visiting as joy activity.&lt;br /&gt;
{{nav|joy}}&lt;br /&gt;
[[Category:Architect]]&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Recreation&amp;diff=96451</id>
		<title>Recreation</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Recreation&amp;diff=96451"/>
		<updated>2021-11-16T21:13:32Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: Moved tables closer to top as this is important information.&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;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Rewrite|reason=Severely outdated, desperately in need of cleanup, need overview/comparative analysis of recreation items and strats.}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Data found in&lt;br /&gt;
JobDefs\Jobs_Joy.xml&lt;br /&gt;
JoyGiverDefs\JoyGivers.xml&lt;br /&gt;
JoyKindDefs\JoyKinds.xml&lt;br /&gt;
ThingDefs\Items_Luxury.xml&lt;br /&gt;
ThingDefs\Items_Meals.xml&lt;br /&gt;
ThingDefs\Items_Resources.xml&lt;br /&gt;
ThoughtDefs\Thoughts_Needs.xml&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = Recreation is the need to have fun. Repeating the same kind of activity makes it less fun, so variety is necessary.&lt;br /&gt;
}}&lt;br /&gt;
'''Recreation''' is one of a colonist's [[needs]]. Prisoners, visitors, enemy pawns, and animals do not have the recreation need. &lt;br /&gt;
&lt;br /&gt;
Colonists gain recreation in two ways:&lt;br /&gt;
* Consuming something pleasurable, such as [[chocolate]] or [[beer]].&lt;br /&gt;
* Doing an activity, such as playing [[horseshoes pin|horseshoes]] or watching [[tube television|television]]&lt;br /&gt;
&lt;br /&gt;
Colonists may do recreation activities when their [[Menus#Restrict|timetable]] allows. Some activities require nothing more than an allotted time while certain activities require the relevant building or item. Certain items can only be purchased from traders. Some activities have an added benefit of improving skill experience points. Colonists develop an increasing tolerance, or resistance, to a kind of activity the more it is done. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup. Currently there are 9 types of recreation - solitary relaxation, social interaction, television watching, cerebral play, dexterity play, music, telescope study, chemical and food consumption.&lt;br /&gt;
&lt;br /&gt;
==Recreation Needs==&lt;br /&gt;
===Recreation thresholds===&lt;br /&gt;
The recreation meter has thresholds that trigger [[mood]]-altering thoughts. No thoughts are triggered from 30% to 69%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; padding-left: 6px;&amp;quot;&lt;br /&gt;
! width=&amp;quot;13%&amp;quot; | Threshold !! width=&amp;quot;21%&amp;quot; | Label !! width=&amp;quot;15%&amp;quot; | Mood Effect !! Thought&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 85 - 100 || &amp;amp;nbsp;Recreation fully satisfied || style=&amp;quot;text-align:center;&amp;quot; | +10 || &amp;amp;nbsp;I've been enjoying myself so much, I love it!&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 70 - 85 || &amp;amp;nbsp;Recreation satisfied || style=&amp;quot;text-align:center;&amp;quot; |  +5 || &amp;amp;nbsp;I've been having a great time doing various things I like to do.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 15 - 30 || &amp;amp;nbsp;Recreation unfulfilled || style=&amp;quot;text-align:center;&amp;quot; | -5 || &amp;amp;nbsp;I could really use a break for something enjoyable.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 - 15  || &amp;amp;nbsp;Recreation deprived || style=&amp;quot;text-align:center;&amp;quot; | -10 || &amp;amp;nbsp;We need more variation in recreation activities, and i need time to enjoy them. This place is really dull.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 || &amp;amp;nbsp;Recreation-starved || style=&amp;quot;text-align:center;&amp;quot; | -20 || &amp;amp;nbsp;It's been so long since I did anything for fun on my own time.&lt;br /&gt;
|}&lt;br /&gt;
===Recreation tolerance===&lt;br /&gt;
Colonists develop an increasing tolerance, or resistance, to specific types of recreation the more it is performed. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance reduces joy gained proportionally. Recreation tolerance gained is 2/3 of the recreation value increase from the activity. For instance, A colonist consuming 4 units of chocolate at 0% gluttonous tolerance would gain 40% joy and 26.7% gluttonous tolerance. Eating another 4 immediately would only provide 73.3% of 40% or 29.3% joy gain and 2/3 of 29.3% or 19.6% gluttonous tolerance. Recreation tolerance only increases when an action increases joy.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance decreases while awake at a rate dependent on the wealth of the colony, with higher wealth colonies needing more recreation variety to combat the lower rate of tolerance decrease. It has 6 stages at different wealth values. Additionally, [[Titles#Conceited vs Non Conceited|conceited nobles]] {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the effects of regular expectations. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Wealth Limits !! Recreation Tolerance&amp;lt;br&amp;gt;Loss/Day !! Num. of Recommended&amp;lt;br&amp;gt;Recreation Types&lt;br /&gt;
|-&lt;br /&gt;
| Extremely low expectations || 0 - 15,000               || 18% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Very low expectations      || 15,000 - 31,000          || 13% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Low expectations           || 31,000 - 81,000          || 11% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate expectations      || 81,000 - 182,000         || 10% || 4&lt;br /&gt;
|-&lt;br /&gt;
| High expectations          || 182,000 - 308,000        || 8% || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sky-high expectations      || 308,000 -  1,000,000,000 || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Noble expectations         || N/A                      || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Royal expectations         || N/A                      || 7% || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Activities table==&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_05 text-center}}&lt;br /&gt;
! Activity !! Duration !! Gain Rate !! Kind !! Interaction !! Improves Skill !! +XP Per Tick&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Skygazing || {{ticks|4000}} || 1 || Solitary relaxation || Solitary || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Meditating || {{ticks|4000}} || 1 || Solitary relaxation || Solitary || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Praying || {{ticks|3000}} || 1 || Solitary relaxation || Solitary || - || -&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Going for a walk || {{ticks|8000}} || 1 || Solitary relaxation || Solitary || - || -&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Building snowman || {{ticks|8000}} || 1 || Solitary relaxation || Solitary || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Visiting grave || {{ticks|4000}} || 1 || Solitary relaxation || Building || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Viewing art || {{ticks|4000}} || 1 || Solitary relaxation || Building || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Relaxing socially || {{ticks|4000}} || 1 || Social interaction || Social || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Cheering up patient &amp;lt;NAME&amp;gt; || {{ticks|1500}} || 1 || Social interaction  || Social || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Playing horseshoes&amp;lt;ref name=&amp;quot;NewArrivalsOnly&amp;quot;&amp;gt;Only craftable when playing as New Arrivals. Can still be acquired from traders otherwise.&amp;lt;/ref&amp;gt; || {{ticks|4000}} || 1 || Dexterity play || Building || Shooting || 0.003&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Playing hoopstone ring&amp;lt;ref name=&amp;quot;TribeOnly&amp;quot;&amp;gt;Only craftable when playing as New Tribe. Can still be acquired from traders otherwise.&amp;lt;/ref&amp;gt; || {{ticks|4000}} || 1 || Dexterity play || Building || Shooting || 0.003&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Playing chess&amp;lt;ref name=&amp;quot;NewArrivalsOnly&amp;quot; /&amp;gt; || {{ticks|4000}} || 1 || Cerebral play || Building  || Intellectual || 0.002&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Playing the game of Ur&amp;lt;ref name=&amp;quot;TribeOnly&amp;quot; /&amp;gt; || {{ticks|4000}} || 0.8 || Cerebral play || Building  || Intellectual || 0.002&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Playing billiards || {{ticks|4000}} || 1.3 || Dexterity play || Building || Shooting || 0.004&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Playing poker || {{ticks|4000}} || 1.3 || Cerebral play || Building || Intellectual || 0.004&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Using telescope&amp;lt;ref name=&amp;quot;TradersOnly&amp;quot;&amp;gt;Only acquired from traders.&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;Installed&amp;quot;&amp;gt;Must be installed before use.&amp;lt;/ref&amp;gt; || {{ticks|4000}} || 1.2 || Telescope study|| Building || Intellectual || 0.004&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Watching television&amp;lt;ref name=&amp;quot;Installed&amp;quot; /&amp;gt; || {{ticks|4000}} || 1.2 || Television watching || Building || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Watching flatscreen television&amp;lt;ref name=&amp;quot;Installed&amp;quot; /&amp;gt; || {{ticks|4000}} || 1.4 || Television watching || Building || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Watching megascreen television&amp;lt;ref name=&amp;quot;TradersOnly&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;Installed&amp;quot; /&amp;gt; || {{ticks|4000}} || 1.6 || Television watching || Building || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{RoyaltyIcon}} Playing harp || {{ticks|4000}} || 1 || Music || Building || Artistic || 0.0015&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{RoyaltyIcon}} Playing harpsichord || {{ticks|4000}} || 1 || Music || Building || Artistic || 0.0015&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{RoyaltyIcon}} Playing piano || {{ticks|4000}} || 1 || Music || Building || Artistic || 0.0015&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{RoyaltyIcon}} Meditating royally at || {{ticks|6250}} || 1 || Solitary relaxation || Building || - || -&lt;br /&gt;
|}&lt;br /&gt;
Note: the above Recreation gain rates are based on normal quality buildings when applicable.&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Consumables table==&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_05 text-center}}&lt;br /&gt;
! Item !! +Recreation (%) !! Kind&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Chocolate]]  || 10 || Food Consumption&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Insect jelly]]  || 8 || Food Consumption&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Ambrosia]] || 50 || Chemical&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Beer]] || 17 || Chemical&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Smokeleaf joint]] || 80 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Psychite tea]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Go-juice]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Wake-up]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Yayo]]  || 80 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Flake]]  || 70 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
&lt;br /&gt;
The following can be built from the '''Architect - Recreation''' menu.&lt;br /&gt;
&lt;br /&gt;
===Horseshoes pin===&lt;br /&gt;
{{Main|Horseshoes pin}}&lt;br /&gt;
[[File:Horseshoe and Horseshoes Pin.png|100px|left]] ''In-game description:'' {{Q|Horseshoes pin|Description}}&lt;br /&gt;
&lt;br /&gt;
Colonists will play Horseshoes by themselves or with other. Horseshoes improves the player's [[Skills#Shooting|Shooting skill]] at a meager rate. &lt;br /&gt;
&lt;br /&gt;
It is low cost and low work making it ideal for the early game.&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Horseshoes pin|Size}} ~ &amp;lt;br&amp;gt;&lt;br /&gt;
User Interation Spots: 12 spaced in 3x1 rows spaced 5 tiles in cardinal directions &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: Material dependent  &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Horseshoes pin|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Horseshoes pin|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Hoopstone ring===&lt;br /&gt;
{{Main|Hoopstone ring}}&lt;br /&gt;
[[File:Hoopstone ring.png|100px|left]]''In-game description:'' {{Q|Hoopstone ring|Description}}&lt;br /&gt;
&lt;br /&gt;
Colonists will play Hoopstone by themselves or with other. Hoopstone improves the player's [[Skills#Shooting|Shooting skill]] at a meager rate. &lt;br /&gt;
&lt;br /&gt;
The hoopstone ring is the [[Scenario system|tribal-start]] equivalent of a Horseshoes pin. It is low cost and low work making it ideal for the early game.&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Hoopstone ring|Size}} ~ &amp;lt;br&amp;gt;&lt;br /&gt;
User Interation Spots: 12 spaced in 3x1 rows spaced 5 tiles in cardinal directions &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: Material dependent  &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Hoopstone ring|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Hoopstone ring|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Chess table===&lt;br /&gt;
{{Main|Chess table}}&lt;br /&gt;
[[File:ChessTable.png|100px|left]]''In-game description:'' {{Q|Chess table|Description}}&lt;br /&gt;
&lt;br /&gt;
Colonists will play chess with another colonist, or alone to 'practice'. Chess improves the player's [[Skills#Intellectual|Intellectual skill]] at a meager rate. &lt;br /&gt;
&lt;br /&gt;
For a colonist to use a chess table, there must be at least one seat facing it.&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Chess table|Size}} ~ &amp;lt;br&amp;gt;&lt;br /&gt;
User Interation Spots: 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: Material dependent  &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Chess table|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Chess table|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
===Game-of-Ur board===&lt;br /&gt;
{{Main|Game-of-Ur board}}&lt;br /&gt;
[[File:Game of Ur board.png|100px|left]]''In-game description:'' {{Q|Game-of-Ur board|Description}}&lt;br /&gt;
&lt;br /&gt;
A Game-of-Ur board is the [[Scenario system|tribal-start]] equivalent of a [[chess table]].  For other players, it may be purchased from a tribal merchant.&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Game-of-Ur board|Size}} ~ &amp;lt;br&amp;gt;&lt;br /&gt;
User Interation Spots: 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: Material dependent  &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Game-of-Ur board|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Game-of-Ur board|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Billiards table===&lt;br /&gt;
{{Main|Billiards table}}&lt;br /&gt;
[[File:Billiards table.png|100px|left]]''In-game description:'' {{Q|Billiards table|Description}}&lt;br /&gt;
&lt;br /&gt;
Playing billiards increases the player's [[Skills#Shooting|shooting skill]] at a meager rate.&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Billiards table|Size}} ~ Needs a space of 4 x 5 to accommodate the playing area. &amp;lt;br&amp;gt;&lt;br /&gt;
User Interation Spots: 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: Material dependent &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Billiards table|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Billiards table|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Poker table===&lt;br /&gt;
{{Main|Poker table}}&lt;br /&gt;
[[File:Poker table.png|100px|left]]''In-game description:'' {{Q|Poker table|Description}}&lt;br /&gt;
&lt;br /&gt;
A '''poker table''' is used for recreation by up to four colonists at once. It needs to have [[chair]]s surrounding it so colonists can use it. &lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Poker table|Size}} &amp;lt;br&amp;gt;&lt;br /&gt;
User Interation Spots: 8 (up to 4 simultaneous) &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: Material dependent &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Poker table|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Poker table|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Telescope===&lt;br /&gt;
{{Main|Telescope}}&lt;br /&gt;
[[File:Telescope.png|100px|left]]''In-game description:'' {{Q|Telescope|Description}}&lt;br /&gt;
&lt;br /&gt;
The telescope must be bought from traders and only have a decent recreation power, however they have an entirely unique recreation type which in some circumstances more than make up for the lesser power. &lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Telescope|Size}} &amp;lt;br&amp;gt;&lt;br /&gt;
User Interation Spots: 1 &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: {{Q|Telescope|Market Value}} {{Icon Small|Silver}} [[silver]] &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Telescope|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Telescope|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Tube television===&lt;br /&gt;
{{Main|Tube television}}&lt;br /&gt;
[[File:Tube television.png|100px|left]]''In-game description:'' A cathode ray tube display for showing moving pictures with sound. Even on the rimworlds, there is often an old transmitter running something at least marginally interesting.&lt;br /&gt;
&lt;br /&gt;
A tube television (TV) must be either bought from an exotic trader or researched and built. They are placed like sculptures, and require a place to sit. Unlike a chessboard, the seats must be placed between with a 1-tile gap from the TV, however seat orientation does not matter.&lt;br /&gt;
&lt;br /&gt;
Televisions can also be viewed for enjoyment by people residing in medical-designated beds of all types.&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Tube television|Size}} &amp;lt;br&amp;gt;&lt;br /&gt;
Viewing area: 3 x 5 &amp;lt;br&amp;gt;&lt;br /&gt;
Offset: 1 tile away &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: {{Q|Tube television|Market Value}} {{Icon Small|Silver}} [[silver]] &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|tube television|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|tube television|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Flatscreen television===&lt;br /&gt;
{{Main|Flatscreen television}}&lt;br /&gt;
[[File:Flatscreen television.png|100px|left]]''In-game description:'' A high-tech flat-screen television with crystal-clear image and rich color. More entertaining than a grainy tube TV.&lt;br /&gt;
&lt;br /&gt;
Before version 0.19 Flatscreen Television could only be bought from traders, but they are now able to be crafted by [[colonist]]s with construction 8 or higher. They are placed like sculptures, and require a place to sit. Seating must be placed with a 1-tile gap from the TV, however seat orientation does not matter..&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Flatscreen television|Size}} &amp;lt;br&amp;gt;&lt;br /&gt;
Viewing area: 6 x 5 &amp;lt;br&amp;gt;&lt;br /&gt;
Offset: 1 tile away &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: {{Q|Flatscreen television|Market Value}} {{Icon Small|Silver}} [[silver]] &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|flatscreen television|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|flatscreen television|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Megascreen television===&lt;br /&gt;
{{Main|Megascreen television}}&lt;br /&gt;
[[File:Megascreen television.png|100px|left]]''In-game description:'' {{Q|Megascreen television|Description}}&lt;br /&gt;
&lt;br /&gt;
The Megascreen Television was added in Alpha 13 and must be bought from an exotic trader. They are placed like sculptures, and require a place to sit. Seating must be placed with a 1-tile gap from the TV, however seat orientation does not matter..&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|megascreen television|Size}} &amp;lt;br&amp;gt;&lt;br /&gt;
Viewing area: 7 x 6 &amp;lt;br&amp;gt;&lt;br /&gt;
Offset: 1 tile away &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: {{Q|Megascreen television|Market Value}} {{Icon Small|Silver}} [[silver]] &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|megascreen television|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|megascreen television|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Activities ==&lt;br /&gt;
&lt;br /&gt;
=== Building snowman ===&lt;br /&gt;
In cold biomes after some snow has accumulated a colonist may build a [[snowman]].&lt;br /&gt;
&lt;br /&gt;
=== Going for a walk ===&lt;br /&gt;
When a colonist goes for a walk, this means that they aimlessly path around the area they started from. This takes twice as long as most other activities to finish and yet still has the same tolerance gain rate.&lt;br /&gt;
&lt;br /&gt;
=== Meditating ===&lt;br /&gt;
Meditating is the act of your colonists going into their private room and sitting in a corner for a while while in solitary. Like most other activities, this has a length of 4000 ticks and an average tolerance gain rate.&lt;br /&gt;
&lt;br /&gt;
=== Playing billiards ===&lt;br /&gt;
One or more colonists will wander around the billiards table, taking shots. Raises the Shooting skill in a similar way as horseshoes.&lt;br /&gt;
&lt;br /&gt;
=== Playing chess ===&lt;br /&gt;
A chess table requires adjacent chairs to be used. Up to two colonists can use a chess table at once. Slowly raises the Intellectual skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing hoopstone ===&lt;br /&gt;
One to three colonists take turns throwing stones through the ring from approximately 5 blocks away. Playing hoopstone raises the Shooting skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing horseshoes ===&lt;br /&gt;
One to three colonists take turns throwing horseshoes at the post from approximately 5 blocks away. Playing horseshoes raises the Shooting skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing poker ===&lt;br /&gt;
One to four colonists will sit at chairs adjacent to the table and play poker. Playing poker raises the Intellectual skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing the game of Ur ===&lt;br /&gt;
A Game-of-Ur board requires adjacent chairs to be used. Up to two colonists can use a Game-of-Ur board at once. Slowly raises the Intellectual skill.&lt;br /&gt;
&lt;br /&gt;
=== Praying ===&lt;br /&gt;
Similar to Meditating, but lasts shorter and is only done by certain colonists. &amp;lt;br&amp;gt;&lt;br /&gt;
In the game files, each colonist has a value determining whether or not they will pray.&lt;br /&gt;
&lt;br /&gt;
=== Relaxing socially ===&lt;br /&gt;
If a campfire or table is enabled as a Gather Spot, colonists will stand in the vicinity of the campfire, or sit at a chair or stool beside a table. If beer is available, a colonist may carry a bottle while relaxing, without actually consuming the item. This action has been shown to occur among colonists with the Chemical Interest trait, the Teetotaler trait, and no trait in regards to alcohol.&lt;br /&gt;
&lt;br /&gt;
Contradictory to its name, colonists can carry out this activity when alone, while still gaining Recreation at the same rate.&lt;br /&gt;
&lt;br /&gt;
=== Skygazing ===&lt;br /&gt;
Skygazing is the act of your colonists simply laying on the ground in an outdoor (area without a roof) area and facing upwards. The game has a few flavor text names such as &amp;quot;Cloudwatching&amp;quot;. This activity is the same length of time that most others are and the same tolerance gain rate.&lt;br /&gt;
&lt;br /&gt;
=== Using telescope ===&lt;br /&gt;
A colonist will stand behind the telescope's viewfinder for some time. The telescope must be placed outside and will not degrade from weather.&lt;br /&gt;
&lt;br /&gt;
Oddly, colonists may use it during daytime.&lt;br /&gt;
&lt;br /&gt;
=== Visiting grave ===&lt;br /&gt;
Colonists will visit a filled [[grave]] or [[sarcophagus]].&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Added as '''Joy''' with Skygazing, Meditating/praying, Social relaxation, Horseshoes game, Chess, Billiards, Television, and Telescope as the initial sources.&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Added new joy activity: build snowman.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added grave and sarcophagus visiting as joy activity.&lt;br /&gt;
{{nav|joy}}&lt;br /&gt;
[[Category:Architect]]&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Recreation&amp;diff=96450</id>
		<title>Recreation</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Recreation&amp;diff=96450"/>
		<updated>2021-11-16T21:11:13Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: /* Activities table */ Royalty icons, updated recreation type names, made notes clearer.&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;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Rewrite|reason=Severely outdated, desperately in need of cleanup, need overview/comparative analysis of recreation items and strats.}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Data found in&lt;br /&gt;
JobDefs\Jobs_Joy.xml&lt;br /&gt;
JoyGiverDefs\JoyGivers.xml&lt;br /&gt;
JoyKindDefs\JoyKinds.xml&lt;br /&gt;
ThingDefs\Items_Luxury.xml&lt;br /&gt;
ThingDefs\Items_Meals.xml&lt;br /&gt;
ThingDefs\Items_Resources.xml&lt;br /&gt;
ThoughtDefs\Thoughts_Needs.xml&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = Recreation is the need to have fun. Repeating the same kind of activity makes it less fun, so variety is necessary.&lt;br /&gt;
}}&lt;br /&gt;
'''Recreation''' is one of a colonist's [[needs]]. Prisoners, visitors, enemy pawns, and animals do not have the recreation need. &lt;br /&gt;
&lt;br /&gt;
Colonists gain recreation in two ways:&lt;br /&gt;
* Consuming something pleasurable, such as [[chocolate]] or [[beer]].&lt;br /&gt;
* Doing an activity, such as playing [[horseshoes pin|horseshoes]] or watching [[tube television|television]]&lt;br /&gt;
&lt;br /&gt;
Colonists may do recreation activities when their [[Menus#Restrict|timetable]] allows. Some activities require nothing more than an allotted time while certain activities require the relevant building or item. Certain items can only be purchased from traders. Some activities have an added benefit of improving skill experience points. Colonists develop an increasing tolerance, or resistance, to a kind of activity the more it is done. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup. Currently there are 9 types of recreation - solitary relaxation, social interaction, television watching, cerebral play, dexterity play, music, telescope study, chemical and food consumption.&lt;br /&gt;
&lt;br /&gt;
==Recreation Needs==&lt;br /&gt;
===Recreation thresholds===&lt;br /&gt;
The recreation meter has thresholds that trigger [[mood]]-altering thoughts. No thoughts are triggered from 30% to 69%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; padding-left: 6px;&amp;quot;&lt;br /&gt;
! width=&amp;quot;13%&amp;quot; | Threshold !! width=&amp;quot;21%&amp;quot; | Label !! width=&amp;quot;15%&amp;quot; | Mood Effect !! Thought&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 85 - 100 || &amp;amp;nbsp;Recreation fully satisfied || style=&amp;quot;text-align:center;&amp;quot; | +10 || &amp;amp;nbsp;I've been enjoying myself so much, I love it!&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 70 - 85 || &amp;amp;nbsp;Recreation satisfied || style=&amp;quot;text-align:center;&amp;quot; |  +5 || &amp;amp;nbsp;I've been having a great time doing various things I like to do.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 15 - 30 || &amp;amp;nbsp;Recreation unfulfilled || style=&amp;quot;text-align:center;&amp;quot; | -5 || &amp;amp;nbsp;I could really use a break for something enjoyable.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 - 15  || &amp;amp;nbsp;Recreation deprived || style=&amp;quot;text-align:center;&amp;quot; | -10 || &amp;amp;nbsp;We need more variation in recreation activities, and i need time to enjoy them. This place is really dull.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 || &amp;amp;nbsp;Recreation-starved || style=&amp;quot;text-align:center;&amp;quot; | -20 || &amp;amp;nbsp;It's been so long since I did anything for fun on my own time.&lt;br /&gt;
|}&lt;br /&gt;
===Recreation tolerance===&lt;br /&gt;
Colonists develop an increasing tolerance, or resistance, to specific types of recreation the more it is performed. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance reduces joy gained proportionally. Recreation tolerance gained is 2/3 of the recreation value increase from the activity. For instance, A colonist consuming 4 units of chocolate at 0% gluttonous tolerance would gain 40% joy and 26.7% gluttonous tolerance. Eating another 4 immediately would only provide 73.3% of 40% or 29.3% joy gain and 2/3 of 29.3% or 19.6% gluttonous tolerance. Recreation tolerance only increases when an action increases joy.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance decreases while awake at a rate dependent on the wealth of the colony, with higher wealth colonies needing more recreation variety to combat the lower rate of tolerance decrease. It has 6 stages at different wealth values. Additionally, [[Titles#Conceited vs Non Conceited|conceited nobles]] {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the effects of regular expectations. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Wealth Limits !! Recreation Tolerance&amp;lt;br&amp;gt;Loss/Day !! Num. of Recommended&amp;lt;br&amp;gt;Recreation Types&lt;br /&gt;
|-&lt;br /&gt;
| Extremely low expectations || 0 - 15,000               || 18% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Very low expectations      || 15,000 - 31,000          || 13% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Low expectations           || 31,000 - 81,000          || 11% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate expectations      || 81,000 - 182,000         || 10% || 4&lt;br /&gt;
|-&lt;br /&gt;
| High expectations          || 182,000 - 308,000        || 8% || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sky-high expectations      || 308,000 -  1,000,000,000 || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Noble expectations         || N/A                      || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Royal expectations         || N/A                      || 7% || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
&lt;br /&gt;
The following can be built from the '''Architect - Recreation''' menu.&lt;br /&gt;
&lt;br /&gt;
===Horseshoes pin===&lt;br /&gt;
{{Main|Horseshoes pin}}&lt;br /&gt;
[[File:Horseshoe and Horseshoes Pin.png|100px|left]] ''In-game description:'' {{Q|Horseshoes pin|Description}}&lt;br /&gt;
&lt;br /&gt;
Colonists will play Horseshoes by themselves or with other. Horseshoes improves the player's [[Skills#Shooting|Shooting skill]] at a meager rate. &lt;br /&gt;
&lt;br /&gt;
It is low cost and low work making it ideal for the early game.&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Horseshoes pin|Size}} ~ &amp;lt;br&amp;gt;&lt;br /&gt;
User Interation Spots: 12 spaced in 3x1 rows spaced 5 tiles in cardinal directions &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: Material dependent  &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Horseshoes pin|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Horseshoes pin|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Hoopstone ring===&lt;br /&gt;
{{Main|Hoopstone ring}}&lt;br /&gt;
[[File:Hoopstone ring.png|100px|left]]''In-game description:'' {{Q|Hoopstone ring|Description}}&lt;br /&gt;
&lt;br /&gt;
Colonists will play Hoopstone by themselves or with other. Hoopstone improves the player's [[Skills#Shooting|Shooting skill]] at a meager rate. &lt;br /&gt;
&lt;br /&gt;
The hoopstone ring is the [[Scenario system|tribal-start]] equivalent of a Horseshoes pin. It is low cost and low work making it ideal for the early game.&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Hoopstone ring|Size}} ~ &amp;lt;br&amp;gt;&lt;br /&gt;
User Interation Spots: 12 spaced in 3x1 rows spaced 5 tiles in cardinal directions &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: Material dependent  &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Hoopstone ring|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Hoopstone ring|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Chess table===&lt;br /&gt;
{{Main|Chess table}}&lt;br /&gt;
[[File:ChessTable.png|100px|left]]''In-game description:'' {{Q|Chess table|Description}}&lt;br /&gt;
&lt;br /&gt;
Colonists will play chess with another colonist, or alone to 'practice'. Chess improves the player's [[Skills#Intellectual|Intellectual skill]] at a meager rate. &lt;br /&gt;
&lt;br /&gt;
For a colonist to use a chess table, there must be at least one seat facing it.&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Chess table|Size}} ~ &amp;lt;br&amp;gt;&lt;br /&gt;
User Interation Spots: 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: Material dependent  &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Chess table|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Chess table|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
===Game-of-Ur board===&lt;br /&gt;
{{Main|Game-of-Ur board}}&lt;br /&gt;
[[File:Game of Ur board.png|100px|left]]''In-game description:'' {{Q|Game-of-Ur board|Description}}&lt;br /&gt;
&lt;br /&gt;
A Game-of-Ur board is the [[Scenario system|tribal-start]] equivalent of a [[chess table]].  For other players, it may be purchased from a tribal merchant.&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Game-of-Ur board|Size}} ~ &amp;lt;br&amp;gt;&lt;br /&gt;
User Interation Spots: 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: Material dependent  &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Game-of-Ur board|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Game-of-Ur board|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Billiards table===&lt;br /&gt;
{{Main|Billiards table}}&lt;br /&gt;
[[File:Billiards table.png|100px|left]]''In-game description:'' {{Q|Billiards table|Description}}&lt;br /&gt;
&lt;br /&gt;
Playing billiards increases the player's [[Skills#Shooting|shooting skill]] at a meager rate.&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Billiards table|Size}} ~ Needs a space of 4 x 5 to accommodate the playing area. &amp;lt;br&amp;gt;&lt;br /&gt;
User Interation Spots: 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: Material dependent &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Billiards table|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Billiards table|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Poker table===&lt;br /&gt;
{{Main|Poker table}}&lt;br /&gt;
[[File:Poker table.png|100px|left]]''In-game description:'' {{Q|Poker table|Description}}&lt;br /&gt;
&lt;br /&gt;
A '''poker table''' is used for recreation by up to four colonists at once. It needs to have [[chair]]s surrounding it so colonists can use it. &lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Poker table|Size}} &amp;lt;br&amp;gt;&lt;br /&gt;
User Interation Spots: 8 (up to 4 simultaneous) &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: Material dependent &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Poker table|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Poker table|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Telescope===&lt;br /&gt;
{{Main|Telescope}}&lt;br /&gt;
[[File:Telescope.png|100px|left]]''In-game description:'' {{Q|Telescope|Description}}&lt;br /&gt;
&lt;br /&gt;
The telescope must be bought from traders and only have a decent recreation power, however they have an entirely unique recreation type which in some circumstances more than make up for the lesser power. &lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Telescope|Size}} &amp;lt;br&amp;gt;&lt;br /&gt;
User Interation Spots: 1 &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: {{Q|Telescope|Market Value}} {{Icon Small|Silver}} [[silver]] &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Telescope|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Telescope|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Tube television===&lt;br /&gt;
{{Main|Tube television}}&lt;br /&gt;
[[File:Tube television.png|100px|left]]''In-game description:'' A cathode ray tube display for showing moving pictures with sound. Even on the rimworlds, there is often an old transmitter running something at least marginally interesting.&lt;br /&gt;
&lt;br /&gt;
A tube television (TV) must be either bought from an exotic trader or researched and built. They are placed like sculptures, and require a place to sit. Unlike a chessboard, the seats must be placed between with a 1-tile gap from the TV, however seat orientation does not matter.&lt;br /&gt;
&lt;br /&gt;
Televisions can also be viewed for enjoyment by people residing in medical-designated beds of all types.&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Tube television|Size}} &amp;lt;br&amp;gt;&lt;br /&gt;
Viewing area: 3 x 5 &amp;lt;br&amp;gt;&lt;br /&gt;
Offset: 1 tile away &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: {{Q|Tube television|Market Value}} {{Icon Small|Silver}} [[silver]] &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|tube television|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|tube television|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Flatscreen television===&lt;br /&gt;
{{Main|Flatscreen television}}&lt;br /&gt;
[[File:Flatscreen television.png|100px|left]]''In-game description:'' A high-tech flat-screen television with crystal-clear image and rich color. More entertaining than a grainy tube TV.&lt;br /&gt;
&lt;br /&gt;
Before version 0.19 Flatscreen Television could only be bought from traders, but they are now able to be crafted by [[colonist]]s with construction 8 or higher. They are placed like sculptures, and require a place to sit. Seating must be placed with a 1-tile gap from the TV, however seat orientation does not matter..&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Flatscreen television|Size}} &amp;lt;br&amp;gt;&lt;br /&gt;
Viewing area: 6 x 5 &amp;lt;br&amp;gt;&lt;br /&gt;
Offset: 1 tile away &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: {{Q|Flatscreen television|Market Value}} {{Icon Small|Silver}} [[silver]] &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|flatscreen television|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|flatscreen television|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Megascreen television===&lt;br /&gt;
{{Main|Megascreen television}}&lt;br /&gt;
[[File:Megascreen television.png|100px|left]]''In-game description:'' {{Q|Megascreen television|Description}}&lt;br /&gt;
&lt;br /&gt;
The Megascreen Television was added in Alpha 13 and must be bought from an exotic trader. They are placed like sculptures, and require a place to sit. Seating must be placed with a 1-tile gap from the TV, however seat orientation does not matter..&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|megascreen television|Size}} &amp;lt;br&amp;gt;&lt;br /&gt;
Viewing area: 7 x 6 &amp;lt;br&amp;gt;&lt;br /&gt;
Offset: 1 tile away &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: {{Q|Megascreen television|Market Value}} {{Icon Small|Silver}} [[silver]] &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|megascreen television|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|megascreen television|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Activities table==&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_05 text-center}}&lt;br /&gt;
! Activity !! Duration !! Gain Rate !! Kind !! Interaction !! Improves Skill !! +XP Per Tick&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Skygazing || {{ticks|4000}} || 1 || Solitary relaxation || Solitary || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Meditating || {{ticks|4000}} || 1 || Solitary relaxation || Solitary || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Praying || {{ticks|3000}} || 1 || Solitary relaxation || Solitary || - || -&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Going for a walk || {{ticks|8000}} || 1 || Solitary relaxation || Solitary || - || -&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Building snowman || {{ticks|8000}} || 1 || Solitary relaxation || Solitary || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Visiting grave || {{ticks|4000}} || 1 || Solitary relaxation || Building || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Viewing art || {{ticks|4000}} || 1 || Solitary relaxation || Building || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Relaxing socially || {{ticks|4000}} || 1 || Social interaction || Social || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Cheering up patient &amp;lt;NAME&amp;gt; || {{ticks|1500}} || 1 || Social interaction  || Social || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Playing horseshoes&amp;lt;ref name=&amp;quot;NewArrivalsOnly&amp;quot;&amp;gt;Only craftable when playing as New Arrivals. Can still be acquired from traders otherwise.&amp;lt;/ref&amp;gt; || {{ticks|4000}} || 1 || Dexterity play || Building || Shooting || 0.003&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Playing hoopstone ring&amp;lt;ref name=&amp;quot;TribeOnly&amp;quot;&amp;gt;Only craftable when playing as New Tribe. Can still be acquired from traders otherwise.&amp;lt;/ref&amp;gt; || {{ticks|4000}} || 1 || Dexterity play || Building || Shooting || 0.003&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Playing chess&amp;lt;ref name=&amp;quot;NewArrivalsOnly&amp;quot; /&amp;gt; || {{ticks|4000}} || 1 || Cerebral play || Building  || Intellectual || 0.002&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Playing the game of Ur&amp;lt;ref name=&amp;quot;TribeOnly&amp;quot; /&amp;gt; || {{ticks|4000}} || 0.8 || Cerebral play || Building  || Intellectual || 0.002&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Playing billiards || {{ticks|4000}} || 1.3 || Dexterity play || Building || Shooting || 0.004&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Playing poker || {{ticks|4000}} || 1.3 || Cerebral play || Building || Intellectual || 0.004&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Using telescope&amp;lt;ref name=&amp;quot;TradersOnly&amp;quot;&amp;gt;Only acquired from traders.&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;Installed&amp;quot;&amp;gt;Must be installed before use.&amp;lt;/ref&amp;gt; || {{ticks|4000}} || 1.2 || Telescope study|| Building || Intellectual || 0.004&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Watching television&amp;lt;ref name=&amp;quot;Installed&amp;quot; /&amp;gt; || {{ticks|4000}} || 1.2 || Television watching || Building || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Watching flatscreen television&amp;lt;ref name=&amp;quot;Installed&amp;quot; /&amp;gt; || {{ticks|4000}} || 1.4 || Television watching || Building || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Watching megascreen television&amp;lt;ref name=&amp;quot;TradersOnly&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;Installed&amp;quot; /&amp;gt; || {{ticks|4000}} || 1.6 || Television watching || Building || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{RoyaltyIcon}} Playing harp || {{ticks|4000}} || 1 || Music || Building || Artistic || 0.0015&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{RoyaltyIcon}} Playing harpsichord || {{ticks|4000}} || 1 || Music || Building || Artistic || 0.0015&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{RoyaltyIcon}} Playing piano || {{ticks|4000}} || 1 || Music || Building || Artistic || 0.0015&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{RoyaltyIcon}} Meditating royally at || {{ticks|6250}} || 1 || Solitary relaxation || Building || - || -&lt;br /&gt;
|}&lt;br /&gt;
Note: the above Recreation gain rates are based on normal quality buildings when applicable.&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Consumables table==&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_05 text-center}}&lt;br /&gt;
! Item !! +Recreation (%) !! Kind&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Chocolate]]  || 10 || Food Consumption&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Insect jelly]]  || 8 || Food Consumption&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Ambrosia]] || 50 || Chemical&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Beer]] || 17 || Chemical&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Smokeleaf joint]] || 80 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Psychite tea]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Go-juice]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Wake-up]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Yayo]]  || 80 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Flake]]  || 70 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Activities ==&lt;br /&gt;
&lt;br /&gt;
=== Building snowman ===&lt;br /&gt;
In cold biomes after some snow has accumulated a colonist may build a [[snowman]].&lt;br /&gt;
&lt;br /&gt;
=== Going for a walk ===&lt;br /&gt;
When a colonist goes for a walk, this means that they aimlessly path around the area they started from. This takes twice as long as most other activities to finish and yet still has the same tolerance gain rate.&lt;br /&gt;
&lt;br /&gt;
=== Meditating ===&lt;br /&gt;
Meditating is the act of your colonists going into their private room and sitting in a corner for a while while in solitary. Like most other activities, this has a length of 4000 ticks and an average tolerance gain rate.&lt;br /&gt;
&lt;br /&gt;
=== Playing billiards ===&lt;br /&gt;
One or more colonists will wander around the billiards table, taking shots. Raises the Shooting skill in a similar way as horseshoes.&lt;br /&gt;
&lt;br /&gt;
=== Playing chess ===&lt;br /&gt;
A chess table requires adjacent chairs to be used. Up to two colonists can use a chess table at once. Slowly raises the Intellectual skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing hoopstone ===&lt;br /&gt;
One to three colonists take turns throwing stones through the ring from approximately 5 blocks away. Playing hoopstone raises the Shooting skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing horseshoes ===&lt;br /&gt;
One to three colonists take turns throwing horseshoes at the post from approximately 5 blocks away. Playing horseshoes raises the Shooting skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing poker ===&lt;br /&gt;
One to four colonists will sit at chairs adjacent to the table and play poker. Playing poker raises the Intellectual skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing the game of Ur ===&lt;br /&gt;
A Game-of-Ur board requires adjacent chairs to be used. Up to two colonists can use a Game-of-Ur board at once. Slowly raises the Intellectual skill.&lt;br /&gt;
&lt;br /&gt;
=== Praying ===&lt;br /&gt;
Similar to Meditating, but lasts shorter and is only done by certain colonists. &amp;lt;br&amp;gt;&lt;br /&gt;
In the game files, each colonist has a value determining whether or not they will pray.&lt;br /&gt;
&lt;br /&gt;
=== Relaxing socially ===&lt;br /&gt;
If a campfire or table is enabled as a Gather Spot, colonists will stand in the vicinity of the campfire, or sit at a chair or stool beside a table. If beer is available, a colonist may carry a bottle while relaxing, without actually consuming the item. This action has been shown to occur among colonists with the Chemical Interest trait, the Teetotaler trait, and no trait in regards to alcohol.&lt;br /&gt;
&lt;br /&gt;
Contradictory to its name, colonists can carry out this activity when alone, while still gaining Recreation at the same rate.&lt;br /&gt;
&lt;br /&gt;
=== Skygazing ===&lt;br /&gt;
Skygazing is the act of your colonists simply laying on the ground in an outdoor (area without a roof) area and facing upwards. The game has a few flavor text names such as &amp;quot;Cloudwatching&amp;quot;. This activity is the same length of time that most others are and the same tolerance gain rate.&lt;br /&gt;
&lt;br /&gt;
=== Using telescope ===&lt;br /&gt;
A colonist will stand behind the telescope's viewfinder for some time. The telescope must be placed outside and will not degrade from weather.&lt;br /&gt;
&lt;br /&gt;
Oddly, colonists may use it during daytime.&lt;br /&gt;
&lt;br /&gt;
=== Visiting grave ===&lt;br /&gt;
Colonists will visit a filled [[grave]] or [[sarcophagus]].&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Added as '''Joy''' with Skygazing, Meditating/praying, Social relaxation, Horseshoes game, Chess, Billiards, Television, and Telescope as the initial sources.&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Added new joy activity: build snowman.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added grave and sarcophagus visiting as joy activity.&lt;br /&gt;
{{nav|joy}}&lt;br /&gt;
[[Category:Architect]]&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Events&amp;diff=96443</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Events&amp;diff=96443"/>
		<updated>2021-11-16T13:34:12Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: /* Toxic fallout */ Plural of carcinoma is carcinomas or carcinomata&lt;/p&gt;
&lt;hr /&gt;
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{{Rewrite}}&lt;br /&gt;
{{for|a guide to survive events|Events Guide}}&lt;br /&gt;
&lt;br /&gt;
'''Events''' are driven by the currently selected [[AI Storytellers|AI storyteller]]. They range from everyday occurrences like passers by, to all out assaults on the colony.&lt;br /&gt;
&lt;br /&gt;
Most events occur with an envelope icon that will appear down the right side of the screen.  Other events will pause the game and pop up a window where the player must make a choice.  Some events can also happen on temporary maps.&lt;br /&gt;
&lt;br /&gt;
Usually, the color of the envelope will suggest the severity of the event. In general, blue envelopes denote good events, white envelopes denote neutral events, red envelopes denote threats and yellow envelopes denote bad events.  Clicking an envelope will open up the message with a description of the event, and the option to either dismiss the notification or, where possible, go to the location of the event. Alternatively, notification messages can be dismissed without opening via right click.&lt;br /&gt;
&lt;br /&gt;
All event title portions in parentheses below are variable.  They can mention location, pawn and faction names, specific buffs or debuffs, or even have countdowns for the time variable events.&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
==Big Threats==&lt;br /&gt;
{{for|strategies to defend against big threats|Defense tactics}}&lt;br /&gt;
{{for|defensive base constructions|Defense structures}}&lt;br /&gt;
&lt;br /&gt;
=== Enemy Attack ===&lt;br /&gt;
{{main|Raider}}&lt;br /&gt;
&lt;br /&gt;
These events can take place from Base Builder difficulty onwards.&lt;br /&gt;
&lt;br /&gt;
Commonly known as a '''raid''', this event comes in several types. The size of a raid is determined by your colony's wealth, and the difficulty setting of the AI Storyteller. It is possible for multiple raids to occur at the same time, possibly to the benefit of the player if both raids are from opposing factions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Raid.png|'''Assault'''&lt;br /&gt;
File:Raid relationship daughters of a .png|'''Raided by (relationship) mom!'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Different types of raids include:&lt;br /&gt;
&lt;br /&gt;
==== Assaults ====&lt;br /&gt;
Raids arrive either via the edge of the map or by drop pod. They may assault the colony immediately, or stage for a time before launching their attack, allowing colonists time to take up defensive positions, or counterattack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Drop pods raid.png|'''Drop pod sappers'''&lt;br /&gt;
File:Sappers.png|'''Sappers'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mid-Base Assaults ====&lt;br /&gt;
A group of raiders arrives via drop pods directly in the player's base, leaving little time to prepare. Drop pods may punch through a constructed roof or thin rock roof, but not overhead mountains.&lt;br /&gt;
&lt;br /&gt;
==== Sieges ====&lt;br /&gt;
Siege raids typically have a party of raiders arrive and set up a small camp along the edge of the map with supplies airdropped in to build a number of sandbag walls and mortars with a variety of [[Mortar shell]]s. They will fire upon colonists, colony structures and any visitors or other raiders from factions they are hostile to, only stopping to eat and sleep. If their food or ammunition runs low, more drop pods will land to resupply the raiders.&lt;br /&gt;
&lt;br /&gt;
Siege parties will abandon their camp and any remaining construction to assault the colony when their siege weapons are destroyed or they suffer significant casualties.  Once the attackers are all dead or retreated, any remaining supplies and objects from their camp can be claimed, deconstructed and used by the player.&lt;br /&gt;
&lt;br /&gt;
Since sieges must construct their emplacements and weapons from the materials they receive via drop-pod, it is possible to steal a light-weight critical material (ex. the [[components]]) and thus prevent them from completing construction of the mortars.  Unlike ammunition, sieges will not be resupplied with building materials should any go ''mysteriously missing''.  This strategy must be done early, immediately after the drop pods with construction materials land, else the components may be picked up and delivered before they can be stolen.  If properly executed, the siege will simply mill about their siege base indefinitely, unless attacked.  This not only removes the danger of the incoming mortar shots, but the &amp;quot;sieged&amp;quot; army can then act as a distraction/decoy in the event of a raid by a faction hostile to them (another faction, mechanoids, insects, etc).&lt;br /&gt;
&lt;br /&gt;
The optimal method for accomplishing this is a [[Psycasts#Psycasts|psycaster]] with Skip and Invisibility, and a sufficient amount of neural heat capacity (and psyfocus) to cast Skip several times, and Invisibility at least a 2-3 times ([[psychic sensitivity]] increasing equipment such as Eltex garments and an Eltex Staff or a [[Persona weapon#Persona traits|persona weapon]] with an appropriate trait are recommended to increase maximum neural heat), and ideally a [[jump pack]]. The psycaster should get somewhat close to the sieging enemy group without being noticed (slightly beyond maximum [[sniper rifle]] range is a good rule of thumb), then cast Invisibility on themself.  They should then use their Jump Pack (or Skip, if they lack one) to rapidly move closer to the sieging group, until they are within Skip range of the component pile.  At this point, they should skip the components to their feet, and then continue skipping them away (and following them with Jump Pack leaps, or self-cast skips), until far enough away that the pawn can be told to simply haul them back to base.  Ensure an eye is kept on the pawn's Invisibility timer, and it is recast as needed until back out of range.  Once the components are sufficiently far away, the sieging group will be effectively stuck and unable to complete their mortars.&lt;br /&gt;
&lt;br /&gt;
[[File:Siege.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Infestation ===&lt;br /&gt;
A bug [[hive]] has emerged! It will slowly spawn [[insectoids|bugs]] as well as produce additional hives. If you don't want it to infest the whole area, muster your forces and destroy it. But beware - the bugs will defend their hive.&lt;br /&gt;
&lt;br /&gt;
Infestations will only spawn in an open space under an overhead mountain that is at a temperature of greater than -17 Celsius. Certain steps can be made to prevent an infestation such as installing your own floors and walls, but it is not known if the spawn chance can be eliminated entirely other than leaving possible spawning spots open to freezing temperatures. Hives bring glow pods that glow for 20 days (as long as they're installed) and can be reinstalled or sold. Hives produce Insect Jelly. This is the primary food source for the growing swarm. Each active hive will replicate every few game days (depending on difficulty), and the swarm of insects produced will dig themselves out of wherever they are stuck at. It is possible for bugs to dig out enough empty space for roof collapses and cave ins to hit other insects, hives and jelly. One user noted on Cassandra Classic difficulty Rough, the infestation stopped replicating at 30 hives each with 6.1 enemies on average, leaving 183 various insects to fight.&lt;br /&gt;
&lt;br /&gt;
[[File:Infestation.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==== Too deep: Infestation ====&lt;br /&gt;
In 1.0, when using a deep drill, you may dig into a group of insects, which will awaken and attack your colony.  This event is a little different in that it doesn't spawn a hive, may occur outside and typically doesn't spawn as many insects as late game infestations.  It seems to happen only at deep drills currently being used.&lt;br /&gt;
&lt;br /&gt;
=== Manhunter Pack ===&lt;br /&gt;
This event can take place from Base Builder difficulty onwards.  Note that it will display &amp;quot;pack&amp;quot; even if only one animal arrives.&lt;br /&gt;
&lt;br /&gt;
A pack of man-hunting animals have entered the area. They will roam the region, hunting for humanoid flesh. If they see a colonist run behind a door, they will attempt to beat down the door. They may also attack visiting traders, possibly hurting your good will with that faction if they manage to kill a trader (though downed traders can be rescued for a good will bonus). Manhunters will leave the area in a few days. &lt;br /&gt;
&lt;br /&gt;
A manhunter pack has 40% more points allocated to enemy spawning than an ordinary raid (i.e. a manhunter pack is 40% bigger than a standard raid), and animals from manhunter packs will congregate around your base for anywhere from 24 to 54 in-game hours before they all leave. All animals will have the health condition [[Scaria]], which makes them permanently manhunter. It can be cured with two medicine. While this is a negative event, it can be turned useful for taming as wounded animals can be healed and tamed afterwards, and dead animals can be hauled in for butchering, though there is a chance that the animal will rot on death (changeable in custom difficulties) , but if there are still active manhunters nearby just wait until they're sleeping. You'll have a while before corpses start rotting, depending on the climate and rotting rules.&lt;br /&gt;
&lt;br /&gt;
* Boars, Wargs or anything that runs faster than a baseline human can be very problematic to deal with even with moderately-well defended colonies because they can easily outrun humans, and they all typically arrive in very large numbers meaning they can easily overwhelm a colony.&lt;br /&gt;
* Explosive animals, especially [[boomalope]]s, are arguably easier to deal with in larger numbers as chain reactions can easily happen because of their large 3-square blast radius, meaning that even packs excess of 40 boomalopes can trivially be dealt with by half a dozen of people armed with automatic weapons.&lt;br /&gt;
&lt;br /&gt;
[[File:Manhunter pack.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Psychic Wave ===&lt;br /&gt;
A psychic wave is a pulse of psychic energy that immediately drives all members of a species of the local [[animals|wildlife]] insane, causing them to attack the nearest human, and any animal that happens to be standing in their way. A psychic wave is not to be laughed at - most of the wildlife in RimWorld is quite fast, and can close the gap to a colonist before they can get off a second shot, often leading to the colonist being overwhelmed. Psychically insane animals are not [[Scaria]] infected.&lt;br /&gt;
&lt;br /&gt;
== Special ==&lt;br /&gt;
Special events may have prerequisites or only occur during certain circumstances.&lt;br /&gt;
&lt;br /&gt;
=== About: Launching the ship ===&lt;br /&gt;
This event appears upon completing the research project [[Research#Starflight basics|Starflight Basics]].&lt;br /&gt;
&lt;br /&gt;
This is a simple reminder about the dangers of powering up the [[ship reactor]] once built.  Once turned on, the number of raids will greatly increase for the next 15 days.&lt;br /&gt;
&lt;br /&gt;
=== Ancient Danger ===&lt;br /&gt;
{{main|Ancient shrine}}&lt;br /&gt;
{{quote|As (Colonist name) draws near the ancient wall a sense of foreboding overcomes him(her). (S)He isn't sure why, but (s)he feels this dusty structure may contain great dangers|Message that appears when the first colonist walks near.}}&lt;br /&gt;
&lt;br /&gt;
This event is related to map generation and may not appear on every map. It may occur more than once per map.&lt;br /&gt;
&lt;br /&gt;
A colonist approached a walled out area of the map partially or completely under a mountain that contains one or more of the following: ancient [[cryptosleep casket]]s, [[insectoids|bugs]] with hives, [[mechanoid]]s or treasure. Open at your own risk by blowing a hole in the wall or deconstructing a section. The cryptosleep caskets usually contain humans, but may also contain [[megascarab]]s or be empty. Opening or attacking any casket will cause all the others to open instantly. The Spacers inside the caskets may or may not be dead. If alive, they may or may not be wounded, or armed and hostile. It's even possible for pawns incapable of violence to melee attack. If they are not hostile and can walk, they will try to escape. Any alive Spacers inside may be captured and recruited, usually with a low recruitment difficulty percentage.&lt;br /&gt;
&lt;br /&gt;
Ancient structures may include other treasures like psychic lances and pulsers. [[Luciferium]] can be found in these buildings. Pod people sometimes carry [[plasteel]], [[component]]s, and [[gold]]. The caskets can be claimed and used or deconstructed by the colony.&lt;br /&gt;
&lt;br /&gt;
=== Friendlies ===&lt;br /&gt;
This event can only occur if you are allied with at least one other faction.&lt;br /&gt;
&lt;br /&gt;
Allied factions may send fighters to assist you when mutual enemies appear, such as pirates, manhunters or insectoids.  These fighters may be specifically requested via the comms console at a hit to relations, or the allied faction may send them on their own at no cost to relations.  They won't assist against factions that they aren't hostile to.&lt;br /&gt;
&lt;br /&gt;
They will follow the same attack pattern as any [[Raider]] would do when this event occurs, with a few exceptions: They don't sap or breach due to their intention of being here, but they can drop pod or set up a siege point upon arriving.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that friendly fire will damage your relations with the aiding faction.  On the other hand, rescuing their downed people will improve relations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;450px&amp;quot; heights=&amp;quot;450px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Friendlies.png|'''Friendlies vs Pirates'''&lt;br /&gt;
File:Friendlies vs Thrumbo.png|'''Friendlies vs Thrumbo'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Friendlies have a strength of around 150 - 400 points, not enough against mid-late game raids on their own. Still, they can add a little to firepower and help in distracting the enemy.&lt;br /&gt;
&lt;br /&gt;
=== Journey offer ===&lt;br /&gt;
{{for|guidance on surviving the event|World Quests Guide#Journey offer}}&lt;br /&gt;
&lt;br /&gt;
[[File:Journeyoffer_ship.png|500px|thumb|right|The ship that always spawns in a journey offer event.(Outdated Textures)]]&lt;br /&gt;
&lt;br /&gt;
This event can only happen once per playthrough.  Due to the distance requirement and the location of your colony on the world map in regards to the portion of the globe generated, it may not have the opportunity to happen if your colony is near the center of a small map.&lt;br /&gt;
&lt;br /&gt;
A friendly AI transmits the location of a distant hidden ship that can help you escape the planet. To board the ship, you need to send out a caravan to trek long distances to get to it.&lt;br /&gt;
&lt;br /&gt;
The ship spawns from 200 to 800 tiles away, with a tendency to spawn as far away as possible. With 100% generated worlds, it will usually spawn on the other side of the planet.  If during world creation you generate a 30% map and land near the center of the map, you may exclude yourself within this 200 tile minimum.&lt;br /&gt;
&lt;br /&gt;
Once you reach the ship's location, you will find a ship with 18 [[ship cryptosleep pod]]s and all the required structures, that may be suffering from different degrees of damage. The [[ship reactor]] is hibernating and will need 15 days to power up, and will attract lots of danger during that stage, so you will need to bunker up and build your defenses, and you have plenty of space to build a full base with the map size of a regular colony. After 15 days the ship is ready to launch, and you can choose to leave or stay for whatever reason.&lt;br /&gt;
&lt;br /&gt;
Besides using the existing parts, you can also choose to expand the ship to accommodate more of your colonists, but you will need to bring the necessary materials and the necessary research (ship cryptosleep caskets).&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Man in black ===&lt;br /&gt;
When your colonists are no longer able to defend themselves, a stranger may join the colony to help.  As their name indicates, men in black come in a full set of black clothing. They also come wearing a [[flak vest]] and always carry a [[revolver]]. However, their skills and traits are fully randomized. &lt;br /&gt;
&lt;br /&gt;
This event seems to be triggered only when all of your colonists are downed at your base. The man in black will not appear on the temporary maps generated for world quests. However, if all your surviving pawns are downed elsewhere, it is possible for the man in black to appear at your base. (Testing is needed to see how these events are affected by allowing multiple colonies in the scenario editor.)&lt;br /&gt;
&lt;br /&gt;
Prior to 1.1.2618 it is possible to get a Man in black who is a pacifist, incapable of caring, etc., who would thus be of limited use to a colony in which all pawns are downed and wounded.&lt;br /&gt;
&lt;br /&gt;
=== Outpost destroyed ===&lt;br /&gt;
[[File:Faction_destroyed.png|400px|thumb|right|R.I.P. some pirate faction, nobody will remember you.]] &lt;br /&gt;
&lt;br /&gt;
This is the notification that triggers when you successfully defeat all humanlike hostiles in an enemy base after invading them (not counting turrets, which need to be neutralized separately). After this you have a while to capture any prisoners (there is usually at least one building suitable to turn into a cell), treat the wounded, pack up and leave before enemy reinforcements arrive in the form of a raid.&lt;br /&gt;
&lt;br /&gt;
==== Faction defeated ====&lt;br /&gt;
Should you destroy all bases of a faction, the notification will say that since you just destroyed the last faction base, the faction no longer exists.&lt;br /&gt;
&lt;br /&gt;
You can still view the defeated faction in the menu, and it will show 'Defeated' below it. They won't send any raids, nor will they send caravans.&lt;br /&gt;
&lt;br /&gt;
Destroying all enemies and befriending all other factions will make mechanoids the only remaining threat for all future raids.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Ransom (Time remaining) ===&lt;br /&gt;
This event can only occur if a colonist of yours was captured by another faction.&lt;br /&gt;
&lt;br /&gt;
Another faction captured one of your downed colonists somehow and will release that colonist to you... for a price.  Common methods for capturing your colonists include grabbing downed colonists while retreating from a raid or downing an entire caravan.&lt;br /&gt;
&lt;br /&gt;
The offer will be good for 24 game hours.  If paid, the colonist will immediately appear on your map border or be sent via drop pod.&lt;br /&gt;
&lt;br /&gt;
=== Reactor ready ===&lt;br /&gt;
You have completed the 15 day warm up period for starting a [[ship reactor]].  If the rest of the necessary ship parts have been built, it may now be launched.  Raids and sieges will drop considerably after this period is over.&lt;br /&gt;
&lt;br /&gt;
=== Refugee Chased at (Settlement) ===&lt;br /&gt;
This event will not trigger if your faction doesn't have hostile relations with any other human faction.  Pirate band factions should always be hostile since any attempt to improve relations with them is disregarded by design.&lt;br /&gt;
&lt;br /&gt;
When this event triggers a window appears stating that an individual calls you via radio from nearby, seeking refuge from a faction that is hostile to you and chasing them. The player may choose 'Offer safety' or 'Ignore the message'. Ignoring the message will end the event.&lt;br /&gt;
&lt;br /&gt;
Offering safety will spawn the individual as a colonist at the map's edge who proceeds towards the colony. Shortly thereafter (a delay between {{ticks|1000}} and {{ticks|2500}}, the pursuing faction arrives in the form of a raid entering the map where the refugee appeared.  Raids arriving this way are 35% stronger than usual.  Still, those chasing raiders are also potential colonists if they can be captured and recruited.&lt;br /&gt;
&lt;br /&gt;
The refugee immediately becomes a new colonist. They are usually poorly armed and clothed.&lt;br /&gt;
&lt;br /&gt;
=== Roof collapsed ===&lt;br /&gt;
This event only happens if something is crushed by the falling roof.  Otherwise, it's only a notification.&lt;br /&gt;
&lt;br /&gt;
All roofs must be supported by a constructed or rock wall within 6 spaces with contiguous roof sections in between itself and that wall. If either of these conditions changes such as via mining, an explosion or demolition, then the roof will collapse.  Damage is dealt to the head and shoulders. Note that falling roofs underneath a mountain can instantly kill any pawn unfortunate enough to be crushed.&lt;br /&gt;
&lt;br /&gt;
If demolishing a building, it's recommended to use the Remove Roof tool to remove the roof first before deconstructing the walls.&lt;br /&gt;
&lt;br /&gt;
=== Trauma savant ===&lt;br /&gt;
This event only has a 12% chance to trigger upon one of your colonists receiving a brain injury.&lt;br /&gt;
&lt;br /&gt;
A colonist has suffered a brain injury and has gained great abilities from it at the cost of others, gaining 50% extra [[manipulation]] while losing the ability to [[talking|speak]], [[hearing|hear]], and have any [[social]] relationships. It also restores the brain to full functioning despite the injury.&lt;br /&gt;
&lt;br /&gt;
===Zzztt...===&lt;br /&gt;
This event can occur anytime a [[power conduit]] has energy flowing through it. The conduit may suffer a fault, causing it to short circuit and start a fire. &lt;br /&gt;
&lt;br /&gt;
If any batteries are connected, the fault will also discharge all stored power in the process, increasing the size of the explosion. Unconnected batteries (through a switch or separate power network) will not be affected. A battery not connected to any conduits will only Zzztt if it is unroofed and gets wet from falling rain or snow. The explosions do [[Damage Types#Flame|Flame damage]]. &lt;br /&gt;
&lt;br /&gt;
The amount of stored power directly affects the size of the explosion, up to a maximum of 15 squares in diameter from a total of 90,000 Wd stored. The explosion can damage any nearby structures, items and colonists, as well as cause fires. The one section of power conduit where it occurred is often destroyed, cutting off power to anything past it unless there is another path for the electricity to flow.&lt;br /&gt;
&lt;br /&gt;
Power networks which contain only [[Battery|batteries]] and no conduits will not experience Zzztt. (Unless the battery gets wet, as described above.) Power networks which contain only conduits will only have a fire on the one tile which contains the conduit where the Zzztt occurred, since there is no stored power to be discharged. Modestly-sized battery banks surrounded by stone walls and protected by switches are useful in order to safely use batteries and conduits in the same network.&lt;br /&gt;
&lt;br /&gt;
==Small Threats==&lt;br /&gt;
===(Animal) Revenge===&lt;br /&gt;
&lt;br /&gt;
An animal that was harmed will go mad and target whomever hurt it.  When you select an animal to be hunted, the game will notify you if it has a chance for revenge and what the percentage is.  Occasionally, all nearby pack members of that animal's species may start attacking their attacker Animals which are not predators, such as muffalo, only attack characters until they are downed. Depending on the vengeful animal's attack types it is possible for a pawn downed in this way to have only bruises which leave them in &amp;quot;no immediate danger.&amp;quot; However, it is also possible for a pawn to receive serious injuries which will kill them more quickly, or even to be consumed by vengeful predators if they are hungry.&lt;br /&gt;
&lt;br /&gt;
===Mad (Animal)===&lt;br /&gt;
When this event occurs, a single random animal on the map is driven insane. Like with the psychic wave, the insane animal will charge toward the nearest human, attacking any other animal or obstacle (doors, etc.) in its way. This event is particularly dangerous if a Boomalope or Boomrat turns, as they explode upon death and the latter can also reliably catch up to an unmodified human regardless of traits.&lt;br /&gt;
&lt;br /&gt;
== Generally Bad ==&lt;br /&gt;
=== Animal disease (type) ===&lt;br /&gt;
One or more of your animals will become sick and will need to rest to receive treatment.  Build some animal sleeping spots in their zone so that they can receive treatment.&lt;br /&gt;
&lt;br /&gt;
=== Bad will ===&lt;br /&gt;
You've done something to anger another faction bad enough that they are now hostile to yours. This can happen if you arrest a faction member of theirs, rob one of their caravans or if they take too much friendly fire from your colonists, among other reasons.&lt;br /&gt;
&lt;br /&gt;
[[File:Bad will.png|500px|thumb|none|Badwill: Friendly traders face a mechanoid raid, loses members and turns against the player.]]&lt;br /&gt;
&lt;br /&gt;
=== Beavers! ===&lt;br /&gt;
A group of ravenous wood-munching [[alphabeaver]]s appears at the edge of the map. They will continually eat [[trees]] and [[Saguaro cactus|Saguaro cacti]] they can reach (including any you're farming) until they consume them all, unless you eradicate them first.&lt;br /&gt;
&lt;br /&gt;
It is recommended to bring more than one colonist to exterminate them if you choose to. If one harmed alphabeaver turns manhunter, it's possible for nearby alphabeavers to also become manhunters, which can turn individually weak beavers into a small army of killing machines.&lt;br /&gt;
&lt;br /&gt;
As of 1.0, the incident now only occurs in biomes with sparse plants, namely [[arid shrubland]] and [[tundra]].&lt;br /&gt;
&lt;br /&gt;
=== Breakup ===&lt;br /&gt;
[[File:Breakup.png|300px|thumb|none|Breakup]]&lt;br /&gt;
A couple splits, complete with the Mood and Social penalties for both colonists.&lt;br /&gt;
&lt;br /&gt;
=== Birthday ===&lt;br /&gt;
Character gains an age-related illness such as a bad back or cataracts.  They may be cured by using the [[healer mech serum]], or some may be 'cured' by replacing the affected parts with bionics.&lt;br /&gt;
&lt;br /&gt;
Due to age or a pre-existing health condition, they can also have a [[Injury#Heart Attack|heart attack]].&lt;br /&gt;
[[File:Birthday.png|thumb|left|Birthday]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Blight ===&lt;br /&gt;
{{main|Blight}}&lt;br /&gt;
[[File:Crop blight.png|200px|thumb|right|Blighted crops with an indicator above them.]]&lt;br /&gt;
Blight is a disease that infects [[domesticated plants]] with a growing period shorter than 15 days.&lt;br /&gt;
&lt;br /&gt;
Blighted crops will not grow or yield anything when harvested, and can spread the blight to other nearby plants while slowly dying.&lt;br /&gt;
&lt;br /&gt;
To stop blight, the affected plants need to be manually selected for cutting or burned.&lt;br /&gt;
&lt;br /&gt;
Blight starts on one of your crops, at 10% severity , affecting 20% of your plants (40% initial plants affected has been witnessed in December 2020). It will progress slowly once plants are infected, and once it reaches 28% it can spread to nearby plants within a 4-tile radius.&lt;br /&gt;
&lt;br /&gt;
[[Tree]]s, [[Wild Plants|wild]], [[Decorative Plants|decorative]] plants, and [[devilstrand mushroom]]s are immune to blight.&lt;br /&gt;
&lt;br /&gt;
To mitigate the effects of blight, it is recommended to leave 3-square wide empty strips between crops.&amp;lt;br&amp;gt;&lt;br /&gt;
It is also possible to create strips of plants not affected by blight.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Crashed ship part ===&lt;br /&gt;
{{For|the help guide|Defense_structures#Crashed_ships}}&lt;br /&gt;
{{For|information on the ship parts themselves|Crashed ship parts}}&lt;br /&gt;
A [[crashed ship parts|large piece of an ancient ship]] crashes nearby or within the colony, scattering chunks and debris. They have various negative effects on the map.  To stop the effect, destroy the ship part by manually attacking it.  Upon attacking it however, [[mechanoid]]s will emerge to defend it. The size of the group depends on storyteller difficulty and colony wealth.  Both ship parts drop 100 steel, 35 plasteel, 9 steel slag chunks, 4 components and 1 advanced component once destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Defoliator ship ====&lt;br /&gt;
[[File:Poison ship.png|thumb|300px|right|A crashed defoliator ship]]&lt;br /&gt;
A crashed defoliator ship kills all wild or domesticated plants in an expanding circle, eventually reaching the entire map. The poison kills crops randomly, including plants grown in [[Hydroponics basin]]s. The affected areas will ultimately have dramatically reduced chances of maturing simple crops, and slower crops will end up nearly impossible to grow.&lt;br /&gt;
&lt;br /&gt;
==== Psychic ship ====&lt;br /&gt;
[[File:Psychic ship.png|thumb|300px|right|A crashed psychic ship]]&lt;br /&gt;
A ship part containing a hostile AI core lands on the map, and projects a psychic drone that negatively affects the [[mood]] of all humans on the map. It begins low and grows progressively stronger the longer it stays. Therefore, it should be destroyed as quickly as possible. Colonists with psychic sensitivity [[traits]] may benefit or suffer more from its effect. The ship's AI is also capable of emitting psychic pulses that can drive a colonist to an immediate mental break, or nearby animals to madness.&lt;br /&gt;
&lt;br /&gt;
===== Drone intensifies =====&lt;br /&gt;
If left alone long enough, the drone emitted from a crashed psychic ship will get worse as time goes on. Every 2.5 days the drone gets stronger, from -12 mood at the beginning up to -48 after 7.5 days.&lt;br /&gt;
&lt;br /&gt;
=== Death: (Pawn) ===&lt;br /&gt;
One of your pawns has died unintentionally.  Slaughtering an animal or euthanizing a colonist or prisoner will not produce this event.&lt;br /&gt;
&lt;br /&gt;
=== (Drug) addiction ===&lt;br /&gt;
A colonist has taken too much of a [[drugs|drug]] and is now [[Addictiveness|addicted]].  They will now need to regularly take that drug or suffer the withdrawal effects.  See here for advice on [[Drugs#Fighting Addictions|fighting addictions]].&lt;br /&gt;
&lt;br /&gt;
=== Cold snap ===&lt;br /&gt;
A cold snap makes the [[temperature]] of a colony drop for between 1.5 and 3.5 days. It only occurs when the map's summer temperature is greater than 0&amp;amp;nbsp;°C and less than 15&amp;amp;nbsp;°C. Colonists will complain about the cold, especially sleeping in it if their rooms are not properly heated. &lt;br /&gt;
&lt;br /&gt;
While this is generally good for item preservation, it can kill off crops, influence colonist moods and cause Hypothermia if colonists or animals stay in non-heated areas for a prolonged time. It also renders most of the plants in the area inedible (unless when it happens in warmer areas in which some plants are still edible), potentially causing tame animals to starve to death and wild ones to leave the map. With no other food source, wild predators may attack colonists and tame animals while they are outdoors. Snowing may also happen, depositing thick snow that can slow down outdoor movement significantly.&lt;br /&gt;
&lt;br /&gt;
[[Jacket]]s, [[duster]]s, [[parka]]s and [[tuque]]s provide cold insulation for colonists, protecting them while they're awake, though they don't prevent mood loss caused by sleeping in cold areas.&lt;br /&gt;
&lt;br /&gt;
=== Disease (Type) ===&lt;br /&gt;
Several of your pawns will be afflicted with a [[disease]]. Which disease they are infected with depends on the biome.  The number of infected depends on the disease and the cruelty of the storyteller.&lt;br /&gt;
&lt;br /&gt;
Non-blunt trauma wounds, treated or not, also have a chance to get [[infection|infected]]. The chance depends on treatment quality and cleanliness of the environment. Animals can also catch infections at a greatly reduced rate compared to humans.&lt;br /&gt;
&lt;br /&gt;
Note that you will still get this notification even if [[penoxycyline]] blocked your colonists from catching a disease.&lt;br /&gt;
&lt;br /&gt;
=== Eclipse ===&lt;br /&gt;
One of your rimworld's moons has moved in front of this rimworld's sun and has shaded this colony's section of the planet.  During this eclipse, solar generators cease producing power and outdoor crops stop growing.  This could be disastrous for a colony dependent on solar power.  Be sure to have power and food stored for times like these, or an eclipse coupled with a raid could be the death of an unprepared colony.&lt;br /&gt;
&lt;br /&gt;
It lasts between 0.75 and 1.25 days.&lt;br /&gt;
&lt;br /&gt;
=== Flashstorm ===&lt;br /&gt;
A localized, intense [[lightning]] storm in one area of the map. Causes big [[fire]]s. Clicking the envelope icon offers the option to jump to the location where the strikes will be concentrated in. It also has the side effect of disabling rain.&lt;br /&gt;
&lt;br /&gt;
It affects a area with a radius between 45 and 60 tiles, and while active lightning will strike between every {{ticks|320}} to {{ticks|800}}. Once it finishes no more rain can fall until {{ticks|30000}} has passed. It lasts between 0.075  and 0.1 days. &lt;br /&gt;
&lt;br /&gt;
This can also be caused by the [[Psycasts#Flashstorm|Flashstorm]] Psycast{{RoyaltyIcon}}, but will not show up as a notification.&lt;br /&gt;
&lt;br /&gt;
[[File:FlashstormScreenshot.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Heat wave ===&lt;br /&gt;
A heat wave sweeps the colony, driving outdoor [[temperature]]s unusually high for between 1.5 and 3.5 days. It only occurs when the map's summer temperature is at least 20&amp;amp;nbsp;°C.&lt;br /&gt;
&lt;br /&gt;
The major colony risks of the event are failing freezers due to insufficient cooling, and [[heat stroke]] to colonists and animals.  It is often necessary to immediately build [[passive cooler]]s to deal with the heat.&lt;br /&gt;
&lt;br /&gt;
Only the best summer clothing ([[cowboy hat]]s and [[duster]]s made of [[camelhide]] and [[panthera fur]]) might allow your colonists to still work outdoors.  Appropriate apparel will not avoid the mood debuff from &amp;quot;sleeping in the heat&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Colonists will complain about the heat, especially when sleeping in it, if their rooms are not properly cooled. Additionally, things might rot in [[Temperature#Freezer Tips|inadequately cooled freezers]]. There is also a chance for a fire to randomly appear on the map which can quickly spread.&lt;br /&gt;
&lt;br /&gt;
Some animals will leave the map if the temperature is too far outside their comfortable range.  Visiting colonists and traders will also leave.&lt;br /&gt;
&lt;br /&gt;
=== Hostile: (Faction) ===&lt;br /&gt;
Relations with a rough outlander union or a rough tribe will decay over time.  If they decay below -75, then their faction will become hostile to yours until relations rise to at least 0.&lt;br /&gt;
&lt;br /&gt;
=== (Mental break type): (Colonist) ===&lt;br /&gt;
One of your colonists or prisoners has had it and has a [[Mood#Mental breakdowns|mental break]].  During this time, the afflicted colonist will be effectively unavailable, will not do colony work and can not be drafted.  They will use forbidden doors and items. They will also attend to their needs such as sleep, recreation, and eating.&lt;br /&gt;
&lt;br /&gt;
Colonists or prisoners having a break may cause more trouble for themselves or others, depending on the type of break.  They may attack other people or animals (including dangerous ones), wander into a firefight, set fires, get out of their bed when they need medical treatment, etc.&lt;br /&gt;
&lt;br /&gt;
Depending on the nature of the mental break, there are several ways to handle the situation:&lt;br /&gt;
* Wall the person in – this is only possible if they wander to a suitable location.&lt;br /&gt;
* Try to arrest them.  They will possibly resist and need to be beaten down, causing injury.  This will also give them a fairly long-lasting mood debuff (&amp;quot;I was arrested!&amp;quot;) after you release them from jail.&lt;br /&gt;
* Wait out the situation - This takes a while for most minor breaks. &lt;br /&gt;
&lt;br /&gt;
If the person tries to go on a possibly dangerous drug binge, you can try to keep the drug in question out of their reach (burn it, take it on a caravan, surround the stockpile with walls; some mods such as Pick Up and Haul allow you to pick up items directly, which is the easiest, albeit cheesy way to deal with that). &lt;br /&gt;
&lt;br /&gt;
A crude but sometimes effective solution if you only have a small amount of the drug in question is to create a critical-priority stockpile on a far corner of the map, then have another colonist haul it there. The long walk to get to the stockpile will sometimes allow the mental break to end before the pawn has consumed any drugs.&lt;br /&gt;
&lt;br /&gt;
After the break ends, the affected person will get a substantial mood ''buff'' of +40 (&amp;quot;Catharsis&amp;quot;[&amp;quot;It feels good to unbottle my feelings&amp;quot;]) that lasts several days.  This usually, effectively, makes them immune to further mental breaks for the duration.  If you suspect another breakdown will occur after the catharsis ends, take precautions while the colonist is still controllable (for example, place them in a cryptosleep casket).&lt;br /&gt;
&lt;br /&gt;
=== (Name): Heart attack ===&lt;br /&gt;
A character or tamed animal suffers a [[Injury#Heart Attack|heart attack]].  Characters will seek out a medical bed or their assigned bed for treatment. Animals will return to the nearest empty animal bed or sleeping spot. Doctors will then proceed to attempt to resuscitate the victim, using medicine if allowed and available.&lt;br /&gt;
&lt;br /&gt;
During a heart attack, people or animals can fall unconscious or even die if not treated in time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Heart attack.png|'''Heart attack notification'''&lt;br /&gt;
File: Heart attack health tab.png|'''Health tab'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Overdose: (Colonist) ===&lt;br /&gt;
One of your colonists or animals has [[overdose]]d by taking too many drugs in a short amount of time and potentially permanent damage or death could occur.&lt;br /&gt;
&lt;br /&gt;
=== (Pawn) hit trap ===&lt;br /&gt;
One of your dumb colonists or animals stepped on one of your traps and managed to set it off. &lt;br /&gt;
&lt;br /&gt;
Pawns with the Nimble trait have a 10% of the normal chance of triggering a trap.&lt;br /&gt;
&lt;br /&gt;
This can only happen if your colonists or animals are forced to tiptoe through an armed trap when there is no alternative movement path available.&lt;br /&gt;
&lt;br /&gt;
=== (Predator) hunting (Pawn) ===&lt;br /&gt;
A wild predator has targeted one of your colonists or animals for killing and eating!  You may want to get this colonist or animal to safety. Drafted colonists will defend themselves.  To defend your animals, if there is enough distance, zone them to safety.  Otherwise, move a drafted colonist to fire on the predator.&lt;br /&gt;
&lt;br /&gt;
=== Prison break ===&lt;br /&gt;
Prisoners have staged a breakout! They have somehow defeated the door lock and may seek weapons, fight, or try to escape. Prisoners are more likely to attempt breakout when they are unhappy, numerous and healthy.  Prisoners who can't walk can't leave their beds to escape.&lt;br /&gt;
&lt;br /&gt;
Since prisoners are technically part of the enemy faction, friendlies will engage them. This is helpful if you need to contain a larger break, though the use of weapons means they have a higher chance of outright killing the prisoner. Using bare fists or blunt weapons is advised when containing a prison break.  Recapturing escaped prisoners from factions that have turned friendly since that prisoner was originally captured will not affect relations with that faction.&lt;br /&gt;
&lt;br /&gt;
[[File:Prison break.png|300px|thumb|none|Prison break]]&lt;br /&gt;
&lt;br /&gt;
=== Psychic drone ===&lt;br /&gt;
{{for|the moodlet|Mood#Exotic}}&lt;br /&gt;
'Drone' in this case does not refer to &amp;quot;Unmanned Aerial Vehicle&amp;quot; but instead &amp;quot;To produce a low-pitched hum or buzz.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A Psychic drone affects all colonists of a randomly chosen gender, giving a [[Mood#Exotic|strong negative moodlet]]. The drone can vary in severity, from low (-12 mood) to high (-30 mood).&lt;br /&gt;
&lt;br /&gt;
Colonists have no choice but to endure it as the point of origin is off-map. [[Psychic sensitivity]] can be a big factor in the threat posed by this event - pawns with [[Traits#Psychic Sensitivity|traits]] that increase sensitivity should be paid special attention, and any equipment that enhances it should removed. Use of [[psychic foil helmet]]s, with priority given to more sensitive pawns, will help mitigate the damage.&lt;br /&gt;
&lt;br /&gt;
There's also a positive version called [[Events#Psychic soothe|Psychic soothe]].&lt;br /&gt;
&lt;br /&gt;
Animals are not affected.&lt;br /&gt;
&lt;br /&gt;
Lasts between 0.75 and 1.75 days.&lt;br /&gt;
&lt;br /&gt;
=== Rejected proposal ===&lt;br /&gt;
After two characters [[Events#New lovers|fall in love]], one of them proposed marriage but is turned down, which may result in the couple breaking up. The proposing one suffers a mood penalty of -18 for 25 days.  They may accept another offer in the future.  Note that a later, accepted proposal will not remove the mood effects of the previous, rejected ones.&lt;br /&gt;
&lt;br /&gt;
[[File:Rejected proposal.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Solar flare ===&lt;br /&gt;
Solar flares cause all electrical devices to stop working for the duration of the event.&lt;br /&gt;
&lt;br /&gt;
* Colonies that rely on turrets for defense will become vulnerable to raids.&lt;br /&gt;
* Colonies with walk-in freezers will have their coolers stop working, causing any frozen perishable goods to begin spoiling if warm outside.  If you have a wood fueled cooking stove or campfire available, it is possible to save at least some perishables by quickly cooking them into meals, extending their shelf life.&lt;br /&gt;
* Heaters and coolers will stop working.  If the outdoors temperature is currently outside those crops' survivable temperature, greenhouse crops will quickly die unless campfires or passive coolers are built immediately.&lt;br /&gt;
* Colonists will be at risk of heatstroke or hypothermia if living in a biome with extreme temperatures and temperature control devices aren't built fast enough.&lt;br /&gt;
* Crops grown in hydroponic basins will rapidly die regardless of the temperature. It's recommended to quickly harvest any crops that can't be saved before they die.&lt;br /&gt;
* Occasionally trade ships may arrive during the event, and it is wise to check out the Comms Console or risk getting the &amp;quot;they left&amp;quot; notification while unaware of their presence.&lt;br /&gt;
&lt;br /&gt;
Because the ''solar flare'' event is short, most of these adverse effects are limited and often manageable. It lasts from 0.15 to 0.5 days.&lt;br /&gt;
&lt;br /&gt;
=== Toxic fallout ===&lt;br /&gt;
&amp;quot;''A distant chemical fire has released a plume of poison over this entire region that will slowly settle out of the atmosphere. It will last for anywhere from a few days to an entire season.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Toxic fallout'' is a dangerous event that can cause serious long-term damage to your colony if caught unprepared or not handled appropriately.&lt;br /&gt;
&lt;br /&gt;
Toxic fallout causes [[toxic buildup]] in any person or creature not under a roof; spending time under a roof reduces the buildup. High buildup can permanently sicken pawns with [[dementia]] or eventually a carcinoma if it progresses far enough (40% severity onwards). Dementia is only treatable with a [[healer mech serum]], carcinomas can be removed surgically.&lt;br /&gt;
&lt;br /&gt;
All plants including crops will wither during the fallout. Outdoor crops can be preserved under roofs; they will eventually rot, unless kept growing under a [[sun lamp]].  Trees are affected, which can lead to a wood shortage.&lt;br /&gt;
&lt;br /&gt;
Both domesticated and wild animals are also affected by toxic buildup, and while their buildup severity increases at half the rate of humans, they will eventually die. This normally means that all wildlife on the map is wiped out during the event. The notable exception to this is [[insectoids]], which are outright immune to buildup. Animals killed with &amp;quot;moderate&amp;quot; or higher toxic buildup will only leave &amp;quot;rotten&amp;quot; bodies that are unsuitable for consumption.  Hunt valuable wild animals immediately when the event occurs to be able to still harvest them for food and materials.  Otherwise fresh corpses left without a roof will also rapidly rot, even if frozen. &lt;br /&gt;
&lt;br /&gt;
If you have domesticated animals that you cannot feed under a roof, it is viable to release them for short periods of time to let them graze in the open.  Another viable tactic is to send herbivorous animals on a [[caravan]], if the season allows them to graze.  This will protect them from the toxic fallout, and not require you to feed them manually.&lt;br /&gt;
&lt;br /&gt;
A notification will appear once the fallout has stopped. It lasts from between 2.5 and 10.5 days and will not occur before Day 60 of the colony. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Toxic fallout.png|'''Toxic fallout'''&lt;br /&gt;
File:Toxic Buildup at extreme 80 percent.png|'''Colonist acquired Dementia at 80% extreme level'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once moved to a safe place, creatures will need up to 12.5 days to recover.&lt;br /&gt;
&lt;br /&gt;
=== Volcanic winter ===&lt;br /&gt;
&amp;quot;''A distant supervolcano has erupted and begun spewing millions of cubic kilometers of ash into the atmosphere. Ash in the atmosphere will obscure the sun. Temperatures will drop and plants will suffer for lack of sunlight. It could pass in a few weeks, or it might last many months.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Solar panels will produce less power, and natural plant growth will be slowed. Volcanic Winters also appear to significantly reduce the inflow of wildlife (observed in a Temperate Forest, 300x300, very few animals came in during Spring-Summer when there would normally be many). This can easily lead to meat shortage and famine if you do not have sufficiently large farms for your colony.&lt;br /&gt;
&lt;br /&gt;
When the event finishes the message &amp;quot;Most of the volcanic ash has settled.&amp;quot; will be displayed. It lasts between 7.5 and 40 days.&lt;br /&gt;
&lt;br /&gt;
== Generally Good ==&lt;br /&gt;
=== AI Core Offer ===&lt;br /&gt;
&lt;br /&gt;
A non-hostile faction will notify you that they know where an [[AI persona core]] is located: a critical component for building a ship.  They will want 1500 silver for this information.  However, you can only make this request at the comms console with factions which have at least +40 relations.&lt;br /&gt;
&lt;br /&gt;
=== Allied: (Faction) ===&lt;br /&gt;
Relations with another faction have risen above +75 and you are now allied with them.  They may now [[Events#Friendlies|assist you]] against mutual enemies.&lt;br /&gt;
&lt;br /&gt;
=== Ambrosia sprout ===&lt;br /&gt;
{{quote|A grove of the mysterious [[ambrosia bush]] has sprouted nearby! If you wait for the plants to grow, you'll be able to harvest the delicious, pleasurable, and slightly addictive [[Ambrosia|fruit]].}}&lt;br /&gt;
&lt;br /&gt;
A good way to harvest them is to draw a growing zone over them, but forbid sowing. Colonists will then automatically harvest the bushes when they are fully grown.&lt;br /&gt;
&lt;br /&gt;
It can only happen in the following [[biomes]]:&lt;br /&gt;
* [[Tropical rainforest]]&lt;br /&gt;
* [[Tropical swamp]]&lt;br /&gt;
* [[Temperate forest]]&lt;br /&gt;
* [[Temperate swamp]]&lt;br /&gt;
* [[Boreal forest]]&lt;br /&gt;
* [[Arid shrubland]]&lt;br /&gt;
&lt;br /&gt;
[[File:Ambrosia sprout.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Anima tree sprout ===&lt;br /&gt;
{{Royalty|None}}&lt;br /&gt;
If an [[anima tree]] was killed by any means, this event can occur within a few days from the last death of the tree, appearing at random places that are unaffected by its radius.&lt;br /&gt;
&lt;br /&gt;
=== Gauranlen pod sprout ===&lt;br /&gt;
{{Ideology|None}}&lt;br /&gt;
{{quote|A Gauranlen pod has sprouted nearby! Harvest it to collect a Gauranlen seed. This special seed can be used to plant the majestic [[Gauranlen tree]]. Your colonist can connect with Guaranlen trees and make them spawn resources and helpful dryads to work or fight for you.}}&lt;br /&gt;
&lt;br /&gt;
A [[Gauranlen pod|pod]] will appear somewhere with the current map. Harvesting it yield 1-2 [[Gauranlen seed]]. This event occurs roughly every 60 [[time|days]] in every [[biome]] except Ice Sheets and Sea Ice, and this time is decreased to roughly every 30 days for [[Ideoligion#Tree connection|tree connectors]]. This event can also occur if an [[Ideoligion]]'s ritual result is set to trigger this event and performing the ritual receives a &amp;quot;Beautiful/Fun/Good/Unforgettable&amp;quot; quality.&lt;br /&gt;
&lt;br /&gt;
=== (Animals) join ===&lt;br /&gt;
Tamed dogs or farm animals join your colony.&lt;br /&gt;
[[File:Animals join.png|400px|thumb|none|Animals join]]&lt;br /&gt;
&lt;br /&gt;
=== (Animal) self-tamed ===&lt;br /&gt;
A random animal on the map becomes tame, and immediately joins the colony.&lt;br /&gt;
&lt;br /&gt;
You should probably check the &amp;quot;Animals&amp;quot; tab immediately and assign the animal to an appropriate zone, unless you want to let it move unrestricted.&lt;br /&gt;
&lt;br /&gt;
[[File:Thrumbo self-tamed.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Previously tamed animals which return to the colony can self-tame. When doing so they retain all training they previously had.&lt;br /&gt;
&lt;br /&gt;
=== Aurora ===&lt;br /&gt;
An aurora lights up the night sky, giving a +14 mood boost to anyone who is outside watching. It ends at day and otherwise lasts from 0.125 to 0.35 days.&lt;br /&gt;
&lt;br /&gt;
While in real life it only happens near the poles, on the rimworlds it can happen anywhere regardless of latitude.&lt;br /&gt;
&lt;br /&gt;
=== Cargo pods ===&lt;br /&gt;
From time to time, cargo pods from the wreckage of the ship will fall out of orbit and land on your map. Each drop will contain only one type of resource in a random amount.  The remains of the pods become pieces of slag, which can be refined into usable metal at an [[electric smelter]].  The pods have a chance of crashing through the roofs of any buildings, damaging any nearby furniture, structures or any pawn they land on.&lt;br /&gt;
&lt;br /&gt;
[[File:Cargo pods.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Enemy now neutral: (Faction) ===&lt;br /&gt;
This notification will appear once relations have been improved with a Hostile faction enough that they will no longer be hostile.  Common ways to improve relations include releasing prisoners from their faction (which must leave the map safely to receive the bonus), having successful [[#Peace talks|peace talks]] or providing gifts.&lt;br /&gt;
&lt;br /&gt;
=== Gift from (Faction) ===&lt;br /&gt;
Occasionally, visitors from another faction may leave a gift for your colony upon leaving.&lt;br /&gt;
&lt;br /&gt;
=== Herd migration: (Animal) ===&lt;br /&gt;
[[File:Thrumbo herd migration.png|400px]]&lt;br /&gt;
&lt;br /&gt;
A large herd of [[animal]]s is passing through the area. They won't attack unless provoked. &lt;br /&gt;
&lt;br /&gt;
This event only occurs in the following biomes:&lt;br /&gt;
* [[Sea ice]]&lt;br /&gt;
* [[Ice sheet]]&lt;br /&gt;
* [[Tundra]]&lt;br /&gt;
* [[Desert]]&lt;br /&gt;
* [[Extreme desert]]&lt;br /&gt;
&lt;br /&gt;
=== Inspiration: (Type) ===&lt;br /&gt;
One of your colonists has had a [[mental inspiration]] and will perform much better at a certain skill.  The inspiration usually lasts for around eight days.&lt;br /&gt;
&lt;br /&gt;
Inspirations can only occur if the colonist is in a very good mood.&lt;br /&gt;
&lt;br /&gt;
=== Legendary Work ===&lt;br /&gt;
One of your colonists has produced an object of legendary [[quality]].&lt;br /&gt;
&lt;br /&gt;
=== Marriage is on! ===&lt;br /&gt;
A couple that has been together for a while will announce their engagement.  The wedding will take place some time in the future.  This allows players to have enough preparation time to build a [[Marriage spot]] if they choose.  If not, any Gather Spot will do.  Any built table or campfire by default is checked as a Gather Spot, but will be overridden by a Marriage spot.  When the day of the wedding arrives, it will take place regardless of the entire colony's attendance. Pawns will sometimes take the family name of their partner upon marriage. After the ceremony takes place, a reception will follow with everyone drinking, smoking and eating if hungry.&lt;br /&gt;
&lt;br /&gt;
Getting married, as well as taking part in the marriage ceremony, gives a substantial, fairly long-lasting mood buff to the colonists involved.  This can be a major productivity boost, and lead to inspirations across the colony.  Therefore it is often worth strategically having as many colonists as possible to be present when the marriage takes place.&lt;br /&gt;
&lt;br /&gt;
Colonists who do not reach the meeting point on time, such as those sleeping, fighting fires or lying incapacitated in bed, will not gain the mood buff from the event.  A quick &amp;quot;draft&amp;quot; and &amp;quot;undraft&amp;quot; should be enough to coerce all capable colonists to attend.  Colonists on caravans obviously cannot attend.&lt;br /&gt;
&lt;br /&gt;
If the couple happens to be busy at the exact moment the wedding is to take place, for example, because they are loading a caravan, those who are not members of the trade group will remain waiting at attendance and perform no task at all except for eating until the couple comes back. This can cause characters to get binges and no wardens or doctors looking out for prisoners can easily let captives break out.&lt;br /&gt;
&lt;br /&gt;
Married pawns will want to sleep in the same bed, like with lovers (mentioned later). They receive mood boosts or debuffs depending on the relationship with their couple. They can also receive a mood boost from lovin'.&lt;br /&gt;
[[File:Marriage is on.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Masterwork ===&lt;br /&gt;
One of your colonists has created an item of masterwork quality.&lt;br /&gt;
&lt;br /&gt;
=== New lovers ===&lt;br /&gt;
[[File:New lovers.png|250px|thumb|none|A character woos another into a romance and she agrees]]&lt;br /&gt;
Two characters fall in love.  Build them a 2 pawn bed and assign it so they can sleep together.  This avoids a mood debuff for both colonists. They recieve mood boosts or debuffs depending on the relationship with their couple. They can also receive a mood boost from lovin'.&lt;br /&gt;
&lt;br /&gt;
=== New recruit ===&lt;br /&gt;
You'll get this notification whenever a Warden has succeeded in recruiting a prisoner. It also appears if a [[Events#Transport pod crash|transport pod crash]] victim chooses to join your faction.&lt;br /&gt;
&lt;br /&gt;
=== Party ===&lt;br /&gt;
One of your colonists will throw a party, improving the mood of all attendees for some time and providing an opportunity for rapid social exchanges.  They will usually have [[beer]]s and [[smokeleaf joint]]s if available.  Note that the player may have to wake up any sleeping colonists such as Night Owls or otherwise distract other colonists from their work so that they attend the party.  An easy way to do this is by quickly drafting and undrafting them.&lt;br /&gt;
&lt;br /&gt;
Colonists will continually get stacking mood buffs the longer they attend a party. Each stack adds +0.4 to mood, lasts 10 days and stacks up to 10 times.&lt;br /&gt;
&lt;br /&gt;
The party will by default happen around an item checked as a Gather Spot, such as a table or campfire, but may be overridden by building a [[party spot]].&lt;br /&gt;
&lt;br /&gt;
Similar to marriage ceremonies, characters that do not reach the party in time don't get the mood buffs.&lt;br /&gt;
&lt;br /&gt;
If a raid occurs during the party, the party will be cancelled with the message: &amp;quot;The party has been called off.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Psychic soothe ===&lt;br /&gt;
When this event triggers it gives a positive mood modifier (+16 for normal colonists, more or less depending on the pawn's psychic attunity) to all colonists of a randomly chosen sex. The event lasts between 1.5 and 3.0 days. It can be considered the opposite of the [[#Psychic drone|Psychic Drone]].&lt;br /&gt;
&lt;br /&gt;
The positive effect will be attenuated by [[psychic foil helmet]]s.  Make sure to take them off all colonists for the duration of the event.&lt;br /&gt;
&lt;br /&gt;
[[File:Psychic soothe.png|400px|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Quest completed ===&lt;br /&gt;
You've done what was requested by other factions and will receive the reward at your nearest(?) base via pods very close to your buildings, along with an improvement in relations.  The reward will arrive forbidden, so you will have to un-forbid it before your colonists will haul it in.  The pods may also crash through your roof, so be prepared to repair.&lt;br /&gt;
&lt;br /&gt;
=== (Trader type) ===&lt;br /&gt;
This event without a faction mentioned occurs when an orbital [[trade]] ship passes near the colony and you have a powered [[comms console]].  Players may spend silver to obtain resources or weapons, or alternately sell excess resources or weapons for silver.&lt;br /&gt;
&lt;br /&gt;
You need to build [[orbital trade beacon]]s before contacting them so you can beam silver and items up to the ship to actually carry out transactions. You can still check the items for sale even without them however.&lt;br /&gt;
&lt;br /&gt;
=== (Trader type) from (Faction) ===&lt;br /&gt;
This event with the faction name mentioned means the traders are terrestrial.  Trader caravans from other non-hostile factions can stop by your colony, whether specifically requested via the [[comms console]] at a hit to good will or randomly on their own with no penalty.&lt;br /&gt;
&lt;br /&gt;
=== Transport pod crash ===&lt;br /&gt;
Rarely, a transport pod will crash land nearby with a downed occupant. Transport pods contain lost spacers or members of other factions. Before deciding what to do to the occupant, it is a good idea to check which faction they belong to. If the transport pod crash victim is an unaffiliated Spacer or a member of a friendly or neutral faction, you can rescue them if you have an available medical bed. If they are a member of a hostile faction, you will need an unoccupied prison bed. Once healed, non-hostile crash victims will either join your colony out of gratitude or walk away to return to their faction. Non-hostiles who return to their colonies will give a good will bonus. [[Prisoner|Capturing]] a member of a non-hostile faction will turn them hostile. If you do nothing and their injuries aren't severe, it's possible for them to stand on their own after a while and leave the map.&lt;br /&gt;
&lt;br /&gt;
For Spacers, there is no faction goodwill bonus for healing or releasing them and no mood penalty for leaving undesirable colonist candidates to die, as long as you don't capture them first. A near-guaranteed way to recruit them is to capture rather than rescue them. Their recruitment difficulty percentage is usually low and this will also train your warden's Social skill. &lt;br /&gt;
&lt;br /&gt;
For non-hostile faction members, you should always rescue them. This gives them a chance to join your faction, but most likely they will just leave once healed, increasing goodwill.&lt;br /&gt;
&lt;br /&gt;
[[File:Rescuee joined your group.png|400px|thumb|none|Since you rescued him/her. Character joined your group!]]&lt;br /&gt;
&lt;br /&gt;
=== Wanderer joins ===&lt;br /&gt;
A random colonist arrives from a map edge and joins the colony immediately. Like most events involving other people, the wanderer has a chance to be related to an existing colonist.  They will most likely be naked, so have some spare clothes ready just in case. Notification: ''A villager named (name) has arrived and is joining the colony. (Gender) is a (backstory)''.&lt;br /&gt;
&lt;br /&gt;
With [[Ideology]], the colonist that joins the colony will have a randomized Ideoligion. This event can also occur at 50% rate if an [[Ideoligion]]'s event result set for this event is &amp;quot;Beautiful/Fun/Good / Unforgettable&amp;quot;, with said colonist with the same Ideoligion as the masses of the colonist in the colony.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Wanderer joins normal.png|'''Common character'''&lt;br /&gt;
File:Wanderer joins relationship.png|'''Related character'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wild (wo)man wanders in ===&lt;br /&gt;
A random person with no faction wanders into your colony and will mill about the map.  You have the option to &amp;quot;Tame&amp;quot; this person with a minimum animals skill of 10. Sometimes, they may not be able to resist the harshness of nature and may fall unconscious (ex: Toxic Fallout, extreme temperatures), allowing you to rescue them like transport pod crash victims. Arresting them will no longer allow you to recruit or enslave them like regular prisoners, they must be tamed or rescued.&lt;br /&gt;
&lt;br /&gt;
Wild humans have a 50% chance of attacking when harmed, and 10% if taming fails.&lt;br /&gt;
&lt;br /&gt;
These wild (wo)man may have random Ideoligion with [[Ideology]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Wild man wanders in.png|'''Wild man wanders in'''&lt;br /&gt;
File:Wild man rescued instead.png|'''Wild man joins without &amp;quot;taming&amp;quot;'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Royal Tribute Collector ===&lt;br /&gt;
{{Royalty|No category}}&lt;br /&gt;
{{Main|Royal tribute collector}}&lt;br /&gt;
If you are not hostile to the [[Empire]], Royal Tribute Collectors will visit the colony approximately twice a year. Tribute collectors are essentially Empire-only trade caravans that exclusively accept [[gold]] and [[prisoner]]s in exchange for [[Titles#Honor|Honor]].&lt;br /&gt;
&lt;br /&gt;
== Neutral ==&lt;br /&gt;
=== Affair ===&lt;br /&gt;
Somebody who is already married starts an affair with a single person.  It is possible for your colonists the cheat on their lovers who aren't members of your faction.&lt;br /&gt;
&lt;br /&gt;
[[File:Affair.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Area revealed  ===&lt;br /&gt;
A hidden area has been opened up on the map, with an appropriately colored event envelope regarding the nature of the reveal. It's often associated with opening an [[#Ancient_Danger|Ancient Danger]], which are usually easy to find due to their large rectangular shape.  It can also occur with opening buildings on maps, whether freestanding buildings on a map or opening enemy buildings during your own raids.  It can also occur when mining, usually by accident when long straight lines are selected for digging.  However, sometimes entrances to these areas can be seen on the map.  Look along the edges of a mountain for one or more visible edge blocks facing inward. Mining this section out can reveal new mineral riches, new farmland, new animals, new threats... or absolutely nothing.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Inward facing edges.png| '''Find inward facing edges,''' &lt;br /&gt;
File:Area revealed.png| '''...and open up an entire valley.'''&lt;br /&gt;
File:Inward facing rocks.png|'''more inward rocks'''&lt;br /&gt;
File:Area revealed red.png|'''this area contains a threat&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== (Leader) died: (Faction) ===&lt;br /&gt;
This alert uses the title of the leader in question. For example, if the boss of a pirate band dies you will see 'Boss died'.&lt;br /&gt;
&lt;br /&gt;
Occasionally, the leader of another faction will die. The popup window will announce his or her successor.&lt;br /&gt;
&lt;br /&gt;
This will also happen if the leader personally comes to raid your base and is killed in action.  Killing an enemy faction leader will give a mood buff for a while to the colonist that accomplished this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;350px&amp;quot; heights=&amp;quot;350px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Raid with Faction leader.png|'''Raid with Faction leader presence'''&lt;br /&gt;
File:Boss died Faction new b.png|'''(Boss name) died / The new boss is (name)'''&lt;br /&gt;
File:Defeated hostile leader name.png|'''Defeated hostile leader (name)'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== New (Leader): (Faction) ====&lt;br /&gt;
Similar to the Leader Died event, except this one occurs only when you've succeeded in both capturing and [[#New recruit|recruiting]] another faction's leader. The leader then places first at the colonist bar, instead of last.&lt;br /&gt;
[[File:New chief.png|250px|thumb|none|Chief of a hostile tribe recruited to colony.]]&lt;br /&gt;
&lt;br /&gt;
=== Meteorite ===&lt;br /&gt;
A large meteorite has struck ground in the area. It has left behind a lump of [material]. During daylight, a large shadow will project on the ground which shrinks as it closes in.&lt;br /&gt;
&lt;br /&gt;
Any colonists beneath the meteorite has a small while to escape before they are crushed by it, the map tile will read: Meteorite (incoming).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Meteorite.png|'''Landed meteorite'''&lt;br /&gt;
File:Meteorite before impact.png|'''Flying meteorite'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rare Thrumbos ===&lt;br /&gt;
Two to six [[thrumbo]]s will spawn at the edge of the map, staying around for a while to eat anything they can, including your crops.  The player can attempt to hunt or tame them, both of which are very difficult.  If no action is taken, they will leave on their own after a few days.&lt;br /&gt;
&lt;br /&gt;
=== Ship chunks ===&lt;br /&gt;
This event doesn't have an envelope, but rather appears in the notification bar up top, assuming these chunks don't strike your colony or pawns.  One or more [[ship chunk]]s fall onto the map. They can be deconstructed for [[component]]s and a small amount of [[steel]].  Rarely they can punch through roofs, damaging structures near it.  Extremely rarely they can land right on top of a colonist, killing them.&lt;br /&gt;
&lt;br /&gt;
In Beta 18 the ship chunk creates an explosion upon landing. The falling chunks cast shadows on the ground, giving a little time for colonists to move out of the way.&lt;br /&gt;
&lt;br /&gt;
=== Summer ===&lt;br /&gt;
This event merely informs you that you are ill-prepared for the winter.  Grow some more food and get some warm clothing.  Plan ahead for any additions to your colony during these seasons, including recruits and born animals.&lt;br /&gt;
&lt;br /&gt;
=== Traveler Visit ===&lt;br /&gt;
{{:Traveler}}&lt;br /&gt;
&lt;br /&gt;
=== Relationship ===&lt;br /&gt;
[[File:Relationship.png|300px|thumb|none|Relationship, in this case is Fiancee.]]&lt;br /&gt;
Normally this isn't an event on its own, but rather an addition to other events that involve other pawns such as raids or traders arriving.  In any instance of other humanoids visiting your base, there is a chance that one or a few of the visitors or raiders may be related to your existing colonists.  Clicking the event envelope will show the relation.&lt;br /&gt;
&lt;br /&gt;
If the visitor instance itself was an event, it will add &amp;quot;(Relationship)&amp;quot; onto the end of the envelope title.  If the instance would only have been a notification otherwise such as other factions crossing your map, it will become a Relationship event on its own.&lt;br /&gt;
&lt;br /&gt;
In 1.0, it's also possible for this event to show up when you raid an enemy location if a relative lives there.&lt;br /&gt;
&lt;br /&gt;
=== Visitor(s) ===&lt;br /&gt;
Friendly faction members may stop by your settlement.  Occasionally, they will have a few goods to trade.  Like a regular trader they will mill about the player's colony for a while.  Unlike a regular trader, they don't have many goods with them, nor do they have as much silver to buy your goods.&lt;br /&gt;
&lt;br /&gt;
Visitors possess no higher purpose otherwise.  Still, their arrival could prove advantageous if the colony is assaulted by a mutual enemy while they are present.&lt;br /&gt;
&lt;br /&gt;
Sometimes there will be a singular visitor. In this case, the game will notify you of the backstory of that visitor.&lt;br /&gt;
&lt;br /&gt;
== World incidents ==&lt;br /&gt;
{{for|a guide to survive these events|World Quests Guide}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Attack begun ===&lt;br /&gt;
This notification will appear when a [[caravan]] has arrived at a settlement chosen for attacking.&lt;br /&gt;
&lt;br /&gt;
=== Bandit camp opportunity ===&lt;br /&gt;
{{see also|Offense tactics}}&lt;br /&gt;
&lt;br /&gt;
Some ruffians are causing trouble nearby and other factions will pay you to wipe them out.&lt;br /&gt;
&lt;br /&gt;
The bandit camp will time out and are weaker than regular enemy bases. &lt;br /&gt;
&lt;br /&gt;
Destroying them increases goodwill by 8 and returns a payment worth 2000 to 3000 worth of silver, whether it consists of items or silver itself.&lt;br /&gt;
&lt;br /&gt;
=== Caravan ambushed / (manhunters) ===&lt;br /&gt;
While travelling, one of your [[caravan]]s are attacked.  The game will give you a mini map to defend it.&lt;br /&gt;
&lt;br /&gt;
The attackers can be an enemy faction lying in ambush or a rampaging manhunter pack your caravan unfortunately trespasses upon.&lt;br /&gt;
&lt;br /&gt;
==== Caravan battle won ====&lt;br /&gt;
This event will tell you if your people won their fight.&lt;br /&gt;
&lt;br /&gt;
=== Caravan arrived at (Location) ===&lt;br /&gt;
This is a simple notification that your caravan has arrived at their destination.&lt;br /&gt;
&lt;br /&gt;
=== Caravan lost ===&lt;br /&gt;
All human members of your caravan have died, or have been downed on an event map. Anything carried by the caravan, including animals, will be lost to the wild.&lt;br /&gt;
&lt;br /&gt;
If colonists were downed but not killed while fighting human enemies, it is possible for some of them to appear later in a Prisoner Rescue Quest.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan destroyed.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Caravan meeting by (Caravan ID) ===&lt;br /&gt;
This is a pop up window rather than an event with envelope icon.  While away from your bases, your caravans may randomly encounter other traders out in the world who would be happy to trade with you.  Of course, you also have the option to attack them.  Be careful, trade caravans are usually well defended.&lt;br /&gt;
&lt;br /&gt;
=== Caravan ready ===&lt;br /&gt;
Once you've designated a [[caravan]], you'll get this notification once all of the colonists, prisoners, animals and items have been assembled and left the map.  It is now ready to send to other settlements or form another settlement of your own, if you've enabled multiple settlements in the game's settings.&lt;br /&gt;
&lt;br /&gt;
=== Caravan request ===&lt;br /&gt;
Other friendly factions may make a special trade request of you.  The popup will specify which goods they want, the price they're willing to pay for them and the deadline they want them by.  They may pay in silver or make a trade for a different item.  They will usually pay well over the standard price that those items would otherwise be.  Which good they want and how much of it can be checked afterward by clicking on the requesting colony on the World tab.&lt;br /&gt;
&lt;br /&gt;
This event is more likely the more colony wealth you have, up to 2x chance at 300,000 wealth.&lt;br /&gt;
&lt;br /&gt;
=== Demand ===&lt;br /&gt;
A hostile faction approaches your caravan and demand that you give them items and hand over members as slaves. If you don't, they will proceed to assault the caravan.&lt;br /&gt;
&lt;br /&gt;
You can see their number when they are demanding you hand over items.&lt;br /&gt;
&lt;br /&gt;
=== Incapacitated refugee quest ===&lt;br /&gt;
[[File:Incapacitated refugee.png|400px]]&lt;br /&gt;
&lt;br /&gt;
[Name, adulthood background] of the Spacer faction contacts you on radio and requests help. He/She is wounded and unable to move.  Without your help, he/she will die within X days. It may be dangerous there, so beware.  The refugee will be anywhere from 2 to 13 tiles away from your base and will die between 7 and 15 days.  For some strange reason, the refugee is capable of holding out much longer than his bleeding rate would otherwise be if he was present at your colony, so an immediate rescue is not much different than rescuing moments before death.  Entering that map will speed up any bleeding, however.&lt;br /&gt;
&lt;br /&gt;
Once you go to the map, there will be a downed refugee waiting. Right-clicking and selecting 'Offer help' on the refugee will instantly recruit him. You have 15 days to rescue the refugee and wait for his wounds to heal.&lt;br /&gt;
&lt;br /&gt;
There is no mood penalty for leaving an undesirable colonist candidate to die as long as you don't recruit them first.&lt;br /&gt;
&lt;br /&gt;
=== Item Stash Opportunity (Time Remaining) ===&lt;br /&gt;
Another faction leader will tell you of the existence of an item stash on the map. The items will often be guarded and others will gather the items first if you aren't fast enough getting to them.&lt;br /&gt;
&lt;br /&gt;
Item stashes will timeout between 10 – 30 days. They may have a quest item, 3 - 5 [[neurotrainer mech serum]]s, or anywhere between 5 - 9 non-quest items. The total value is around 2000 - 3000 silver. &lt;br /&gt;
&lt;br /&gt;
It is possible that the stash generates with an initially hostile faction guarding it, but [[Events#Good will|Good will]] triggering before your colonists arrive at the stash will turn them friendly. &lt;br /&gt;
&lt;br /&gt;
Once the defenders are defeated, you will have two and a half days before the game automatically reforms your caravan. The game will not collect the items for you, so you must either gather them yourself and leave the map or manually reform the caravan.&lt;br /&gt;
&lt;br /&gt;
=== Peace talks ===&lt;br /&gt;
[[File:Peace talks.png|400px]]&lt;br /&gt;
&lt;br /&gt;
A hostile faction leader decides to drop his weapons and offers to talk things out for once. The offer expires after 15 days if ignored. Pirates will never attempt peace talks.&lt;br /&gt;
&lt;br /&gt;
To participate, you will need to send a [[caravan]] with a capable negotiator. Once the destination is reached, the most capable negotiator in your caravan will proceed to talk with the leader to hopefully improve relations.&lt;br /&gt;
&lt;br /&gt;
There are several outcomes of the incident, each being a subevent of its own. No matter the outcome, your negotiator will always gain social skill.&lt;br /&gt;
&lt;br /&gt;
==== Peace talk triumph ====&lt;br /&gt;
The peace talks were very successful, giving a great boost to relations from 50 to 75. In addition, the faction will give a farewell gift worth between 500 and 1500 silver.&lt;br /&gt;
&lt;br /&gt;
Despite your triumph, if you don't manage to bring relations above 0, they will still remain hostile.&lt;br /&gt;
&lt;br /&gt;
This has a base weight of 0.1.&lt;br /&gt;
&lt;br /&gt;
==== Peace talk success ====&lt;br /&gt;
The talks were a success, and relations between the factions have warmed somewhat, from 25 to 75.&lt;br /&gt;
&lt;br /&gt;
This has a base weight of 0.55.&lt;br /&gt;
&lt;br /&gt;
==== Peace talk flounder ====&lt;br /&gt;
The talks were neither successful nor a failure, and relations remain unchanged.&lt;br /&gt;
&lt;br /&gt;
This has a base weight of 0.2.&lt;br /&gt;
&lt;br /&gt;
==== Peace talk backfire ====&lt;br /&gt;
The peace talks backfired, and relations have gotten worse than they started, from -10 to -50 relations.&lt;br /&gt;
&lt;br /&gt;
This has a base weight of 0.1.&lt;br /&gt;
&lt;br /&gt;
==== Peace talk disaster ====&lt;br /&gt;
The peace talks have failed so miserably that the faction hates you a lot more now, with a -25 to -75 damage to relations, as well as instantly turning hostile if they aren't already.&lt;br /&gt;
&lt;br /&gt;
In addition, the angered faction sends a group of attackers after your negotiating party.&lt;br /&gt;
&lt;br /&gt;
This has a base weight of 0.05.&lt;br /&gt;
&lt;br /&gt;
==== Outcome chances ====&lt;br /&gt;
The actual outcome chances are dependent on the negotiator's Diplomacy Power stat, after going through a simple curve. To do this, the game calculates the bad outcome factor, of the negotiator first.&lt;br /&gt;
&lt;br /&gt;
*At 0% power, the bad outcome factor is 4.&lt;br /&gt;
*At 100% power (healthy, lvl 10 Social), the bad outcome factor is 1.&lt;br /&gt;
*At 150% power (healthy, lvl 20 Social), the bad outcome factor is 0.4.&lt;br /&gt;
&lt;br /&gt;
The new weight of each outcome is calculated afterwards.&lt;br /&gt;
*Triumph = 0.1 * ( 1 / Bad Outcome Factor)&lt;br /&gt;
*Success = 0.55 * ( 1 / Bad Outcome Factor)&lt;br /&gt;
*Flounder = 0.2&lt;br /&gt;
*Backfire = 0.1 * Bad Outcome Factor&lt;br /&gt;
*Disaster = 0.05 * Bad Outcome Factor&lt;br /&gt;
&lt;br /&gt;
The sum total of the new weights is then calculated.&lt;br /&gt;
&lt;br /&gt;
Finally, the probability of each outcome is calculated:&lt;br /&gt;
&lt;br /&gt;
{{math|big=0|Probability of each outcome {{=}} New Weight &amp;amp;divide; Sum Total of Weights}}&lt;br /&gt;
&lt;br /&gt;
===== Example =====&lt;br /&gt;
Take a level 15 Social negotiator as an example:&lt;br /&gt;
&lt;br /&gt;
#The diplomacy power is 125%, corresponding to a bad outcome factor of 0.7.&lt;br /&gt;
#The new weight of each outcome, to 3 d.p.:&lt;br /&gt;
#*Triumph = 0.1 * ( 1 / 0.7) = 0.143&lt;br /&gt;
#*Success = 0.55 * ( 1 / 0.7) = 0.786&lt;br /&gt;
#*Flounder = 0.2&lt;br /&gt;
#*Backfire = 0.1 * 0.7 = 0.07&lt;br /&gt;
#*Disaster = 0.05 * 0.7 = 0.035&lt;br /&gt;
#The sum total of new weights is calculated:&lt;br /&gt;
#* 0.143 + 0.786 + 0.2 + 0.07 + 0.035 = 1.234&lt;br /&gt;
#Finally, the probability of each event, to 2 d.p.:&lt;br /&gt;
#*Triumph = 0.143 / 1.234 = 11.58%&lt;br /&gt;
#*Success = 0.786 / 1.234 = 63.69%&lt;br /&gt;
#*Flounder = 0.2 / 1.234 = 16.21%&lt;br /&gt;
#*Backfire = 0.07 / 1.234 = 5.67%&lt;br /&gt;
#*Disaster = 0.035 / 1.234 = 2.84%&lt;br /&gt;
&lt;br /&gt;
=== Prisoner rescue request ===&lt;br /&gt;
A prisoner locked up in a hostile faction steals a radio and calls your faction for help. &lt;br /&gt;
&lt;br /&gt;
You can send out a caravan to rescue the prisoner. Once arrived, they will find an enemy outpost with a revealed cell containing food and the prisoner.  To rescue the prisoner, a colonist must reach him or her, whether by your colonists entering the cell (claim the door first for easy entry) or blowing a hole in the wall, and then offer help. If help is not offered, the prisoner will not be free, even if the cell is destroyed.&lt;br /&gt;
&lt;br /&gt;
The event will expire if ignored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:PRO 0.png|'''World event letter'''&lt;br /&gt;
File:PRO 1.png|'''World map location'''&lt;br /&gt;
File:PRO 2.png|'''Event specific map'''&lt;br /&gt;
File:PRO 3.png|'''Event success notification'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Precious minerals found ===&lt;br /&gt;
[[File:Lump of precious resources.png|300px|thumb|right|Lump of precious resources]]&lt;br /&gt;
&lt;br /&gt;
This event may only occur once the [[long-range mineral scanner]] is built, powered and being used.&lt;br /&gt;
&lt;br /&gt;
Your long-range mineral scanner has found a lump of precious resources nearby, depending on the resource it's set to. We don't know who or what - if anything - might be guarding it. The minerals are usually guarded either by pirates or a manhunter pack.&lt;br /&gt;
&lt;br /&gt;
Once colonists reach the spot, a temporary map will be generated with the precious resource lump in the middle. After arrival and defeat of all enemies, you have 10 days to mine the lump and anything else around it. Prior to your colonists reaching it, the lump lasts for 30 days (or forever prior to 0.19/1.0).&lt;br /&gt;
&lt;br /&gt;
=== Quest no longer available ===&lt;br /&gt;
A world quest previously given can no longer be done by your faction.  This happens with quests such as wiping out an enemy outpost due to reasons such as making peace with that enemy faction.&lt;br /&gt;
&lt;br /&gt;
=== Rescuee joins ===&lt;br /&gt;
Should you succeed in rescuing a prisoner or you offer help to an incapacitated refugee, he or she will immediately join your faction.&lt;br /&gt;
&lt;br /&gt;
=== Sub-events ===&lt;br /&gt;
These aren't quest events on its own, but may happen during other world events such as Incapacitated Refugee or Item Stash Opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Ambush ====&lt;br /&gt;
[[File:Incapacitated refugee Ambushed.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Enemies may enter the minimap a little while after your colonists arrive or suddenly appear near the objective when your pawns draw close to it.  It's even possible for animals to lie in wait.&lt;br /&gt;
&lt;br /&gt;
==== Sleeping mechanoids ====&lt;br /&gt;
When the map generates, sleeping mechanoids will be present near the objective. Going too close to them will awaken them, making them attack. While they are present, you cannot manually reform the caravan as the game notifies you that there are hostiles in the area, but you can still leave through the edges.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Game endings ==&lt;br /&gt;
When these happen, they signify that your game has ended, one way or another.&lt;br /&gt;
&lt;br /&gt;
=== Game over ===&lt;br /&gt;
This happens when all your colonists are either dead, missing or left the planet. The game will show a UI which says that everyone is gone or dead, and allows you to return to the main menu or continue playing. It also says that someone may find a use for the wreckage of your base.&lt;br /&gt;
&lt;br /&gt;
Should you decide to continue playing, events will continue to happen, which can affect the ruined base but not anyone. You can strike lucky and roll 'Wanderer joins' or 'Refugee chased' events, giving you a colonist to rebuild from.&lt;br /&gt;
&lt;br /&gt;
[[File:Game_over.png|400px|thumb|left|Welp, time to start a new game I guess...]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Planetkiller ===&lt;br /&gt;
This event can only happen by configuring the starting scenario.&lt;br /&gt;
&lt;br /&gt;
When it happens, the screen will fade to white, and a message will show that the planet is obliterated by a planetkiller and that you did not survive.&lt;br /&gt;
&lt;br /&gt;
Unlike your regular 'Game Over', you cannot continue the game. Saved games (including permadeath) can be continued from their last saves, however.&lt;br /&gt;
&lt;br /&gt;
[[File:Game_over_planetkiller.png|400px|thumb|left|Ouch.]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Legacy events ==&lt;br /&gt;
Events from previous version of RimWorld.&lt;br /&gt;
&lt;br /&gt;
=== Bonded animal's death ===&lt;br /&gt;
Both of these bonded death events were simplified into the [[Events#Death: (Pawn)]] event.&lt;br /&gt;
&lt;br /&gt;
An animal with a bond to a colonist dies, affecting that colonist's mood negatively.  Enemies may directly target your animals during attacks.  Enemies, turrets or even your own colonists can even hit them unintentionally during shootouts, especially animals trained for Release and checked to follow your drafted colonists in the Animals tab.  Wild predators may hunt and kill your animals, including bonded ones.  Bonded animals can also fall into traps.  It can even occur intentionally by slaughtering, euthanizing or manually drafting and attacking the bonded animal. &lt;br /&gt;
&lt;br /&gt;
[[File:Bonded animals death.png|300px|thumb|none|Bonded animal dies affecting the owner's mood.]]&lt;br /&gt;
&lt;br /&gt;
=== Bonded master's death ===&lt;br /&gt;
Both of these bonded death events were simplified into the [[Events#Death: (Pawn)]] event.&lt;br /&gt;
&lt;br /&gt;
The inverse of a bonded animal's death. This time, it's the master who dies, through causes such as enemy raids, disease or large wild predators getting hungry.&lt;br /&gt;
&lt;br /&gt;
When this happens, any animal that is bonded to the master will have a mental break. It can be a less dangerous one such as a dazed wander, or a more dangerous one such as a berserk rage.&lt;br /&gt;
&lt;br /&gt;
This is one of the only situations where animals can have non-manhunter mental breaks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Breakdown: (Machine) ===&lt;br /&gt;
In previous versions, this was its own event.  Now it's just a notification.&lt;br /&gt;
&lt;br /&gt;
One of your machines will break down and will not work until repaired with a [[component]].  If this happens to a [[hydroponics basin]], any crops in it will wither and die unless repaired immediately.&lt;br /&gt;
&lt;br /&gt;
This only applies to machines using electricity.&lt;br /&gt;
&lt;br /&gt;
=== Tornado ===&lt;br /&gt;
A tornado has touched down in this region, and will proceed to wreak havoc on anything in its way. There is small chance it may spawn at the map borders and eventually [[:File:The tornado has left the map.png|leave the map]].&lt;br /&gt;
&lt;br /&gt;
Tornadoes rapidly deal damage to any structure or item that is right beneath it. Any pawn underneath will rapidly receive scratches from the random objects blowing about in the wind.&lt;br /&gt;
&lt;br /&gt;
Naturally forming tornadoes are exclusive to Beta 18. You can still use the [[Tornado generator]] to spawn them in for defense purposes.&lt;br /&gt;
&lt;br /&gt;
=Event Data=&lt;br /&gt;
{|&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Category !! Name !! Common Name !! Chance !! Favorability !! Min Time Before&amp;lt;br&amp;gt;Repeat (days)&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Flu || [[Flu]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Plague || [[Plague]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Malaria || [[Malaria]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || SleepingSickness|| [[Sleeping sickness|Sleeping Sickness]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || RaidEnemy || [[Events#Enemy Attack|Raid]] || 9.0 || Bad || 0&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || AnimalInsanity || [[Events#Psychic Wave|Mad Animals!: (Animal name)]] || 1.0 || VeryBad || 1&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || ShipPartCrash || [[Events#Ancient Ship Crash|Psychic Ship]] || 1.5 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || ManhunterPack || [[Events#Manhunter pack|Manhunter Pack]] || 2.0 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || Infestation || [[Events#Infestation|Infestation]] || 2.8 || Bad || 20&lt;br /&gt;
|-&lt;br /&gt;
| Special || RaidFriendly || [[Events#Faction Assistance|Friendlies]] || 3 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || AnimalInsanitySingle || [[Events#Mad Animal|Mad Animal]] || 5 || Bad || 3&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || ColdSnap || [[Events#Cold Snap|Cold Snap]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || HeatWave || [[Events#Heat Wave|Heat Wave]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || Beavers || [[Events#Alphabeavers|Beavers!]] || 1 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || Eclipse || [[Events#Eclipse|Eclipse]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || SolarFlare || [[Events#Solar Flare|Solar Flare]] || 1.5 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || PsychicDrone || [[Events#Psychic Drone|Psychic Drone]] || 1 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || ShortCircuit || [[Events#Faulty Conduit Explosion|Zzzt...]] || 1.2 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || CropBlight || [[Events#Mysterious Blight|Blight]] || 2.5 || Bad || 8&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || ToxicFallout || [[Events#Toxic Fallout|Toxic Fallout]] || 0.25 || Bad || 180&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || VolcanicWinter || [[Events#Volcanic Winter|Volcanic Winter]] || 0.11 || Bad || 280&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TraderArrivalGeneral || [[Events#Trade Ship In Range|(Trader type)]] || 13 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TraderArrivalSlaver || [[Events#Pirate Merchant In Range|Pirate Merchant]] || 4.5 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TravelerGroup || [[Events#Traveler Visit|Travelers]] || 8 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || VisitorGroup || [[Events#Faction Visit|Visitor(s)]] || 8 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || WandererJoin || [[Events#Migrant|Wanderer Join]] || 0.4 || VeryGood || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || ResourcePodCrash || [[Events#Cargo Pods|Cargo Pods]] || 6.0 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || RefugeePodCrash || [[Events#Escape Pod|Escape Pod]] || 1.5 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || PsychicSoothe || [[Events#Psychic Soothe|Psychic Soothe]] || 1.0 || Good || 30&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || RefugeeChased || [[Events#Refugee Chased|Refugee Chased]] || 2.5 || Neutral || 15&lt;br /&gt;
|}&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id =&amp;quot;DiseasesTable&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Weight of each disease per biome&lt;br /&gt;
! style=&amp;quot;padding: 5px 4em;&amp;quot; | Biome Name&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Flu &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Plague &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Malaria&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sleeping&amp;lt;br&amp;gt;Sickness&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Fibrous&amp;lt;br&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sensory&amp;lt;br&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Gut&amp;lt;br&amp;gt;Worms&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Muscle&amp;lt;br&amp;gt;Parasites&lt;br /&gt;
|- &lt;br /&gt;
! Arid Shrubland&lt;br /&gt;
{{#vardefine: as_mtb | 60}}&lt;br /&gt;
| {{#vardefineecho: as_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: as_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: as_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: as_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: as_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: as_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: as_gut | 60}}&lt;br /&gt;
| {{#vardefineecho: as_muscle | 60}}&lt;br /&gt;
|-&lt;br /&gt;
! Desert&lt;br /&gt;
{{#vardefine: d_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: d_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: d_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: d_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: d_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: d_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: d_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: d_gut | 60}}&lt;br /&gt;
| {{#vardefineecho: d_muscle | 60}}&lt;br /&gt;
|-&lt;br /&gt;
! Extreme Desert&lt;br /&gt;
{{#vardefine: ed_mtb | 90}}&lt;br /&gt;
| {{#vardefineecho: ed_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: ed_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: ed_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: ed_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: ed_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: ed_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: ed_gut | 40}}&lt;br /&gt;
| {{#vardefineecho: ed_muscle | 40}}&lt;br /&gt;
|-&lt;br /&gt;
! Boreal Forest&lt;br /&gt;
{{#vardefine: bf_mtb | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: bf_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: bf_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: bf_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: bf_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: bf_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: bf_gut | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_muscle | 50}}&lt;br /&gt;
|-&lt;br /&gt;
! Tundra&lt;br /&gt;
{{#vardefine: t_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: t_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: t_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: t_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: t_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: t_fibrous | 40}}&lt;br /&gt;
| {{#vardefineecho: t_sensory | 40}}&lt;br /&gt;
| {{#vardefineecho: t_gut | 30}}&lt;br /&gt;
| {{#vardefineecho: t_muscle | 30}}&lt;br /&gt;
|-&lt;br /&gt;
! Ice Sheet&lt;br /&gt;
{{#vardefine: is_mtb | 90}}&lt;br /&gt;
| {{#vardefineecho: is_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: is_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: is_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: is_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: is_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: is_gut | 0}}&lt;br /&gt;
| {{#vardefineecho: is_muscle | 0}}&lt;br /&gt;
|-&lt;br /&gt;
! Sea Ice&lt;br /&gt;
{{#vardefine: is_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: is_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: is_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: is_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: is_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: is_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: is_gut | 0}}&lt;br /&gt;
| {{#vardefineecho: is_muscle | 0}}&lt;br /&gt;
|-&lt;br /&gt;
! Temperate Forest&lt;br /&gt;
{{#vardefine: tr_mtb | 45}}&lt;br /&gt;
| {{#vardefineecho: tr_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_malaria | 100}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: tr_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_gut | 50}}&lt;br /&gt;
| {{#vardefineecho: tr_muscle | 50}}&lt;br /&gt;
|-&lt;br /&gt;
! Tropical Rainforest&lt;br /&gt;
{{#vardefine: tr_mtb | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_malaria | 160}}&lt;br /&gt;
| {{#vardefineecho: tr_sleeping | 140}}&lt;br /&gt;
| {{#vardefineecho: tr_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_gut | 80}}&lt;br /&gt;
| {{#vardefineecho: tr_muscle | 80}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The variables below are defined as the total weight of all diseases in the biome, as defined in the biome's XML sheet. E.g.: --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Arid has 100, 100, 30, 30, 60, 60. The total is thus 380. Update this if the weights are changed in later patches. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Total weight DOES NOT change the disease rate... just which disease is picked when a disease roll passes.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#vardefine: as_totweight | {{#expr: {{#var: as_flu}} + {{#var: as_plague}} + {{#var: as_malaria}} + {{#var: as_sleeping}} + {{#var: as_fibrous}} + {{#var: as_sensory}} + {{#var: as_gut}} + {{#var: as_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: d_totweight | {{#expr: {{#var: d_flu}} + {{#var: d_plague}} + {{#var: d_malaria}} + {{#var: d_sleeping}} + {{#var: d_fibrous}} + {{#var: d_sensory}} + {{#var: d_gut}} + {{#var: d_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: ed_totweight | {{#expr: {{#var: ed_flu}} + {{#var: ed_plague}} + {{#var: ed_malaria}} + {{#var: ed_sleeping}} + {{#var: ed_fibrous}} + {{#var: ed_sensory}} + {{#var: ed_gut}} + {{#var: ed_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: bf_totweight | {{#expr: {{#var: bf_flu}} + {{#var: bf_plague}} + {{#var: bf_malaria}} + {{#var: bf_sleeping}} + {{#var: bf_fibrous}} + {{#var: bf_sensory}} + {{#var: bf_gut}} + {{#var: bf_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: t_totweight | {{#expr: {{#var: t_flu}} + {{#var: t_plague}} + {{#var: t_malaria}} + {{#var: t_sleeping}} + {{#var: t_fibrous}} + {{#var: t_sensory}} + {{#var: t_gut}} + {{#var: t_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: is_totweight | {{#expr: {{#var: is_flu}} + {{#var: is_plague}} + {{#var: is_malaria}} + {{#var: is_sleeping}} + {{#var: is_fibrous}} + {{#var: is_sensory}} + {{#var: is_gut}} + {{#var: is_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: tr_totweight | {{#expr: {{#var: tr_flu}} + {{#var: tr_plague}} + {{#var: tr_malaria}} + {{#var: tr_sleeping}} + {{#var: tr_fibrous}} + {{#var: tr_sensory}} + {{#var: tr_gut}} + {{#var: tr_muscle}} }} }}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Mean time per disease by biome (in days)&lt;br /&gt;
! style=&amp;quot;padding: 5px 4em;&amp;quot; | Biome Name&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Mean Time&amp;lt;br&amp;gt;Between Diseases&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Flu &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Plague &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Malaria&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sleeping&amp;lt;br&amp;gt;Sickness&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Fibrous&amp;lt;br&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sensory&amp;lt;br&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Gut&amp;lt;br&amp;gt;Worms&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Muscle&amp;lt;br&amp;gt;Parasites&lt;br /&gt;
|- &lt;br /&gt;
| Arid Shrubland&lt;br /&gt;
| {{#var: as_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: as_flu}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_flu}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_plague}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_plague}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_malaria}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_malaria}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_sleeping}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sleeping}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_fibrous}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_fibrous}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_sensory}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sensory}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_gut}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_gut}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_muscle}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_muscle}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
|-&lt;br /&gt;
| Desert&lt;br /&gt;
| {{#var: d_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: d_flu}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_flu}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_plague}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_plague}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_malaria}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_malaria}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_sleeping}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sleeping}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_fibrous}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_fibrous}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_sensory}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sensory}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_gut}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_gut}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_muscle}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_muscle}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
|-&lt;br /&gt;
| Extreme Desert&lt;br /&gt;
| {{#var: ed_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_flu}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_flu}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_plague}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_plague}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_malaria}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_malaria}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_sleeping}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sleeping}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_fibrous}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_fibrous}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_sensory}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sensory}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_gut}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_gut}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_muscle}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_muscle}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
|-&lt;br /&gt;
| Boreal Forest&lt;br /&gt;
| {{#var: bf_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_flu}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_flu}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_plague}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_plague}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_malaria}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_malaria}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_sleeping}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sleeping}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_fibrous}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_fibrous}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_sensory}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sensory}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_gut}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_gut}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_muscle}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_muscle}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
|-&lt;br /&gt;
| Tundra&lt;br /&gt;
| {{#var: t_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: t_flu}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_flu}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_plague}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_plague}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_malaria}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_malaria}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_sleeping}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sleeping}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_fibrous}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_fibrous}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_sensory}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sensory}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_gut}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_gut}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_muscle}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_muscle}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
|-&lt;br /&gt;
| Ice Sheet&lt;br /&gt;
| {{#var: is_mtb}}&lt;br /&gt;
| {{#expr: {{#var: is_flu}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_plague}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_malaria}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_sleeping}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_fibrous}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_sensory}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_gut}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_muscle}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| Tropical Rainforest&lt;br /&gt;
| {{#var: tr_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_flu}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_flu}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_plague}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_plague}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_malaria}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_malaria}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_sleeping}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sleeping}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_fibrous}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_fibrous}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_sensory}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sensory}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_gut}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_gut}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_muscle}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_muscle}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Electrical devices now short-circuit and cause fires if left out in the rain while running.&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - [[Events#Alphabeavers|Beavers!]] event added&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - [[Toxic fallout]], [[Events#Volcanic winter|Volcanic winter]], [[Events#Refugee Chased at (Settlement)|Chased refugee]], [[Events#Psychic soothe|Psychic sooth]], [[Events#Manhunter Pack|Manhunter pack]] events added. Manhunter pack is exclusively made up of [[Warg]]s.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - [[Events#Manhunter Pack|Manhunter pack]]s can use animals besides wargs. [[Events#(Animals) join|Farm Animals Wander In]], [[Events#(Animal) self-tamed|Self Tame]], [[Poison ship]] and [[Events#Flashstorm|Flashtorm]] events added. Animals join is exclusive to farm animals at this point.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - [[Poison ship]] now only drops one ship part instead of 2-3.&lt;br /&gt;
* [[Version/0.12.914|0.12.914]] - [[Events#Flashstorm|Flashtorm]] are much less intense &lt;br /&gt;
* [[Version/0.14.1236|0.14.1236]] - Fixed [[Version/0.14.1236#Changes|many events]] never firing. Threat cycle event maker will no longer queue events it doesn't have the points to fire.&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:WeirdMatter&amp;diff=96429</id>
		<title>User:WeirdMatter</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:WeirdMatter&amp;diff=96429"/>
		<updated>2021-11-15T11:35:11Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: /* Example summary table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Links ==&lt;br /&gt;
* [[Template:About]]&lt;br /&gt;
* [[Template:Royalty]]&lt;br /&gt;
&lt;br /&gt;
== Redirects ==&lt;br /&gt;
=== Skills ===&lt;br /&gt;
# [[Shooting]]&lt;br /&gt;
# [[Melee]]&lt;br /&gt;
# [[Construction]]&lt;br /&gt;
# [[Mining]]&lt;br /&gt;
# [[Cooking]]&lt;br /&gt;
# [[Plants (skill)]]&lt;br /&gt;
# [[Animals]] - redirects to Animals article&lt;br /&gt;
# [[Crafting]]&lt;br /&gt;
# [[Artistic]]&lt;br /&gt;
# [[Medical]]&lt;br /&gt;
# [[Social]] - redirects to Social article&lt;br /&gt;
# [[Intellectual]]&lt;br /&gt;
&lt;br /&gt;
=== Memes ===&lt;br /&gt;
# [[Animal personhood]]&lt;br /&gt;
# [[Blindsight]] -- own article&lt;br /&gt;
# [[Cannibal]] -- possible disambig&lt;br /&gt;
# [[Collectivist]]&lt;br /&gt;
# [[Darkness]] -- possible disambig&lt;br /&gt;
# [[Female supremacy]]&lt;br /&gt;
# [[Flesh purity]]&lt;br /&gt;
# [[Guilty]] -- possible disambig&lt;br /&gt;
# [[High life]]&lt;br /&gt;
# [[Human primacy]]&lt;br /&gt;
# [[Individualist]]&lt;br /&gt;
# [[Loyalist]]&lt;br /&gt;
# [[Male supremacy]]&lt;br /&gt;
# [[Nature primacy]]&lt;br /&gt;
# [[Nudism]] -- possible disambig&lt;br /&gt;
# [[Pain is virtue]]&lt;br /&gt;
# [[Proselytizer]]&lt;br /&gt;
# [[Raider]] -- redirects to Raider page&lt;br /&gt;
# [[Rancher]]&lt;br /&gt;
# [[Supremacist]]&lt;br /&gt;
# [[Transhumanist]]&lt;br /&gt;
# [[Tree connection]]&lt;br /&gt;
# [[Tunneler]]&lt;br /&gt;
&lt;br /&gt;
== Royalty ==&lt;br /&gt;
{{Royalty navbox}}&lt;br /&gt;
&lt;br /&gt;
== Ideology ==&lt;br /&gt;
[[Ideology (DLC)]]&lt;br /&gt;
&lt;br /&gt;
=== Ancient ruins ===&lt;br /&gt;
==== Active ====&lt;br /&gt;
# [[Ancient comms console]]&lt;br /&gt;
# [[Ancient cryptosleep pod]]&lt;br /&gt;
# [[Ancient terminal]] ([[Ancient enemy terminal|enemy]])&lt;br /&gt;
# [[Ancient unstable fuel node]]&lt;br /&gt;
# [[Hermetic crate]]&lt;br /&gt;
# [[Security crate]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Indoors ====&lt;br /&gt;
# [[Ancient barrel]]&lt;br /&gt;
# [[Ancient bed]]&lt;br /&gt;
# [[Ancient crate]] ([[ancient military crate|military]]) ([[ancient spacer crate|spacer]])&lt;br /&gt;
# [[Ancient display bank]]&lt;br /&gt;
# [[Ancient equipment blocks]]&lt;br /&gt;
# [[Ancient generator]]&lt;br /&gt;
# [[Ancient lamp]]&lt;br /&gt;
# [[Ancient locker bank]]&lt;br /&gt;
# [[Ancient machine]]&lt;br /&gt;
# [[Ancient operating table]]&lt;br /&gt;
# [[Ancient storage cylinder]]&lt;br /&gt;
# [[Ancient system rack]]&lt;br /&gt;
&lt;br /&gt;
==== Outdoors ====&lt;br /&gt;
# [[Ancient air conditioner]]&lt;br /&gt;
# [[Ancient ATM]]&lt;br /&gt;
# [[Ancient mega-cannon platform]] ([[Ancient mega-cannon barrel|barrel]])&lt;br /&gt;
# [[Ancient car]] ([[Ancient car frame|frame]]) ([[Ancient pod car|pod]])&lt;br /&gt;
# [[Ancient container]]&lt;br /&gt;
# [[Ancient centipede shell]]&lt;br /&gt;
# [[Ancient dropship]] ([[Ancient dropship engine|engine]])&lt;br /&gt;
# [[Ancient engine block]] ([[Ancient macro-engine block|macro-engine]])&lt;br /&gt;
# [[Ancient fence]]&lt;br /&gt;
# [[Ancient hydrant]]&lt;br /&gt;
# [[Ancient jet engine]]&lt;br /&gt;
# [[Ancient kitchen sink]]&lt;br /&gt;
# [[Ancient mech drop beacon]]&lt;br /&gt;
# [[Ancient mechanoid shell]]&lt;br /&gt;
# [[Ancient microwave]]&lt;br /&gt;
# [[Ancient nav beacon]]&lt;br /&gt;
# [[Ancient oven]]&lt;br /&gt;
# [[Ancient pipes]] ([[Ancient pipeline section|pipeline section]])&lt;br /&gt;
# [[Ancient postbox]]&lt;br /&gt;
# [[Ancient razor wire]]&lt;br /&gt;
# [[Ancient refrigerator]]&lt;br /&gt;
# [[Ancient ruined APC]]&lt;br /&gt;
# [[Ancient ruined tank]]&lt;br /&gt;
# [[Ancient security turret]]&lt;br /&gt;
# [[Ancient shopping cart]]&lt;br /&gt;
# ([[Ancient small crate|small]]) ([[Ancient long crate|long]]) ([[Ancient large crate|large]])&lt;br /&gt;
# [[Ancient stove]]&lt;br /&gt;
# [[Ancient tank trap]]&lt;br /&gt;
# [[Ancient toilet]]&lt;br /&gt;
# [[Ancient troop carrier]]&lt;br /&gt;
# [[Ancient truck]]&lt;br /&gt;
# [[Ancient vending machine]]&lt;br /&gt;
# [[Ancient warspider remains]]&lt;br /&gt;
# [[Ancient warsprinter remains]]&lt;br /&gt;
# [[Ancient warwalker torso]] ([[Ancient warwalker claw|claw]]) ([[Ancient warwalker foot|foot]]) ([[Ancient warwalker leg|leg]]) ([[Ancient warwalker shell|shell]])&lt;br /&gt;
# [[Ancient washing machine]]&lt;br /&gt;
# [[Ancient wheel]] ([[Ancient giant wheel|giant]])&lt;br /&gt;
&lt;br /&gt;
=== Apparel ===&lt;br /&gt;
# [[Authority cap]]&lt;br /&gt;
# [[Blindfold]]&lt;br /&gt;
# [[Broadwrap]]&lt;br /&gt;
# [[Burka]]&lt;br /&gt;
# [[Flophat]]&lt;br /&gt;
# [[Headwrap]]&lt;br /&gt;
# [[Robe]]&lt;br /&gt;
# [[Shadecone]]&lt;br /&gt;
# [[Slave body strap]]&lt;br /&gt;
# [[Slave collar]]&lt;br /&gt;
# [[Slicecap]]&lt;br /&gt;
# [[Tailcap]]&lt;br /&gt;
# [[Torture crown]]&lt;br /&gt;
# [[Visage mask]]&lt;br /&gt;
&lt;br /&gt;
=== [[Dryads]] ===&lt;br /&gt;
# [[Barkskin]]&lt;br /&gt;
# [[Berrymaker]]&lt;br /&gt;
# [[Carrier]]&lt;br /&gt;
# [[Clawer]]&lt;br /&gt;
# [[Dryad cocoon]]&lt;br /&gt;
# [[Gaumaker]]&lt;br /&gt;
# [[Gauranlen tree]] ([[Gauranlen moss|moss]]) ([[Gauranlen pod|pod]]) ([[Gauranlen seed|seed]])&lt;br /&gt;
# [[Immature dryad]]&lt;br /&gt;
# [[Medicinemaker]]&lt;br /&gt;
# [[Woodmaker]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Floor ===&lt;br /&gt;
# [[Hex carpet]]&lt;br /&gt;
# [[Hex tile]]&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
# {{RoyaltyIcon}} [[Darklight brazier]]&lt;br /&gt;
# [[Darktorch]] ([[Fungus darktorch|fungus]])&lt;br /&gt;
# [[Kneel pillow]]&lt;br /&gt;
# [[Kneel sheet]]&lt;br /&gt;
# [[Slab bed]] ([[Slab double bed|double]])&lt;br /&gt;
# [[Standing darklamp]]&lt;br /&gt;
&lt;br /&gt;
=== Plants ===&lt;br /&gt;
# [[Fibercorn]]&lt;br /&gt;
# [[Nutrifungus]]&lt;br /&gt;
# [[Timbershroom]]&lt;br /&gt;
# [[Tinctoria]] ([[dye]])&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
more here (also check Royalty)&lt;br /&gt;
# [[Hacking Speed]]&lt;br /&gt;
# [[Pruning Speed]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rituals ===&lt;br /&gt;
# [[Cannibal platter]]&lt;br /&gt;
# [[Christmas tree]]&lt;br /&gt;
# [[Effigy]]&lt;br /&gt;
# [[Small altar]] ([[Medium altar|medium]]) ([[Large altar|large]]) ([[Grand altar|grand]])&lt;br /&gt;
# [[Ideogram]]&lt;br /&gt;
# [[Incense shrine]]&lt;br /&gt;
# [[Lightball]]&lt;br /&gt;
# [[Loudspeaker]]&lt;br /&gt;
# [[Pyre]]&lt;br /&gt;
# [[Ritual spot]]&lt;br /&gt;
# [[Sacrificial flag]]&lt;br /&gt;
&lt;br /&gt;
=== 1 ===&lt;br /&gt;
# [[Animalist slab (medium)]] ([[Animalist slab (broad)|broad]])&lt;br /&gt;
# [[Morbid slab (medium)]] ([[Morbid slab (broad)|broad]])&lt;br /&gt;
# [[Rustic rug (medium)]] ([[Rustic rug (broad)|broad]])&lt;br /&gt;
# [[Spikecore floor-star (medium)]] ([[Spikecore floor-star (broad)|broad]])&lt;br /&gt;
# [[Totemic slab (medium)]] ([[Totemic slab (broad)|broad]])&lt;br /&gt;
&lt;br /&gt;
=== 2 ===&lt;br /&gt;
# [[Archonexus core]]&lt;br /&gt;
&lt;br /&gt;
=== 3 ===&lt;br /&gt;
# [[Burnbong]] ([[autobong]])&lt;br /&gt;
&lt;br /&gt;
=== 4 ===&lt;br /&gt;
# [[Biosculpter pod]]&lt;br /&gt;
# [[Neural supercharger]]&lt;br /&gt;
# [[Sleep accelerator]]&lt;br /&gt;
&lt;br /&gt;
=== 5 ===&lt;br /&gt;
# [[Bonsai tree]] ([[Bonsai pot|pot]])&lt;br /&gt;
&lt;br /&gt;
=== 6 ===&lt;br /&gt;
# [[Gibbet cage]]&lt;br /&gt;
# [[Skullspike]] ([[skull]])&lt;br /&gt;
# [[Terror sculpture]]&lt;br /&gt;
&lt;br /&gt;
=== ? ===&lt;br /&gt;
# [[Archotech tower]]&lt;br /&gt;
# [[Gaumaker pod]]&lt;br /&gt;
# [[Grand archotech structure]]&lt;br /&gt;
# [[Lectern]]&lt;br /&gt;
# [[Major archotech structure]]&lt;br /&gt;
# [[Pew]]&lt;br /&gt;
# [[Spacedrone]]&lt;br /&gt;
&lt;br /&gt;
=== 7 ===&lt;br /&gt;
# [[Ideoligion]]&lt;br /&gt;
&lt;br /&gt;
# [[Relic]]&lt;br /&gt;
# [[Reliquary]]&lt;br /&gt;
&lt;br /&gt;
=== Unsorted ===&lt;br /&gt;
# [[Drum]]&lt;br /&gt;
* [[Fungal gravel]] ?&lt;br /&gt;
# [[Mindbend carpet]]&lt;br /&gt;
# [[Morbid carpet]]&lt;br /&gt;
# [[Morbid stone tile]]&lt;br /&gt;
# [[Spikecore plates]]&lt;br /&gt;
# [[Spikecore stone tile]]&lt;br /&gt;
# [[Styling station]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# [[Totemic boards]]&lt;br /&gt;
# [[Totemic stone tiles]]&lt;br /&gt;
&lt;br /&gt;
== Versions ==&lt;br /&gt;
=== Navbox ===&lt;br /&gt;
{{Navbox&lt;br /&gt;
|name = Versions navbox&lt;br /&gt;
|title = '''[[Version]]s'''&lt;br /&gt;
|group1 = Pre-alpha&lt;br /&gt;
|list1  = [[Version/0.0.232|0.0.232]]{{*}}[[Version/0.0.245|0.0.245]]{{*}} [[Version/0.0.250|0.0.250]]{{*}}[[Version/0.0.254B|0.0.254B]]&lt;br /&gt;
|group2 = Alpha&lt;br /&gt;
|list2  = [[Version/0.1.334|Alpha 1]]{{*}}[[Version/0.2.363|Alpha 2]]{{*}}[[Version/0.3.410|Alpha 3]]{{*}}[[Version/0.4.460|Alpha 4]]{{*}}[[Version/0.5.492|Alpha 5]]{{*}}[[Version/0.6.532|Alpha 6]]{{*}}[[Version/0.7.581|Alpha 7]]{{*}}[[Version/0.8.657|Alpha 8]]{{*}}[[Version/0.9.722|Alpha 9]]{{*}}[[Version/0.10.785|Alpha 10]]{{*}}[[Version/0.11.877|Alpha 11]]{{*}}[[Version/0.12.906|Alpha 12]] ([[Version/0.12.910|b/c]]) ([[Version/0.12.914|d]]){{*}}[[Version/0.13.1135|Alpha 13]]{{*}}[[Version/0.14.1234|Alpha 14]] ([[Version/0.14.1236|b]]) ([[Version/0.14.1238|c]]) ([[Version/0.14.1241|d]]) ([[Version/0.14.1249|e]]){{*}}[[Version/0.15.1279|Alpha 15]] ([[Version/0.15.1280|b]]) ([[Version/0.15.1284|c]]){{*}}[[Version/0.16.1393|Alpha 16]]{{*}}[[Version/0.17.1546|Alpha 17]] ([[Version/0.17.1557|b]])&lt;br /&gt;
|group3 = Beta&lt;br /&gt;
|list3  = [[Version/0.18.1722|Beta 18]]{{*}}[[Version/0.19.2009|Beta 19]]&lt;br /&gt;
|group4 = Full release&lt;br /&gt;
|list4  = {{Navbox subgroup&lt;br /&gt;
  |group1 = Version 1.0&lt;br /&gt;
  |list1  = [[Version/1.0.0|1.0.0]]{{*}}[[Version/1.0.2150|1.0.2150]]{{*}}[[Version/1.0.2282|1.0.2282]]{{*}}[[Version/1.0.2408|1.0.2408]]{{*}}[[Version/1.0.2549|1.0.2549]]&lt;br /&gt;
  |group2 = Version 1.1&lt;br /&gt;
  |list2  = [[Version/1.1.0|1.1.0]]{{*}}[[Version/1.1.2257|1.1.2257]]{{*}}[[Version/1.1.2258|1.1.2258]]{{*}}[[Version/1.1.2559|1.1.2559]]{{*}}[[Version/1.1.2560|1.1.2560]]{{*}}[[Version/1.1.2562|1.1.2562]]{{*}}[[Version/1.1.2563|1.1.2563]]{{*}}[[Version/1.1.2564|1.1.2564]]{{*}}[[Version/1.1.2565|1.1.2565]]{{*}}[[Version/1.1.2566|1.1.2566]]{{*}}[[Version/1.1.2567|1.1.2567]]{{*}}[[Version/1.1.2571|1.1.2571]]{{*}}[[Version/1.1.2575|1.1.2575]]{{*}}[[Version/1.1.2579|1.1.2579]]{{*}}[[Version/1.1.2589|1.1.2589]]{{*}}[[Version/1.1.2598|1.1.2598]]{{*}}[[Version/1.1.2610|1.1.2610]]{{*}}[[Version/1.1.2618|1.1.2618]]{{*}}[[Version/1.1.2624|1.1.2624]]{{*}}[[Version/1.1.2647|1.1.2647]]{{*}}[[Version/1.1.2654|1.1.2654]]&lt;br /&gt;
  |group3 = Version 1.2&lt;br /&gt;
  |list3  = [[Version/1.2.2719|1.2.2719]]{{*}}[[Version/1.2.2753|1.2.2753]]{{*}}[[Version/1.2.2900|1.2.2900]]{{*}}[[Version/1.2.3005|1.2.3005]]&lt;br /&gt;
  |group4 = Version 1.3&lt;br /&gt;
  |list4  = [[Version/1.3.3066|1.3.3066]]{{*}}[[Version/1.3.3067|1.3.3067]]{{*}}[[Version/1.3.3069|1.3.3069]]{{*}}[[Version/1.3.3069b|1.3.3069b]]{{*}}[[Version/1.3.3072|1.3.3072]]{{*}}[[Version/1.3.3074|1.3.3074]]{{*}}[[Version/1.3.3076|1.3.3076]]{{*}}[[Version/1.3.3080|1.3.3080]]{{*}}[[Version/1.3.3087|1.3.3087]]{{*}}[[Version/1.3.3101|1.3.3101]]{{*}}[[Version/1.3.3117|1.3.3117]]{{*}}[[Version/1.3.3159|1.3.3159]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
=== Pre-alpha ===&lt;br /&gt;
&lt;br /&gt;
=== Alpha ===&lt;br /&gt;
* [[Version/0.1.334|Alpha 1]]&lt;br /&gt;
* [[Version/0.2.363|Alpha 2 - Cannibal Modders]]&lt;br /&gt;
* [[Version/0.3.410|Alpha 3 - Factional Infighting]]&lt;br /&gt;
* [[Version/0.4.460|Alpha 4 - Giant Centipede Robots]]&lt;br /&gt;
* [[Version/0.5.492|Alpha 5 - Under Siege]]&lt;br /&gt;
* [[Version/0.6.532|Alpha 6 - Whole New World]]&lt;br /&gt;
* [[Version/0.7.581|Alpha 7 - Things Made of Stuff]]&lt;br /&gt;
* [[Version/0.8.657|Alpha 8 - Winter is Coming]]&lt;br /&gt;
* [[Version/0.9.722|Alpha 9 - Tales 'o' Drinking]]&lt;br /&gt;
* [[Version/0.10.785|Alpha 10 - Joy System]]&lt;br /&gt;
* [[Version/0.11.877|Alpha 11 - Sappers and Traps]]&lt;br /&gt;
* [[Version/0.12.906|Alpha 12 - Animal Taming]] ([[Version/0.12.910|b/c]]) ([[Version/0.12.914|d]])&lt;br /&gt;
* [[Version/0.13.1135|Alpha 13 - Trapped With Your Ex]]&lt;br /&gt;
* [[Version/0.14.1234|Alpha 14 - Scenario System]] ([[Version/0.14.1236|b]]) ([[Version/0.14.1238|c]]) ([[Version/0.14.1241|d]]) ([[Version/0.14.1249|e]])&lt;br /&gt;
* [[Version/0.15.1279|Alpha 15 - Tutorial and Drugs]] ([[Version/0.15.1280|b]]) ([[Version/0.15.1284|c]])&lt;br /&gt;
* [[Version/0.16.1393|Alpha 16 - Wanderlust]]&lt;br /&gt;
* [[Version/0.17.1546|Alpha 17 - On the Road]] ([[Version/0.17.1557|b]])&lt;br /&gt;
&lt;br /&gt;
=== Beta ===&lt;br /&gt;
* [[Version/0.18.1722|Beta 18 - A World of Story]]&lt;br /&gt;
* [[Version/0.19.2009|Beta 19 - Polish the Cannons]]&lt;br /&gt;
&lt;br /&gt;
=== Full release ===&lt;br /&gt;
* [[Version/1.0.0|1.0]] - check that it actually is 1.0.0 and not 1.0.xxxx&lt;br /&gt;
** [[Version/1.0.2150]]&lt;br /&gt;
** [[Version/1.0.2282]]&lt;br /&gt;
** [[Version/1.0.2408]] -- wrong version in article?&lt;br /&gt;
** [[Version/1.0.2549]] -- see 1.0.2408. Think this was a retroactive update (i.e. 1.1 was already released)&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.1.0|1.1]] -- check again like 1.0.0 or 1.0.xxx&lt;br /&gt;
** [[Version/1.1.2257]]&lt;br /&gt;
** [[Version/1.1.2258]]&lt;br /&gt;
** [[Version/1.1.2559]]&lt;br /&gt;
** [[Version/1.1.2560]]&lt;br /&gt;
** [[Version/1.1.2562]]&lt;br /&gt;
** [[Version/1.1.2563]]&lt;br /&gt;
** [[Version/1.1.2564]]&lt;br /&gt;
** [[Version/1.1.2565]]&lt;br /&gt;
** [[Version/1.1.2566]]&lt;br /&gt;
** [[Version/1.1.2567]]&lt;br /&gt;
** [[Version/1.1.2571]]&lt;br /&gt;
** [[Version/1.1.2575]]&lt;br /&gt;
** [[Version/1.1.2579]]&lt;br /&gt;
** [[Version/1.1.2589]]&lt;br /&gt;
** [[Version/1.1.2598]]&lt;br /&gt;
** [[Version/1.1.2610]]&lt;br /&gt;
** [[Version/1.1.2618]]&lt;br /&gt;
** [[Version/1.1.2624]]&lt;br /&gt;
** [[Version/1.1.2647]]&lt;br /&gt;
** [[Version/1.1.2654]]&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.2.2719|1.2 - Honor Bestowed]]&lt;br /&gt;
** [[Version/1.2.2753]]&lt;br /&gt;
** [[Version/1.2.2900]]&lt;br /&gt;
** [[Version/1.2.3005]]&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.3.3066|1.3]]&lt;br /&gt;
** [[Version/1.3.3067]]&lt;br /&gt;
** [[Version/1.3.3069]]&lt;br /&gt;
** [[Version/1.3.3069b]]&lt;br /&gt;
** [[Version/1.3.3072]]&lt;br /&gt;
** [[Version/1.3.3074]]&lt;br /&gt;
** [[Version/1.3.3076]]&lt;br /&gt;
** [[Version/1.3.3080]]&lt;br /&gt;
** [[Version/1.3.3087]]&lt;br /&gt;
** [[Version/1.3.3101]]&lt;br /&gt;
** [[Version/1.3.3117]]&lt;br /&gt;
** [[Version/1.3.3159]]&lt;br /&gt;
&lt;br /&gt;
== Colours ==&lt;br /&gt;
Find if color (A) is indistinguishable from another (B):&lt;br /&gt;
# C = A - B&lt;br /&gt;
# D = abs(C.r) + abs(C.g) + abs(C.b)&lt;br /&gt;
# return D &amp;lt; 0.005f&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hair ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Color&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(25, 25, 25);&amp;quot; |&lt;br /&gt;
| PitchBlack&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(79, 71, 66);&amp;quot; |&lt;br /&gt;
| MidBlack&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(63, 51, 38);&amp;quot; |&lt;br /&gt;
| DarkReddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(76, 51, 25);&amp;quot; |&lt;br /&gt;
| DarkSaturatedReddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(90, 58, 32);&amp;quot; |&lt;br /&gt;
| DarkBrown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(132, 83, 47);&amp;quot; |&lt;br /&gt;
| ReddishBrown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(193, 146, 85);&amp;quot; |&lt;br /&gt;
| SandyBlonde&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(237, 202, 156);&amp;quot; |&lt;br /&gt;
| Blonde&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ideology ===&lt;br /&gt;
The following colors are available:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25px;&amp;quot; | Color&lt;br /&gt;
! Name&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(26, 26, 26);&amp;quot; |&lt;br /&gt;
| Pitch black&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(51, 51, 51);&amp;quot; |&lt;br /&gt;
| Dark black&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(128, 128, 128);&amp;quot; |&lt;br /&gt;
| Dark grey&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(192, 192, 192);&amp;quot; |&lt;br /&gt;
| Grey&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(245, 245, 245);&amp;quot; |&lt;br /&gt;
| Light grey&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(148, 67, 67);&amp;quot; |&lt;br /&gt;
| Dark red&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(191, 86, 86);&amp;quot; |&lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(255, 115, 115);&amp;quot; |&lt;br /&gt;
| Light red&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(79, 71, 66);&amp;quot; |&lt;br /&gt;
| Mid black&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(90, 58, 32);&amp;quot; |&lt;br /&gt;
| Dark brown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(132, 83, 47);&amp;quot; |&lt;br /&gt;
| Reddish brown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(64, 51, 38);&amp;quot; |&lt;br /&gt;
| Dark reddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(77, 51, 26);&amp;quot; |&lt;br /&gt;
| Dark saturated reddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(193, 146, 85);&amp;quot; |&lt;br /&gt;
| Sandy blonde&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(237, 202, 156);&amp;quot; |&lt;br /&gt;
| Blonde&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(148, 115, 67);&amp;quot; |&lt;br /&gt;
| Dark orange&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(191, 149, 86);&amp;quot; |&lt;br /&gt;
| Orange&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(255, 199, 115);&amp;quot; |&lt;br /&gt;
| Light orange&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(132, 148, 67);&amp;quot; |&lt;br /&gt;
| Dark olive&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(170, 191, 86);&amp;quot; |&lt;br /&gt;
| Olive&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(227, 255, 115);&amp;quot; |&lt;br /&gt;
| Light olive&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(83, 148, 67);&amp;quot; |&lt;br /&gt;
| Dark green&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(107, 191, 86);&amp;quot; |&lt;br /&gt;
| Green&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(143, 255, 115);&amp;quot; |&lt;br /&gt;
| Light green&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(67, 148, 99);&amp;quot; |&lt;br /&gt;
| Dark teal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(86, 191, 128);&amp;quot; |&lt;br /&gt;
| Teal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(115, 255, 171);&amp;quot; |&lt;br /&gt;
| Light teal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(67, 148, 148);&amp;quot; |&lt;br /&gt;
| Dark blue&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(86, 191, 191);&amp;quot; |&lt;br /&gt;
| Blue&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(115, 255, 255);&amp;quot; |&lt;br /&gt;
| Light blue&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(67, 99, 148);&amp;quot; |&lt;br /&gt;
| Dark sapphire&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(86, 128, 191);&amp;quot; |&lt;br /&gt;
| Sapphire&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(115, 171, 255);&amp;quot; |&lt;br /&gt;
| Light sapphire&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(83, 67, 148);&amp;quot; |&lt;br /&gt;
| Dark mauve&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(107, 86, 191);&amp;quot; |&lt;br /&gt;
| Mauve&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(143, 115, 255);&amp;quot; |&lt;br /&gt;
| Light mauve&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(132, 67, 148);&amp;quot; |&lt;br /&gt;
| Dark purple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(170, 86, 191);&amp;quot; |&lt;br /&gt;
| Purple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(227, 115, 255);&amp;quot; |&lt;br /&gt;
| Light purple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(148, 67, 115);&amp;quot; |&lt;br /&gt;
| Dark pink&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(191, 86, 149);&amp;quot; |&lt;br /&gt;
| Pink&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(255, 115, 199);&amp;quot; |&lt;br /&gt;
| Light pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Example summary table ==&lt;br /&gt;
{{Main|Precepts}}&lt;br /&gt;
(summary paragraph about precepts)&lt;br /&gt;
&lt;br /&gt;
; Present in every ideoligion&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;| Issue&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Blindness.png|32px]]&lt;br /&gt;
| [[Precepts#Blindness|Blindness]]&lt;br /&gt;
| Attitudes towards blindness rituals and sighted pawns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cannibalism.png|32px]]&lt;br /&gt;
| [[Precepts#Cannibalism|Cannibalism]]&lt;br /&gt;
| Attitudes towards butchering humans, eating human meat, and wearing human leather clothing.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Precept corpses.png|32px]]&lt;br /&gt;
| [[Precepts#Corpses|Corpses]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:IdeoDiversity.png|32px]]&lt;br /&gt;
| [[Precepts#Diversity of thought|Diversity of thought]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:EatingNutrientPaste.png|32px]]&lt;br /&gt;
| [[Precepts#Eating nutrient paste|Eating nutrient paste]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fungus.png|32px]]&lt;br /&gt;
| [[Precepts#Fungus|Fungus]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:InsectMeat.png|32px]]&lt;br /&gt;
| [[Precepts#Insect meat|Insect meat]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:MarriageName.png|32px]]&lt;br /&gt;
| [[Precepts#Marriage name|Marriage name]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Nudity Female.png|32px]]&lt;br /&gt;
| [[Precepts#Female clothing|Female clothing]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Nudity Male.png|32px]]&lt;br /&gt;
| [[Precepts#Male clothing|Male clothing]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:OrganUse.png|32px]]&lt;br /&gt;
| [[Precepts#Organ use|Organ use]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:PhysicalLove.png|32px]]&lt;br /&gt;
| [[Precepts#Physical love|Physical love]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Research.png|32px]]&lt;br /&gt;
| [[Precepts#Research|Research]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Scarification.png|32px]]&lt;br /&gt;
| [[Precepts#Scarification|Scarification]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Slavery.png|32px]]&lt;br /&gt;
| [[Precepts#Slavery|Slavery]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SpouseCountFemale.png|32px]]&lt;br /&gt;
| [[Precepts#Women's spouses|Women's spouses]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SpouseCountMale.png|32px]]&lt;br /&gt;
| [[Precepts#Men's spouses|Men's spouses]]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Optional&lt;br /&gt;
* Missing - Killing innocent animals (original table)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;| Issue&lt;br /&gt;
|-&lt;br /&gt;
| [[File:AnimalSlaughter.png|32px]]&lt;br /&gt;
| [[Precepts#Slaughtering animals|Slaughtering animals]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Apostasy.png|32px]]&lt;br /&gt;
| [[Precepts#Apostasy|Apostasy]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:AutonomousWeapons.png|32px]]&lt;br /&gt;
| [[Precepts#Autonomous weapons|Autonomous weapons]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:BodyModifications.png|32px]]&lt;br /&gt;
| [[Precepts#Body modification|Body modification]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Charity.png|32px]]&lt;br /&gt;
| [[Precepts#Charity|Charity]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:DrugUse.png|32px]]&lt;br /&gt;
| [[Precepts#Drug use|Drug use]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Precept_tree_cutting.png|32px]]&lt;br /&gt;
| [[Precepts#Cutting trees|Cutting trees]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:DarknessCombat.png|32px]]&lt;br /&gt;
| [[Precepts#Combat in darkness|Combat in darkness]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:KillingInnocentAnimals.png|32px]]&lt;br /&gt;
| [[Precepts#Killing innocent animals|Killing innocent animals]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lighting.png|32px]]&lt;br /&gt;
| [[Precepts#Lighting|Lighting]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:MeatEating.png|32px]]&lt;br /&gt;
| [[Precepts#Meat eating|Meat eating]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mining.png|32px]]&lt;br /&gt;
| [[Precepts#Mining|Mining]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Raiding.png|32px]]&lt;br /&gt;
| [[Precepts#Raiding|Raiding]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trees.png|32px]]&lt;br /&gt;
| [[Precepts#Trees|Trees]]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Meme-specific&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;| Issue&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:KillingInnocentAnimals.png&amp;diff=96428</id>
		<title>File:KillingInnocentAnimals.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:KillingInnocentAnimals.png&amp;diff=96428"/>
		<updated>2021-11-15T11:34:05Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: {{Ideology}}Category: Images - Interface&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Ideology}}[[Category: Images - Interface]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:WeirdMatter&amp;diff=96427</id>
		<title>User:WeirdMatter</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:WeirdMatter&amp;diff=96427"/>
		<updated>2021-11-15T11:25:45Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: /* Example summary table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Links ==&lt;br /&gt;
* [[Template:About]]&lt;br /&gt;
* [[Template:Royalty]]&lt;br /&gt;
&lt;br /&gt;
== Redirects ==&lt;br /&gt;
=== Skills ===&lt;br /&gt;
# [[Shooting]]&lt;br /&gt;
# [[Melee]]&lt;br /&gt;
# [[Construction]]&lt;br /&gt;
# [[Mining]]&lt;br /&gt;
# [[Cooking]]&lt;br /&gt;
# [[Plants (skill)]]&lt;br /&gt;
# [[Animals]] - redirects to Animals article&lt;br /&gt;
# [[Crafting]]&lt;br /&gt;
# [[Artistic]]&lt;br /&gt;
# [[Medical]]&lt;br /&gt;
# [[Social]] - redirects to Social article&lt;br /&gt;
# [[Intellectual]]&lt;br /&gt;
&lt;br /&gt;
=== Memes ===&lt;br /&gt;
# [[Animal personhood]]&lt;br /&gt;
# [[Blindsight]] -- own article&lt;br /&gt;
# [[Cannibal]] -- possible disambig&lt;br /&gt;
# [[Collectivist]]&lt;br /&gt;
# [[Darkness]] -- possible disambig&lt;br /&gt;
# [[Female supremacy]]&lt;br /&gt;
# [[Flesh purity]]&lt;br /&gt;
# [[Guilty]] -- possible disambig&lt;br /&gt;
# [[High life]]&lt;br /&gt;
# [[Human primacy]]&lt;br /&gt;
# [[Individualist]]&lt;br /&gt;
# [[Loyalist]]&lt;br /&gt;
# [[Male supremacy]]&lt;br /&gt;
# [[Nature primacy]]&lt;br /&gt;
# [[Nudism]] -- possible disambig&lt;br /&gt;
# [[Pain is virtue]]&lt;br /&gt;
# [[Proselytizer]]&lt;br /&gt;
# [[Raider]] -- redirects to Raider page&lt;br /&gt;
# [[Rancher]]&lt;br /&gt;
# [[Supremacist]]&lt;br /&gt;
# [[Transhumanist]]&lt;br /&gt;
# [[Tree connection]]&lt;br /&gt;
# [[Tunneler]]&lt;br /&gt;
&lt;br /&gt;
== Royalty ==&lt;br /&gt;
{{Royalty navbox}}&lt;br /&gt;
&lt;br /&gt;
== Ideology ==&lt;br /&gt;
[[Ideology (DLC)]]&lt;br /&gt;
&lt;br /&gt;
=== Ancient ruins ===&lt;br /&gt;
==== Active ====&lt;br /&gt;
# [[Ancient comms console]]&lt;br /&gt;
# [[Ancient cryptosleep pod]]&lt;br /&gt;
# [[Ancient terminal]] ([[Ancient enemy terminal|enemy]])&lt;br /&gt;
# [[Ancient unstable fuel node]]&lt;br /&gt;
# [[Hermetic crate]]&lt;br /&gt;
# [[Security crate]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Indoors ====&lt;br /&gt;
# [[Ancient barrel]]&lt;br /&gt;
# [[Ancient bed]]&lt;br /&gt;
# [[Ancient crate]] ([[ancient military crate|military]]) ([[ancient spacer crate|spacer]])&lt;br /&gt;
# [[Ancient display bank]]&lt;br /&gt;
# [[Ancient equipment blocks]]&lt;br /&gt;
# [[Ancient generator]]&lt;br /&gt;
# [[Ancient lamp]]&lt;br /&gt;
# [[Ancient locker bank]]&lt;br /&gt;
# [[Ancient machine]]&lt;br /&gt;
# [[Ancient operating table]]&lt;br /&gt;
# [[Ancient storage cylinder]]&lt;br /&gt;
# [[Ancient system rack]]&lt;br /&gt;
&lt;br /&gt;
==== Outdoors ====&lt;br /&gt;
# [[Ancient air conditioner]]&lt;br /&gt;
# [[Ancient ATM]]&lt;br /&gt;
# [[Ancient mega-cannon platform]] ([[Ancient mega-cannon barrel|barrel]])&lt;br /&gt;
# [[Ancient car]] ([[Ancient car frame|frame]]) ([[Ancient pod car|pod]])&lt;br /&gt;
# [[Ancient container]]&lt;br /&gt;
# [[Ancient centipede shell]]&lt;br /&gt;
# [[Ancient dropship]] ([[Ancient dropship engine|engine]])&lt;br /&gt;
# [[Ancient engine block]] ([[Ancient macro-engine block|macro-engine]])&lt;br /&gt;
# [[Ancient fence]]&lt;br /&gt;
# [[Ancient hydrant]]&lt;br /&gt;
# [[Ancient jet engine]]&lt;br /&gt;
# [[Ancient kitchen sink]]&lt;br /&gt;
# [[Ancient mech drop beacon]]&lt;br /&gt;
# [[Ancient mechanoid shell]]&lt;br /&gt;
# [[Ancient microwave]]&lt;br /&gt;
# [[Ancient nav beacon]]&lt;br /&gt;
# [[Ancient oven]]&lt;br /&gt;
# [[Ancient pipes]] ([[Ancient pipeline section|pipeline section]])&lt;br /&gt;
# [[Ancient postbox]]&lt;br /&gt;
# [[Ancient razor wire]]&lt;br /&gt;
# [[Ancient refrigerator]]&lt;br /&gt;
# [[Ancient ruined APC]]&lt;br /&gt;
# [[Ancient ruined tank]]&lt;br /&gt;
# [[Ancient security turret]]&lt;br /&gt;
# [[Ancient shopping cart]]&lt;br /&gt;
# ([[Ancient small crate|small]]) ([[Ancient long crate|long]]) ([[Ancient large crate|large]])&lt;br /&gt;
# [[Ancient stove]]&lt;br /&gt;
# [[Ancient tank trap]]&lt;br /&gt;
# [[Ancient toilet]]&lt;br /&gt;
# [[Ancient troop carrier]]&lt;br /&gt;
# [[Ancient truck]]&lt;br /&gt;
# [[Ancient vending machine]]&lt;br /&gt;
# [[Ancient warspider remains]]&lt;br /&gt;
# [[Ancient warsprinter remains]]&lt;br /&gt;
# [[Ancient warwalker torso]] ([[Ancient warwalker claw|claw]]) ([[Ancient warwalker foot|foot]]) ([[Ancient warwalker leg|leg]]) ([[Ancient warwalker shell|shell]])&lt;br /&gt;
# [[Ancient washing machine]]&lt;br /&gt;
# [[Ancient wheel]] ([[Ancient giant wheel|giant]])&lt;br /&gt;
&lt;br /&gt;
=== Apparel ===&lt;br /&gt;
# [[Authority cap]]&lt;br /&gt;
# [[Blindfold]]&lt;br /&gt;
# [[Broadwrap]]&lt;br /&gt;
# [[Burka]]&lt;br /&gt;
# [[Flophat]]&lt;br /&gt;
# [[Headwrap]]&lt;br /&gt;
# [[Robe]]&lt;br /&gt;
# [[Shadecone]]&lt;br /&gt;
# [[Slave body strap]]&lt;br /&gt;
# [[Slave collar]]&lt;br /&gt;
# [[Slicecap]]&lt;br /&gt;
# [[Tailcap]]&lt;br /&gt;
# [[Torture crown]]&lt;br /&gt;
# [[Visage mask]]&lt;br /&gt;
&lt;br /&gt;
=== [[Dryads]] ===&lt;br /&gt;
# [[Barkskin]]&lt;br /&gt;
# [[Berrymaker]]&lt;br /&gt;
# [[Carrier]]&lt;br /&gt;
# [[Clawer]]&lt;br /&gt;
# [[Dryad cocoon]]&lt;br /&gt;
# [[Gaumaker]]&lt;br /&gt;
# [[Gauranlen tree]] ([[Gauranlen moss|moss]]) ([[Gauranlen pod|pod]]) ([[Gauranlen seed|seed]])&lt;br /&gt;
# [[Immature dryad]]&lt;br /&gt;
# [[Medicinemaker]]&lt;br /&gt;
# [[Woodmaker]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Floor ===&lt;br /&gt;
# [[Hex carpet]]&lt;br /&gt;
# [[Hex tile]]&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
# {{RoyaltyIcon}} [[Darklight brazier]]&lt;br /&gt;
# [[Darktorch]] ([[Fungus darktorch|fungus]])&lt;br /&gt;
# [[Kneel pillow]]&lt;br /&gt;
# [[Kneel sheet]]&lt;br /&gt;
# [[Slab bed]] ([[Slab double bed|double]])&lt;br /&gt;
# [[Standing darklamp]]&lt;br /&gt;
&lt;br /&gt;
=== Plants ===&lt;br /&gt;
# [[Fibercorn]]&lt;br /&gt;
# [[Nutrifungus]]&lt;br /&gt;
# [[Timbershroom]]&lt;br /&gt;
# [[Tinctoria]] ([[dye]])&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
more here (also check Royalty)&lt;br /&gt;
# [[Hacking Speed]]&lt;br /&gt;
# [[Pruning Speed]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rituals ===&lt;br /&gt;
# [[Cannibal platter]]&lt;br /&gt;
# [[Christmas tree]]&lt;br /&gt;
# [[Effigy]]&lt;br /&gt;
# [[Small altar]] ([[Medium altar|medium]]) ([[Large altar|large]]) ([[Grand altar|grand]])&lt;br /&gt;
# [[Ideogram]]&lt;br /&gt;
# [[Incense shrine]]&lt;br /&gt;
# [[Lightball]]&lt;br /&gt;
# [[Loudspeaker]]&lt;br /&gt;
# [[Pyre]]&lt;br /&gt;
# [[Ritual spot]]&lt;br /&gt;
# [[Sacrificial flag]]&lt;br /&gt;
&lt;br /&gt;
=== 1 ===&lt;br /&gt;
# [[Animalist slab (medium)]] ([[Animalist slab (broad)|broad]])&lt;br /&gt;
# [[Morbid slab (medium)]] ([[Morbid slab (broad)|broad]])&lt;br /&gt;
# [[Rustic rug (medium)]] ([[Rustic rug (broad)|broad]])&lt;br /&gt;
# [[Spikecore floor-star (medium)]] ([[Spikecore floor-star (broad)|broad]])&lt;br /&gt;
# [[Totemic slab (medium)]] ([[Totemic slab (broad)|broad]])&lt;br /&gt;
&lt;br /&gt;
=== 2 ===&lt;br /&gt;
# [[Archonexus core]]&lt;br /&gt;
&lt;br /&gt;
=== 3 ===&lt;br /&gt;
# [[Burnbong]] ([[autobong]])&lt;br /&gt;
&lt;br /&gt;
=== 4 ===&lt;br /&gt;
# [[Biosculpter pod]]&lt;br /&gt;
# [[Neural supercharger]]&lt;br /&gt;
# [[Sleep accelerator]]&lt;br /&gt;
&lt;br /&gt;
=== 5 ===&lt;br /&gt;
# [[Bonsai tree]] ([[Bonsai pot|pot]])&lt;br /&gt;
&lt;br /&gt;
=== 6 ===&lt;br /&gt;
# [[Gibbet cage]]&lt;br /&gt;
# [[Skullspike]] ([[skull]])&lt;br /&gt;
# [[Terror sculpture]]&lt;br /&gt;
&lt;br /&gt;
=== ? ===&lt;br /&gt;
# [[Archotech tower]]&lt;br /&gt;
# [[Gaumaker pod]]&lt;br /&gt;
# [[Grand archotech structure]]&lt;br /&gt;
# [[Lectern]]&lt;br /&gt;
# [[Major archotech structure]]&lt;br /&gt;
# [[Pew]]&lt;br /&gt;
# [[Spacedrone]]&lt;br /&gt;
&lt;br /&gt;
=== 7 ===&lt;br /&gt;
# [[Ideoligion]]&lt;br /&gt;
&lt;br /&gt;
# [[Relic]]&lt;br /&gt;
# [[Reliquary]]&lt;br /&gt;
&lt;br /&gt;
=== Unsorted ===&lt;br /&gt;
# [[Drum]]&lt;br /&gt;
* [[Fungal gravel]] ?&lt;br /&gt;
# [[Mindbend carpet]]&lt;br /&gt;
# [[Morbid carpet]]&lt;br /&gt;
# [[Morbid stone tile]]&lt;br /&gt;
# [[Spikecore plates]]&lt;br /&gt;
# [[Spikecore stone tile]]&lt;br /&gt;
# [[Styling station]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# [[Totemic boards]]&lt;br /&gt;
# [[Totemic stone tiles]]&lt;br /&gt;
&lt;br /&gt;
== Versions ==&lt;br /&gt;
=== Navbox ===&lt;br /&gt;
{{Navbox&lt;br /&gt;
|name = Versions navbox&lt;br /&gt;
|title = '''[[Version]]s'''&lt;br /&gt;
|group1 = Pre-alpha&lt;br /&gt;
|list1  = [[Version/0.0.232|0.0.232]]{{*}}[[Version/0.0.245|0.0.245]]{{*}} [[Version/0.0.250|0.0.250]]{{*}}[[Version/0.0.254B|0.0.254B]]&lt;br /&gt;
|group2 = Alpha&lt;br /&gt;
|list2  = [[Version/0.1.334|Alpha 1]]{{*}}[[Version/0.2.363|Alpha 2]]{{*}}[[Version/0.3.410|Alpha 3]]{{*}}[[Version/0.4.460|Alpha 4]]{{*}}[[Version/0.5.492|Alpha 5]]{{*}}[[Version/0.6.532|Alpha 6]]{{*}}[[Version/0.7.581|Alpha 7]]{{*}}[[Version/0.8.657|Alpha 8]]{{*}}[[Version/0.9.722|Alpha 9]]{{*}}[[Version/0.10.785|Alpha 10]]{{*}}[[Version/0.11.877|Alpha 11]]{{*}}[[Version/0.12.906|Alpha 12]] ([[Version/0.12.910|b/c]]) ([[Version/0.12.914|d]]){{*}}[[Version/0.13.1135|Alpha 13]]{{*}}[[Version/0.14.1234|Alpha 14]] ([[Version/0.14.1236|b]]) ([[Version/0.14.1238|c]]) ([[Version/0.14.1241|d]]) ([[Version/0.14.1249|e]]){{*}}[[Version/0.15.1279|Alpha 15]] ([[Version/0.15.1280|b]]) ([[Version/0.15.1284|c]]){{*}}[[Version/0.16.1393|Alpha 16]]{{*}}[[Version/0.17.1546|Alpha 17]] ([[Version/0.17.1557|b]])&lt;br /&gt;
|group3 = Beta&lt;br /&gt;
|list3  = [[Version/0.18.1722|Beta 18]]{{*}}[[Version/0.19.2009|Beta 19]]&lt;br /&gt;
|group4 = Full release&lt;br /&gt;
|list4  = {{Navbox subgroup&lt;br /&gt;
  |group1 = Version 1.0&lt;br /&gt;
  |list1  = [[Version/1.0.0|1.0.0]]{{*}}[[Version/1.0.2150|1.0.2150]]{{*}}[[Version/1.0.2282|1.0.2282]]{{*}}[[Version/1.0.2408|1.0.2408]]{{*}}[[Version/1.0.2549|1.0.2549]]&lt;br /&gt;
  |group2 = Version 1.1&lt;br /&gt;
  |list2  = [[Version/1.1.0|1.1.0]]{{*}}[[Version/1.1.2257|1.1.2257]]{{*}}[[Version/1.1.2258|1.1.2258]]{{*}}[[Version/1.1.2559|1.1.2559]]{{*}}[[Version/1.1.2560|1.1.2560]]{{*}}[[Version/1.1.2562|1.1.2562]]{{*}}[[Version/1.1.2563|1.1.2563]]{{*}}[[Version/1.1.2564|1.1.2564]]{{*}}[[Version/1.1.2565|1.1.2565]]{{*}}[[Version/1.1.2566|1.1.2566]]{{*}}[[Version/1.1.2567|1.1.2567]]{{*}}[[Version/1.1.2571|1.1.2571]]{{*}}[[Version/1.1.2575|1.1.2575]]{{*}}[[Version/1.1.2579|1.1.2579]]{{*}}[[Version/1.1.2589|1.1.2589]]{{*}}[[Version/1.1.2598|1.1.2598]]{{*}}[[Version/1.1.2610|1.1.2610]]{{*}}[[Version/1.1.2618|1.1.2618]]{{*}}[[Version/1.1.2624|1.1.2624]]{{*}}[[Version/1.1.2647|1.1.2647]]{{*}}[[Version/1.1.2654|1.1.2654]]&lt;br /&gt;
  |group3 = Version 1.2&lt;br /&gt;
  |list3  = [[Version/1.2.2719|1.2.2719]]{{*}}[[Version/1.2.2753|1.2.2753]]{{*}}[[Version/1.2.2900|1.2.2900]]{{*}}[[Version/1.2.3005|1.2.3005]]&lt;br /&gt;
  |group4 = Version 1.3&lt;br /&gt;
  |list4  = [[Version/1.3.3066|1.3.3066]]{{*}}[[Version/1.3.3067|1.3.3067]]{{*}}[[Version/1.3.3069|1.3.3069]]{{*}}[[Version/1.3.3069b|1.3.3069b]]{{*}}[[Version/1.3.3072|1.3.3072]]{{*}}[[Version/1.3.3074|1.3.3074]]{{*}}[[Version/1.3.3076|1.3.3076]]{{*}}[[Version/1.3.3080|1.3.3080]]{{*}}[[Version/1.3.3087|1.3.3087]]{{*}}[[Version/1.3.3101|1.3.3101]]{{*}}[[Version/1.3.3117|1.3.3117]]{{*}}[[Version/1.3.3159|1.3.3159]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
=== Pre-alpha ===&lt;br /&gt;
&lt;br /&gt;
=== Alpha ===&lt;br /&gt;
* [[Version/0.1.334|Alpha 1]]&lt;br /&gt;
* [[Version/0.2.363|Alpha 2 - Cannibal Modders]]&lt;br /&gt;
* [[Version/0.3.410|Alpha 3 - Factional Infighting]]&lt;br /&gt;
* [[Version/0.4.460|Alpha 4 - Giant Centipede Robots]]&lt;br /&gt;
* [[Version/0.5.492|Alpha 5 - Under Siege]]&lt;br /&gt;
* [[Version/0.6.532|Alpha 6 - Whole New World]]&lt;br /&gt;
* [[Version/0.7.581|Alpha 7 - Things Made of Stuff]]&lt;br /&gt;
* [[Version/0.8.657|Alpha 8 - Winter is Coming]]&lt;br /&gt;
* [[Version/0.9.722|Alpha 9 - Tales 'o' Drinking]]&lt;br /&gt;
* [[Version/0.10.785|Alpha 10 - Joy System]]&lt;br /&gt;
* [[Version/0.11.877|Alpha 11 - Sappers and Traps]]&lt;br /&gt;
* [[Version/0.12.906|Alpha 12 - Animal Taming]] ([[Version/0.12.910|b/c]]) ([[Version/0.12.914|d]])&lt;br /&gt;
* [[Version/0.13.1135|Alpha 13 - Trapped With Your Ex]]&lt;br /&gt;
* [[Version/0.14.1234|Alpha 14 - Scenario System]] ([[Version/0.14.1236|b]]) ([[Version/0.14.1238|c]]) ([[Version/0.14.1241|d]]) ([[Version/0.14.1249|e]])&lt;br /&gt;
* [[Version/0.15.1279|Alpha 15 - Tutorial and Drugs]] ([[Version/0.15.1280|b]]) ([[Version/0.15.1284|c]])&lt;br /&gt;
* [[Version/0.16.1393|Alpha 16 - Wanderlust]]&lt;br /&gt;
* [[Version/0.17.1546|Alpha 17 - On the Road]] ([[Version/0.17.1557|b]])&lt;br /&gt;
&lt;br /&gt;
=== Beta ===&lt;br /&gt;
* [[Version/0.18.1722|Beta 18 - A World of Story]]&lt;br /&gt;
* [[Version/0.19.2009|Beta 19 - Polish the Cannons]]&lt;br /&gt;
&lt;br /&gt;
=== Full release ===&lt;br /&gt;
* [[Version/1.0.0|1.0]] - check that it actually is 1.0.0 and not 1.0.xxxx&lt;br /&gt;
** [[Version/1.0.2150]]&lt;br /&gt;
** [[Version/1.0.2282]]&lt;br /&gt;
** [[Version/1.0.2408]] -- wrong version in article?&lt;br /&gt;
** [[Version/1.0.2549]] -- see 1.0.2408. Think this was a retroactive update (i.e. 1.1 was already released)&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.1.0|1.1]] -- check again like 1.0.0 or 1.0.xxx&lt;br /&gt;
** [[Version/1.1.2257]]&lt;br /&gt;
** [[Version/1.1.2258]]&lt;br /&gt;
** [[Version/1.1.2559]]&lt;br /&gt;
** [[Version/1.1.2560]]&lt;br /&gt;
** [[Version/1.1.2562]]&lt;br /&gt;
** [[Version/1.1.2563]]&lt;br /&gt;
** [[Version/1.1.2564]]&lt;br /&gt;
** [[Version/1.1.2565]]&lt;br /&gt;
** [[Version/1.1.2566]]&lt;br /&gt;
** [[Version/1.1.2567]]&lt;br /&gt;
** [[Version/1.1.2571]]&lt;br /&gt;
** [[Version/1.1.2575]]&lt;br /&gt;
** [[Version/1.1.2579]]&lt;br /&gt;
** [[Version/1.1.2589]]&lt;br /&gt;
** [[Version/1.1.2598]]&lt;br /&gt;
** [[Version/1.1.2610]]&lt;br /&gt;
** [[Version/1.1.2618]]&lt;br /&gt;
** [[Version/1.1.2624]]&lt;br /&gt;
** [[Version/1.1.2647]]&lt;br /&gt;
** [[Version/1.1.2654]]&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.2.2719|1.2 - Honor Bestowed]]&lt;br /&gt;
** [[Version/1.2.2753]]&lt;br /&gt;
** [[Version/1.2.2900]]&lt;br /&gt;
** [[Version/1.2.3005]]&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.3.3066|1.3]]&lt;br /&gt;
** [[Version/1.3.3067]]&lt;br /&gt;
** [[Version/1.3.3069]]&lt;br /&gt;
** [[Version/1.3.3069b]]&lt;br /&gt;
** [[Version/1.3.3072]]&lt;br /&gt;
** [[Version/1.3.3074]]&lt;br /&gt;
** [[Version/1.3.3076]]&lt;br /&gt;
** [[Version/1.3.3080]]&lt;br /&gt;
** [[Version/1.3.3087]]&lt;br /&gt;
** [[Version/1.3.3101]]&lt;br /&gt;
** [[Version/1.3.3117]]&lt;br /&gt;
** [[Version/1.3.3159]]&lt;br /&gt;
&lt;br /&gt;
== Colours ==&lt;br /&gt;
Find if color (A) is indistinguishable from another (B):&lt;br /&gt;
# C = A - B&lt;br /&gt;
# D = abs(C.r) + abs(C.g) + abs(C.b)&lt;br /&gt;
# return D &amp;lt; 0.005f&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hair ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Color&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(25, 25, 25);&amp;quot; |&lt;br /&gt;
| PitchBlack&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(79, 71, 66);&amp;quot; |&lt;br /&gt;
| MidBlack&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(63, 51, 38);&amp;quot; |&lt;br /&gt;
| DarkReddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(76, 51, 25);&amp;quot; |&lt;br /&gt;
| DarkSaturatedReddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(90, 58, 32);&amp;quot; |&lt;br /&gt;
| DarkBrown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(132, 83, 47);&amp;quot; |&lt;br /&gt;
| ReddishBrown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(193, 146, 85);&amp;quot; |&lt;br /&gt;
| SandyBlonde&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(237, 202, 156);&amp;quot; |&lt;br /&gt;
| Blonde&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ideology ===&lt;br /&gt;
The following colors are available:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25px;&amp;quot; | Color&lt;br /&gt;
! Name&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(26, 26, 26);&amp;quot; |&lt;br /&gt;
| Pitch black&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(51, 51, 51);&amp;quot; |&lt;br /&gt;
| Dark black&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(128, 128, 128);&amp;quot; |&lt;br /&gt;
| Dark grey&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(192, 192, 192);&amp;quot; |&lt;br /&gt;
| Grey&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(245, 245, 245);&amp;quot; |&lt;br /&gt;
| Light grey&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(148, 67, 67);&amp;quot; |&lt;br /&gt;
| Dark red&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(191, 86, 86);&amp;quot; |&lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(255, 115, 115);&amp;quot; |&lt;br /&gt;
| Light red&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(79, 71, 66);&amp;quot; |&lt;br /&gt;
| Mid black&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(90, 58, 32);&amp;quot; |&lt;br /&gt;
| Dark brown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(132, 83, 47);&amp;quot; |&lt;br /&gt;
| Reddish brown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(64, 51, 38);&amp;quot; |&lt;br /&gt;
| Dark reddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(77, 51, 26);&amp;quot; |&lt;br /&gt;
| Dark saturated reddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(193, 146, 85);&amp;quot; |&lt;br /&gt;
| Sandy blonde&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(237, 202, 156);&amp;quot; |&lt;br /&gt;
| Blonde&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(148, 115, 67);&amp;quot; |&lt;br /&gt;
| Dark orange&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(191, 149, 86);&amp;quot; |&lt;br /&gt;
| Orange&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(255, 199, 115);&amp;quot; |&lt;br /&gt;
| Light orange&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(132, 148, 67);&amp;quot; |&lt;br /&gt;
| Dark olive&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(170, 191, 86);&amp;quot; |&lt;br /&gt;
| Olive&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(227, 255, 115);&amp;quot; |&lt;br /&gt;
| Light olive&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(83, 148, 67);&amp;quot; |&lt;br /&gt;
| Dark green&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(107, 191, 86);&amp;quot; |&lt;br /&gt;
| Green&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(143, 255, 115);&amp;quot; |&lt;br /&gt;
| Light green&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(67, 148, 99);&amp;quot; |&lt;br /&gt;
| Dark teal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(86, 191, 128);&amp;quot; |&lt;br /&gt;
| Teal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(115, 255, 171);&amp;quot; |&lt;br /&gt;
| Light teal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(67, 148, 148);&amp;quot; |&lt;br /&gt;
| Dark blue&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(86, 191, 191);&amp;quot; |&lt;br /&gt;
| Blue&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(115, 255, 255);&amp;quot; |&lt;br /&gt;
| Light blue&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(67, 99, 148);&amp;quot; |&lt;br /&gt;
| Dark sapphire&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(86, 128, 191);&amp;quot; |&lt;br /&gt;
| Sapphire&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(115, 171, 255);&amp;quot; |&lt;br /&gt;
| Light sapphire&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(83, 67, 148);&amp;quot; |&lt;br /&gt;
| Dark mauve&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(107, 86, 191);&amp;quot; |&lt;br /&gt;
| Mauve&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(143, 115, 255);&amp;quot; |&lt;br /&gt;
| Light mauve&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(132, 67, 148);&amp;quot; |&lt;br /&gt;
| Dark purple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(170, 86, 191);&amp;quot; |&lt;br /&gt;
| Purple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(227, 115, 255);&amp;quot; |&lt;br /&gt;
| Light purple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(148, 67, 115);&amp;quot; |&lt;br /&gt;
| Dark pink&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(191, 86, 149);&amp;quot; |&lt;br /&gt;
| Pink&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(255, 115, 199);&amp;quot; |&lt;br /&gt;
| Light pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Example summary table ==&lt;br /&gt;
{{Main|Precepts}}&lt;br /&gt;
(summary paragraph about precepts)&lt;br /&gt;
&lt;br /&gt;
; Present in every ideoligion&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;| Issue&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Blindness.png|32px]]&lt;br /&gt;
| [[Precepts#Blindness|Blindness]]&lt;br /&gt;
| Attitudes towards blindness rituals and sighted pawns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cannibalism.png|32px]]&lt;br /&gt;
| [[Precepts#Cannibalism|Cannibalism]]&lt;br /&gt;
| Attitudes towards butchering humans, eating human meat, and wearing human leather clothing.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Precept corpses.png|32px]]&lt;br /&gt;
| [[Precepts#Corpses|Corpses]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:IdeoDiversity.png|32px]]&lt;br /&gt;
| [[Precepts#Diversity of thought|Diversity of thought]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:EatingNutrientPaste.png|32px]]&lt;br /&gt;
| [[Precepts#Eating nutrient paste|Eating nutrient paste]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fungus.png|32px]]&lt;br /&gt;
| [[Precepts#Fungus|Fungus]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:InsectMeat.png|32px]]&lt;br /&gt;
| [[Precepts#Insect meat|Insect meat]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:MarriageName.png|32px]]&lt;br /&gt;
| [[Precepts#Marriage name|Marriage name]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Nudity Female.png|32px]]&lt;br /&gt;
| [[Precepts#Female clothing|Female clothing]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Nudity Male.png|32px]]&lt;br /&gt;
| [[Precepts#Male clothing|Male clothing]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:OrganUse.png|32px]]&lt;br /&gt;
| [[Precepts#Organ use|Organ use]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:PhysicalLove.png|32px]]&lt;br /&gt;
| [[Precepts#Physical love|Physical love]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Research.png|32px]]&lt;br /&gt;
| [[Precepts#Research|Research]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Scarification.png|32px]]&lt;br /&gt;
| [[Precepts#Scarification|Scarification]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Slavery.png|32px]]&lt;br /&gt;
| [[Precepts#Slavery|Slavery]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SpouseCountFemale.png|32px]]&lt;br /&gt;
| [[Precepts#Women's spouses|Women's spouses]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SpouseCountMale.png|32px]]&lt;br /&gt;
| [[Precepts#Men's spouses|Men's spouses]]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Optional&lt;br /&gt;
* Missing - Killing innocent animals&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;| Issue&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Slaughtering animals|Slaughtering animals]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Apostasy|Apostasy]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Autonomous weapons|Autonomous weapons]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Body modification|Body modification]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Charity|Charity]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Drug use|Drug use]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Cutting trees|Cutting trees]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Combat in darkness|Combat in darkness]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Lighting|Lighting]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Meat eating|Meat eating]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Mining|Mining]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Raiding|Raiding]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Trees|Trees]]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Meme-specific&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;| Issue&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mental_inspiration&amp;diff=96426</id>
		<title>Mental inspiration</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mental_inspiration&amp;diff=96426"/>
		<updated>2021-11-15T11:17:40Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: Use level 2 headings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite|reason=Currently written in descriptive language, but needs mechanical specifics}}&lt;br /&gt;
Colonists with a high mood can randomly have mental inspirations, giving a stat boost for some time. Unlike mental breaks, you retain full control of the mentally inspired colonist.&lt;br /&gt;
&lt;br /&gt;
At 100 mood, colonists have an inspiration on average once every 10 days. This can be a huge bonus to a colony, so if you find your colonists' moods are running pretty high, that might be a good time to rigorously enforce MORE recreation, to push them over the edge into inspiration.&lt;br /&gt;
&lt;br /&gt;
Some [[traits]] prevent certain types of inspirations. Additionally, the pawns with the [[Traits#Tortured artist|Tortured Artist]] trait have a 50% to gain an Inspired Creativity inspiration after a [[mental break]] ends, with a possible exception of &amp;quot;Run Wild&amp;quot; mental breaks. These pawns can be &amp;quot;''{{h:title|read: forced|encouraged}}''&amp;quot; to create better artworks, furniture, or craftables (if your tortured artist is also capable of construction or crafting, respectively) by giving them low quality accommodation on purpose.&lt;br /&gt;
&lt;br /&gt;
== Go frenzy ==&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; will move faster for the next 8 days.}}&lt;br /&gt;
Colonists' great mood lifts them up and makes them [[move speed|move]] 1.4x as fast, as long as he feels inspired.&lt;br /&gt;
&lt;br /&gt;
'''Base duration:''' 8 day &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum skill:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Incompatible Trait:''' [[Traits#Slowpoke|Slowpoke]]&lt;br /&gt;
&lt;br /&gt;
== Inspired creativity ==&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; The next item, art, or furniture [PAWN_pronoun] creates will be two quality levels higher than it would otherwise be. This even allows the creation of legendary items. The inspiration will end after 8 days, or when the creation is completed.}}&lt;br /&gt;
{{See also|Quality}}&lt;br /&gt;
A sudden burst of inspiration gives colonists insight on how to make a quality item. After it is completed, that item will be 2 [[Quality]] levels higher than it would otherwise be, allowing for the creation of legendary items. The inspiration is only good for 1 object.&lt;br /&gt;
&lt;br /&gt;
'''Base duration:''' 8 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum skill:''' [[Skills#Artistic|Artistic]] 3 / [[Skills#Crafting|Crafting]] 3 / [[Skills#Construction|Construction]] 3&lt;br /&gt;
&lt;br /&gt;
== Inspired recruitment ==&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; will successfully recruit the next prisoner regardless of difficulty or resistance. The inspiration will end after 8 days, or when the prisoner is recruited.}}&lt;br /&gt;
Colonists gain insight on how to recruit prisoners into the colony. They will successfully recruit the next prisoner they attempt to recruit, regardless of difficulty or remaining resistance.&lt;br /&gt;
&lt;br /&gt;
To make the most out of the recruitment, you may manually have the warden prioritize the recruitment attempt on a specific prisoner. If the prisoner has been talked to recently, you will need to disable warden interactions for that prisoner, and wardening for the inspired warden, then wait a while before enabling them both.&lt;br /&gt;
&lt;br /&gt;
The inspiration ends after a prisoner is recruited.&lt;br /&gt;
&lt;br /&gt;
'''Base duration:''' 8 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum skill:''' [[Skills#Social|Social]] 3&lt;br /&gt;
&lt;br /&gt;
== Inspired surgery ==&lt;br /&gt;
{{Quote|The next time &amp;lt;NAME&amp;gt; performs a surgery, [PAWN_possessive] chance of success will be doubled. A small minimum chance of failure still applies. The inspiration will end after 8 days, or when the surgery is performed.}}&lt;br /&gt;
Colonists become more concentrated in surgeries after being inspired, and as a result, the success chance for the next surgery will be doubled. '''Note''' however that the 98% success rate maximum still applies i.e. there will always be a 2% chance of failure. Thus high skill doctors operating in high quality hospitals can receive no benefit from this inspiration but it can make a great difference for those with lower Medicine skill who are not good surgeons yet, or operations such as [[carcinoma]] removal that have a lower chance of success.{{Check Tag|Fact Check|Carcinomas have high chances of bad outcomes but is it directly affecting the same stat?}}&lt;br /&gt;
&lt;br /&gt;
The inspiration ends after a surgery is performed, even if the surgery fails.&lt;br /&gt;
&lt;br /&gt;
'''Base duration:''' 8 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum skill:''' [[Skills#Medical|Medical]] 3&lt;br /&gt;
&lt;br /&gt;
== Inspired taming ==&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; will successfully tame the next animal regardless of difficulty. The inspiration will end after 8 days, or when an animal was tamed.}}&lt;br /&gt;
Colonists are inspired about taming animals. They will successfully tame the next animal regardless of difficulty. They will not be able to tame any animal that they do not have the skill to tame however.&lt;br /&gt;
&lt;br /&gt;
The inspiration ends when an animal is tamed.&lt;br /&gt;
&lt;br /&gt;
'''Base duration:''' 8 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum skill:''' [[Skills#Animals|Animals]] 3&lt;br /&gt;
&lt;br /&gt;
== Inspired trade ==&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; will get a significant trade price bonus when closing [PAWN_possessive] next trade deal. The inspiration will expire after 8 days, or when the deal is done.}}&lt;br /&gt;
Colonists are inspired about how to obtain great deals. They will get a great 18% boost in [[Trade Price Improvement|trade prices]], essentially meaning 12 more levels of [[Skills#Social|Social skill]].&lt;br /&gt;
&lt;br /&gt;
After one successful trade deal, the inspiration ends.&lt;br /&gt;
&lt;br /&gt;
'''Base duration:''' 8 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum skill:''' [[Skills#Social|Social]] 3&lt;br /&gt;
&lt;br /&gt;
== Shoot frenzy ==&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; will shoot more accurately for the next 8 days.}}&lt;br /&gt;
Colonists are somehow inspired to shoot more accurately and will shoot as if they have 8 more shooting levels than they do.&lt;br /&gt;
&lt;br /&gt;
This is more useful if the colony frequently receives raids or if the inspired colonist is a hunter.&lt;br /&gt;
&lt;br /&gt;
'''Base duration:''' 8 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum skill:''' None &amp;lt;br&amp;gt;&lt;br /&gt;
'''Incompatible Trait:''' [[Traits#Brawler|Brawler]]&lt;br /&gt;
&lt;br /&gt;
== Work frenzy ==&lt;br /&gt;
{{Stub|section=1|reason=Does this multiplication occur before or after the effect of traits such as Industrious}}&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; will work faster for the next 8 days.}}&lt;br /&gt;
Colonists suddenly become significantly more productive and will have their [[Global Work Speed]] multiplied by 1.8x for the duration of the inspiration.&lt;br /&gt;
&lt;br /&gt;
'''Base duration:''' 8 day &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum skill:''' None&lt;br /&gt;
&lt;br /&gt;
== Legacy inspirations ==&lt;br /&gt;
&lt;br /&gt;
=== Inspired art ===&lt;br /&gt;
&lt;br /&gt;
A sudden burst of inspiration gives colonists a great idea for a piece of art, and after it is completed, that piece of art will be 3 levels higher than it would otherwise be. The inspiration is only good for 1 piece of art.&lt;br /&gt;
&lt;br /&gt;
It was replaced by Inspired creativity in Beta 19.&lt;br /&gt;
&lt;br /&gt;
'''Base duration:''' 8 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum skill:''' Artistic 6&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&lt;br /&gt;
Added in Beta 18. At the time, incapacitation would end the inspiration.&lt;br /&gt;
&lt;br /&gt;
In 1.1, the Inspired taming inspiration was added.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Devilstrand_(plant)&amp;diff=96425</id>
		<title>Devilstrand (plant)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Devilstrand_(plant)&amp;diff=96425"/>
		<updated>2021-11-15T11:14:57Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: /* Growing */ Grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{for|the fabric|devilstrand}}{{infobox main|plant|&lt;br /&gt;
|name = Devilstrand&lt;br /&gt;
|image = Devilstrand_mushroom.png|Devilstrand mushroom&lt;br /&gt;
|description = This fragile mushroom was genetically engineered to produce a silk net that is both difficult to tear and soft to the touch. While the mushroom takes a very long time to grow, only exotic ultra-tech fabrics outperform its devilstrand fibers.&amp;lt;br&amp;gt;Some say it's called devilstrand because of its red color. Others think it owes its name to the greed it inspires in people.&lt;br /&gt;
|type = Plant&lt;br /&gt;
|type2 = Domesticated&lt;br /&gt;
|path cost = 14&lt;br /&gt;
|hp = 85&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|beauty outdoors = 1&lt;br /&gt;
|grow days = 22.5&lt;br /&gt;
|sow work = 400&lt;br /&gt;
|harvest work = 200&lt;br /&gt;
|product = devilstrand&lt;br /&gt;
|yield = 6&lt;br /&gt;
|min sowing skill = 10&lt;br /&gt;
|min fertility = 0.7&lt;br /&gt;
|fertility sensitivity = 1&lt;br /&gt;
|nutrition = 0.2&lt;br /&gt;
|sowTags = Ground&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Devilstrand mushroom''' is a player-growable production crop with a low yield, and very long growing cycle. Can't be sown in hydroponics, and is immune to blight. Mature devilstrand yields 6 [[devilstrand]].}}&lt;br /&gt;
&lt;br /&gt;
Devilstrand mushrooms are entirely immune to blight.&lt;br /&gt;
==Growing==&lt;br /&gt;
Devilstrand has a base growing time of 22.5 days, needs a minimum soil fertility of 50%, and has a fertility sensitivity rating of 100%. Devilstrand can also only be sown by level 10 growers and above, and once the [[research#Devilstrand|Devilstrand]] research has been completed. Due to its long growing cycle, in many biomes it needs to be planted in a greenhouse. The following table details how long it takes for devilstrand to grow in each growable ground type, factoring in the plant resting time and being in ideal growing conditions:&lt;br /&gt;
&lt;br /&gt;
{{Grow Table}}&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
Devilstrand's raw product is devilstrand, which has a market value of 10 [[silver]]. The refined product with the largest profit margin is a [[duster]], having a -22.56%&amp;lt;ref&amp;gt;70% sell price multiplier and assuming normal quality. Your mileage may vary; see [[quality]] for more information on skill level's impact on the average market value of produced goods.&amp;lt;/ref&amp;gt; profit margin. The following table details silver per day, per plant. It only factors in the 50% selling markdown, the market value of the products, and the yield per day:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_24 text-center}}&lt;br /&gt;
! Ground Type&lt;br /&gt;
| Gravel&lt;br /&gt;
| Soil&lt;br /&gt;
| Rich Soil&lt;br /&gt;
| Hydroponics&lt;br /&gt;
|- &lt;br /&gt;
! Raw&lt;br /&gt;
| 0.72&lt;br /&gt;
| 1.03&lt;br /&gt;
| 1.44&lt;br /&gt;
| -&lt;br /&gt;
|- &lt;br /&gt;
! Refined&lt;br /&gt;
| 0.56&lt;br /&gt;
| 0.8&lt;br /&gt;
| 1.12&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike [[cloth]] dusters, you'll actually be better off selling devilstrand than devilstrand dusters. This is because cloth dusters have a higher '''work:ingredient value''' ratio compared to devilstrand dusters; a larger market value gain relative to the total value of the ingredients.&lt;br /&gt;
&lt;br /&gt;
Generally, you can't generate a profit from devilstrand dusters unless you have at least a level 15 crafter doing the tailoring - and even then, cloth dusters would still be leaps and bounds better for economic purposes.&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Nutrition increased from 0.15 -&amp;gt; 0.2&lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Domesticated plants]]&lt;br /&gt;
[[Category:Resource plants]]&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Style&amp;diff=96410</id>
		<title>Style</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Style&amp;diff=96410"/>
		<updated>2021-11-14T21:11:29Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: Redirected page to Ideoligion#Styles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Ideoligion#Styles]]&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Defense_tactics&amp;diff=96409</id>
		<title>Defense tactics</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Defense_tactics&amp;diff=96409"/>
		<updated>2021-11-14T19:28:22Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: /* Melee killbox */ Grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
{{for|defensive constructions against threats|Defense structures}}&lt;br /&gt;
&lt;br /&gt;
Getting attacked, whether by tribals, pirates or hordes of angry animals is a common event in the rimworlds. Defense against these attacks is one of the keys to having a successful colony.&lt;br /&gt;
&lt;br /&gt;
This page details different tactics for defense and visualizations of them, applicable to most stages of the game.&lt;br /&gt;
&lt;br /&gt;
== Raiders ==&lt;br /&gt;
&lt;br /&gt;
=== Behavior ===&lt;br /&gt;
&lt;br /&gt;
[[Raider]]s will attack randomly chosen constructed objects, colonists and colony [[animals]]. They will not attack natural rock walls (except for sappers), non-hostile wild animals or unpowered [[turrets]]. They will attack [[prisoner]]s if they are captured from their enemy factions.&lt;br /&gt;
&lt;br /&gt;
They usually set fire to crops in [[growing zone]]s, [[power]] generators, [[power conduit]]s, and other [[production]] buildings. They will melee attack furniture, doors and walls. They will also use thrown explosives on structures, and some use [[EMP grenades]] to stun your turrets.&lt;br /&gt;
&lt;br /&gt;
Raiders will prioritize firing on [[colonists]] or [[turrets]] that are actively engaging in the fight, but will otherwise attack random objects.&lt;br /&gt;
&lt;br /&gt;
If humanlike non-mechanoid raiders are unable to defeat your colony in time, they may give up. Normal raiders will give up between {{ticks|26000}} to {{ticks|38000}} after the raid begins, while sappers will give up between {{ticks|33000}} to {{ticks|38000}} after they begin the attack.&lt;br /&gt;
&lt;br /&gt;
=== Preparation ===&lt;br /&gt;
&lt;br /&gt;
Humanlike raiders will sometimes start by standing around in a group where they spawned and will continue this until they loose a certain amount of raiders or they hit a certain preparation time limit, at which point they begin the assault. When a colonist is close to the raiders they will attack the colonist.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
Raiders spawn with randomized equipment determined by their &amp;quot;pawn kind&amp;quot;. While the budget for &amp;quot;purchasing&amp;quot; each individual of the different pawn kind is determined by the [[storyteller]] and the current [[raid points]] value, the equipment itself is decided by the weapon and clothing budgets and type restrictions of the pawn kind. More information on the pawn kinds can be seen in the Pawns sections on each [[faction]]s' page.&lt;br /&gt;
&lt;br /&gt;
==== Apparel ====&lt;br /&gt;
[[Raiders|Pirates]] can range from only wearing a tattered pair of [[pants]] to [[flak vest]]s to full sets of [[marine armor]]. [[Raider#Mercenaries|Mercenary slashers]] will always come in [[shield belt]]s and only they do so. &lt;br /&gt;
&lt;br /&gt;
[[Tribals]] always come in [[tribalwear]], with some in [[war mask]]s or [[war veil]]s. Some later game come with [[plate armor]] as well. &lt;br /&gt;
&lt;br /&gt;
In cold environments, both will come in wearing [[parka]]s or [[tuque]]s, protecting them from temperatures of around -40 to -50°C, sometimes up to -110°C if they wear wool parkas. They don't usually come in wearing [[duster]]s or [[cowboy hat]]s in hot areas, making them vulnerable to the heat.&lt;br /&gt;
&lt;br /&gt;
They tend to wear leather, [[cloth]] or [[synthread]] clothes, which don't provide good protection, and less commonly the more protective [[devilstrand]] or [[hyperweave]].&lt;br /&gt;
&lt;br /&gt;
While mid-late game pirates usually come with normal quality flak and marine armor providing around 100% sharp armor, with quality apparel you can push yours to have more than 130%, even without masterworks or legendaries, giving you the upper hand.&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
&lt;br /&gt;
Pirates can spawn with most weapons in the game, up to and including dangerous [[doomsday rocket launcher]].&lt;br /&gt;
&lt;br /&gt;
Tribals usually come equipped with primitive weapons, with ranged weapons limited to bows and pila, but they can sometimes be seen with relatively high-quality melee weapons as well.&lt;br /&gt;
&lt;br /&gt;
For most factions, skills are assigned at random, meaning that more often than not raiders aren't of an kind that gets a weapon appropriate for their skills; skilled shooters equipped with melee weapons and melee pawns equipped with guns.&lt;br /&gt;
&lt;br /&gt;
However, some classes of raider always come with the same (category of) weapon. For example, mercenary snipers always use sniper rifles, grenadiers wield some form of thrown explosive and tribal archers always use neolithic ranged weaponry. Also, the [[Empire]] {{RoyaltyIcon}} will ensure its soldiers have skills appropriate for their issued weapons.&lt;br /&gt;
&lt;br /&gt;
If you have your colonists equip weapons according to their skills, you already have an advantage over many enemies.&lt;br /&gt;
&lt;br /&gt;
==== Drugs ====&lt;br /&gt;
&lt;br /&gt;
Pirates or Outlanders may utilize some form of combat-enhancing drug, namely [[go-juice]], [[yayo]] and [[luciferium]]. They will usually start off addicted to them, and will carry some in their inventory which is dropped upon death. They may also use multiple drugs, disregarding the risk of overdose.&lt;br /&gt;
&lt;br /&gt;
These can reduce the amount of the pain received, making the raider last longer in battle before going down. Increased movement speed also allow raiders to get into position earlier, and brawlers to harass your defenders more easily.&lt;br /&gt;
&lt;br /&gt;
*[[Go-juice]] is an excellent combat drug that makes the raider much more efficient in battle. It eliminates 90% of pain, gives a 30% movement speed buff, and a 10% consciousness buff for more accuracy. The raider is almost guaranteed to fight until death, or the rarer case of incapacitation through a shattered spine, severe brain damage or removal of both legs. &lt;br /&gt;
**It's almost always more worth it to use body part-destroying weapons such as the [[Sniper rifle]] to kill them, as Go-juice does not reduce the actual damage they take.&lt;br /&gt;
*[[Yayo]] grants a 15% buff to speed and eliminates half of pain received. Enemies under the effect of yayo are more durable against damage not concentrated on a vital body part&lt;br /&gt;
**It will take more hits to down them, and more likely the raider dies first due to lethal damage, but is still possible.&lt;br /&gt;
*[[Luciferium]] grants a wide range of buffs to the user, from increased organ function, to slight movement speed and consciousness buffs, to reduced pain.&lt;br /&gt;
**It's more troublesome to capture addicted raiders since you'll need to regularly feed them luciferium to sustain their lives, which is very expensive and hard to come by -- it's usually more worthwhile to just strip and finish them on the spot.&lt;br /&gt;
**Although it is possible to farm this drug by addicting raiders to it and release them, the next time they come they will bring some with them.&lt;br /&gt;
&lt;br /&gt;
== Core battle tactics ==&lt;br /&gt;
&lt;br /&gt;
No matter what sort of defenses you use, these battle tactics may be useful.&lt;br /&gt;
&lt;br /&gt;
=== Melee tactics ===&lt;br /&gt;
&lt;br /&gt;
Melee soldiers are a useful asset in your colonies, if used correctly. They can disrupt ranged enemies, because being engaged in melee interrupts and prevents ranged attacks, and staggers the enemy thus slowing movement. Ranged enemies are also forced to fight back with makeshift melee attacks with their guns, which are woefully inadequate against a dedicated brawler.&lt;br /&gt;
&lt;br /&gt;
In addition, melee soldiers can fend off invading brawlers charging into your lines, or beat up drop podding enemies.&lt;br /&gt;
&lt;br /&gt;
[[Shield belt]]s and good armor are usually necessary for your colonists to close the gap between you and the enemy. Melee attackers without the protection of shields are highly vulnerable to gunfire, even if heavily armored. Before battle, hide your melee attackers until all enemy melee attackers are engaged in battle, or put them in line in front of your gunners for quick deployment and damage absorption.&lt;br /&gt;
&lt;br /&gt;
Friendly fire is a serious issue in hand-to-hand combat, as you can easily hit your own fighters. While it is still a bearable problem if their shields are up, once the shields are down you will need to manually retarget to prevent friendly fire.&lt;br /&gt;
&lt;br /&gt;
==== Melee sortie ====&lt;br /&gt;
&lt;br /&gt;
This tactic involves using a small element of melee colonists to charge enemy ranged attackers and take the heat off your own gunners.&lt;br /&gt;
&lt;br /&gt;
Can be used to take down annoying long-ranged snipers or small gunner groups. Note that charging at entrenched ranged attackers can also divert their attention from your own entrenched forces to your charging brawlers.&lt;br /&gt;
&lt;br /&gt;
==== Melee rush ====&lt;br /&gt;
&lt;br /&gt;
Melee rushing is the tactic of sending your melee attackers to engage hostiles all at once, rather than focusing on shooting them down or sending small parties to take down troublesome enemies.&lt;br /&gt;
&lt;br /&gt;
Melee rushes can work alone, especially with quality equipment; well-equipped melee rushes can hold off an attack and cause raiders to flee despite being slightly outnumbered. They also attract a great deal of friendly fire from the enemy, as they try to shoot down your brawlers, hitting their allies in the process.&lt;br /&gt;
&lt;br /&gt;
If you aren't afraid of friendly fire, it can be combined with a firing squad from a distance for devastating effects. The brawlers cause chaos within the raiding party while the firing squad lays fire to destroy them while the raiders are trying to cope with your brawlers.&lt;br /&gt;
&lt;br /&gt;
Note that enemy melee rushes are not to be countered by your own melee rush; there is a [[#Melee blocking|much more effective tactic]] detailed below.&lt;br /&gt;
&lt;br /&gt;
==== Peeling ====&lt;br /&gt;
&lt;br /&gt;
If a vulnerable gunner is under attack by melee attackers, you can 'peel' them away using your brawlers. Have them engage the melee attackers, who will then focus on your brawlers, allowing your gunner to get to relative safety. &lt;br /&gt;
 &lt;br /&gt;
Trained animals automatically peel for their assigned masters, if 'Release animals' is Off. The animals will attack any hostiles coming close rather than straying off to attack distant targets. &amp;lt;br&amp;gt;&lt;br /&gt;
Setting 'Release animals' to On right when another colonist in distress near the trainer causes the animals to swarm the attacker, peeling them off.&lt;br /&gt;
&lt;br /&gt;
Peeling is a relatively high-risk activity, as you are trying to put a pawn at risk in return for allowing a pawn at greater risk to escape. Peeling pawns should be expendable or decently armored.&lt;br /&gt;
&lt;br /&gt;
==== Self-defense ====&lt;br /&gt;
&lt;br /&gt;
Even though they aren't as good as dedicated melee weapons, guns still hurt in melee combat, even surpassing some low-quality melee weapons. This allows shooters to have a fighting chance against melee enemies. &lt;br /&gt;
&lt;br /&gt;
Shooters can fight off small animals quite easily with melee, so have them fight back instead of letting the animal chew them to death.&lt;br /&gt;
&lt;br /&gt;
Melee attacks with guns are a viable alternative if your colonists are adept at melee combat and the guns don't fare well at touch range. Since they don't usually emerge victorious from a 1v1 melee fight unless there is a massive skill gap, have someone else join in the fray, be it a brawler or gunner. &lt;br /&gt;
&lt;br /&gt;
==== Melee killbox ====&lt;br /&gt;
In the current version of the game, when an enemy is standing between a door, they can be hit by pawns standing directly diagonally to it. This applies even when there are walls between them. &lt;br /&gt;
&lt;br /&gt;
[[File:melee killbox.png|400px]]&lt;br /&gt;
&lt;br /&gt;
So, you can design a &amp;quot;killbox&amp;quot; where your melee fighters stand beside a long corridor of doors placed diagonally. Placing a turret near your killbox can prevent the enemy from bunching up. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Body blocking ===&lt;br /&gt;
&lt;br /&gt;
[[File:Bodyblock_choke.png|250px|thumb|right|You shall not pass.]]&lt;br /&gt;
&lt;br /&gt;
Enemies can be physically blocked by colonists or animals, denying them access to locations. This can be done to a significant tactical advantage.&lt;br /&gt;
&lt;br /&gt;
Heavily armored soldiers are needed to body block active combatants, as they will take a lot of hits while blocking, and even so they will eventually collapse due to sustained damage. They should also be able to deal good damage at point-blank.&lt;br /&gt;
&lt;br /&gt;
Blocking can be used to slow down prison breaks, seal off escape routes for enemies, or more aggressively to devastate melee only raids, detailed below.&lt;br /&gt;
&lt;br /&gt;
==== Melee blocking ====&lt;br /&gt;
&lt;br /&gt;
When faced with a full melee attack, instead of engaging enemies on the frontline, '''retreat behind your walls, and open doors to use as chokepoints'''. Leave up to '''three''' melee brawlers standing right behind (not in) the chokepoint to block enemies while cutting them down, stationing more nearby as replacements, and gunners behind to fire on the blocked intruders. This forces melee enemies to trickle in and fight with your soldiers one-by-one, making them significantly easier to dispatch of. Make sure all brawlers are heavily armored to block damage, and shielded to block friendly fire.&lt;br /&gt;
&lt;br /&gt;
This is a horribly effective way to defeat melee attacks. Compared to a regular frontline defense, this tactic significantly reduces the casualties your side will sustain. You also don't need to build anything special for this purpose- any opening or door in the wall will do. If you use [[killbox]]es then it's best that you build it in a way such that melee blocking attacks can be conducted effectively inside.&lt;br /&gt;
&lt;br /&gt;
=====Weapons=====&lt;br /&gt;
For maximum pain, use high-DPS guns for your backline for bringing the hurt, combined with quality melee for your frontline to deal sustained damage in between barrages. &lt;br /&gt;
*The [[chain shotgun]] or [[heavy SMG]] are the weapons of choice in this situation due to their unparalleled close-range DPS. &lt;br /&gt;
*Miniguns, while effective at shredding the tightly packed enemies behind the chokepoint, are generally not recommended due to the collateral damage to the walls. If you do choose to use them, aim at the middle of the crowd so you can hit as many enemies as possible, while also reducing the damage done to the walls.&lt;br /&gt;
* Grenades may also be used and can be incredibly effective at stacked melee groups trying to enter through a chokepoint, but should be ground-targeted rather than freely targeted by the pawn, to avoid grenading your own melee blockers.  Grenades can land anywhere within 1 tile of the targeted tile, so place your ground target 1 tile further away to avoid accidentally grenading your own forces or blowing up the walls that are enabling you to melee block.  Like [[minigun]]s, this will often shred the walls of your chokepoint, so building extra layers of walls at the chokepoint can be helpful.&lt;br /&gt;
* Pawns, both friendly and hostile, cannot stop and stand on top of sandbags, and are substantially slowed while moving over them.  This can be used to force targets into a particular tile or slow the progress of an incoming force.&lt;br /&gt;
&lt;br /&gt;
Stray bullets will not harm your tanks if the shooter is not standing too far behind; that means it is not a good idea to use long-range fire. &lt;br /&gt;
&lt;br /&gt;
Combined with measures to force enemies into close range, it may be effective against ranged enemies as well, but beware as enemies can still fire until you start beating them up.&lt;br /&gt;
&lt;br /&gt;
=====Animal Melee Blocking=====&lt;br /&gt;
Animals can be used as a form of melee blocking by creating a zone for just the single tile immediately in front of the chokepoint or door and assigning a bunch of animals to it.  The animals prevent hostile attackers from traversing through that space, and the animals will generally counter-attack en masse anything that attacks them.  This often results in substantial injury or death to animals, of course, so ensure the animals used are expendable (ie. not bonded or otherwise critical to the colony), and don't use explosive animals like Boomalopes or Boomrats.  This is most effective against non-human threats such as manhunter packs and insectoids.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Melee_test_eleplants_normal.png|10 manhunter elephants vs 3 armored brawlers and 4 armored gunners; all colonists are downed while all elephants remain standing.&lt;br /&gt;
File:Melee_test_eleplants_block.png|Same situation but with melee blocking; only 1 colonist downed, and all elephants defeated.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spacing out ===&lt;br /&gt;
&lt;br /&gt;
Each colonist should ideally stand '''at least 1 tile away from other colonists''', thus reducing the chance of enemy bullets hitting somebody else after missing the original target, which deals a lot of damage to static grouped up defenders.&lt;br /&gt;
&lt;br /&gt;
Explosives will also hit fewer people this way, though there are better countermeasures than simply spacing defenders apart.&lt;br /&gt;
&lt;br /&gt;
=== Dealing with rockets ===&lt;br /&gt;
&lt;br /&gt;
Rocket launchers are painful to deal with, due to the huge area damage and long range. In the mid-late game they are one of the biggest threats from the enemy. &amp;lt;br&amp;gt;&lt;br /&gt;
The best way to deal with them is to distract them to fire elsewhere, in order to greatly reduce the amount of damage received.&lt;br /&gt;
&lt;br /&gt;
Raiders with rocket launchers are often seen in the backline preparing their rockets, while their allies lay down fire at the front. They get distracted quite easily, wasting them on animals or lone colonists. This can be exploited simply by '''charging them with single units''', which will cause them to fire it towards them and away from the rest of your forces. They may fire at point-blank, injuring themselves and their comrades, or with some luck in positioning and fast melee units, you can even intercept them before they can lock on with their rocket launcher, forcing them into hand-to-hand combat and eventually yielding the launcher which can be captured for future use.&lt;br /&gt;
&lt;br /&gt;
This is a high-risk but necessary move to take, and some pawns may need to be sacrificed.&lt;br /&gt;
&lt;br /&gt;
For successful distraction, you have to make your charging units the only available targets for them to consider attacking. If they have a better target with less possible friendly fire, they may attack them instead. To combat this, have all your other units, including animals, stay completely out of range until the rocket launchers have been neutralized.&lt;br /&gt;
&lt;br /&gt;
==== Psychic insanity lance ====&lt;br /&gt;
&lt;br /&gt;
Using a [[psychic insanity lance]] on a raider will cause their allies to waste rockets on them. Often, this gets rid of all of the rockets in a raid, and also causes a lot of damage. Psychic lances can generally be used from relative safety, due to their extensive range (though they do require line-of-sight to the target), and have a relatively low cost. Targeting the most durable raider will help make sure as many rockets are wasted as possible.&lt;br /&gt;
&lt;br /&gt;
==== Shielded unit deployment ====&lt;br /&gt;
&lt;br /&gt;
Deploy brawlers equipped with [[shield belt]]s and heavy armor, letting the shields block the blast as well as some fire. There are two variations of this:&lt;br /&gt;
#Move in a zigzag pattern in front of the enemy to draw their attention, and dodge the rockets when they are discharged.&lt;br /&gt;
#Directly charge into the fray with your shielded fighters, such that any rockets fired at them will likely hit other enemies as well.&lt;br /&gt;
&lt;br /&gt;
Be prepared to sacrifice someone, as their shields are very likely to be broken whether by the blasts or concentrated gunfire.&lt;br /&gt;
&lt;br /&gt;
==== Expendable animal charge ====&lt;br /&gt;
&lt;br /&gt;
Have animals that are both expendable and fast charge the enemy, rocket soldiers included. It's especially good if the animals can survive a rocket blast, as it allows them to continue distracting any further rockets.&lt;br /&gt;
&lt;br /&gt;
For multiple rocket launchers, send animals in batches, such as by assigning animals to different handlers and setting them to attack at different times, to prevent them from being wiped out by a single blast.&lt;br /&gt;
&lt;br /&gt;
While they do not need to be obedience- or release-trained, as you can use animal area zones to force them into areas, doing so is less effective as animals have a delay before moving into their assigned zones and may be very far away.&lt;br /&gt;
&lt;br /&gt;
==== Friendly fire with rockets ====&lt;br /&gt;
&lt;br /&gt;
Besides being caught in a blast, enemies can also take friendly fire if the rockets impact them instead of your colonists.&lt;br /&gt;
&lt;br /&gt;
You can increase the chance of this happening by having the rocket travel over as many enemies as possible through aligning your distractors. Each rocket travelling over a pawn has up to 40% chance to impact, setting it off early.&lt;br /&gt;
&lt;br /&gt;
If you see that an enemy rocketeer has locked onto a brawler, you can also choose to charge the enemy with that brawler. It will either cause the enemy to deal immense friendly fire, or allow you to take out the rocketeer outright.&lt;br /&gt;
&lt;br /&gt;
==== Killbox tactics ====&lt;br /&gt;
&lt;br /&gt;
Rockets are much more dangerous in a killbox where colonists and turrets are closely bunched together. If you're unlucky, a rocket will set off turret explosions, causing additional damage. Rocketeers are a priority target that need to be rapidly eliminated as soon as they enter.&lt;br /&gt;
&lt;br /&gt;
However, killboxes do provide 2 crucial advantages: range restriction and concentrated fire. This allows you to direct concentrated fire onto the rocketeers to neutralize them rapidly.&lt;br /&gt;
&lt;br /&gt;
=== Rescue ===&lt;br /&gt;
&lt;br /&gt;
When a colonist is downed or severely injured, it's best to drag them out of the fight immediately. Don't leave them there otherwise they risk dying from stray bullets or blood loss. You don't really need to send them directly to hospital; just drop them off somewhere outside of active combat. &lt;br /&gt;
&lt;br /&gt;
Colonists lying outside cover are riskier to rescue. Choose the right time to pull them out, ensuring that there are no melee enemy nearby that could tie up the rescuer, and use your best-protected colonists. Don't allow anyone near at other times as they may draw fire. Consider drugging your rescue team with [[go-juice]] if the pawn you are rescuing is under heavy fire, as this will both increase the rescuer's speed and improve their pain resistance, making them less likely to be downed. Using a [[jump pack]] {{RoyaltyIcon}} to rapidly jump in and pull them out of combat, with the i-frames incurred during jumping, makes this significantly faster and safer for both rescuer and rescuee. [[Locust armor]] {{RoyaltyIcon}} can be substituted at the cost of armor, but ideally should be paired with a [[shield belt]] to make up it. At high qualities, for the short duration of exposure, a shield belt can be superior as it prevents all damage, including that which would slow the pawn or reduce medical skills.&lt;br /&gt;
&lt;br /&gt;
Non-combatants, such as those incapable of violence, are ideal to serve as rescue members by standing near a fight to pull out downed colonists. Non-combatant doctors should wear a [[shield belt]] and carry quality medicine at all times, so they can be drafted during combat and quickly tend to wounded colonist on the field. Non-combatants should be equipped similarly to above, though with no ranged weapons they have fewer restrictions on wearing a shield belt to prevent damage, and their value proposition improves.&lt;br /&gt;
&lt;br /&gt;
If a colonist cannot reach the hospital in time, typically ~2 hours from death or less, have the doctor patch colonists up a little such that they can reach the hospital without bleeding out, then carry them there. You will have a higher infection chance this way, but it's better than the colonist bleeding to death while on their way to the hospital. The remaining injuries can then be treated in the cleaner environment.  Alternatively, an untuned [[biosculpter pod]]{{IdeologyIcon}} can be kept nearby and the injured pawn loaded into it. This can save pawns moments from death, that a doctor could not treat fast enough to save. The cost of the pods can be considerable however, and they must be de-tuned or deconstructed and reconstructured after each event.&lt;br /&gt;
&lt;br /&gt;
=== Friendly fire management ===&lt;br /&gt;
&lt;br /&gt;
Friendly fire is a serious issue when facing close-range attackers, especially manhunter packs. If they manage to run past your barrage of gunfire to engage your ranged soldiers, they may receive more injuries from friendly fire in the ensuing chaos than the attackers themselves. You need to be careful when directing your troops so you don't hit your own forces by accident.&lt;br /&gt;
&lt;br /&gt;
Pawns can fire over the shoulders of friendlies up to 2 tiles (i.e. 1-tile space in between) away, meaning that you can have a 3-wide row of soldiers without friendly fire, which is not recommended.&lt;br /&gt;
&lt;br /&gt;
# When the enemy breaks the ranks, only let the soldiers closest to melee attackers fire at them. &lt;br /&gt;
#*Manually re-target the others to fire at another direction, repositioning them if needed. &lt;br /&gt;
# Disable 'Fire at will' when the enemies are closing in so they won't switch targets, potentially causing friendly fire.&lt;br /&gt;
# Have only 1 line of shooters so stray bullets, including bullets fired horizontally at melee attackers, will less likely hit someone.&lt;br /&gt;
&lt;br /&gt;
=== Firing at cover ===&lt;br /&gt;
&lt;br /&gt;
While cover works best against attacks coming straight, it's usually better to fire straight at the target instead of from an angle. If you fire straight at it, only 1 unit of cover will be effective, but if you shoot at a diagonal angle, 2 units of cover will be effective, both being capable of blocking shots, in total contributing to higher cover effectiveness.&lt;br /&gt;
&lt;br /&gt;
However, if you can get to the point where you're almost firing horizontally at the raiders, then cover becomes nearly ineffective at protecting the raider, allowing many more shots to connect. This often requires you get out of your own cover, so it's not recommended unless you can find suitable cover nearby. &lt;br /&gt;
&lt;br /&gt;
For skilled medium-long range shooters it's best to shoot from a great angle to hit them from the sides. &amp;lt;br&amp;gt;&lt;br /&gt;
However for not-so-good or short ranged shooters it's better to directly fire at them instead as the extra distance will make it harder to land hits, or cause the raider to exit firing range.&lt;br /&gt;
&lt;br /&gt;
'''The below shows the difference firing angle makes on the hit chance of a pawn hiding behind cover.''' Cover values are from Alpha 16, but the mechanics remains unchanged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Fire_cover_straight.png|Firing straight at a raider in cover; 1 stone chunk blocks 40%.&lt;br /&gt;
File:Fire_cover_angled1.png|Firing at an angle; 2 stone chunks block 48% total.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Fire_cover_angled2.png|Firing at a greater angle; 2 stone chunks block 37% total.&lt;br /&gt;
File:Fire_cover_angled3.png|Firing almost horizontally; 1 granite chunk blocks 8% only.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mobile warfare ==&lt;br /&gt;
&lt;br /&gt;
=== Flanking and Surrounding ===&lt;br /&gt;
&lt;br /&gt;
To flank enemies, have some defenders approach enemies from the sides or the back instead of concentrating fire on the front. To surround them, attack from all sides.&lt;br /&gt;
&lt;br /&gt;
Enemy ranged units often stay in the same spot when engaging your colonists, and they tend to have effective cover facing one direction only, making them vulnerable to flanking. Flanking enemy ranged units can distract them and cause them to lose their cover advantage with attacks coming from multiple sides. While this makes you lose the advantage of high-quality cover, it is balanced out by the enemy's loss of cover.&lt;br /&gt;
&lt;br /&gt;
This works best against entrenched ranged enemies attacking you from one side. They should be occupied with attacking frontal targets so you can creep up to them to unload lead on them from another angle. It's even better if you pair with melee to tie them up, buying time for your soldiers to get into position and preventing them from moving into new positions.&lt;br /&gt;
&lt;br /&gt;
Rounding up any fleeing survivors also becomes easier if you have someone (especially melee fighters) blocking off escapes from behind.&lt;br /&gt;
&lt;br /&gt;
==== Moving in ====&lt;br /&gt;
&lt;br /&gt;
While moving in you need to make sure you stay far enough away from enemies, and directly right-clicking on the destination will nearly always result in a path that crosses with the enemy.&lt;br /&gt;
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This can be overcome by '''shift-clicking to form a path for the pawn to follow''', making sure to keep sufficient distance.&lt;br /&gt;
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Shield belts, drawing enemy fire from a different direction, or simply using walls and terrain to block projectiles are all good ways to move in.&lt;br /&gt;
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==== Wide arc flank ====&lt;br /&gt;
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This tactic is about scattering your fighters in a wide arc facing your enemies. Rather than huddling together behind continuous lines of cover such as lines of rock chunks, each soldier should be taking cover on their own, and be able to shoot straight at the enemy without anyone else in between.&lt;br /&gt;
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This gives more flexibility in positioning as well as greatly reduced vulnerability against explosives or collateral damage. Engaging your flankers also results in enemy fire being scattered, so focus fire won't take down anyone easily.&lt;br /&gt;
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You can deploy shielded colonists to draw fire effectively from your gunners, though they need to be arranged carefully so as to be able to tank without taking friendly fire.&lt;br /&gt;
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Perfect against preparation raids or in-construction siege camps when you can't use your static cover and they won't directly attack your base upon arrival. However if the enemy has a significant cover advantage (such as sandbags) then this tactic may not work out in your favor.&lt;br /&gt;
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=== Tanking ===&lt;br /&gt;
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This tactic simply requires you put your shielded colonists before your static gunners to partially soak up gunfire. This is best when you have insufficient cover, or additional cover to block more bullets for your frontline tanks.&lt;br /&gt;
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As with any tactic involving meat shields, this poses a great risk to colonists' lives. If the colonists' shields are downed and they are not well-armored, you will have to get them to retreat behind cover until their shields come back online, otherwise your colonist will be exposed to ruthless gunfire.&lt;br /&gt;
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Beware of high damage-per-hit weapons which can instantly down shields.&lt;br /&gt;
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=== Hit and run ===&lt;br /&gt;
Against slow or static targets you can employ this to weaken them. You will need several fast-moving long-ranged colonists, possibly with [[charge lance]]s or [[bolt-action rifle]]s. Have them move within range to fire, quickly exiting range once the enemy returns fire. Repeat until conditions are no longer safe to conduct this attack, such as enemies entering full aggression and charging.&lt;br /&gt;
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Effective against siege camps and preparing raiders for they tend to stay put at their location until they are aggravated into attacking.&lt;br /&gt;
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=== Kiting ===&lt;br /&gt;
This risky and situational tactic is effective when employed correctly.&lt;br /&gt;
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It involves the use of fast colonists (with 120-140% or more Moving) running near moving enemies to gain their attention. Constantly outrun them while staying within their attention range, if not the enemy will engage other targets instead. After running far enough, fire a few shots at them before running again. This way, kiters can distract a group of enemies by leading them around the map, while chipping away at their health.  &lt;br /&gt;
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As long as your colonist safely outruns hostiles, you're fine. However, if the enemy catches up, your colonist will be slowed and on his own.&lt;br /&gt;
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====Equipment====&lt;br /&gt;
A fast, long-range weapon is safest (e.g. [[assault rifle]]), while a fast moderate-range weapon (e.g. [[machine pistol]]) may be used but is riskier. Slow weapons such as sniper rifles are not recommended as the need to stand still for extended periods puts soldiers in grave danger.&lt;br /&gt;
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Kiting colonists should be lightly armored while still maintaining a fast speed.&lt;br /&gt;
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== Additional tactics ==&lt;br /&gt;
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=== Baiting ===&lt;br /&gt;
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Faster, more well-protected colonists can be used to lead enemies into traps or ambushes. This is for situations when you have defenses concentrated in one direction, but the enemy comes from another.&lt;br /&gt;
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[[File:Bait tables 2.jpg|300px|thumb|right|Setting the bait furniture on fire only hastened this raider's demise.]]&lt;br /&gt;
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Cheap furniture also makes good bait. Raiders will smash any player-built furniture left out in the open, such as tables or wooden stools. This can be helpful to split them up or lure them into range of your defenders' weapons.&lt;br /&gt;
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=== Luring in ===&lt;br /&gt;
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Enemies can be lured closer to your base by keeping your colonists out of sight, then swarming out to attack once they draw closer to your base. Afterwards they will switch to engage your defenders.&lt;br /&gt;
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This can be used to negate the range advantage of enemies. It also works well with melee blocking to lure enemies into trying to jam themselves into your chokepoints, rather than beating up your base.&lt;br /&gt;
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=== Animals ===&lt;br /&gt;
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The animals on the map, tamed or not, can be used to your advantage.&lt;br /&gt;
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Raiders never come using tamed animals so the advantage of animals on your side is solely yours.&lt;br /&gt;
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==== Tamed animal release ====&lt;br /&gt;
{{Stub|section=1}} &lt;br /&gt;
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With your handlers, you can amass a huge army of animals to charge the enemy. Simply find a good combat-capable animal, tame it, and train it to learn Release.&lt;br /&gt;
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There are many animals that are good for this purpose. &lt;br /&gt;
* Large animals like [[Thrumbo]]s, [[elephant]]s or [[rhinoceros|rhino]]s have good DPS and their large health scale means that damage is less likely to kill them before they can get patched up by your doctors. However they are harder to tame, maintain and breed.&lt;br /&gt;
* [[Warg]]s and [[bear]]s offer a good balance of DPS and breedability, with large packs fed on the bodies of raiders being posible.&lt;br /&gt;
* [[Husky|Huskies]] significantly less DPS than the others, but are easy to breed, feed, and provide hauling.&lt;br /&gt;
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Tamed animals also cause pirates to fire near their allies in a bid to get them off their allies, potentially causing friendly fire.&lt;br /&gt;
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==== Meat shield ====&lt;br /&gt;
The animals surrounding a handler can be used as a convenient meat shield as they take bullets, arrows and other projectiles (but not explosions) for their master. Provided they don't stray too far, they won't receive friendly fire as the shooters simply fire over them. All you need is to train Obedience, instead of Release.&lt;br /&gt;
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==== Strategic zoning ====&lt;br /&gt;
Raiders take their sweet time to exterminate any trace of your tamed animals on the map. This can be exploited to your advantage, as long as you're willing to have a few animals valiantly sacrifice themselves.&lt;br /&gt;
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*'''Distraction''': If you let your animals run all over the place, raiders may be tied up trying to wipe out the animals. This can give your colonists time to prepare, such as entering defensive positions or running to your mortars to fire a few rounds, as well as scatter the raiders making them easier to deal with. Raiders wielding rocket launchers also tend to waste them on your animals, leaving your colonists and structures mostly unharmed. However if they see better targets they will come at them instead.&lt;br /&gt;
*'''Direct offense''': Besides distraction, animals may also engage raiders, harming or killing them. &lt;br /&gt;
*'''Manipulation''': Animals can be moved around without the need of training Release, simply by changing the allowed zone of your animals. A short time later, the animals will move towards the zone and stay there. When animals are sleeping you can put animal sleeping spots beneath them and then remove them to wake them up. ''Changing'' the animal's zone also immediately forces it to move, at high speed, if they are not in the area of the new zone.  This can also be used to update an existing zone's area by changing the animal to a different zone (which they aren't in the area of) and then back to the original zone again.  Untrained animals will flee from threats, but will fight back to defend themselves if they are damaged by a hostile.&lt;br /&gt;
**'''Aggressive zoning''':  Zone animals in a place where you are expecting an encounter with enemies. Enemies will notice the animals and will start attacking, making them fight back and injure or even down the attackers. This method works for any animal, even those that cannot be trained. Remember to undo the zoning otherwise the animals may starve. [[Boomrat]]s are especially useful by causing explosions, setting raiders on fire and delaying their assault.&lt;br /&gt;
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**'''Animal chokepoint''': Zone the animals in a chokepoint, creating a dense cluster.&lt;br /&gt;
***This is vulnerable to AoE weaponry so increase the area of the zone to make it that animals don't get too tightly together, if the enemy has explosives.&lt;br /&gt;
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==== Aggravating animals ====&lt;br /&gt;
If you have any easily enraged wild animals ([[emu]]s, [[thrumbo]]s, etc) standing near the enemy, you can shoot them to anger them and make them charge at the enemy. &lt;br /&gt;
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You can also opt to enrage an animal then have a fast colonist (&amp;gt;130% Moving) lead it towards the enemy. Some enemies will stop and engage the animal, potentially causing it to switch targets. For quite the obvious reasons it's best to equip a shield belt on the kiting colonist if he isn't the one enraging the animal.&lt;br /&gt;
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For this, larger animals are best due to their high health and damage. A thrumbo can be considered a godsend in a raid; just send 1 straight into the raider hordes, and let 'er rip. &amp;lt;br&amp;gt;&lt;br /&gt;
Smaller animals are faster and hard to hit, making them decent distraction and causing a hefty amount of friendly fire among the enemy as well.&lt;br /&gt;
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Remember, if you can down the animal easily with colonists, so can the raiders.&lt;br /&gt;
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=== Base scattering ===&lt;br /&gt;
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This is a '''last-ditch tactic to defeat humanlike enemies''' if you are significantly outnumbered.&lt;br /&gt;
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Instead of engaging them right away, let enemies scatter around the base first. After they scatter widely apart, divide and conquer, using large groups of soldiers to overcome them with ease, while others are busy demolishing other parts of your base.&lt;br /&gt;
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Remember to patch up the base after the damage done. Coolers are especially tricky as they serve as weak points and are expensive.&lt;br /&gt;
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=== Outside help ===&lt;br /&gt;
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If the [[AI Storytellers|storyteller]] is feeling somewhat merciful, outside help may come to save the day.&lt;br /&gt;
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Don't count on this however, as these rarely happen on their own, and most of the time you still need to fend off the raiders yourself.&lt;br /&gt;
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==== Friendly reinforcements ====&lt;br /&gt;
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Occasionally while hostiles are on the map, a friendly military caravan will come to bolster your defenses. The threats may also coincide with friendly trade caravans, visitors or passersby, who will help to engage a common enemy. &lt;br /&gt;
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This requires you be already allied with some factions, so that they will send help of meaningful value; otherwise they may just send a few people who will quickly get downed and serve no purpose other than distraction.&lt;br /&gt;
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Besides actual assistance, traders may also come with around 550 - 1000 points, enough to hold their own against a smaller raid. This allows you to have decent fire support around half the time, simply by calling in 1 trade caravan once every day (assuming alliances with all 4 non-pirate factions). It costs goodwill (or silver pre-0.19) but allows you to trade, as well.&lt;br /&gt;
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You may also call for additional help from allied outlanders at a cost of -20 goodwill (tribals are unable to send help due to technological limitations). This can be repaired by diplomatic gifts, or rescuing and treating downed friendlies.&lt;br /&gt;
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==== Common enemy ====&lt;br /&gt;
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If mechanoids, manhunters or another enemy faction show up, raiders may stop to engage them. This causes losses to both groups of enemies, making it easier to pick off the stragglers. Being concurrently raided by two different enemies at once is more common during the ship reactor start-up phase, making it slightly easier to survive the onslaught.&lt;br /&gt;
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If there are unopened [[ancient shrine]]s you can open them, which may contain artifacts, mechanoids, confused spacers, all useful against raiders, or none of the above.&lt;br /&gt;
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Using the [[psychic animal pulser]] is essentially invoking this tactic, but you need to be very careful when using it.&lt;br /&gt;
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==== Environmental hazards ====&lt;br /&gt;
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Very rarely, when unable to put a proper fight, you can count on Mother Nature to play for your side. Invaders will come to you without proper protection against the weather. You will be able to fend off the attack without confrontation.&lt;br /&gt;
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Choosing to play on an extremely hot or cold map, such as in a sea ice biome near the poles, seals the fate of all raiders foolhardy enough to come.&lt;br /&gt;
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&amp;lt;gallery widths=&amp;quot;450px&amp;quot; heights=&amp;quot;450px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Siege flee from Toxic fallout and hypothermia.png|'''Siege flees from Toxic fallout and hypothermia.'''&lt;br /&gt;
File:Siege flee from Toxic fallout and hypothermia 2.png|'''Free prisoners in bulk.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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== Humanoid assaults ==&lt;br /&gt;
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=== Sieges ===&lt;br /&gt;
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During a [[Raider#Siege|siege]], raiders go to a location outside your base, receive materials via drop pod and will proceed to build a simple mortar camp. The mortar camp will generally have 2 mortars and sandbags as cover. The sandbags need not cover the mortars, nor will they necessarily face your base.&lt;br /&gt;
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&amp;lt;gallery widths=&amp;quot;450px&amp;quot; heights=&amp;quot;450px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Siege_base_construct.png|Siege camp under construction.&lt;br /&gt;
File:Siege_base_finished.png|Finished siege camp. Note that sieges always come with 2 mortars.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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When faced with a siege, there are a few strategies you can use.&lt;br /&gt;
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In most cases it's better to attack the siege camp as the raiders will continuously siege the colony even if you're in hiding, and most likely you will eventually need to face off against the raiders yourself.&lt;br /&gt;
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==== Camp assault ====&lt;br /&gt;
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If you assault their camp, one possibility is sniping the raiders, prompting them to assault your colony directly instead of continuing their siege once you down several of them. Defeating them early enough will result in most of their items remaining intact, which you can take for yourself. &amp;lt;br&amp;gt;&lt;br /&gt;
Another alternative is to snipe the mortars, hoping an explosion will take out many raiders, but keep in mind that for those you will need to either send someone dangerously close to enemy fire, or draw all attention to one side to allow flankers to snipe and detonate them.&lt;br /&gt;
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Unlike most defensive situations, this time they will have the advantage of good cover on their side. You will have to find suitable cover, such as rock chunks, which you can fire from.&lt;br /&gt;
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Sniping [[mortar]]s under construction, when they have much lower health, is effective at wasting the enemy's resources.&lt;br /&gt;
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They are vulnerable to flanking if they haven't finished their sandbags or left a side uncovered. However, once all cover is completed, flanking is less of an effective solution.&lt;br /&gt;
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==== Early interception ====&lt;br /&gt;
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The best time to attack them is when they've just started building their camp. At this time their resources would have arrived.&lt;br /&gt;
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Attacking them at this time forces them to use rock chunks just like you do, instead of having the superior sandbags on their side. Their mortars won't be ready as well.&lt;br /&gt;
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'''Attack only when their resources have arrived''', otherwise they will flee and not send any resources, which you could've stolen had you attacked later.&lt;br /&gt;
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==== Hit-and-run ====&lt;br /&gt;
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An effective tactic to lure sieging raiders out is to conduct hit-and-run attacks against them. Taking down someone usually causes them to give up on sieges and directly attack, making them lose their cover advantage.&lt;br /&gt;
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==== Countering with mortars ====&lt;br /&gt;
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If you have your own mortars, you can use them to fire back at the raiders. The raiders will stay put to defend the camp, making them easy targets for mortar strikes.&lt;br /&gt;
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[[High-explosive shell]]s deal heavy damage to tight groups of raiders if they hit, ignoring all cover but solid walls in the process. A tight volley can devastate mortar camps, forcing them to either attack or flee outright.&lt;br /&gt;
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[[Incendiary shell]]s are an effective way of distracting sieges as the raiders will be preoccupied with extinguishing the resultant flames. 2 mortars are usually enough to keep them from doing any activity other than firefighting, unless it is raining or there are no flammables nearby. This deals little damage to them, however.&lt;br /&gt;
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[[EMP shell]]s can stun the mortars, preventing them from firing. It is perhaps better used as a support weapon while your defenders assault the camps, to reduce the damage done to your base.&lt;br /&gt;
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==== Sneak attack ====&lt;br /&gt;
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If you don't have the strength to attack directly, you can wait for them to sleep at night, then use the opportunity to set your colonists into position for a sneak attack. &lt;br /&gt;
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Once someone receives an injury, everybody will wake up, so be sure to have everything in place.&lt;br /&gt;
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# Get within range and throw a coordinated barrage of [[frag grenades]] at the enemy, blowing the defenseless raiders to bits.&lt;br /&gt;
# Go very close (no more than 3 tiles) then unload your guns on the exposed raiders. Nearly every bullet will connect, dealing heavy amounts of damage upfront.&lt;br /&gt;
# 1 well-aimed [[doomsday rocket launcher]] can end the siege easily. While also effective at day, it is much safer to approach at night, and the raiders will also be more tightly packed.&lt;br /&gt;
# Send brawlers straight in, beating up dangerous enemies like rocketeers first. &lt;br /&gt;
# Steal their supplies and wait for them to send more. Free food and mortar shells!&lt;br /&gt;
# Burn the enemy with fire, a task made much easier while they are off-guard. This will eventually force them out to attack after suffering from heavy losses.&lt;br /&gt;
#* Lighting the mortars on fire allows them to be destroyed with ease.&lt;br /&gt;
#* Surround the camp with fire. Upon waking up, they will put forward their futile efforts in controlling the raging sea of fire around them, eventually giving up and attacking.&lt;br /&gt;
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==== Deep tunneling ====&lt;br /&gt;
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Mortars cannot hit anything that is under an overhead mountain. This makes deep mining a effective defensive strategy against heavy bombardment. If you don't build your base into a mountain, you may at least consider digging out at least one panic room for non-combatants to hide within from the shells while others head out for the assault.&lt;br /&gt;
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==== Firefoam shell jamming ====&lt;br /&gt;
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[[File:Firefoam shell jamming.png|500px|thumb|right|Enemy mortar filled with a firefoam shell, demonstrated by reddit user u/xenoxaos.]]&lt;br /&gt;
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An interesting way to nullify the threat of a mortar attack is to launch a transport pod filled with firefoam shells to a location closer to the mortars than the shells they brought with them. When the shells arrive, the enemy will load them shells into the mortar instead. This means that the damage to your base will be much reduced, as firefoam shells do little damage beyond damaging roofs.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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=== Shielded melee charges ===&lt;br /&gt;
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[[File:Melee_charge_edge.png|240px|thumb|right|Full melee charge at the edge of the map, with everyone shielded and equipped with melee weapons.]]&lt;br /&gt;
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Pirates or Outlanders can come with all-melee charges, with most enemies wearing [[shield belt]]s. This can prove a threat to ranged-reliant defenses as they charge towards the colonists directly with their shield belts blocking large amounts of damage. &amp;lt;br&amp;gt;&lt;br /&gt;
While they are vulnerable when their shields are down, many can still reach your colonists and engage them in melee combat.&lt;br /&gt;
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==== Melee blocking ====&lt;br /&gt;
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The '''[[#Melee blocking|Melee blocking]]''' tactic is especially useful here; for better effectiveness, open multiple chokepoints to spread out enemies and keep them busy trying to squeeze in, otherwise they will get bored and wander off to attack other things.&lt;br /&gt;
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Shields don't stand a chance against concentrated fire poured down a narrow entrance.  Using [[Grenades|EMP Grenades]] or [[EMP launcher|EMP Launchers]] can entirely disable the enemy shields, making mowing them down much easier, but ensure you don't accidentally short out the shields of your own melee blockers.  It's best to order the grenadier or launcher wielder to attack a specific ground point rather than letting them freely select their target, as they may try to grenade a target right next to your own melee blockers.  Both grenades and launchers can deviate by up to 1 tile in any direction from the targeted square, so take that into account when selecting your aiming point.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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=== Sniper party ===&lt;br /&gt;
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Raiders can come using only sniper rifles, giving them a very long range but low overall damage.&lt;br /&gt;
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The danger comes in that if you engage them conventionally, you may need to exit your quality cover, removing your cover advantage.&lt;br /&gt;
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Sniping them back is not recommended unless you have a surplus of skilled snipers and cover.&lt;br /&gt;
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==== Luring in ====&lt;br /&gt;
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Instead of engaging them on the frontline, you can keep everyone out of sight, then rush out only once they get close to your base, negating their range advantage.&lt;br /&gt;
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==== Killbox ====&lt;br /&gt;
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A well-designed killbox can entirely negate any advantage that sniper parties field.  Critical to that is ensuring that line of sight is entirely blocked for incoming attackers until they are in range of your own forces, preventing them from being able to take cover once inside the killbox, and using sandbags to force them to walk (slowly) while already under concentrated fire without being able to return fire.&lt;br /&gt;
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=== Heavy explosives assault ===&lt;br /&gt;
&lt;br /&gt;
Enemies may come in mainly equipped with area damage weapons, such as rocket launchers, grenades and miniguns. This can cause serious damage to your base, your colonists, and the raiders themselves.&lt;br /&gt;
&lt;br /&gt;
The main danger, as always, is from the rockets. The ideal method is to [[#Distracting rockets|distract]] them from the main defending force, not only reducing damage taken by friendly forces, but also increasing friendly fire the enemy takes. The fact that so many of the raiders have rocket launchers means that friendly fire can be so serious that the raiders will decide to retreat to cut losses by friendly fire alone.&lt;br /&gt;
&lt;br /&gt;
Due to the wide use of explosives, cover is less useful; you would benefit more from flexibility in positioning rather than protection from cover. Space out your defenders, preferably far from your base structures, while giving them enough space to move around to evade attacks.&lt;br /&gt;
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==== Distraction ====&lt;br /&gt;
&lt;br /&gt;
If you have many tamed animals, you can zone them near the raiders, who will be distracted to fire at the animals with rockets. Enemies are much more likely to receive friendly fire when firing towards your animals right next to them.&lt;br /&gt;
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==== Grenadiers ====&lt;br /&gt;
&lt;br /&gt;
Besides rocketeers, many of the enemies will also be grenadiers, which are short-ranged and are thus vulnerable to fire from a distance. Once the rockets have been taken care of, you can shoot them down with concentrated fire quite easily. Make sure to dodge the grenades if they do close in.&lt;br /&gt;
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==== All-in melee charge ====&lt;br /&gt;
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You can go hardcore and send in all your shielded brawlers to go straight at the enemy rocketeers. Gunners should stay out of range of rockets until all rockets launchers have been used.&lt;br /&gt;
&lt;br /&gt;
This is especially effective when '''they come in to chase a refugee''', leaving you enough time to position your brawlers deep into the enemy. &amp;lt;br&amp;gt;&lt;br /&gt;
At any rate, expect losses this way due to the concentrated explosions.&lt;br /&gt;
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=== Base flank ===&lt;br /&gt;
&lt;br /&gt;
Besides sending one large attack party, enemies can also split up their forces and attack your base from multiple sides. &lt;br /&gt;
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To adequately defend against this sort of attack, you may need to split up your own defenders and fight several battles at once, thus increasing the difficulty of managing the battle.&lt;br /&gt;
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Each of the individual groups will flee on their accord.&lt;br /&gt;
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==== Divide and conquer ====&lt;br /&gt;
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If the enemy decides to prepare before attacking, you can afford to send out a larger attack party to eliminate the groups one-by-one.&lt;br /&gt;
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=== [[Sappers]] ===&lt;br /&gt;
&lt;br /&gt;
Sappers will mine and blast their way through any obstacles, such as natural or constructed walls, though avoiding high-health ore veins. They will also try to circumvent your defenses to attack from another direction. Their goal is to reach one of your bedrooms or barracks, where they will begin to wreak havoc.&lt;br /&gt;
&lt;br /&gt;
In an open base, sappers can usually be treated as a weaker-than-usual bunch of raiders. However, they are a great threat to turret-reliant, mountain or walled bases, including baes with killboxes.&lt;br /&gt;
&lt;br /&gt;
Their grenadiers and miners deal heavy damage to structures; even the toughest [[plasteel]] walls will not stop them for long. They will also persistently try to tunnel into your base, continuing even if their digger is killed or they are under attack.&lt;br /&gt;
&lt;br /&gt;
==== Turret funneling ====&lt;br /&gt;
&lt;br /&gt;
It is possible to funnel sappers with unpowered turrets, since sappers will avoid entering turret radius. Note that this doesn't appear to work to funnel sappers into killboxes.&lt;br /&gt;
&lt;br /&gt;
==== Early interception ====&lt;br /&gt;
&lt;br /&gt;
With enough manpower, you can choose to intercept them while they're tunneling into your base. They tend not to use cover when doing so, so you can catch them by surprise. Once your defenders intercept them, they will turn to engage you.&lt;br /&gt;
&lt;br /&gt;
==== Rocket counterattack ====&lt;br /&gt;
&lt;br /&gt;
The [[doomsday rocket launcher]] is your best bet against sappers, if they aren't a full melee charge. Since they are bunched closely together, a single well-placed rocket can blow up most of the attacking party, causing the rest to flee in panic. If they have rocket launchers, they may drop them on death, so you may actually end up with more rockets than you started with.&lt;br /&gt;
&lt;br /&gt;
If you are the one using the rockets, you have the advantage of being able to fire first. Aim it at a spot where the enemy is likely to be bunched up. If you're quick you can defeat the enemy before they can even fire back at you, ensuring victory.&lt;br /&gt;
&lt;br /&gt;
Rocketeers should be behind your best cover so they can survive long enough to fire. Your other colonists should be closer to the enemy to draw fire, but out of the rocket's path lest it hits your colonists instead.&lt;br /&gt;
&lt;br /&gt;
==== Mountain bases ====&lt;br /&gt;
&lt;br /&gt;
If you're in a mountain base you can draft a few melee pawns to wait at the entrance, as well as a few ranged pawns facing the entrance to fire down the tunnel. When they do break in you will already have prepared to face the raiders and can pour a stream of lead right into their face or cut them into pieces.&lt;br /&gt;
&lt;br /&gt;
In a mountain base, since they take longer to mine through the rock, you may try placing an [[IED trap]] right behind the wall that a sapper is trying to tunnel through, to catch them by surprise with an explosive blast. This is especially effective if it's placed right on the other side of a loose [[rock chunk]] (easily found in tunnels), which will slow down any enemies stepping over it enough that they won't be able to retreat in time.&lt;br /&gt;
&lt;br /&gt;
==== Aftermath ====&lt;br /&gt;
&lt;br /&gt;
Remember to cover up any tunnels or gaps in your defenses as they open up an opportunity for raiders to come straight into your base. You may fortify it and turn it into a booby-trapped chokepoint to catch unsuspecting raiders seeking direct entry.&lt;br /&gt;
&lt;br /&gt;
=== Drop pod attacks ===&lt;br /&gt;
&lt;br /&gt;
Sometimes pirates or mechanoids will come in drop pods. If they land at the edges, they can be treated as a normal raid party, unless you have expanded to the edges, in which they will land inside your base.  &amp;lt;br&amp;gt;&lt;br /&gt;
To defend against this, have a second line of defenses inside your base so you can deny the drop-podders easy entry into your base.&lt;br /&gt;
&lt;br /&gt;
The main danger comes in landing right in the center of your base. Capable enemies not using alternative strategies such as sieges or sappers have a 10% chance of doing so.&lt;br /&gt;
&lt;br /&gt;
Once they choose to land there, things will get ugly. By landing in the middle, they bypass most of your conventional defenses, and you can't use your cover advantage against them. They will also break through constructed roofs on their way down, landing right inside rooms and buildings. This can put not only your colonists, but your stockpiles in grave danger, as well, especially if they land near your volatile [[mortar shell]]s or [[chemfuel]] stores, or [[Battery|batteries]]. &lt;br /&gt;
&lt;br /&gt;
Fortunately for you, they have a short delay ({{ticks|520}}to be exact) before they open and all hell breaks loose. They also come in smaller numbers than regular raids.&lt;br /&gt;
&lt;br /&gt;
Enemies in drop pods cannot land in tiles beneath an Overhead mountain, so tunneling deep underground can make safe rooms.&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
Once you see them land, you should immediately draft any nearby armed colonists to the site, whether they are your designated soldiers or not. Let them hold off the attackers for a while before your soldiers arrive to help. You have less than 9 seconds before they open, not enough for a soldier  to get halfway across the map to help. &amp;lt;br&amp;gt;&lt;br /&gt;
Any non-combatants should immediately be evacuated. They may still stay close to help in rescue efforts, pulling out any downed colonists. Make sure it's safe to rescue them- as in rescuers not walking through the crossfire and back again to get a colonist to the hospital. You may need to forbid doors to prevent them from walking through the firefight into a hospital.&lt;br /&gt;
&lt;br /&gt;
Melee is useful against these attacks, for you can immediately start beating up the enemy as soon as they exit the pods. They can also shut down dangerous enemies such as rocketeers.&lt;br /&gt;
&lt;br /&gt;
Like other raids, humanoid raiders will attempt to flee after receiving heavy losses; however, if they land inside enclosed areas of your base, they will be trapped, allowing your colonists to down and capture them at leisure; in their panic, they won't try to fight back, until you're well into beating them up.&lt;br /&gt;
&lt;br /&gt;
==== Cover ====&lt;br /&gt;
&lt;br /&gt;
You should use your furniture or wall corners as cover and fire from behind them. You can also have 2 colonists hiding behind each doorway for full cover. Toggle the doors to be held open, otherwise they can't fire. Be careful as enemies will also utilise cover as well; to combat this, attack from multiple angles or use melee fighters.&lt;br /&gt;
&lt;br /&gt;
Spread out colonists so they don't take collateral damage, even if it may mean some will fire out of cover. Keep heavily armored colonists up front and lightly armored colonists at the back.&lt;br /&gt;
&lt;br /&gt;
Colonists with high construction skill can relocate furniture quickly; use this to your advantage by creating cover for yourself and removing it from enemies.&lt;br /&gt;
&lt;br /&gt;
If you have larger bases, you can build indoor defensive positions along crucial corridors, but take care not to let the enemy use them. Stone [[shelf|shelves]] are an option as they are durable, non-flammable and beauty-neutral.&lt;br /&gt;
&lt;br /&gt;
==== Fire management ====&lt;br /&gt;
&lt;br /&gt;
As most furniture is flammable, you will need to extinguish any fires if you want to prevent damage. One option is to reinstall and trigger a firefoam popper inside, which also fireproofs the room, preventing any further fires.&lt;br /&gt;
&lt;br /&gt;
If you prioritize the defeat of the raiders over the loss of your property, and the walls of the room are fireproof, you can simply let fires burn, or even start some more, while you evacuate the room and shut the doors, cooking the raiders alive. Watch out for fire and heat spreading to nearby rooms, and put out fires immediately once the raiders are well done. &amp;lt;br&amp;gt;&lt;br /&gt;
Not effective against mechanoids as they aren't affected by temperature and cannot be set on fire.&lt;br /&gt;
&lt;br /&gt;
==== Equipment ====&lt;br /&gt;
&lt;br /&gt;
High-DPS or melee weapons work best to deal with drop pod attacks. &amp;lt;br&amp;gt;&lt;br /&gt;
Mid-range weapons are also good for clearing out larger rooms. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Long-ranged weapons are less effective due to their low damage output and the confined nature of indoor spaces rendering their superior range unnecessary.&lt;br /&gt;
&lt;br /&gt;
Explosive, incendiary or area denial weapons are excellent at room-clearing, but are not recommended except in dire situations due to heavy collateral damage.&lt;br /&gt;
&lt;br /&gt;
=== Tribal raids ===&lt;br /&gt;
&lt;br /&gt;
[[File:Tribal_raid.png|300px|thumb|right|Group of tribal fighters.]]&lt;br /&gt;
&lt;br /&gt;
Tribal raiders come with relatively poor equipment, instead relying on sheer numbers for power. Their neolithic weapons can dish out heavy damage despite their low technology level. They are also adept at combat, with many being acquainted to some combat skill or another. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Different strategies may be required, compared to pirate or outlander raids.&lt;br /&gt;
&lt;br /&gt;
==== Tribal fighters ====&lt;br /&gt;
&lt;br /&gt;
They can take more of a beating compared to other poorly armored enemies as some of the clothing items they wear gives them increased endurance against pain, but when compared with other decently armored enemies they are easier to kill individually as their clothing doesn't provide much protection overall.&lt;br /&gt;
&lt;br /&gt;
Their archers or hunters can fire their bows from a somewhat long distance, sometimes forcing you out of cover to fire your shorter ranged weapons at them.&amp;lt;br&amp;gt;&lt;br /&gt;
Warriors or berserkers don't use shields (unlike their pirate counterpart, the mercenary slasher), making them vulnerable to gunfire.&lt;br /&gt;
&lt;br /&gt;
You should watch out for the pila wielded by heavy archers, as well as berserkers.&lt;br /&gt;
*Despite the short range and slow fire rate, pila are incredibly deadly if they land, capable of killing or incapacitating unprotected colonists with a lucky shot to the heart, spine or limbs.&lt;br /&gt;
*Berserkers carry excellent melee weapons that dish out incredible amounts of damage once they get close.&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
&lt;br /&gt;
You will need sufficient mid-long range firepower to take down tribal archers from a distance, for getting close to them in order to fire your guns is pretty much suicide. Long-ranged weapons beyond 32 tiles can effectively hit archers at maximum range, matching or outranging them.&lt;br /&gt;
&lt;br /&gt;
Close-mid ranged weapons with high stopping power are good for taking down tribespeople that come too close to your defenders, but they alone cannot defeat tribals effectively just by staying in static cover.&lt;br /&gt;
&lt;br /&gt;
Crowd control helps greatly in defeating tribal raids. &lt;br /&gt;
&lt;br /&gt;
*The [[Minigun]] is extremely effective as it can easily mow down the densely packed groups of tribal invaders.&lt;br /&gt;
*All explosive weapons are devastating on tribals.&lt;br /&gt;
**Rocket launchers deal heavy damage while being reasonably accurate.&lt;br /&gt;
**[[High-explosive shell]]s can pulverize a sizable group of tribals at once if they manage to hit.&lt;br /&gt;
**Grenades are less effective as you have to risk a colonist or two in order to get in range.&lt;br /&gt;
*Incendiary weapons are good at getting pesky archers out of cover for your colonists to hit.&lt;br /&gt;
&lt;br /&gt;
=== Empire raids ===&lt;br /&gt;
&lt;br /&gt;
Added in the new [[Royalty DLC]], the Empire is capable of sending powerful troops to assault your base. Unlike Outlanders, Tribals, or Pirates, one major advantage they have is that their skills are matched with the weapon they use- melee Champions will actually be good at melee, while Troopers, Janissaries or Cataphracts all have excellent ranged performance. &lt;br /&gt;
&lt;br /&gt;
Cataphracts are among the most heavily-armored units in-game, with an outer layer of [[cataphract armor]] and an inner layer from an [[armorskin gland]]. However, their armor also slows them down significantly.&lt;br /&gt;
&lt;br /&gt;
This can, however, be turned to your advantage through the use of [[Psycasts]] introduced in the Royalty DLC.  Using Berserk or Berserk Pulse on the most dangerous of the hostile army can cause them to turn their powerful weapons towards murdering (and being murdered by) their allies rather than your colonists.  Note that Berserk Pulse can affect pawns immediately on the other side of a wall by casting the ability on a tile adjacent to a wall, allowing the ability to function as a defense against sappers or groups moving through constrained areas (such as a narrow snaking corridor leading to your killbox).&lt;br /&gt;
&lt;br /&gt;
== Mechanoids ==&lt;br /&gt;
{{stub|Reason= did not include the new type of mech raid -breach raid }}&lt;br /&gt;
&lt;br /&gt;
Mechanoids come in 4 types, [[Scyther]]s, [[Lancer]]s (1.0), [[Centipede]]s, and [[Pikeman|Pikemen]] (1.1). They have much differing stats and weapons, meaning different tactics may be used. All types are armored to some degree, and are basically immune to fire damage.&lt;br /&gt;
&lt;br /&gt;
In many raids where they come/drop in at the edges, the Scythers will outrun the Centipedes by a great margin, giving some time to deal with them before the centipedes. However, they can and will support one another effectively, if given the chance for them to come together.&lt;br /&gt;
&lt;br /&gt;
Unlike humanlike raiders, they do not flee, meaning that all of them have to be taken out to neutralize the threat. They do not actively use cover, either.&lt;br /&gt;
&lt;br /&gt;
=== General strategy ===&lt;br /&gt;
&lt;br /&gt;
Ranged mechanoids have a long attack range (at least 27 tiles), making them troublesome to deal with. A way to deal with this is to [[#Luring in|lure them into close range]].&lt;br /&gt;
&lt;br /&gt;
They are vulnerable to EMP damage, which can stun them, rendering them hunks of helpless metal. This can open a window of opportunity where you safely engage at close range, or even with melee. After each use of EMP, mechanoids will adapt to it, becoming immune to further stuns for a short while, so you will need to carefully time assaults and disengage when the mechanoids are about to reactivate.&lt;br /&gt;
&lt;br /&gt;
=== Scythers ===&lt;br /&gt;
&lt;br /&gt;
[[File:MechanoidScyther.png|100px|right]]&lt;br /&gt;
&lt;br /&gt;
Scythers are deadly with melee, and will charge head first at your defenders. They can easily win in a 1v1 fight unless your fighters are heavily armored and have high DPS.&lt;br /&gt;
&lt;br /&gt;
The optimal method of dispatching them is by [[#Melee blocking|melee blocking]], with the added effect of luring the other mechanoids closer to your base. This must be done quickly otherwise the centipedes will catch up and unleash hell on your colonists who are closely packed together in a melee blocking attack.&lt;br /&gt;
&lt;br /&gt;
EMP weaponry combined with melee blocking is a frighteningly effective and safe way to deal with scyther-only charges. A stunned scyther standing in the chokepoint will block all the other scythers standing behind. To prevent adaptation, only stun the mechanoids within the chokepoint.&lt;br /&gt;
&lt;br /&gt;
If fighting from a distance, high-damage weapons are essential to bursting them down before they reach your colonists. Make sure you always have someone to [[#Peeling|peel]] them off your gunners in case they do survive your barrage.&lt;br /&gt;
&lt;br /&gt;
=== Lancers ===&lt;br /&gt;
&lt;br /&gt;
[[File:MechanoidLancer.png|100px|right]]&lt;br /&gt;
&lt;br /&gt;
Lancers are capable of medium-long range supporting fire to pick out single targets. Despite their apparent role, their performance is actually better the closer you are to them, meaning that approaching them isn't a good option.&lt;br /&gt;
&lt;br /&gt;
They are vulnerable in melee combat, so melee rushing supported by close-range firepower can be used to take them down. Their low health makes taking them down relatively quick despite their light armor, though their damage in melee combat should not be underestimated, and concentrated fire from charge lances can make short work of shields.&lt;br /&gt;
&lt;br /&gt;
If fighting from a distance, cover is vital in getting the upper hand. You need to be able to get your other gunners into range while giving them reasonable cover from the high damage shots. Lancers aren't particularly good shooters (equivalent to a level 8 shooter), so you may readily outperform them with sufficient mid-long ranged firepower.&lt;br /&gt;
&lt;br /&gt;
=== Centipedes ===&lt;br /&gt;
&lt;br /&gt;
[[File:MechanoidCentipede.png|100px|right]]&lt;br /&gt;
&lt;br /&gt;
Centipedes, on the other hand, specialize in crowd control and area denial; the [[Heavy charge blaster]] can annihilate groups of colonists, while the [[Inferno cannon]] sets your colonists ablaze and will burn down your base if you're not careful. They are incredibly durable, sporting thick armor and high health, and can take many hits before being downed.&lt;br /&gt;
&lt;br /&gt;
Spreading colonists apart can mitigate the crowd-control capabilities of centipedes, limiting the number of colonists hit by their weapons.&lt;br /&gt;
&lt;br /&gt;
The Inferno cannon is annoying to deal with and should be your priority target. Keep watch on your colonists at all times and always send them back into cover after they get hit.&lt;br /&gt;
&lt;br /&gt;
Despite their high resistance against sharp damage, shooting them is generally the best option. One good thing is that their large size makes them much easier to hit.&lt;br /&gt;
&lt;br /&gt;
Engaging it in melee is possible, though you have to be careful. While centipedes don't hit hard in melee, if they are carrying the heavy charge blaster, they can deal massive damage to grouped up brawlers, while inferno cannon can cause the brawlers to ignite and run, allowing the previously locked down centipedes to fire. Ideally, all nearby centipedes must either be engaged in melee or disabled to prevent this from happening.&lt;br /&gt;
&lt;br /&gt;
Their slow speed and weaker blunt armor make them excellent targets for high-explosive mortar attacks. Often you can land a couple of blows before they reach firing range, weakening them. This property also allows you to kite them provided they have no lancers or scythers supporting them.&lt;br /&gt;
&lt;br /&gt;
=== Pikemen ===&lt;br /&gt;
&lt;br /&gt;
[[File:MechanoidPikeman.png|100px|right]]&lt;br /&gt;
&lt;br /&gt;
Introduced in 1.1, pikemen take over the lancer's role as snipers. Their extreme range is only matched by the [[sniper rifle]].&lt;br /&gt;
&lt;br /&gt;
They have poor damage output, making them less threatening compared to other mechanoids. Their accuracy is also not appropriate for a sniping mech- equivalent to a level 8 shooter, it will more often than not miss at range.&lt;br /&gt;
&lt;br /&gt;
As the description says, engaging pikemen at close range can be a viable way to take them down, once all others have been dealt with. Charging them can be risky due to the long distance pawns need to travel, but shield belts make the charge much safer, especially when you have multiple brawlers charging at once to divert concentrated fire.&lt;br /&gt;
&lt;br /&gt;
=== Termites ===&lt;br /&gt;
[[File:Termite.png|100px|right]]&lt;br /&gt;
&lt;br /&gt;
Spawning only in mechanoid breach raids, the [[termite]] is a dedicated antistructure opponent. The termite's [[thump cannon]] can deal tremendous damage to your structures, and are able any wall in one shot except those made from [[plasteel]] and [[uranium]]. Against pawns however it is significantly less effective with lower DPS, damage, and AP than even the lowly [[short bow]].&lt;br /&gt;
&lt;br /&gt;
Since they are so specialized in breaching walls, they cannot deal much damage to your pawns. However they should be the focused to be killed after you cleared out the [[scyther]]s since they can destroy your pawn's cover, exposing your pawns to danger.&lt;br /&gt;
&lt;br /&gt;
=== Crashed ships ===&lt;br /&gt;
&lt;br /&gt;
Mechanoids are also part of crashed ship events. In 1.1 they drop alongside the ship in pods, while in 1.0 or earlier they swarm out when the ship is damaged.&lt;br /&gt;
&lt;br /&gt;
The type and where it lands are both important factors to consider when dealing with them.&lt;br /&gt;
&lt;br /&gt;
Psychic parts will reduce mood and occasionally drive nearby animals mad, while defoliator parts (aka. poison ship parts in 1.0) will kill nearby plants and cause serious losses to pastures or crops. You cannot deconstruct the part, only destroy it.&lt;br /&gt;
&lt;br /&gt;
Since they won't attack until triggered, you have some time to prepare. However, the longer you take, the worse it gets. If the defoliator ship part lands on the opposite side of your base at a map border, it is possible to leave it there, as they will also react to incoming raids and you may as well solve two problems at once. Not the same for the psychic version though.&lt;br /&gt;
&lt;br /&gt;
If they land between your plantations, you will need to place firefoam poppers and trigger them before combat to prevent fires; the foam will persist until it rains, but then if it is rainy, you won't need the poppers. You may also want to keep a few untriggered poppers nearby to rapidly extinguish a group of burning colonists at once.&lt;br /&gt;
&lt;br /&gt;
[[File:Crashed ship part using foam poppers.png|center|500px]]&lt;br /&gt;
&lt;br /&gt;
==== Defense behavior ====&lt;br /&gt;
&lt;br /&gt;
Mechanoids are triggered immediately when the part is damaged, or something is built within a three-tile radius. They may also be triggered by the Firefoam popper explosion. &lt;br /&gt;
&lt;br /&gt;
Upon triggering, scythers will immediately charge to attack, while lancers, centipedes and pikemen may instead sit in place and attempt to shoot interlopers, only moving to get within range.&lt;br /&gt;
&lt;br /&gt;
Afterwards, they will guard the ship part, engaging any hostiles that come close, and chasing them over short distances. They will return to the part if targets stray too far away from the ship.&lt;br /&gt;
&lt;br /&gt;
In 1.0 mechanoids chased targets over long distances and abandoned the ship part when it is at 50% health.&lt;br /&gt;
&lt;br /&gt;
==== Long-range engagement ====&lt;br /&gt;
&lt;br /&gt;
In the current version, it is better to trigger the mechanoids from a distance, rather than fighting way up close. This is necessary such that you can weaken the scythers with concentrated fire before they reach melee engagement range, as well as give you more time to defeat the lancers before the centipedes move within range. Scythers are especially dangerous as they come in swarms and can quickly overwhelm your gunners, as well as overpower your melee brawlers unless you outnumber or outarm them.&lt;br /&gt;
&lt;br /&gt;
You can trigger the mechanoids either by high-explosive mortar fire, or sniping the ship part.&lt;br /&gt;
*By attacking with sniper rifles at maximum range you will gain a good enough lead against the mechs to be able to escape safely even without enhancements unless armor is over-encumbering your colonists.&lt;br /&gt;
*Mortar volleys can soften the mechanoids, making them easier to defeat by your colonists afterwards.  Mortars may also destroy the ship part itself, which both ends the threat and prevents the mechanoids from disengaging from an attack and returning to guard it (though this can be either good or bad depending on the state of your defenses).&lt;br /&gt;
*In 1.1 you can also use EMP to stun them before engaging, then retreat before they exit stun, which is 25 seconds after being hit by EMP.&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
&lt;br /&gt;
High-DPS weapons are optimal at destroying both the ship part and its defending mechanoids.&lt;br /&gt;
&lt;br /&gt;
Due to the mechanoids spawning very close together, area of effect or crowd control weapons are punishing against them:&lt;br /&gt;
*The [[minigun]] is a powerful weapon here:&lt;br /&gt;
**It can make short work of the bunched-up mechanoids, then shred the ship part using its unparalleled raw DPS.&lt;br /&gt;
**Its already high DPS is further amplified when attacking centipedes as their large size makes it easier to land shots.&lt;br /&gt;
**Its long range allows you to attack from a safer distance.&lt;br /&gt;
*EMP mortar blasts are able to stun a large number of mechanoids caught in its blast. As the ship part blocks EMP pulses, fire several at once to hit all enemies with a single volley.&lt;br /&gt;
*Explosive weapons are useful for dealing damage, but keep in mind that the ship part will block the explosion. They do extra damage to the ship part.&lt;br /&gt;
&lt;br /&gt;
Incendiary weapons are a poor choice for any situation involving mechanoids or crashed ships, given that both are non-flammable.&lt;br /&gt;
&lt;br /&gt;
The [[orbital power beam targeter]] is the ultimate weapon against crashed ships. All you need to do is to aim the beam directly on the ship, and the beam will melt both the ship and its surrounding mechanoids.&lt;br /&gt;
&lt;br /&gt;
==== Construction ====&lt;br /&gt;
&lt;br /&gt;
{{main|Defense structures#Crashed ships}}&lt;br /&gt;
&lt;br /&gt;
Construction is an important part of defeating the mechanoids in a crashed ship. Usually it is best if you can prepare ample cover, such as sandbags or walls, to shoot from.&lt;br /&gt;
&lt;br /&gt;
Keep note that building within a three-tile distance will instantly trigger the mechanoids.&lt;br /&gt;
&lt;br /&gt;
If done properly, [[IED trap]]s can be used to weaken a mechanoid swarm. Don't build too many or you will vaporize the mechanoid corpses, which can be deconstructed for resources.&lt;br /&gt;
&lt;br /&gt;
==== Luring in ====&lt;br /&gt;
&lt;br /&gt;
If you already have ample static defenses, like killboxes, and you want to lure the mechanoids in, you will need to make the mechanoids abandon the ship by destroying it from a long distance.&lt;br /&gt;
&lt;br /&gt;
Previously in 1.0, you can lure the mechanoids simply by triggering at range.&lt;br /&gt;
&lt;br /&gt;
==== Hit-and-run (1.1) ====&lt;br /&gt;
&lt;br /&gt;
Their behavior change in 1.1 makes them vulnerable to hit-and-run tactics. After taking care of the scythers, you are able to chip away at the mechanoids slowly by shooting with sniper rifles at maximum range. If all pikemen are taken out then you are able to safely engage without fear of returning fire.&lt;br /&gt;
&lt;br /&gt;
==== Zoning animals ====&lt;br /&gt;
&lt;br /&gt;
When dealing with a crashed psychic ship part that has been there for some time, do not let any of your tamed animals near it, for the ship part can drive them into manhunter mode. This is additionally harmful as they are capable of opening doors to attack your colonists.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid breach raids ===&lt;br /&gt;
Mechanoid of the breach raids will not ever walk though the kill box as you wanted them to, instead they will blast walls down and head straight for your base.{{Check Tag|Detail Needed|What item do they target/path to?}}&lt;br /&gt;
&lt;br /&gt;
It is worth considering the use of a [[Psychic shock lance|psychic shock]] or [[Psychic insanity lance|insanity lance]] to take down the termite from far away, as there will only be up to two termites per raid. Losing the use of the specialized anti-structure [[thump cannon]] will significantly delay the raid, as they will instead be forced to destroy walls in their path with their more traditional weaponry. This give you time to prepare defense behind the wall.&lt;br /&gt;
&lt;br /&gt;
Typically this raid strategy will result in the mechanoids clumping up, giving a prime target for [[triple rocket launcher]], to devastating effect. Note the mechs will not attack colonists unless they come into the range of the mechanoid's gun. The long range of the triple rocket launcher is beneficial here, only putting the wielder in range of the pikemen's needle gun.&lt;br /&gt;
&lt;br /&gt;
== Manhunters ==&lt;br /&gt;
&lt;br /&gt;
Animals may randomly turn mad and become hostile due to various reasons.&lt;br /&gt;
&lt;br /&gt;
When mad, they will actively attack humanlikes or mechanoids, and will not attack other structures unless provoked (such as seeing someone walk through a door.  Note that this includes colony animals.  Manhunters can and will navigate through doors opened by colony animals, and will attack the door for a while if the door closes in front of them). They are not sophisticated in their attacks and are only capable of actively using melee. Some can explode upon death for devastating results.&lt;br /&gt;
&lt;br /&gt;
=== Animal categories ===&lt;br /&gt;
Most animals can be part of a manhunter pack. Each kind has its own statistics, and can be roughly grouped as follows:&lt;br /&gt;
&lt;br /&gt;
# In terms of speed:&lt;br /&gt;
#*Slow: Animals that run slower than an average colonist. This allows you to kite them in addition to melee blocking.&lt;br /&gt;
#*Fast: Animals that are faster than most colonists.&lt;br /&gt;
# In terms of other properties:&lt;br /&gt;
#*Explosive: Animals that explode on death such as [[boomalope]]s or [[boomrat]]s. They can set your brawlers alight, ruining melee blocking defenses, so for these, you may need alternative tactics.  These types, however, can trigger a chain reaction, as the explosion from one animal can kill others, causing further explosions and potentially further deaths.&lt;br /&gt;
&lt;br /&gt;
=== Occurrence ===&lt;br /&gt;
&lt;br /&gt;
Mad animals can strike your colony in several ways.&lt;br /&gt;
&lt;br /&gt;
#Singular mad animals may randomly attack.&lt;br /&gt;
#Manhunters packs can arrive in great numbers, afflicted by the deadly disease [[Scaria]].&lt;br /&gt;
#Psychic waves drive all animals of a single species insane, directing them at your colonists. They are usually scattered at first, then proceed to converge on your colonists.&lt;br /&gt;
#In an unfortunate hunting incident, animals being hunted will turn on you, and may even bring their allies along.&lt;br /&gt;
&lt;br /&gt;
=== Melee blocking ===&lt;br /&gt;
 &lt;br /&gt;
As with any full melee attacks, '''[[#Melee blocking|melee blocking]] is an extraordinarily efficient way to defeat manhunter packs'''. This is especially so if the animals are small such that they deal little damage before being killed, one after another.&lt;br /&gt;
&lt;br /&gt;
When psychic waves occur, either lure animals into one spot or set up multiple chokes for attack.&lt;br /&gt;
&lt;br /&gt;
=== Animals vs. Animals ===&lt;br /&gt;
&lt;br /&gt;
One good way to fight off mad animals is with... more animals! Just draft anyone with Release-capable animals assigned, and set them out. Your colonists can watch safely from a distance, or take a potshot or two while watching the animals tear each other apart. Just remember to have someone mop up the bloodstains and haul the corpses of the fallen.  As with melee blocking in general, even non-Release-trained animals can be used for defense by confining them to a single tile zone at the exit of your killbox, causing them to both body-block and attack any hostile animals that try to enter through it while your colonists shoot at them.&lt;br /&gt;
&lt;br /&gt;
=== Hit-and-run ===&lt;br /&gt;
&lt;br /&gt;
A slower strategy is to draft a colonist, place it in a door to shoot a maddened animal, move the colonist back to safety and wait until the animal gives up and wanders off, then repeat. Be careful since this will draw the attention of surrounding maddened animals making them attack the door where the colonist came from, so be ready to repair it immediately. &amp;lt;br&amp;gt;&lt;br /&gt;
You can either kill them directly or wait for blood loss to take its toll. Larger animals can be softened this way before you move in for the kill.&lt;br /&gt;
&lt;br /&gt;
This method is best used if you don't have enough firepower to take on them directly, and you have durable enough doors or a good builder to hold against animal attacks.&lt;br /&gt;
&lt;br /&gt;
=== Kiting ===&lt;br /&gt;
&lt;br /&gt;
Being unsophisticated in their tactics, they can be lured easily.&lt;br /&gt;
&lt;br /&gt;
If you have good shooters that are fast (moving &amp;gt;140%), you can easily kite the faster animals. &amp;lt;br&amp;gt;&lt;br /&gt;
The larger animals are usually slower and any colonist that has normal Moving will do fine against them, though it's still better with a faster-than-average colonist. &lt;br /&gt;
&lt;br /&gt;
It is possible to combine this with a long-range firing squad and turrets laying fire from a distance while they are chasing the colonist; be sure that the animals do not lose track of your kiters, otherwise they will switch targets and go for somebody else.&lt;br /&gt;
&lt;br /&gt;
=== Turrets ===&lt;br /&gt;
&lt;br /&gt;
Turrets can distract manhunters for your colonists, giving them more time to shoot while enemies are occupied by the turret. They may explode when destroyed, taking out a sizeable group of animals who won't run away from exploding turrets, switching to another target only after the turret is no more.&lt;br /&gt;
&lt;br /&gt;
=== Waiting it out ===&lt;br /&gt;
&lt;br /&gt;
If you have a perimeter wall or a superstructure base with decent food stocks, you can simply wait it out inside while they relentlessly swarm outside the walls.&lt;br /&gt;
&lt;br /&gt;
Remember not to let anyone outside unless your intent is to kill the animals. Be careful with your tamed animals who may accidentally let the manhunters in by holding doors open for them.&lt;br /&gt;
&lt;br /&gt;
They will actively attack doors if a colonist hides behind them; as a precaution, build it out of a sturdier material such as [[plasteel]] so they don't get destroyed during a manhunter attack. They will give up after a while if the doors are not destroyed. Alternatively, simply have a builder build a wall behind the door, totally preventing manhunters from entering even if they break the door.&lt;br /&gt;
&lt;br /&gt;
=== Scavenging dead animals ===&lt;br /&gt;
&lt;br /&gt;
Manhunter packs are a decent source of [[meat]] for your colony. If there are still maddened animals, wait until the other animals from the pack go to sleep, walk away far enough, or get a fast colonist to try and haul the dead ones away.  Note that animals with [[Scaria]] from the manhunter pack events have a high chance of instantly rotting on death and thus being unharvestable for meat or fur/hide.&lt;br /&gt;
&lt;br /&gt;
== Infestations ==&lt;br /&gt;
&lt;br /&gt;
[[Infestation]]s will spawn under Overhead Mountains within 30 tiles of a colony [[structure]]. They can be a serious hazard in mountain bases due to the lack of free space to run away from with too many obstacles on the path, but not so much threat in open area (flat) maps. [[Insectoids]] are lightly armored, exclusively use melee and are slower than colonists. This gives them some protection against close range attacks, but leaves them vulnerable to ranged attacks and kiting tactics.&lt;br /&gt;
&lt;br /&gt;
[[File:Infestation within mountain rooms bugs.png|400px]]&lt;br /&gt;
&lt;br /&gt;
'''If you don't destroy them fast enough, they can reproduce, giving rise to even more hives and insects'''. This is especially true if you happen to have forgotten about a [[hive]], which given time can build itself into a giant mega-hive.&lt;br /&gt;
&lt;br /&gt;
=== Behavior ===&lt;br /&gt;
&lt;br /&gt;
Insects have a hive mindset; they will remain tending to their hive cluster, until they see an intruder, in which case they begin to engage all at once. They may also attack random furniture and structures in your colony.&lt;br /&gt;
&lt;br /&gt;
=== Fighting infestations ===&lt;br /&gt;
&lt;br /&gt;
The enclosed nature of mountain bases give colonists little distance to shoot from; thus, you may want some melee fighters to pair up with any ranged colonists.&lt;br /&gt;
&lt;br /&gt;
Individual fighters will quickly get overwhelmed by the insects especially against large [[megaspider]]s, so you shouldn't trickle your defensive forces in; rather, send them all at once to overpower the insects.&lt;br /&gt;
&lt;br /&gt;
=== Melee blocking ===&lt;br /&gt;
&lt;br /&gt;
If there is a single choke point for the insects to get into your base (usually a door leading to a corridor), usage of this tactic allows you to defeat insects efficiently. You may even stand a chance against massive infestations if for some reason fire isn't viable, but don't get cocky. If the infestation is large you will  need to bring backup tanks to replace the initial melee blocker if he or she gets downed or heavily injured.&lt;br /&gt;
&lt;br /&gt;
Choke points can arise on their own from insects digging out; simply wait for them to tunnel through and massacre them once they exit.&lt;br /&gt;
&lt;br /&gt;
This tactic is only viable if you have enough soldiers with ''substantial'' armor as insects inflict heavy sharp damage and will obliterate everybody not sufficiently protected.&lt;br /&gt;
&lt;br /&gt;
=== Using fire ===&lt;br /&gt;
&lt;br /&gt;
Fire is an effective way to clear early-mid stage infestations. If they spawn in an enclosed area with a door and plenty of flammables, all you need to do is to toss a molotov or shoot an [[incendiary launcher]] bolt into the room. The room will quickly catch fire, causing the temperature to rise fast, roasting the insects in it along with the hives.&lt;br /&gt;
&lt;br /&gt;
The downside of this approach is that it makes it impossible to farm any insect meat or jelly from the infestation, because it will all burn, and it is usually too hot inside the spawn room to manually extinguish the fires to save the goods (unless there is a way to quickly vent the heat, which is usually not feasible to set up).&lt;br /&gt;
&lt;br /&gt;
If there is a dedicated place in your base for infestations to spawn (see ''baiting'' below), it helps to have a few cheap wooden furniture items in that room, and maybe a few tiles of wooden floor.  A great source of additional flammable material are tainted clothing items and desiccated animal bodies.  Dusters and parkas have a lot of hitpoints, so they burn longer.  These items are easy to get into the burn room simply by creating a stockpile with appropriate settings.  A 3x3 stockpile should be more than enough to create enough heat to clear out any infestation.  The fire created will usually last several hours, which is more than enough time to kill everything in the spawn room.&lt;br /&gt;
&lt;br /&gt;
Separating the actual spawn room from the burn room with a wooden door makes it very easy for your colonists to start the fire without the insects attacking.  The heat will spread into the spawn room regardless (and burn the wooden door).&lt;br /&gt;
&lt;br /&gt;
Having a few flammable structures, such as cheap furniture) in the room is important, because the insects are stupid enough to attack these first when enraged from the fire, wasting time — instead of digging out of this trap.&lt;br /&gt;
&lt;br /&gt;
It is possible to reach the temperature maximum of 2000 degrees celsius this way.  Check the temperature in the spawn room before stepping in with any colonists, because they will very quickly collapse from heat stroke and possibly catch fire and die at these ludicrous temperatures.&lt;br /&gt;
&lt;br /&gt;
The insects will rush for the exit of the burn room in a panic when they realize what is happening to them, and will quickly attempt to dig out to escape, so make sure the exit door is made of rock which is durable and nonflammable.&lt;br /&gt;
&lt;br /&gt;
If there aren't any flammables around, you can still shoot the hives with fire weaponry. They will light aflame, along with the fuel puddles created on the ground.&lt;br /&gt;
&lt;br /&gt;
As any items inside the room are likely to catch fire and be destroyed, this tactic is not recommended in a place with many valuables such as warehouses. Also be careful with the heat spreading to nearby rooms.&lt;br /&gt;
&lt;br /&gt;
==== Heat Stroke ====&lt;br /&gt;
&lt;br /&gt;
By using a colonist to manually throw molotovs at the ground, either inside the bug room itself or in an adjacent room with an open doorway, you can maintain the temperature of the insect room between 150C and 200C, slowly knocking them unconscious and killing through heatstroke. As long as the temperature does not rise above 200C, the bugs will not get burn injuries, and therefore will not become aggressive. Have your colonist throw the molotovs through an open doorway in order to protect the colonist from the heat. When doing this, take care not to hit anything directly with the molotovs, as the fires created will anger the insects and set flammable objects on fire.&lt;br /&gt;
&lt;br /&gt;
It is important to note when doing this to make sure that all bugs are significantly above the serious heat stroke threshhold (60%) before you move in, otherwise the temperature will start falling when you stop throwing molotovs and they may recover and attack your colonists.&lt;br /&gt;
&lt;br /&gt;
=== Explosives ===&lt;br /&gt;
&lt;br /&gt;
Explosives are useful against large infestations. The [[Triple rocket launcher]] can raze infestations instantly. A single use [[Doomsday rocket launcher]] will deal massive damage over a large area. [[Frag grenades]] are unlimited and work well if you have the courage to send someone to close range. One blast can get several insects. &amp;lt;br&amp;gt;&lt;br /&gt;
Explosive animals ([[boomalope]]s or [[boomrat]]s) are also effective at clearing out infestations. Have them march straight into the hive by zoning them there. When the insects attack, the animals will be injured and explode, setting the insects and hives on fire.&lt;br /&gt;
&lt;br /&gt;
Mortars are useless against the hives themselves as they can't hit anything below an overhead mountain. However they are an option when fighting the insects in open space, with the explosions capable of severely injuring the insects, taking out the smaller ones in 1-2 hits.&lt;br /&gt;
&lt;br /&gt;
=== Late-stage infestations ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;500px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Infestation_ancient_shrine.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you've accidentally left a hive or two behind or totally ignored an infestation, after a few seasons you will have a giant hive community sprawling. This is '''extremely''' hard to treat, especially if you're low on colonists.&lt;br /&gt;
&lt;br /&gt;
If you're still on early-midgame, it's generally recommended that you pack up and run. If not, however, you will have to deal with them slowly. You need to lure the insects out, then defeat them to buy time for others to enter and destroy the hives. Kiting is a possibility due to their slower speeds, provided they continue to chase down your colonists.&lt;br /&gt;
&lt;br /&gt;
Explosives are recommended as they deal immense damage to the closely packed hives and insects. This is especially so with the doomsday rocket launcher, which can set entire infestations on fire, destroying the hives and severely weakening the insects.&lt;br /&gt;
&lt;br /&gt;
=== Prevention ===&lt;br /&gt;
&lt;br /&gt;
If you only have a few tiles of Overhead Mountain then it's best that you fill it up with walls to prevent any infestations from happening. If you are in a mountain base, then you will need to do more than that.&lt;br /&gt;
&lt;br /&gt;
==== Baiting ====&lt;br /&gt;
&lt;br /&gt;
You can mine out rooms a distance away from your colony to somehow control insects to nest there, instead of letting them spawn right in the middle of your base. Place some cheap flammable furniture inside to confuse the insects into thinking it's a prospective nesting spot, as well as to light on fire for a quick solution to an infestation problem. You may even use wooden walls or columns, which in a large enough room will cause a roof collapse and crush insects after being destroyed.&lt;br /&gt;
&lt;br /&gt;
A well-lit base discourages insects from nesting, though it can still happen. If you bait insects to spawn elsewhere the chance of an infestation spawning inside is greatly reduced.&lt;br /&gt;
&lt;br /&gt;
If you want the insect trap to automatically kill insects, put an [[IED incendiary trap]] inside the room, next to the flammables. Once an infestation spawns the insects will trigger the trap, lighting the room on fire and broiling the insects.&lt;br /&gt;
&lt;br /&gt;
Alternatively, fill it with spike traps to weaken them before they strike your base, giving you the advantage. Doing this preserves the hives, which can be good if you want to farm insect jelly.&lt;br /&gt;
&lt;br /&gt;
==== Deep freezing ====&lt;br /&gt;
&lt;br /&gt;
An interesting way to completely prevent infestations is to simply set your base temperature below -17°C with coolers, and have everyone in the colony wear [[parka]]s.&lt;br /&gt;
&lt;br /&gt;
This means that the 'Slept in the cold' debuff will be prevalent in the colony, however, so you will need something to offset the mood.  It will also incur a work speed penalty on all production facilities due to low temperature, making this strategy not very viable on all but the lowest difficulties (where infestations are not a big threat in any case).&lt;br /&gt;
&lt;br /&gt;
=== Deep drill infestations ===&lt;br /&gt;
&lt;br /&gt;
Deep drills can unearth insect hives, which will result in enraged insects charging up to attack after a while.&lt;br /&gt;
&lt;br /&gt;
When you see this happen, gather up your defense forces to fight the incoming insects. Have them approach your base where you can melee block them while evacuating other colonists so the insects don't go for them first. Nearby pets or other tamed animals will also be attacked; you can either evacuate them beforehand to reduce losses and ensure a successful melee blocking attack, or use them as bait to grab the insects' attention while your colonists lay fire on them.&lt;br /&gt;
&lt;br /&gt;
Note that if you have a deep drill near the walls of a room it is possible for the insects to spawn outside the room.&lt;br /&gt;
&lt;br /&gt;
== Prison breaks ==&lt;br /&gt;
If you have prisoners (or potential colonists or hats) on hand, always expect them to break out any time. This is more so if you have many of them, each one ready to incite a riot whenever the guards aren't looking.&lt;br /&gt;
&lt;br /&gt;
Escaping prisoners can open any colony door, and will snatch weapons whenever they see one.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
You should [[#body block|body block the prisoners]] with armored wardens carrying blunt weapons, or melee attacks with guns. They will fight and down the prisoners while blocking their exit, buying time for reinforcements.&lt;br /&gt;
&lt;br /&gt;
Against already injured yet unarmed prisoners, send 1 brawler per prisoner to minimize the risk of beating them to death. &amp;lt;br&amp;gt;&lt;br /&gt;
For those at full health, 2 unarmed wardens or 1 skilled one can tackle a full-health unarmed prisoner without the wardens being downed in most cases. &lt;br /&gt;
&lt;br /&gt;
Ranged wardens should attack when the prisoners are blocked by melee wardens so they can attack from a distance without much danger, and their weapons won't land in the enemy hands so easily. Don't fire too much at them as you risk permanent damage as well as accidentally killing the prisoner.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
You goal here isn't to kill the prisoners, it's to down them so you can recapture them.&lt;br /&gt;
&lt;br /&gt;
*Blunt melee weapons such as the [[mace]] is a good choice for wardens to down escapees. The wounds don't bleed (unless you crush an internal organ or destroy a part entirely), nor will they be infected, giving them higher survival chances overall.&lt;br /&gt;
*At a distance, use low-moderate DPS weapons that won't deal too much damage to the prisoners, or to your people when the prisoners pick them up.&lt;br /&gt;
*Don't use high damage per hit weapons such as [[sniper rifle]]s or [[longsword]]s, as you risk instantly killing them or destroying an important part.&lt;br /&gt;
&lt;br /&gt;
=== Turrets ===&lt;br /&gt;
&lt;br /&gt;
Mini-turrets can be used as a form of distraction and supplementary firepower against prison breaks. Station them outside the prison doors, and they will fire on the escapees. They deliver decent firepower at short ranges, and leave no usable weapons on destruction. Prisoners also tend to stop to fight the turrets, giving wardens time to reach them.&lt;br /&gt;
&lt;br /&gt;
1-3 are enough for most prisons. Don't put too many otherwise they may kill the prisoners before you can intervene.&lt;br /&gt;
&lt;br /&gt;
== Caravan ambushes ==&lt;br /&gt;
&lt;br /&gt;
Defensive battles don't always happen at base. Sometimes it may happen far away from it, striking one of your caravans, perhaps loaded with plenty of silver. Or maybe they creep to your traders and demand ransom, which you don't feel like paying. You always need to be prepared for ambushes when you send out caravans.&lt;br /&gt;
&lt;br /&gt;
=== Escort ===&lt;br /&gt;
&lt;br /&gt;
In any cargo-carrying caravan, sending only 1-2 colonists is usually not advised except in very short-distance trips as they will not be able to fend off an ambush. In this case, have combat-capable escort members which can fight and carry items, as well as medics who will patch up your colonists after battles.&lt;br /&gt;
&lt;br /&gt;
If you have lots of attack animals, you can also send just 1 skilled handler with the attack animals. They can swarm any attackers, and you can leave colonists back at base for work. Remember to take into account the animals' food needs; grazing animals work best for this reason.&lt;br /&gt;
&lt;br /&gt;
If you are not carrying much besides a lone colonist, leaving him to go alone is helpful as lone colonists are hard to detect, reducing both the likelihood and the power of ambushes. A single colonist with a pack animal trained to obedience should be able to fend off most attackers.&lt;br /&gt;
&lt;br /&gt;
=== Ambush site ===&lt;br /&gt;
&lt;br /&gt;
The ambush site is small, restricting the space where you can conduct your battle. This renders many tactics obsolete, such as long-ranged sniping or kiting. You will often have to face off the enemy in a direct gunfight or brawl.&lt;br /&gt;
&lt;br /&gt;
Besides this, you can't escape the fight until it's over, leaving no choice but to fight back.&lt;br /&gt;
&lt;br /&gt;
=== Cover and positioning ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ambush_fight.png|600px|thumb|right|Excellent defensive position against ambushes. Colonists behind walls will enjoy up to 75% full cover, while pirates will only receive 25% at most. Two brawlers are ready to execute a melee sortie, while another is ready to [[#Peeling|peel]] for the gunners. Combined with good equipment, this allows the fight to be won with few injuries even when outnumbered.]]&lt;br /&gt;
&lt;br /&gt;
You should be hiding behind walls for cover if possible, as they provide up to 75% cover, but if they are not available, hide behind rock chunks or trees. Space out your defenders to reduce the amount of collateral damage the pirates deal. &lt;br /&gt;
&lt;br /&gt;
If you have time, go somewhere where there is cover for you, but not the enemy. This gives you a significant upper hand in defensive battles.&lt;br /&gt;
&lt;br /&gt;
Melee sorties or rushes work well if you have brawlers for they can traverse the short distances.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
You will need to bring some items so you can be prepared for a surprise attack.&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
You usually don't have weapons to switch in a caravan unless you're bringing more than you need with you, so choosing the right weapons for your escort party is important.&lt;br /&gt;
&lt;br /&gt;
*High-DPS weapons are optimal for dealing with ambushes.&lt;br /&gt;
*Long-ranged weapons are good for taking down targets at medium-long range, however their low DPS may offset their range advantage in an ambush.&lt;br /&gt;
*[[Minigun]]s are good against tightly-packed raiders hiding behind cover in an ambush. However, their heavy weight and movement speed reduction means you may want to reconsider bringing one.&lt;br /&gt;
*Melee weapons can help fight off enemy brawlers, or disrupt enemies behind cover. You should have at least 1 melee fighter in each escort.&lt;br /&gt;
&lt;br /&gt;
==== Medicine ====&lt;br /&gt;
You should have some medicine handy so your colonists can patch themselves up after the battle.&lt;br /&gt;
&lt;br /&gt;
[[Medicine]] should be your choice here; you should try to get good treatment to reduce chance of infection, as colonists don't get much rest in a caravan. [[Herbal medicine]] is useful if you have a good doctor on hand.&lt;br /&gt;
&lt;br /&gt;
=== Aftermath ===&lt;br /&gt;
&lt;br /&gt;
You can reform the caravan immediately after the battle is ended; you can bring along any downed colonists, as well as capture downed enemies. The caravan members will tend to themselves shortly afterwards.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can stay and forage from the ambush map before you leave.&lt;br /&gt;
&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Immature_dryad&amp;diff=96408</id>
		<title>Immature dryad</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Immature_dryad&amp;diff=96408"/>
		<updated>2021-11-14T17:52:53Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: Link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}{{Stub}}{{infobox main|animal|&lt;br /&gt;
|page verified for version = 1.3.3072&lt;br /&gt;
|name = Immature dryad&lt;br /&gt;
|image = Immature dryad.png&lt;br /&gt;
|description = Dryads are small mammalian creatures that have a symbiotic relationship with the Gauranlen tree. This immature dryad can support and protect its tree, but its main purpose is to morph into more specialized and powerful dryad forms.&lt;br /&gt;
|type = Animal&lt;br /&gt;
|type2 = Dryad&lt;br /&gt;
|movespeed = 3&lt;br /&gt;
|basemeatamount = 2&lt;br /&gt;
|baseleatheramount = 0&lt;br /&gt;
|min comfortable temperature = -50&lt;br /&gt;
|max comfortable temperature = 50&lt;br /&gt;
|flammability = 0.7&lt;br /&gt;
|bodysize = 0.667&lt;br /&gt;
|healthscale = 0.8&lt;br /&gt;
|diet = none&lt;br /&gt;
|wildness = 0&lt;br /&gt;
|petness = 0&lt;br /&gt;
|manhunter = 1&lt;br /&gt;
|trainable = none&lt;br /&gt;
|meatname = immature dryad meat&lt;br /&gt;
|lifespan = 80&lt;br /&gt;
|tradeTags = AnimalDryad&lt;br /&gt;
|attack1dmg = 8&lt;br /&gt;
|attack1type = Scratch&lt;br /&gt;
|attack1cool = 2&lt;br /&gt;
|attack1part = front left paw&lt;br /&gt;
|attack1stun = 14&lt;br /&gt;
|attack2dmg = 8&lt;br /&gt;
|attack2type = Scratch&lt;br /&gt;
|attack2cool = 2&lt;br /&gt;
|attack2part = front right paw&lt;br /&gt;
|attack2stun = 14&lt;br /&gt;
|attack3dmg = 9&lt;br /&gt;
|attack3type = Bite&lt;br /&gt;
|attack3cool = 2&lt;br /&gt;
|attack3part = teeth&lt;br /&gt;
|attack3chancefactor = 0.9&lt;br /&gt;
|attack3stun = 14&lt;br /&gt;
|attack4dmg = 4&lt;br /&gt;
|attack4type = Blunt&lt;br /&gt;
|attack4cool = 2&lt;br /&gt;
|attack4part = head&lt;br /&gt;
|attack4chancefactor = 0.2&lt;br /&gt;
}}&lt;br /&gt;
'''Immature dyrads''' are a caste of [[Dryads]], a type of [[animal]] added by the [[Ideology DLC]]. &lt;br /&gt;
&lt;br /&gt;
Immature dryads are spawned by a [[Gauranlen tree]] that has no caste selected, due to not selecting caste or the tree being unconnected to any pawn. They are reverted to this form if a connection was severed.&lt;br /&gt;
&lt;br /&gt;
Dryads have a [[Toxic Sensitivity]] of 0%, rendering them immune to [[Toxic fallout]] and [[Toxic buildup]].&lt;br /&gt;
&lt;br /&gt;
While Immature dryads can be affected by &amp;quot;Manhunting &amp;lt;Animal&amp;gt;&amp;quot; event, they will not leave their tree nor attack any pawns. Immature dryads have a 100% chance to attack back when harmed. &lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Dryad]]&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mood&amp;diff=96392</id>
		<title>Mood</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mood&amp;diff=96392"/>
		<updated>2021-11-12T10:36:21Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: /* Mood management */ More specific link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{Rewrite|reason='''Standardization of thought formatting - Room Stats method suggested'''}}&lt;br /&gt;
A [[colonist]]'s '''mood''' ranges from 0 to 100%. Low moods cause [[mental break|mental breaks]], while high moods may trigger [[Mental inspiration|inspirations]]. Mood is affected by [[thoughts]] and [[traits]], which add or subtract from a base mood determined by the difficulty level. A colonist's &amp;quot;Needs&amp;quot; tab shows the Mood bar graph and all active mood modifiers. &amp;lt;br&amp;gt;&lt;br /&gt;
{| {{STDT| c_25}}&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Difficulty !! Base Mood&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful          || align=&amp;quot;center&amp;quot; | 42&lt;br /&gt;
|-&lt;br /&gt;
| Community builder || align=&amp;quot;center&amp;quot; | 42&lt;br /&gt;
|-&lt;br /&gt;
| Adventure story   || align=&amp;quot;center&amp;quot; | 37&lt;br /&gt;
|-&lt;br /&gt;
| Strive to survive || align=&amp;quot;center&amp;quot; | 32&lt;br /&gt;
|-&lt;br /&gt;
| Blood and dust    || align=&amp;quot;center&amp;quot; | 27&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The difficulty can be changed at any time during gameplay.&lt;br /&gt;
&lt;br /&gt;
With a sufficiently high mood (&amp;gt;90%?), colonists can sometimes get [[Mental inspiration|inspired]] to work harder, run faster or gain other interesting positive benefits. Mood management is a large part of the game, as a happy colony is a productive colony. An unhappy colony generally doesn't get a whole lot done as colonists in a [[mental break]] are too busy digging up corpses, wandering around aimlessly or beating up their loved ones.&lt;br /&gt;
&lt;br /&gt;
Prisoners with high mood are easier to recruit and less likely to break out or go berserk.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
Mood updates gradually, rather than instantly, in response to new mood modifiers.  There is a &amp;quot;mood target&amp;quot;, indicated by a white triangle below the blue Mood bar, which ''does'' update instantly; and then the actual mood level slowly moves toward the target.  For example, when a Hungry colonist (-6 mood) eats a meal, you'll see the white triangle immediately jump to the right as the Hungry effect disappears, but the blue bar takes 20 or so seconds (real time at 1x speed) to inch its way toward the triangle.&lt;br /&gt;
&lt;br /&gt;
Furthermore, when a colonist is sleeping or otherwise unconscious, the mood bar stays in place.  This can lead to large discrepancies that may confuse beginning players.  Imagine a Tired (-12 mood) colonist, who is &amp;quot;Soaking wet&amp;quot; (-3) in &amp;quot;Darkness&amp;quot; (-5) and had &amp;quot;Observed rotting corpse x2&amp;quot; (-9) ten hours ago, and is also &amp;quot;Ravenously hungry&amp;quot; (-12); let's say his net mood is 10, which is in the &amp;quot;Major break risk&amp;quot; range.  Imagine this colonist comes inside, eats a fine meal (+5), and immediately goes to sleep; the mood bar has risen to 15 by this time.  A few hours into his sleep, all the negative modifiers are gone and his mood target is 56, well out of the danger zone; however, the mood bar will stay where it is at 15 until he wakes up, and so will the &amp;quot;Major break risk&amp;quot; warning (though mental breaks do not trigger while asleep).&lt;br /&gt;
&lt;br /&gt;
==Mood management==&lt;br /&gt;
There are various ways of increasing mood, which generally fall into two self-explanatory categories: Remove the bad things and add more good things. There are a lot of mood-influencing [[Thoughts]]. The key to happiness is, in subjective order of importance:&lt;br /&gt;
&lt;br /&gt;
'''Avoid bad things''' &lt;br /&gt;
&lt;br /&gt;
Keep an eye on your colonist's needs tab and see which of their negative thoughts can be alleviated.&lt;br /&gt;
&lt;br /&gt;
'''Environment'''&lt;br /&gt;
&lt;br /&gt;
A colonist in a clean, beautiful and spacious interior is a happy colonist. Conversely, a colonist in a hideous environment can quickly go berserk. The difference between the best and worst of environments can be as much as 60 mood.&lt;br /&gt;
&lt;br /&gt;
'''Recreation'''&lt;br /&gt;
&lt;br /&gt;
A few hours of mandatory recreation time per day on a variety of recreation objects will prevent tantrum spirals and will lead to long-lasting mental stability. Spread out the recreation time over the day to keep colonists' recreation need topped up.&lt;br /&gt;
&lt;br /&gt;
'''Possessions'''&lt;br /&gt;
&lt;br /&gt;
Although most communes share all their possessions, some [[traits]] can benefit from certain types of apparel or [[weapons|weaponry]]. Not wearing tattered apparel is also something pawns can enjoy, so assigning their outfit to have at least 50% durability is an option. Lastly, a very impressive bedroom leads to long-term happiness.&lt;br /&gt;
&lt;br /&gt;
The most cost-effective methods of mood management the player has direct influence over are reducing negative thoughts such as organ-harvesting and observing or butchering corpses, so if mood is a problem maybe it's time to stop. Relatively cheap and effective in both short- and long-term is making sure your colonists have a pleasant, clean and comfortable environment. A comfortable [[chair]] at a workstation can provide an up to +10 mood boost for the low cost of some resources, and a good [[quality]] [[bed]] to sleep in will ensure colonists wake up with a smile. Some art in their surroundings can further push up their mood.&lt;br /&gt;
&lt;br /&gt;
Investing in a large, comfortable and impressive combined recreation and dining room pays off dividends. For a relatively low investment, the entire colony can get a substantial mood boost from simply eating a fine meal at a [[table]] and playing some horseshoes. An impressive bedroom only benefits one or two people, but the mood effects are permanent.&lt;br /&gt;
&lt;br /&gt;
[[Lavish meal]]s, [[drugs]] or [[Psychic soothe pulser|artifacts]] can greatly increase mood in the short term, which helps keeping things running during stressful times. They are generally a challenge to keep up in the long-term.&lt;br /&gt;
&lt;br /&gt;
'''Extreme measures'''&lt;br /&gt;
&lt;br /&gt;
Sometimes, an unlucky pawn has enough combined negative modifiers (scar pain, drug withdrawal, deaths of family members, psychic drone) that they'll still be in the extreme break risk zone even if you give them the best food and bedroom and all-day recreation. If you don't want to deal with constant mental breaks, you have a few options.&lt;br /&gt;
&lt;br /&gt;
To have a mental break, a pawn must be awake and able to move.  This yields these strategies: assigning the pawn to go to sleep (works for some hours until the rest bar fills up), anesthetizing the pawn (decent for short periods, but costs medicine every time), putting them in a [[cryptosleep casket]] (drug withdrawal probably won't progress during stasis but most effects probably will), and the famous/infamous &amp;quot;cut their legs off&amp;quot; approach (install peg legs, then remove them).&lt;br /&gt;
&lt;br /&gt;
The [[Joywire]] implant gives +30 mood—at the significant cost of -20% consciousness, and it cannot be removed. Thus, it should be used as a permanent solution to permanent problems.&lt;br /&gt;
&lt;br /&gt;
'''Below is a list of the thoughts that human characters can experience, including how it affects their mood'''&lt;br /&gt;
&lt;br /&gt;
== Moodlet Table of Contents ==&lt;br /&gt;
{| style=&amp;quot;border-collapse:collapse; padding:5px; outline: 1px #E0E0E0 solid;&amp;quot; align=center &lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Expectations| Expectations]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Death| Death]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Debug| Debug]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Drugs| Drugs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Exotic| Exotic]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Eating| Eating]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Gatherings| Gatherings]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Misc| Misc]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Room Stats| Room Stats]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Social| Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation General| Situation General]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation Needs| Situation Needs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation RoomStats| Situation RoomStats]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation Social| Situation Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation Special| Situation Special]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation Traits| Situation Traits]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation TraitsPerm| Situation TraitsPerm]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Expectations ==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Death.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Expectations}}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; = Disabled with Rough Living from [[Ideology]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Death.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Death}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Debug ==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Debug.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Debug}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
== Drugs ==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from the drug defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Drugs}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Exotic==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from their source defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Exotic}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Eating==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Eating.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Eating}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Gatherings==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Gatherings.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Gatherings}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Misc==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Misc.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Misc}}{{Royalty|no category}}{{:Thoughts/Memory Misc (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Room Stats==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_RoomStats}}{{Royalty|no category}}{{:Thoughts/Memory_RoomStats (Royalty)}}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
&lt;br /&gt;
These thoughts occur if a colonist has used a room.&lt;br /&gt;
&lt;br /&gt;
Each of these thoughts have a range of intensities, listed here from worst to best. This is dependent on the room's Impressiveness stat. Most rooms don't have the full range listed.&lt;br /&gt;
#Awful&lt;br /&gt;
#Dull&lt;br /&gt;
#Mediocre&lt;br /&gt;
#Decent&lt;br /&gt;
#Slightly impressive&lt;br /&gt;
#Impressive&lt;br /&gt;
#Very impressive&lt;br /&gt;
#Extremely impressive&lt;br /&gt;
#Unbelievably impressive&lt;br /&gt;
#Wondrously impressive&lt;br /&gt;
&lt;br /&gt;
These thoughts are given by these rooms:&lt;br /&gt;
*Bedrooms: When a colonist sleeps in a bedroom.&lt;br /&gt;
**Full range except Dull and Mediocre.&lt;br /&gt;
*Barracks: When a colonist sleeps in a barracks, along with others.&lt;br /&gt;
**Full range.&lt;br /&gt;
*Dining room: When a colonist eats in a room. This can simply be any room with a table and chair.&lt;br /&gt;
**Starts from Decent.&lt;br /&gt;
*Rec room: When a colonist uses Recreation facilities in a room. &lt;br /&gt;
**Starts from Decent.&lt;br /&gt;
*Prison cell: When a colonist is imprisoned in a prison cell.&lt;br /&gt;
**Full range except Dull and Mediocre.&lt;br /&gt;
*Prison barracks: When a colonist is imprisoned in a prison barracks along with others.&lt;br /&gt;
**Full range except Mediocre and Decent.&lt;br /&gt;
*Hospital: When a colonist stays at a hospital due to injury, illness or surgery.&lt;br /&gt;
**Full range except Mediocre and Decent.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Social}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Situation General==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_General.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Note, although sky-high expectations does not affect mood, it still appears as a thought, and thus is shown here&lt;br /&gt;
{{:Thoughts/Situation_General}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Situation Needs==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Needs.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Needs}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Situation RoomStats==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_RoomStats}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Situation Social==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Social.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Social}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Situation Special==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Special.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Special}}{{Royalty|no category}}{{:Thoughts/Situation_Special (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Situation Traits==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Traits.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Traits}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Situation TraitsPerm==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_TraitsPerm.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_TraitsPerm}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thoughts RoyalTitles==&lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_RoyalTitles.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts RoyalTitles}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thoughts Ideoligion==&lt;br /&gt;
{{Ideology|no category}}&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Ideoligion.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts Ideoligion}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thought Details==&lt;br /&gt;
====Justified execution====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; [[prisoner]] is killed by a colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.&lt;br /&gt;
&lt;br /&gt;
====Someone was organ-harvested====&lt;br /&gt;
This thought occurs in every colonist when an organ is harvested from a prisoner or guest. This does not occur when the organ is harvested by the installation of a replacement, such as a [[bionic heart]], nor does it happen when removing an artificial body part. &lt;br /&gt;
&lt;br /&gt;
====Justified execution of colonist====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; colonist that is held prisoner is subsequently killed by another colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.&lt;br /&gt;
&lt;br /&gt;
====Colonist organ-harvested====&lt;br /&gt;
This thought occurs in every colonist when an organ is harvested from a colonist. This does not occur when the organ is harvested by the installation of a replacement, such as a [[bionic heart]], nor does it happen when removing an artificial body part. &lt;br /&gt;
&lt;br /&gt;
====A prisoner was sold====&lt;br /&gt;
This thought occurs in every colonist when a prisoner is sold into slavery.&lt;br /&gt;
&lt;br /&gt;
====Ate fine meal====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|fine meal]].&lt;br /&gt;
&lt;br /&gt;
====Ate lavish meal====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|lavish meal]].&lt;br /&gt;
&lt;br /&gt;
====Ate nutrient paste====&lt;br /&gt;
This thought occurs when a humanoid eats [[Meals|nutrient paste]].&lt;br /&gt;
&lt;br /&gt;
====Ate without table====&lt;br /&gt;
This thought occurs when a humanoid eats without a table.&lt;br /&gt;
&lt;br /&gt;
It occurs frequently even if you have tables, for many times colonists aren't bothered to go long distances to a table to eat and will simply eat off the floor instead. This can be avoided by watching pawns who are far from base, and when they pull out food and start to eat, draft and immediately undraft them, then have them haul the dropped food back to storage.&lt;br /&gt;
&lt;br /&gt;
====Ate raw food====&lt;br /&gt;
This thought occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
====[[Beauty]]====&lt;br /&gt;
These thoughts occur when a human's environment opinion rises above or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
*Hideous environment: When their opinion dips below 15.&lt;br /&gt;
*Very ugly environment: When their opinion dips below 30.&lt;br /&gt;
*Ugly environment: When their opinion dips below 42.&lt;br /&gt;
*Pleasant environment: When their opinion rises above 58.&lt;br /&gt;
*Very pleasant environment: when their opinion rises above 70.&lt;br /&gt;
*Gorgeous environment: When their opinion rises above 85.&lt;br /&gt;
&lt;br /&gt;
====Bionics====&lt;br /&gt;
These thoughts occur when a pawn with specific traits has bionic body parts installed on them.&lt;br /&gt;
&lt;br /&gt;
For Transhumanist pawns:&lt;br /&gt;
*Transhumanist frustrated: no parts.&lt;br /&gt;
*Transhumanist pleased: 1 part.&lt;br /&gt;
*Transhumanist quite pleased: 2 parts.&lt;br /&gt;
*Transhumanist delighted: 3 parts.&lt;br /&gt;
*Transhumanist enchanted: 4 parts.&lt;br /&gt;
*Transhumanist overjoyed: 5 parts.&lt;br /&gt;
*Machine body is complete: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
For Body purist pawns:&lt;br /&gt;
*Body purist squeamish: 1 part.&lt;br /&gt;
*Body purist disgusted: 2 parts.&lt;br /&gt;
*Body purist violated: 3 parts.&lt;br /&gt;
*Body purist horrified: 4 parts.&lt;br /&gt;
*Body purist nightmare: 5 parts.&lt;br /&gt;
*I have become what I hate: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
====Cabin Fever (outdated information)====&lt;br /&gt;
This thought occurs when a humanoid has spent a great amount of time inside. It has 2 stages:&lt;br /&gt;
*Mild: more than 140000 ticks (7 game days) inside.&lt;br /&gt;
*Serious: more than 280000 ticks (14 game days) inside.&lt;br /&gt;
&lt;br /&gt;
The humanoid does not take on this thought when incapacitated (whether indoors or not) or imprisoned, but the timer for ticks inside is still active.&lt;br /&gt;
&lt;br /&gt;
====Cannibalism====&lt;br /&gt;
This thought occurs when a humanoid eats [[Raw food|human meat]] in various forms.&lt;br /&gt;
*Raw cannibalism: When the humanoid eats raw human meat, butchered or not. This happens concurrently with the 'Ate raw food' debuff.&lt;br /&gt;
*Cooked cannibalism: When the humanoid eats human meat cooked into meals.&lt;br /&gt;
&lt;br /&gt;
====Catharsis====&lt;br /&gt;
This thought occurs after a colonist has a [[Mood#Mental_breakdown|mental break]] due to poor [[mood]].&lt;br /&gt;
&lt;br /&gt;
For this thought to occur the mental break must be allowed to run its course. Interrupting the break, by downing or arresting the affected colonist, will cause this thought to not occur. Berserk breaks are an exception, being able to grant the Catharsis buff even if interrupted.&lt;br /&gt;
&lt;br /&gt;
====Cold====&lt;br /&gt;
This thought occurs when the temperature drops below a humanoid's comfortable temperature. There are 3 variations depending on how low the temperature is below the humanoid:&lt;br /&gt;
*Cold: 1 - 10 °C below comfort.&lt;br /&gt;
*Very cold: 11 - 20 °C below comfort.&lt;br /&gt;
*Shivering: 21 °C or lower below comfort.&lt;br /&gt;
&lt;br /&gt;
====My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died====&lt;br /&gt;
This thought occurs when a colonist's family member dies. The death need not happen in the player's colony to cause this mood. Severity is dependent on the closeness of the relation - with children and spouses being highest, and relations outside of their immediate family being lower.&lt;br /&gt;
&lt;br /&gt;
====Colonist banished====&lt;br /&gt;
This thought occurs when a colonist is banished from the colony or a caravan.&lt;br /&gt;
&lt;br /&gt;
====Colonist left to die====&lt;br /&gt;
This thought occurs when a colonist is abandoned from a caravan in conditions where he will most likely not survive. It usually occurs if the outside temperature is outside of the colonist's comfortable range, or the colonist is downed.&lt;br /&gt;
&lt;br /&gt;
If this colonist is a relative, friend or rival of another colonist, they will gain the thought relating to their deaths (eg &amp;quot;My son died&amp;quot; if a son is abandoned) on top of this thought.&lt;br /&gt;
&lt;br /&gt;
====Colonist left unburied====&lt;br /&gt;
This thought occurs when a colonist corpse is in the open for more than 80000 ticks (4 game days).&lt;br /&gt;
&lt;br /&gt;
====Comfort====&lt;br /&gt;
This thought occurs when a colonist's [[comfort]] rises above or falls below a certain value. It has various stages:&lt;br /&gt;
*Uncomfortable: When comfort falls below 10%.&lt;br /&gt;
*Comfortable: When comfort reaches 60% and above.&lt;br /&gt;
*Very comfortable: When comfort reaches 70% and above.&lt;br /&gt;
*Extremely comfortable: When comfort reaches 80% and above.&lt;br /&gt;
*Luxuriantly comfortable: When comfort reaches 90% and above.&lt;br /&gt;
&lt;br /&gt;
====Dead man's apparel====&lt;br /&gt;
This though occurs when a pawn is wearing apparel stripped from a corpse. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust pawns don't gain the debuff.&lt;br /&gt;
&lt;br /&gt;
====Defeated hostile leader====&lt;br /&gt;
This occurs when the colony kills an enemy faction leader.&lt;br /&gt;
&lt;br /&gt;
====Disturbed sleep====&lt;br /&gt;
This thought occurs when a humanoid or animal walks within seven squares (without walls in between) of a sleeping humanoid, or the humanoid is called to do work while sleeping.&lt;br /&gt;
&lt;br /&gt;
====Exhaustion====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values. See [[Rest]].&lt;br /&gt;
&lt;br /&gt;
*Drowsy: When rest level dips below 30.&lt;br /&gt;
*Tired: When rest level dips below 20.&lt;br /&gt;
*Exhausted: When rest level dips below 0.01. Afterwards the pawn may collapse and start sleeping on the ground.&lt;br /&gt;
&lt;br /&gt;
====Forced to take drugs====&lt;br /&gt;
This thought occurs when you administer non-medical drugs to a teetotaler using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought.&lt;br /&gt;
&lt;br /&gt;
====Hot====&lt;br /&gt;
This thought occurs when the outside temperature is higher than the colonist's comfortable temperature. There are 4 variations depending on how low the temperature is below the humanoid:&lt;br /&gt;
*Hot: 1 - 10 °C above comfortable temperature.&lt;br /&gt;
*Very hot: 11 - 20 °C above comfortable temperature.&lt;br /&gt;
*Extremely hot: 21 - 30 °C above comfortable temperature.&lt;br /&gt;
*Burning up: 31 °C or higher above comfortable temperature.&lt;br /&gt;
&lt;br /&gt;
====Human leather apparel====&lt;br /&gt;
This though occurs when a pawn is wearing apparel made using human leather. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust or Cannibal pawns instead gain a mood buff from +3 to +8.&lt;br /&gt;
&lt;br /&gt;
====Hungover (pounding)====&lt;br /&gt;
This thought is the first of three hangover stages that occurs after a humanoid has become drunk. It has a mood effect of -10. Consciousness is reduced by 18% and is accompanied by mild vomiting.&lt;br /&gt;
&lt;br /&gt;
====Hungover (strong)====&lt;br /&gt;
This thought is the second hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -5. Consciousness is reduced by 8%.&lt;br /&gt;
&lt;br /&gt;
====Hungover (slight)====&lt;br /&gt;
This thought is the third and final hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -2. Consciousness is reduced by 3%.&lt;br /&gt;
&lt;br /&gt;
====Hunger====&lt;br /&gt;
These thoughts occurs when a humanoid is hungry and needs food. There are several severities depending on how long the pawn hasn't had access to food.  See [[Saturation]].&lt;br /&gt;
*Hungry: When saturation level dips below 0.3.&lt;br /&gt;
*Urgently hungry: When saturation level dips below 0.2.&lt;br /&gt;
*Starving: When saturation level reaches 0 and [[malnutrition]] kicks in, which will eventually kill the colonist.&lt;br /&gt;
**Trivial: 0 - 19% severity of malnutrition.&lt;br /&gt;
**Minor: 20 - 39% severity of malnutrition.&lt;br /&gt;
**Moderate: 40 - 59% severity of malnutrition.&lt;br /&gt;
**Severe: 60 - 79% severity of malnutrition.&lt;br /&gt;
**Extreme: 80 - 100% severity of malnutrition. After this, the unfortunate pawn dies.&lt;br /&gt;
&lt;br /&gt;
====I Butchered humanlike====&lt;br /&gt;
This thought occurs when a humanoid processes a humanlike corpse at a butcher table.&lt;br /&gt;
&lt;br /&gt;
====Imprisoned====&lt;br /&gt;
This thought occurs when a humanoid is kept as a [[Prisoner]].&lt;br /&gt;
&lt;br /&gt;
====Insulted====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid.&lt;br /&gt;
&lt;br /&gt;
====In darkness====&lt;br /&gt;
This thought occurs when a humanoid has spent more than 4000 ticks (1/5 of a game day) away from any light source.&lt;br /&gt;
&lt;br /&gt;
The humanoid does not take on this thought when sleeping (whether in darkness or not), but the timer for ticks away from a light source is still active while sleeping.&lt;br /&gt;
&lt;br /&gt;
====Inebriated (warm)====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 10%. Pain level is reduced by 10%, while manipulation is reduced by 2%. &lt;br /&gt;
&lt;br /&gt;
====Inebriated (tipsy)====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 25%. Pain level is reduced by 20%, while consciousness is reduced by 10%.&lt;br /&gt;
&lt;br /&gt;
====Inebriated (drunk)====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 40%. Pain level is reduced by 50%, while consciousness is reduced by 35%, accompanied by mild vomiting. At this level it triggers a tale that may show up in an art description; and the humanoid will soon start having a hangover. &lt;br /&gt;
&lt;br /&gt;
====Inebriated (hammered)====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 70%. Pain level is reduced by 70%, while consciousness is reduced by 60%, accompanied by vomiting. Consuming more beer at this stage may trigger a blackout.&lt;br /&gt;
&lt;br /&gt;
==== Joywire ====&lt;br /&gt;
A pawn with a [[joywire|joywire implant]] has a permanent +30 mood buff. However, the implant also permanently reduces consciousness.&lt;br /&gt;
&lt;br /&gt;
====Expectation moodlets====&lt;br /&gt;
These thoughts occurs when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited vs Non Conceited|conceited nobles]] {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|Ideoligious Roles]] can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &amp;quot;going off the scale&amp;quot;, at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the [[Ideology DLC]] activated, these additional moodlets are defined in the Core game. Pawns enslaved into the colony will have expectations between extremely low and very low, ignoring the current Wealth Limit as long as they are enslaved.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Wealth Limits !! Recreation Tolerance&amp;lt;br&amp;gt;Loss/Day !! Num. of Recommended&amp;lt;br&amp;gt;Recreation Types&lt;br /&gt;
|-&lt;br /&gt;
| Extremely low expectations || 0 - 15,000               || 18% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Very low expectations      || 15,000 - 31,000          || 13% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Low expectations           || 31,000 - 81,000          || 11% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate expectations      || 81,000 - 182,000         || 10% || 4&lt;br /&gt;
|-&lt;br /&gt;
| High expectations          || 182,000 - 308,000        || 8% || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sky-high expectations      || 308,000 -  1,000,000,000 || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Slave expectations         || N/A                      || 18% || 2-6 &lt;br /&gt;
|-&lt;br /&gt;
| Noble expectations         || N/A                      || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Royal expectations         || N/A                      || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Elite expectations         || See above                || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Supreme expectations       || See above                || 7% || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====My organ harvested====&lt;br /&gt;
This thought occurs when a pawn has an organ harvested.&lt;br /&gt;
&lt;br /&gt;
====Naked====&lt;br /&gt;
This thought occurs when a non-nudist humanoid is not wearing any [[clothing]].&lt;br /&gt;
&lt;br /&gt;
====New colony hope====&lt;br /&gt;
Occurs once &amp;quot;New colony optimism&amp;quot; expires. This thought is the second stage of the start-of-game &amp;quot;boost&amp;quot; to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures. &lt;br /&gt;
&lt;br /&gt;
====New colony optimism====&lt;br /&gt;
A starting &amp;quot;boost&amp;quot;, this thought occurs at the start of the game to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures.&lt;br /&gt;
&lt;br /&gt;
====Observed corpse====&lt;br /&gt;
This thought occurs when a corpse is visible to a colonist - not buried or incinerated.&lt;br /&gt;
&lt;br /&gt;
==== Pain ====&lt;br /&gt;
These thoughts occur when a humanoid  is under [[pain]]. It has 4 stages depending on pain severity.&lt;br /&gt;
*Pain (little): When pain is between 1 - 14%.&lt;br /&gt;
*Pain (moderate): When pain reaches 15%.&lt;br /&gt;
*Pain (acute)： When pain reaches 40%.&lt;br /&gt;
*Pain (shock)：When pain reaches 80%. Colonists in this state are incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Passion (work)====&lt;br /&gt;
These thoughts occur when a pawn is doing work they have a passion for (see the bio).&lt;br /&gt;
*Minor passion: When a pawn does work they have a passion level of interested for.&lt;br /&gt;
*Burning passion: When a pawn does work they have a passion level of burning for.&lt;br /&gt;
&lt;br /&gt;
These work passions, especially burning, can help a colonist who does that work full time become much more likely to gain inspirations and much less likely to have mental breaks due to a much better mood most of the time. Combined with the exp boost to skills a pawn is passionate about, it makes passion in a desired field invaluable - a colonist with a moderate skill level but a burning passion is in many cases superior to a mid-high skill pawn due to the ability to become incredibly skilled in a comparatively short period of time.&lt;br /&gt;
&lt;br /&gt;
As dumb labor like hauling and cleaning are not tied to a skill, no one will ever gain happiness from them. Even thousands of years in the future, we still all have boring chores to do.&lt;br /&gt;
&lt;br /&gt;
====Psychic effects====&lt;br /&gt;
&lt;br /&gt;
Psychic drones occur during the [[Events#Psychic ship|psychic ship]] or [[Events#Psychic drone|psychic drone]] events.&lt;br /&gt;
*Low: Psychic drone event, or 0 - 2.5 days after the crash.&lt;br /&gt;
*Medium: Psychic drone event, or 2.5 - 5 days after the crash.&lt;br /&gt;
*High: Psychic drone event, or 5 - 7.5 days after the crash.&lt;br /&gt;
*Extreme: 7.5 days or later after the crash.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].&lt;br /&gt;
&lt;br /&gt;
==== Recreation ====&lt;br /&gt;
{{main|Recreation}}&lt;br /&gt;
These thoughts occur when the recreation meter of a humanoid rises or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
*Recreation-starved: When the recreation meter is at 0%.&lt;br /&gt;
*Recreation-deprived: When the recreation meter is between 1% and 14%.&lt;br /&gt;
*Recreation unfulfilled: When the recreation meter is between 15% and 29%.&lt;br /&gt;
*Recreation satisfied: When the recreation meter is between 70% and 84%.&lt;br /&gt;
*Recreation fully satisfied: When the recreation meter is at least 85%.&lt;br /&gt;
&lt;br /&gt;
====Sick====&lt;br /&gt;
This thought occurs when a colonist has an [[illness]].&lt;br /&gt;
&lt;br /&gt;
====Sleeping conditions====&lt;br /&gt;
These thoughts occur when a humanoid sleeps in various unfavorable conditions.&lt;br /&gt;
*Slept outside: When a humanoid sleeps in an outdoor space, or an incomplete room.&lt;br /&gt;
**This thought does not occur in unroofed rooms.&lt;br /&gt;
*Slept on ground: When a humanoid uses a sleeping spot or sleeps on the ground.&lt;br /&gt;
*Slept in cold: When a humanoid sleeps when the temperature falls below {{Temperature|16}}. (clothing doesn't change value)&lt;br /&gt;
*Slept in heat: When a humanoid sleeps when the temperature raises above {{Temperature|32}}. (clothing doesn't change value)&lt;br /&gt;
&lt;br /&gt;
====Someone's organ harvested====&lt;br /&gt;
This thought occurs in every colonist, [[Thoughts list#My organ harvested|except for the patient]], when an organ is harvested from a prisoner, guest, or colonist.&lt;br /&gt;
&lt;br /&gt;
====Strange feeling====&lt;br /&gt;
This thought occurs when a [[psychic soothe pulser]] is used.&lt;br /&gt;
&lt;br /&gt;
====Spacious interior====&lt;br /&gt;
This thought occurs when a humanoid has 41 or more tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
====Cramped interior====&lt;br /&gt;
This thought occurs when a humanoid has 4-10 tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
====Confined interior====&lt;br /&gt;
This thought occurs when a humanoid has 3 or less tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
====Was imprisoned====&lt;br /&gt;
This thought occurs after a [[prisoner]] is released.&lt;br /&gt;
It does not occur to newly recruited prisoners.&lt;br /&gt;
&lt;br /&gt;
====Ratty apparel====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health between 21% and 50%.&lt;br /&gt;
&lt;br /&gt;
====Tattered apparel====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health 50% or less.&lt;br /&gt;
&lt;br /&gt;
====We butchered humanlike====&lt;br /&gt;
This thought occurs when a human corpse is processed at a butcher table.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
If a colonist is resurrected using a [[Resurrector mech serum]], the various mood penalties from losing a spouse, friend, colonist and so forth is removed. If there were bonuses such as from a recent marriage, these will not return, either for the directly affected pawns or anybody else in the colony.&amp;lt;ref&amp;gt;[https://ludeon.com/forums/index.php?topic=49046.30 Topic about resurrection on the official Ludeon forum.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Tattered apparel thought added.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Pain now creates unhappiness.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Crowded thought added. Added [[room stats|room quality]] related thoughts for doing Joy or Eating in them, and owning an impressive bedroom or barracks. Nuzzling added.&lt;br /&gt;
* ? - Slave sold penalty reduced from -5 to -3, sometime between 1.2.2723 and 1.3.3087&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Luciferium&amp;diff=96360</id>
		<title>Luciferium</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Luciferium&amp;diff=96360"/>
		<updated>2021-11-11T13:35:07Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: Formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;''Main Article: [[Luciferium]]''&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Define|Drug&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = Luciferium&lt;br /&gt;
| description = A concoction of mechanites that dramatically improve the body's functioning in all respects. Over time, it can even heal old scarred-over wounds or brain damage, though it cannot regenerate lost limbs. Unfortunately, without the moderating effects of regular doses every five or six days, the mechanites lose cohesion, causing continuous berserk rages and, eventually, death. After the first dose, there is no way to get the mechanites out, ever. On the urbworlds, they call Luciferium the 'Devil's Bargain'. Many have been forced to kill friends when no more of the seductive red pills could be found.&lt;br /&gt;
| deterioration rate base = 2.0 &lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| flammability base = 1.0&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path =  Things/Thing/Drug/Luciferium&lt;br /&gt;
| label = luciferium&lt;br /&gt;
| market value base = 70&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| nutrition base = 0&lt;br /&gt;
| parent name = DrugPillBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| preferability =&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| sound eat = &lt;br /&gt;
| stack limit = 400&lt;br /&gt;
| taste = &lt;br /&gt;
| tech level = spacer&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| ticker type = &lt;br /&gt;
| use hit points = true&lt;br /&gt;
| work to make base = 10&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
- Drug Parameters --&amp;gt;&lt;br /&gt;
| addictiveness = 1.0&lt;br /&gt;
| blood filtration factor =&lt;br /&gt;
| blood filtration offset = 0.70&lt;br /&gt;
| blood pumping factor =  &lt;br /&gt;
| blood pumping offset = 0.15&lt;br /&gt;
| breathing factor =  &lt;br /&gt;
| breathing offset = 0.10&lt;br /&gt;
| consciousness factor = &lt;br /&gt;
| consciousness offset = 0.1&lt;br /&gt;
| drug category = medical&lt;br /&gt;
| global work speed offset = &lt;br /&gt;
| hearing factor =  &lt;br /&gt;
| hearing offset =&lt;br /&gt;
| hunger factor =&lt;br /&gt;
| hunger offset =&lt;br /&gt;
| is pleasure drug = false&lt;br /&gt;
| joy kind =&lt;br /&gt;
| joy offset = &lt;br /&gt;
| manipulation factor =  &lt;br /&gt;
| manipulation offset =&lt;br /&gt;
| metabolism factor =  &lt;br /&gt;
| metabolism offset = 0.2&lt;br /&gt;
| moving factor =  &lt;br /&gt;
| moving offset = 0.05&lt;br /&gt;
| pain factor = 0.80 &lt;br /&gt;
| pain offset = &lt;br /&gt;
| rest fall factor =&lt;br /&gt;
| rest offset = &lt;br /&gt;
| sight factor =  &lt;br /&gt;
| sight offset = 0.15&lt;br /&gt;
| talking factor =&lt;br /&gt;
| talking offset = &lt;br /&gt;
}}&lt;br /&gt;
'''Luciferium''' is a rare, powerful, expensive and dangerous drug that can either be purchased, dropped by [[raiders]] or found in [[Ancient shrine]]. There is no way to produce it. Luciferium's main use is to save one's life with a dramatic blood filtration improvement, but it also affects most of the other capacities. Additionally, Luciferium can heal old scars, permanent injuries and all [[Ailments#Chronic|chronic health conditions]], as long as the part is not destroyed or missing. After the first dose, there is no way to get the mechanites out, ever. On the urbworlds, they call Luciferium the 'Devil's Bargain'. Many have been forced to kill friends when no more of the seductive red pills could be found.&lt;br /&gt;
&lt;br /&gt;
Luciferium has to be taken every 6.667 days, otherwise the mechanites in Luciferium will lose cohesion and a withdrawal will begin that will inevitably lead to violent and ultimately fatal insanity if the addiction is not fed. In order to safely prevent this, create a Luciferium drug policy which is set not to satisfy addiction, but instead to take it every 6 days, and pocket 1 extra so that it can be taken as soon as possible. '''Note:''' When creating a caravan with addicted pawns, remember to either bring luciferium manually or have the pawns set up to carry several doses. For long trips or maximum safety, having [[transport pod]]s available to launch additional doses in an emergency is also advisable.&lt;br /&gt;
&lt;br /&gt;
Luciferium can be administered to animals via the operations menu, substantially improving their combat effectiveness. Sometimes, animals may also take Luciferium randomly by themselves if it is within their allowed zone.&lt;br /&gt;
&lt;br /&gt;
Luciferium addiction cannot be removed with the [[healer mech serum]] and a colonist resurrected via the [[resurrector mech serum]] will remain addicted.&lt;br /&gt;
&lt;br /&gt;
Putting a colonist into a [[Cryptosleep casket]] will suspend their Luciferium needs until they are let out. This can be a way to save their life in case the drug runs out. If you run out of luciferium before researching or building, you can look for [[ancient shrine]]s, as they have cryptosleep caskets.&lt;br /&gt;
&lt;br /&gt;
== Detailed effects ==&lt;br /&gt;
* Improved [[blood filtration]] (+70%)&lt;br /&gt;
* Improved [[metabolism]] (+20%)&lt;br /&gt;
* Improved [[blood pumping]] (+15%)&lt;br /&gt;
* Improved [[sight]] (+15%)&lt;br /&gt;
* Improved [[consciousness]] (+10%)&lt;br /&gt;
* Improved [[breathing]] (+10%)&lt;br /&gt;
* Improved [[moving]] (+5%)&lt;br /&gt;
* Reduced [[pain]] (x80%)&lt;br /&gt;
* 1 Scar/permanent injury removed every 900,000 to 1,800,000 ticks (15 - 30 in-game days) (Also included but not limited to [[Alzheimer's]], [[Asthma]], [[Cataract]]s, [[Carcinoma]], [[Dementia]], [[Frail]], [[Hearing loss|Hearing Loss]] and Blindness)&lt;br /&gt;
&lt;br /&gt;
== Side effects ==&lt;br /&gt;
Luciferium has no side-effects other than the withdrawal symptoms.&lt;br /&gt;
&lt;br /&gt;
==Withdrawal symptoms==&lt;br /&gt;
Luciferium withdrawal is the worst out of any drug, as it's the only drug that will eventually kill if not taken regularly. Although it doesn't have as sizable of an impact in terms of capacities compared to drugs such as psychite, wake-up or go-juice, luciferium withdrawal is always fatal. The only possible way to save someone going through a luciferium withdrawal is to give them more luciferium. Typical withdrawal symptoms include ''very'' frequent berserk mental breaks, acute pain, and impaired consciousness. Advanced withdrawal symptoms include death in an average time of 10 days after withdrawal starts. Unlike other withdrawals, Luciferium withdrawal doesn't directly affect mood.  Instead, it indirectly affects mood with the 'Intense Pain' thought.&lt;br /&gt;
&lt;br /&gt;
'''Detailed symptoms'''&lt;br /&gt;
* Intense [[pain]] (+40%) (-15 mood)&lt;br /&gt;
* Impaired [[consciousness]] (80% max)&lt;br /&gt;
* Berserk [[mental break]]s (''mtb of 0.4 days'')&lt;br /&gt;
* Death (''mtb of 10 days'')&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug info&lt;br /&gt;
|-&lt;br /&gt;
|Addictiveness || 100%&lt;br /&gt;
|-&lt;br /&gt;
|Market value || $120.00&lt;br /&gt;
|-&lt;br /&gt;
|Hit points || 50&lt;br /&gt;
|-&lt;br /&gt;
|Work to make || n/a&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug effects&lt;br /&gt;
|-&lt;br /&gt;
|Blood filtration || +70%&lt;br /&gt;
|-&lt;br /&gt;
|Blood pumping || +15%&lt;br /&gt;
|-&lt;br /&gt;
|Breathing || +10%&lt;br /&gt;
|-&lt;br /&gt;
|Consciousness || +25%&lt;br /&gt;
|-&lt;br /&gt;
|Hearing || +20%&lt;br /&gt;
|-&lt;br /&gt;
|Metabolism || +20%&lt;br /&gt;
|-&lt;br /&gt;
|Moving || +25%&lt;br /&gt;
|-&lt;br /&gt;
|Pain || x80%&lt;br /&gt;
|-&lt;br /&gt;
|Sight || +20%&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Luciferium is considered to in the [[Lore#Tech_levels|&amp;quot;Ultra&amp;quot; tech level]].&lt;br /&gt;
{{Heal Option Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.15.1279|0.15.1279]] - Added.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Fixed Luciferium not removing Frail. Now, lucifierum can remove all chronic health conditions.&lt;br /&gt;
&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wk2z1zje2j2khle5&amp;topic_postId=wk33cntwbqnnhk0d&amp;topic_revId=wk33cntwbqnnhk0d&amp;action=single-view</id>
		<title>Topic:Wk2z1zje2j2khle5</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Wk2z1zje2j2khle5&amp;topic_postId=wk33cntwbqnnhk0d&amp;topic_revId=wk33cntwbqnnhk0d&amp;action=single-view"/>
		<updated>2021-11-10T18:50:10Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:WeirdMatter&quot; class=&quot;mw-userlink&quot; title=&quot;User:WeirdMatter&quot;&gt;&lt;bdi&gt;WeirdMatter&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:WeirdMatter&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:WeirdMatter&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/WeirdMatter&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/WeirdMatter&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Wk2z1zje2j2khle5&amp;amp;topic_showPostId=wk33cntwbqnnhk0d#flow-post-wk33cntwbqnnhk0d&quot;&gt;commented&lt;/a&gt; on &quot;60%&quot; (&lt;em&gt;That&amp;#039;s really strange. I&amp;#039;m looking at the code and 3/5 clothes should give the bonus, yet it doesn&amp;#039;t: return (float)num / (float)p.appare...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:WeirdMatter&amp;diff=96306</id>
		<title>User:WeirdMatter</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:WeirdMatter&amp;diff=96306"/>
		<updated>2021-11-10T15:32:19Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: /* Example summary table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Links ==&lt;br /&gt;
* [[Template:About]]&lt;br /&gt;
* [[Template:Royalty]]&lt;br /&gt;
&lt;br /&gt;
== Redirects ==&lt;br /&gt;
=== Skills ===&lt;br /&gt;
# [[Shooting]]&lt;br /&gt;
# [[Melee]]&lt;br /&gt;
# [[Construction]]&lt;br /&gt;
# [[Mining]]&lt;br /&gt;
# [[Cooking]]&lt;br /&gt;
# [[Plants (skill)]]&lt;br /&gt;
# [[Animals]] - redirects to Animals article&lt;br /&gt;
# [[Crafting]]&lt;br /&gt;
# [[Artistic]]&lt;br /&gt;
# [[Medical]]&lt;br /&gt;
# [[Social]] - redirects to Social article&lt;br /&gt;
# [[Intellectual]]&lt;br /&gt;
&lt;br /&gt;
=== Memes ===&lt;br /&gt;
# [[Animal personhood]]&lt;br /&gt;
# [[Blindsight]] -- own article&lt;br /&gt;
# [[Cannibal]] -- possible disambig&lt;br /&gt;
# [[Collectivist]]&lt;br /&gt;
# [[Darkness]] -- possible disambig&lt;br /&gt;
# [[Female supremacy]]&lt;br /&gt;
# [[Flesh purity]]&lt;br /&gt;
# [[Guilty]] -- possible disambig&lt;br /&gt;
# [[High life]]&lt;br /&gt;
# [[Human primacy]]&lt;br /&gt;
# [[Individualist]]&lt;br /&gt;
# [[Loyalist]]&lt;br /&gt;
# [[Male supremacy]]&lt;br /&gt;
# [[Nature primacy]]&lt;br /&gt;
# [[Nudism]] -- possible disambig&lt;br /&gt;
# [[Pain is virtue]]&lt;br /&gt;
# [[Proselytizer]]&lt;br /&gt;
# [[Raider]] -- redirects to Raider page&lt;br /&gt;
# [[Rancher]]&lt;br /&gt;
# [[Supremacist]]&lt;br /&gt;
# [[Transhumanist]]&lt;br /&gt;
# [[Tree connection]]&lt;br /&gt;
# [[Tunneler]]&lt;br /&gt;
&lt;br /&gt;
== Royalty ==&lt;br /&gt;
{{Royalty navbox}}&lt;br /&gt;
&lt;br /&gt;
== Ideology ==&lt;br /&gt;
[[Ideology (DLC)]]&lt;br /&gt;
&lt;br /&gt;
=== Ancient ruins ===&lt;br /&gt;
==== Active ====&lt;br /&gt;
# [[Ancient comms console]]&lt;br /&gt;
# [[Ancient cryptosleep pod]]&lt;br /&gt;
# [[Ancient terminal]] ([[Ancient enemy terminal|enemy]])&lt;br /&gt;
# [[Ancient unstable fuel node]]&lt;br /&gt;
# [[Hermetic crate]]&lt;br /&gt;
# [[Security crate]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Indoors ====&lt;br /&gt;
# [[Ancient barrel]]&lt;br /&gt;
# [[Ancient bed]]&lt;br /&gt;
# [[Ancient crate]] ([[ancient military crate|military]]) ([[ancient spacer crate|spacer]])&lt;br /&gt;
# [[Ancient display bank]]&lt;br /&gt;
# [[Ancient equipment blocks]]&lt;br /&gt;
# [[Ancient generator]]&lt;br /&gt;
# [[Ancient lamp]]&lt;br /&gt;
# [[Ancient locker bank]]&lt;br /&gt;
# [[Ancient machine]]&lt;br /&gt;
# [[Ancient operating table]]&lt;br /&gt;
# [[Ancient storage cylinder]]&lt;br /&gt;
# [[Ancient system rack]]&lt;br /&gt;
&lt;br /&gt;
==== Outdoors ====&lt;br /&gt;
# [[Ancient air conditioner]]&lt;br /&gt;
# [[Ancient ATM]]&lt;br /&gt;
# [[Ancient mega-cannon platform]] ([[Ancient mega-cannon barrel|barrel]])&lt;br /&gt;
# [[Ancient car]] ([[Ancient car frame|frame]]) ([[Ancient pod car|pod]])&lt;br /&gt;
# [[Ancient container]]&lt;br /&gt;
# [[Ancient centipede shell]]&lt;br /&gt;
# [[Ancient dropship]] ([[Ancient dropship engine|engine]])&lt;br /&gt;
# [[Ancient engine block]] ([[Ancient macro-engine block|macro-engine]])&lt;br /&gt;
# [[Ancient fence]]&lt;br /&gt;
# [[Ancient hydrant]]&lt;br /&gt;
# [[Ancient jet engine]]&lt;br /&gt;
# [[Ancient kitchen sink]]&lt;br /&gt;
# [[Ancient mech drop beacon]]&lt;br /&gt;
# [[Ancient mechanoid shell]]&lt;br /&gt;
# [[Ancient microwave]]&lt;br /&gt;
# [[Ancient nav beacon]]&lt;br /&gt;
# [[Ancient oven]]&lt;br /&gt;
# [[Ancient pipes]] ([[Ancient pipeline section|pipeline section]])&lt;br /&gt;
# [[Ancient postbox]]&lt;br /&gt;
# [[Ancient razor wire]]&lt;br /&gt;
# [[Ancient refrigerator]]&lt;br /&gt;
# [[Ancient ruined APC]]&lt;br /&gt;
# [[Ancient ruined tank]]&lt;br /&gt;
# [[Ancient security turret]]&lt;br /&gt;
# [[Ancient shopping cart]]&lt;br /&gt;
# ([[Ancient small crate|small]]) ([[Ancient long crate|long]]) ([[Ancient large crate|large]])&lt;br /&gt;
# [[Ancient stove]]&lt;br /&gt;
# [[Ancient tank trap]]&lt;br /&gt;
# [[Ancient toilet]]&lt;br /&gt;
# [[Ancient troop carrier]]&lt;br /&gt;
# [[Ancient truck]]&lt;br /&gt;
# [[Ancient vending machine]]&lt;br /&gt;
# [[Ancient warspider remains]]&lt;br /&gt;
# [[Ancient warsprinter remains]]&lt;br /&gt;
# [[Ancient warwalker torso]] ([[Ancient warwalker claw|claw]]) ([[Ancient warwalker foot|foot]]) ([[Ancient warwalker leg|leg]]) ([[Ancient warwalker shell|shell]])&lt;br /&gt;
# [[Ancient washing machine]]&lt;br /&gt;
# [[Ancient wheel]] ([[Ancient giant wheel|giant]])&lt;br /&gt;
&lt;br /&gt;
=== Apparel ===&lt;br /&gt;
# [[Authority cap]]&lt;br /&gt;
# [[Blindfold]]&lt;br /&gt;
# [[Broadwrap]]&lt;br /&gt;
# [[Burka]]&lt;br /&gt;
# [[Flophat]]&lt;br /&gt;
# [[Headwrap]]&lt;br /&gt;
# [[Robe]]&lt;br /&gt;
# [[Shadecone]]&lt;br /&gt;
# [[Slave body strap]]&lt;br /&gt;
# [[Slave collar]]&lt;br /&gt;
# [[Slicecap]]&lt;br /&gt;
# [[Tailcap]]&lt;br /&gt;
# [[Torture crown]]&lt;br /&gt;
# [[Visage mask]]&lt;br /&gt;
&lt;br /&gt;
=== [[Dryads]] ===&lt;br /&gt;
# [[Barkskin]]&lt;br /&gt;
# [[Berrymaker]]&lt;br /&gt;
# [[Carrier]]&lt;br /&gt;
# [[Clawer]]&lt;br /&gt;
# [[Dryad cocoon]]&lt;br /&gt;
# [[Gaumaker]]&lt;br /&gt;
# [[Gauranlen tree]] ([[Gauranlen moss|moss]]) ([[Gauranlen pod|pod]]) ([[Gauranlen seed|seed]])&lt;br /&gt;
# [[Immature dryad]]&lt;br /&gt;
# [[Medicinemaker]]&lt;br /&gt;
# [[Woodmaker]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Floor ===&lt;br /&gt;
# [[Hex carpet]]&lt;br /&gt;
# [[Hex tile]]&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
# {{RoyaltyIcon}} [[Darklight brazier]]&lt;br /&gt;
# [[Darktorch]] ([[Fungus darktorch|fungus]])&lt;br /&gt;
# [[Kneel pillow]]&lt;br /&gt;
# [[Kneel sheet]]&lt;br /&gt;
# [[Slab bed]] ([[Slab double bed|double]])&lt;br /&gt;
# [[Standing darklamp]]&lt;br /&gt;
&lt;br /&gt;
=== Plants ===&lt;br /&gt;
# [[Fibercorn]]&lt;br /&gt;
# [[Nutrifungus]]&lt;br /&gt;
# [[Timbershroom]]&lt;br /&gt;
# [[Tinctoria]] ([[dye]])&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
more here (also check Royalty)&lt;br /&gt;
# [[Hacking Speed]]&lt;br /&gt;
# [[Pruning Speed]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rituals ===&lt;br /&gt;
# [[Cannibal platter]]&lt;br /&gt;
# [[Christmas tree]]&lt;br /&gt;
# [[Effigy]]&lt;br /&gt;
# [[Small altar]] ([[Medium altar|medium]]) ([[Large altar|large]]) ([[Grand altar|grand]])&lt;br /&gt;
# [[Ideogram]]&lt;br /&gt;
# [[Incense shrine]]&lt;br /&gt;
# [[Lightball]]&lt;br /&gt;
# [[Loudspeaker]]&lt;br /&gt;
# [[Pyre]]&lt;br /&gt;
# [[Ritual spot]]&lt;br /&gt;
# [[Sacrificial flag]]&lt;br /&gt;
&lt;br /&gt;
=== 1 ===&lt;br /&gt;
# [[Animalist slab (medium)]] ([[Animalist slab (broad)|broad]])&lt;br /&gt;
# [[Morbid slab (medium)]] ([[Morbid slab (broad)|broad]])&lt;br /&gt;
# [[Rustic rug (medium)]] ([[Rustic rug (broad)|broad]])&lt;br /&gt;
# [[Spikecore floor-star (medium)]] ([[Spikecore floor-star (broad)|broad]])&lt;br /&gt;
# [[Totemic slab (medium)]] ([[Totemic slab (broad)|broad]])&lt;br /&gt;
&lt;br /&gt;
=== 2 ===&lt;br /&gt;
# [[Archonexus core]]&lt;br /&gt;
&lt;br /&gt;
=== 3 ===&lt;br /&gt;
# [[Burnbong]] ([[autobong]])&lt;br /&gt;
&lt;br /&gt;
=== 4 ===&lt;br /&gt;
# [[Biosculpter pod]]&lt;br /&gt;
# [[Neural supercharger]]&lt;br /&gt;
# [[Sleep accelerator]]&lt;br /&gt;
&lt;br /&gt;
=== 5 ===&lt;br /&gt;
# [[Bonsai tree]] ([[Bonsai pot|pot]])&lt;br /&gt;
&lt;br /&gt;
=== 6 ===&lt;br /&gt;
# [[Gibbet cage]]&lt;br /&gt;
# [[Skullspike]] ([[skull]])&lt;br /&gt;
# [[Terror sculpture]]&lt;br /&gt;
&lt;br /&gt;
=== ? ===&lt;br /&gt;
# [[Archotech tower]]&lt;br /&gt;
# [[Gaumaker pod]]&lt;br /&gt;
# [[Grand archotech structure]]&lt;br /&gt;
# [[Lectern]]&lt;br /&gt;
# [[Major archotech structure]]&lt;br /&gt;
# [[Pew]]&lt;br /&gt;
# [[Spacedrone]]&lt;br /&gt;
&lt;br /&gt;
=== 7 ===&lt;br /&gt;
# [[Ideoligion]]&lt;br /&gt;
&lt;br /&gt;
# [[Relic]]&lt;br /&gt;
# [[Reliquary]]&lt;br /&gt;
&lt;br /&gt;
=== Unsorted ===&lt;br /&gt;
# [[Drum]]&lt;br /&gt;
* [[Fungal gravel]] ?&lt;br /&gt;
# [[Mindbend carpet]]&lt;br /&gt;
# [[Morbid carpet]]&lt;br /&gt;
# [[Morbid stone tile]]&lt;br /&gt;
# [[Spikecore plates]]&lt;br /&gt;
# [[Spikecore stone tile]]&lt;br /&gt;
# [[Styling station]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# [[Totemic boards]]&lt;br /&gt;
# [[Totemic stone tiles]]&lt;br /&gt;
&lt;br /&gt;
== Versions ==&lt;br /&gt;
=== Navbox ===&lt;br /&gt;
{{Navbox&lt;br /&gt;
|name = Versions navbox&lt;br /&gt;
|title = '''[[Version]]s'''&lt;br /&gt;
|group1 = Pre-alpha&lt;br /&gt;
|list1  = [[Version/0.0.232|0.0.232]]{{*}}[[Version/0.0.245|0.0.245]]{{*}} [[Version/0.0.250|0.0.250]]{{*}}[[Version/0.0.254B|0.0.254B]]&lt;br /&gt;
|group2 = Alpha&lt;br /&gt;
|list2  = [[Version/0.1.334|Alpha 1]]{{*}}[[Version/0.2.363|Alpha 2]]{{*}}[[Version/0.3.410|Alpha 3]]{{*}}[[Version/0.4.460|Alpha 4]]{{*}}[[Version/0.5.492|Alpha 5]]{{*}}[[Version/0.6.532|Alpha 6]]{{*}}[[Version/0.7.581|Alpha 7]]{{*}}[[Version/0.8.657|Alpha 8]]{{*}}[[Version/0.9.722|Alpha 9]]{{*}}[[Version/0.10.785|Alpha 10]]{{*}}[[Version/0.11.877|Alpha 11]]{{*}}[[Version/0.12.906|Alpha 12]] ([[Version/0.12.910|b/c]]) ([[Version/0.12.914|d]]){{*}}[[Version/0.13.1135|Alpha 13]]{{*}}[[Version/0.14.1234|Alpha 14]] ([[Version/0.14.1236|b]]) ([[Version/0.14.1238|c]]) ([[Version/0.14.1241|d]]) ([[Version/0.14.1249|e]]){{*}}[[Version/0.15.1279|Alpha 15]] ([[Version/0.15.1280|b]]) ([[Version/0.15.1284|c]]){{*}}[[Version/0.16.1393|Alpha 16]]{{*}}[[Version/0.17.1546|Alpha 17]] ([[Version/0.17.1557|b]])&lt;br /&gt;
|group3 = Beta&lt;br /&gt;
|list3  = [[Version/0.18.1722|Beta 18]]{{*}}[[Version/0.19.2009|Beta 19]]&lt;br /&gt;
|group4 = Full release&lt;br /&gt;
|list4  = {{Navbox subgroup&lt;br /&gt;
  |group1 = Version 1.0&lt;br /&gt;
  |list1  = [[Version/1.0.0|1.0.0]]{{*}}[[Version/1.0.2150|1.0.2150]]{{*}}[[Version/1.0.2282|1.0.2282]]{{*}}[[Version/1.0.2408|1.0.2408]]{{*}}[[Version/1.0.2549|1.0.2549]]&lt;br /&gt;
  |group2 = Version 1.1&lt;br /&gt;
  |list2  = [[Version/1.1.0|1.1.0]]{{*}}[[Version/1.1.2257|1.1.2257]]{{*}}[[Version/1.1.2258|1.1.2258]]{{*}}[[Version/1.1.2559|1.1.2559]]{{*}}[[Version/1.1.2560|1.1.2560]]{{*}}[[Version/1.1.2562|1.1.2562]]{{*}}[[Version/1.1.2563|1.1.2563]]{{*}}[[Version/1.1.2564|1.1.2564]]{{*}}[[Version/1.1.2565|1.1.2565]]{{*}}[[Version/1.1.2566|1.1.2566]]{{*}}[[Version/1.1.2567|1.1.2567]]{{*}}[[Version/1.1.2571|1.1.2571]]{{*}}[[Version/1.1.2575|1.1.2575]]{{*}}[[Version/1.1.2579|1.1.2579]]{{*}}[[Version/1.1.2589|1.1.2589]]{{*}}[[Version/1.1.2598|1.1.2598]]{{*}}[[Version/1.1.2610|1.1.2610]]{{*}}[[Version/1.1.2618|1.1.2618]]{{*}}[[Version/1.1.2624|1.1.2624]]{{*}}[[Version/1.1.2647|1.1.2647]]{{*}}[[Version/1.1.2654|1.1.2654]]&lt;br /&gt;
  |group3 = Version 1.2&lt;br /&gt;
  |list3  = [[Version/1.2.2719|1.2.2719]]{{*}}[[Version/1.2.2753|1.2.2753]]{{*}}[[Version/1.2.2900|1.2.2900]]{{*}}[[Version/1.2.3005|1.2.3005]]&lt;br /&gt;
  |group4 = Version 1.3&lt;br /&gt;
  |list4  = [[Version/1.3.3066|1.3.3066]]{{*}}[[Version/1.3.3067|1.3.3067]]{{*}}[[Version/1.3.3069|1.3.3069]]{{*}}[[Version/1.3.3069b|1.3.3069b]]{{*}}[[Version/1.3.3072|1.3.3072]]{{*}}[[Version/1.3.3074|1.3.3074]]{{*}}[[Version/1.3.3076|1.3.3076]]{{*}}[[Version/1.3.3080|1.3.3080]]{{*}}[[Version/1.3.3087|1.3.3087]]{{*}}[[Version/1.3.3101|1.3.3101]]{{*}}[[Version/1.3.3117|1.3.3117]]{{*}}[[Version/1.3.3159|1.3.3159]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
=== Pre-alpha ===&lt;br /&gt;
&lt;br /&gt;
=== Alpha ===&lt;br /&gt;
* [[Version/0.1.334|Alpha 1]]&lt;br /&gt;
* [[Version/0.2.363|Alpha 2 - Cannibal Modders]]&lt;br /&gt;
* [[Version/0.3.410|Alpha 3 - Factional Infighting]]&lt;br /&gt;
* [[Version/0.4.460|Alpha 4 - Giant Centipede Robots]]&lt;br /&gt;
* [[Version/0.5.492|Alpha 5 - Under Siege]]&lt;br /&gt;
* [[Version/0.6.532|Alpha 6 - Whole New World]]&lt;br /&gt;
* [[Version/0.7.581|Alpha 7 - Things Made of Stuff]]&lt;br /&gt;
* [[Version/0.8.657|Alpha 8 - Winter is Coming]]&lt;br /&gt;
* [[Version/0.9.722|Alpha 9 - Tales 'o' Drinking]]&lt;br /&gt;
* [[Version/0.10.785|Alpha 10 - Joy System]]&lt;br /&gt;
* [[Version/0.11.877|Alpha 11 - Sappers and Traps]]&lt;br /&gt;
* [[Version/0.12.906|Alpha 12 - Animal Taming]] ([[Version/0.12.910|b/c]]) ([[Version/0.12.914|d]])&lt;br /&gt;
* [[Version/0.13.1135|Alpha 13 - Trapped With Your Ex]]&lt;br /&gt;
* [[Version/0.14.1234|Alpha 14 - Scenario System]] ([[Version/0.14.1236|b]]) ([[Version/0.14.1238|c]]) ([[Version/0.14.1241|d]]) ([[Version/0.14.1249|e]])&lt;br /&gt;
* [[Version/0.15.1279|Alpha 15 - Tutorial and Drugs]] ([[Version/0.15.1280|b]]) ([[Version/0.15.1284|c]])&lt;br /&gt;
* [[Version/0.16.1393|Alpha 16 - Wanderlust]]&lt;br /&gt;
* [[Version/0.17.1546|Alpha 17 - On the Road]] ([[Version/0.17.1557|b]])&lt;br /&gt;
&lt;br /&gt;
=== Beta ===&lt;br /&gt;
* [[Version/0.18.1722|Beta 18 - A World of Story]]&lt;br /&gt;
* [[Version/0.19.2009|Beta 19 - Polish the Cannons]]&lt;br /&gt;
&lt;br /&gt;
=== Full release ===&lt;br /&gt;
* [[Version/1.0.0|1.0]] - check that it actually is 1.0.0 and not 1.0.xxxx&lt;br /&gt;
** [[Version/1.0.2150]]&lt;br /&gt;
** [[Version/1.0.2282]]&lt;br /&gt;
** [[Version/1.0.2408]] -- wrong version in article?&lt;br /&gt;
** [[Version/1.0.2549]] -- see 1.0.2408. Think this was a retroactive update (i.e. 1.1 was already released)&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.1.0|1.1]] -- check again like 1.0.0 or 1.0.xxx&lt;br /&gt;
** [[Version/1.1.2257]]&lt;br /&gt;
** [[Version/1.1.2258]]&lt;br /&gt;
** [[Version/1.1.2559]]&lt;br /&gt;
** [[Version/1.1.2560]]&lt;br /&gt;
** [[Version/1.1.2562]]&lt;br /&gt;
** [[Version/1.1.2563]]&lt;br /&gt;
** [[Version/1.1.2564]]&lt;br /&gt;
** [[Version/1.1.2565]]&lt;br /&gt;
** [[Version/1.1.2566]]&lt;br /&gt;
** [[Version/1.1.2567]]&lt;br /&gt;
** [[Version/1.1.2571]]&lt;br /&gt;
** [[Version/1.1.2575]]&lt;br /&gt;
** [[Version/1.1.2579]]&lt;br /&gt;
** [[Version/1.1.2589]]&lt;br /&gt;
** [[Version/1.1.2598]]&lt;br /&gt;
** [[Version/1.1.2610]]&lt;br /&gt;
** [[Version/1.1.2618]]&lt;br /&gt;
** [[Version/1.1.2624]]&lt;br /&gt;
** [[Version/1.1.2647]]&lt;br /&gt;
** [[Version/1.1.2654]]&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.2.2719|1.2 - Honor Bestowed]]&lt;br /&gt;
** [[Version/1.2.2753]]&lt;br /&gt;
** [[Version/1.2.2900]]&lt;br /&gt;
** [[Version/1.2.3005]]&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.3.3066|1.3]]&lt;br /&gt;
** [[Version/1.3.3067]]&lt;br /&gt;
** [[Version/1.3.3069]]&lt;br /&gt;
** [[Version/1.3.3069b]]&lt;br /&gt;
** [[Version/1.3.3072]]&lt;br /&gt;
** [[Version/1.3.3074]]&lt;br /&gt;
** [[Version/1.3.3076]]&lt;br /&gt;
** [[Version/1.3.3080]]&lt;br /&gt;
** [[Version/1.3.3087]]&lt;br /&gt;
** [[Version/1.3.3101]]&lt;br /&gt;
** [[Version/1.3.3117]]&lt;br /&gt;
** [[Version/1.3.3159]]&lt;br /&gt;
&lt;br /&gt;
== Colours ==&lt;br /&gt;
Find if color (A) is indistinguishable from another (B):&lt;br /&gt;
# C = A - B&lt;br /&gt;
# D = abs(C.r) + abs(C.g) + abs(C.b)&lt;br /&gt;
# return D &amp;lt; 0.005f&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hair ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Color&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(25, 25, 25);&amp;quot; |&lt;br /&gt;
| PitchBlack&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(79, 71, 66);&amp;quot; |&lt;br /&gt;
| MidBlack&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(63, 51, 38);&amp;quot; |&lt;br /&gt;
| DarkReddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(76, 51, 25);&amp;quot; |&lt;br /&gt;
| DarkSaturatedReddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(90, 58, 32);&amp;quot; |&lt;br /&gt;
| DarkBrown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(132, 83, 47);&amp;quot; |&lt;br /&gt;
| ReddishBrown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(193, 146, 85);&amp;quot; |&lt;br /&gt;
| SandyBlonde&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(237, 202, 156);&amp;quot; |&lt;br /&gt;
| Blonde&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ideology ===&lt;br /&gt;
The following colors are available:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25px;&amp;quot; | Color&lt;br /&gt;
! Name&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(26, 26, 26);&amp;quot; |&lt;br /&gt;
| Pitch black&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(51, 51, 51);&amp;quot; |&lt;br /&gt;
| Dark black&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(128, 128, 128);&amp;quot; |&lt;br /&gt;
| Dark grey&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(192, 192, 192);&amp;quot; |&lt;br /&gt;
| Grey&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(245, 245, 245);&amp;quot; |&lt;br /&gt;
| Light grey&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(148, 67, 67);&amp;quot; |&lt;br /&gt;
| Dark red&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(191, 86, 86);&amp;quot; |&lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(255, 115, 115);&amp;quot; |&lt;br /&gt;
| Light red&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(79, 71, 66);&amp;quot; |&lt;br /&gt;
| Mid black&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(90, 58, 32);&amp;quot; |&lt;br /&gt;
| Dark brown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(132, 83, 47);&amp;quot; |&lt;br /&gt;
| Reddish brown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(64, 51, 38);&amp;quot; |&lt;br /&gt;
| Dark reddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(77, 51, 26);&amp;quot; |&lt;br /&gt;
| Dark saturated reddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(193, 146, 85);&amp;quot; |&lt;br /&gt;
| Sandy blonde&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(237, 202, 156);&amp;quot; |&lt;br /&gt;
| Blonde&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(148, 115, 67);&amp;quot; |&lt;br /&gt;
| Dark orange&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(191, 149, 86);&amp;quot; |&lt;br /&gt;
| Orange&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(255, 199, 115);&amp;quot; |&lt;br /&gt;
| Light orange&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(132, 148, 67);&amp;quot; |&lt;br /&gt;
| Dark olive&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(170, 191, 86);&amp;quot; |&lt;br /&gt;
| Olive&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(227, 255, 115);&amp;quot; |&lt;br /&gt;
| Light olive&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(83, 148, 67);&amp;quot; |&lt;br /&gt;
| Dark green&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(107, 191, 86);&amp;quot; |&lt;br /&gt;
| Green&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(143, 255, 115);&amp;quot; |&lt;br /&gt;
| Light green&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(67, 148, 99);&amp;quot; |&lt;br /&gt;
| Dark teal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(86, 191, 128);&amp;quot; |&lt;br /&gt;
| Teal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(115, 255, 171);&amp;quot; |&lt;br /&gt;
| Light teal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(67, 148, 148);&amp;quot; |&lt;br /&gt;
| Dark blue&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(86, 191, 191);&amp;quot; |&lt;br /&gt;
| Blue&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(115, 255, 255);&amp;quot; |&lt;br /&gt;
| Light blue&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(67, 99, 148);&amp;quot; |&lt;br /&gt;
| Dark sapphire&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(86, 128, 191);&amp;quot; |&lt;br /&gt;
| Sapphire&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(115, 171, 255);&amp;quot; |&lt;br /&gt;
| Light sapphire&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(83, 67, 148);&amp;quot; |&lt;br /&gt;
| Dark mauve&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(107, 86, 191);&amp;quot; |&lt;br /&gt;
| Mauve&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(143, 115, 255);&amp;quot; |&lt;br /&gt;
| Light mauve&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(132, 67, 148);&amp;quot; |&lt;br /&gt;
| Dark purple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(170, 86, 191);&amp;quot; |&lt;br /&gt;
| Purple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(227, 115, 255);&amp;quot; |&lt;br /&gt;
| Light purple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(148, 67, 115);&amp;quot; |&lt;br /&gt;
| Dark pink&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(191, 86, 149);&amp;quot; |&lt;br /&gt;
| Pink&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(255, 115, 199);&amp;quot; |&lt;br /&gt;
| Light pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Example summary table ==&lt;br /&gt;
{{Main|Precepts}}&lt;br /&gt;
(summary paragraph about precepts)&lt;br /&gt;
&lt;br /&gt;
; Present in every ideoligion&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;| Issue&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Blindness.png|32px]]&lt;br /&gt;
| [[Precepts#Blindness|Blindness]]&lt;br /&gt;
| Attitudes towards blindness rituals and sighted pawns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cannibalism.png|32px]]&lt;br /&gt;
| [[Precepts#Cannibalism|Cannibalism]]&lt;br /&gt;
| Attitudes towards butchering humans, eating human meat, and wearing human leather clothing.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Precept corpses.png|32px]]&lt;br /&gt;
| [[Precepts#Corpses|Corpses]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:IdeoDiversity.png|32px]]&lt;br /&gt;
| [[Precepts#Diversity of thought|Diversity of thought]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:EatingNutrientPaste.png|32px]]&lt;br /&gt;
| [[Precepts#Eating nutrient paste|Eating nutrient paste]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fungus.png|32px]]&lt;br /&gt;
| [[Precepts#Fungus|Fungus]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:InsectMeat.png|32px]]&lt;br /&gt;
| [[Precepts#Insect meat|Insect meat]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:MarriageName.png|32px]]&lt;br /&gt;
| [[Precepts#Marriage name|Marriage name]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Nudity Female.png|32px]]&lt;br /&gt;
| [[Precepts#Female clothing|Female clothing]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Nudity Male.png|32px]]&lt;br /&gt;
| [[Precepts#Male clothing|Male clothing]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:OrganUse.png|32px]]&lt;br /&gt;
| [[Precepts#Organ use|Organ use]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:PhysicalLove.png|32px]]&lt;br /&gt;
| [[Precepts#Physical love|Physical love]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Research.png|32px]]&lt;br /&gt;
| [[Precepts#Research|Research]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Scarification.png|32px]]&lt;br /&gt;
| [[Precepts#Scarification|Scarification]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Slavery.png|32px]]&lt;br /&gt;
| [[Precepts#Slavery|Slavery]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SpouseCountFemale.png|32px]]&lt;br /&gt;
| [[Precepts#Women's spouses|Women's spouses]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SpouseCountMale.png|32px]]&lt;br /&gt;
| [[Precepts#Men's spouses|Men's spouses]]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Optional&lt;br /&gt;
* Missing - Killing innocent animals&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;| Issue&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Meme-specific&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;| Issue&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|32px]]&lt;br /&gt;
| [[Precepts#Execution|Execution]]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wglir2pvmtr58vil&amp;topic_postId=wk2ru22d35zbj79p&amp;topic_revId=wk2ru22d35zbj79p&amp;action=single-view</id>
		<title>Topic:Wglir2pvmtr58vil</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Wglir2pvmtr58vil&amp;topic_postId=wk2ru22d35zbj79p&amp;topic_revId=wk2ru22d35zbj79p&amp;action=single-view"/>
		<updated>2021-11-10T15:23:22Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:WeirdMatter&quot; class=&quot;mw-userlink&quot; title=&quot;User:WeirdMatter&quot;&gt;&lt;bdi&gt;WeirdMatter&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:WeirdMatter&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:WeirdMatter&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/WeirdMatter&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/WeirdMatter&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Wglir2pvmtr58vil&amp;amp;topic_showPostId=wk2ru22d35zbj79p#flow-post-wk2ru22d35zbj79p&quot;&gt;commented&lt;/a&gt; on &quot;Independent Roles Page&quot; (&lt;em&gt;Thank you for the feedback, I will implement the changes over the next few days.&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Styling_station&amp;diff=96279</id>
		<title>Styling station</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Styling_station&amp;diff=96279"/>
		<updated>2021-11-10T11:59:05Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: /* Summary */ Base colour of items are considered, but no material in the game is similar enough in colour to achieve this. Tested for base materials (metals/wood, leathers+wool, fabrics)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{infobox main|misc|&lt;br /&gt;
|name = Styling station&lt;br /&gt;
|image = Styling station.png|Styling station&lt;br /&gt;
|description = A table with a mirror and styling tools. People can use this to change their look.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Misc&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 50&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.5&lt;br /&gt;
|minifiable = true&lt;br /&gt;
|size = 3 ˣ 1&lt;br /&gt;
|mass base = 15&lt;br /&gt;
|flammability = 0.8&lt;br /&gt;
|hp = 120&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|terrain affordance = medium&lt;br /&gt;
|thingCategories = BuildingsFurniture&lt;br /&gt;
|work to make = 2000&lt;br /&gt;
|stuff tags = Metallic, Woody&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 80&lt;br /&gt;
|resource 2 = Steel&lt;br /&gt;
|resource 2 amount = 30&lt;br /&gt;
|page verified for version = 1.3.3069&lt;br /&gt;
}}&lt;br /&gt;
A '''Styling station''' is a station used to aesthetically edit your pawns added by the [[Ideology DLC]]. It allows the styling of hair and beards, as well as the dyeing of [[apparel]], hair and beards.&lt;br /&gt;
&lt;br /&gt;
To use the styling station, select the pawn then right click on the styling station, selecting the &amp;quot;Change style&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
In the Architect tab, under the Misc category.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
You will need to grow [[Tinctoria]] to get [[Dye]] to change color of your pawn's apparel and hair. Some pawns have a favorite color, and [[ideoligion]]s have an associated color - dying at least 60% of a pawn's equipped clothing items in either of these colors will give them a [[mood]] boost of +1. Which specific items are dyed is not important, only the total number of items equipped and how many of them are dyed.&lt;br /&gt;
&lt;br /&gt;
If a pawn has the same favorite color as their ideoligion color, they will get both buffs.&lt;br /&gt;
&lt;br /&gt;
Apparel made from materials that have a similar color to their desired color(s) will not satisfy them. For example, [[elephant leather]] clothes will not give a buff for pawns desiring dark grey. This is because colors have to be nearly identical in shade to be considered indistinguishable by the game, and no material in the base game is indistinguishable from the available desired colors.{{Check Tag|Confirmation needed|This is proven for default base materials, e.g. leathers and grey cloth. Need to confirm for non-material apparel like flak helmets and power armour and non-grey cloth.}}&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
?&lt;br /&gt;
{{Building Material Table}}&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Dying hair now requires dye&lt;br /&gt;
* [[Version/1.3.3074|1.3.3072]] - You can no longer change the color of lodgers' apparel if they refuse to change their apparel at all. Added darker black hair color option.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Allow black color to be selected for apparel coloring.&lt;br /&gt;
{{nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:WeirdMatter&amp;diff=96276</id>
		<title>User:WeirdMatter</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:WeirdMatter&amp;diff=96276"/>
		<updated>2021-11-10T10:53:26Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: /* Colours */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Links ==&lt;br /&gt;
* [[Template:About]]&lt;br /&gt;
* [[Template:Royalty]]&lt;br /&gt;
&lt;br /&gt;
== Redirects ==&lt;br /&gt;
=== Skills ===&lt;br /&gt;
# [[Shooting]]&lt;br /&gt;
# [[Melee]]&lt;br /&gt;
# [[Construction]]&lt;br /&gt;
# [[Mining]]&lt;br /&gt;
# [[Cooking]]&lt;br /&gt;
# [[Plants (skill)]]&lt;br /&gt;
# [[Animals]] - redirects to Animals article&lt;br /&gt;
# [[Crafting]]&lt;br /&gt;
# [[Artistic]]&lt;br /&gt;
# [[Medical]]&lt;br /&gt;
# [[Social]] - redirects to Social article&lt;br /&gt;
# [[Intellectual]]&lt;br /&gt;
&lt;br /&gt;
=== Memes ===&lt;br /&gt;
# [[Animal personhood]]&lt;br /&gt;
# [[Blindsight]] -- own article&lt;br /&gt;
# [[Cannibal]] -- possible disambig&lt;br /&gt;
# [[Collectivist]]&lt;br /&gt;
# [[Darkness]] -- possible disambig&lt;br /&gt;
# [[Female supremacy]]&lt;br /&gt;
# [[Flesh purity]]&lt;br /&gt;
# [[Guilty]] -- possible disambig&lt;br /&gt;
# [[High life]]&lt;br /&gt;
# [[Human primacy]]&lt;br /&gt;
# [[Individualist]]&lt;br /&gt;
# [[Loyalist]]&lt;br /&gt;
# [[Male supremacy]]&lt;br /&gt;
# [[Nature primacy]]&lt;br /&gt;
# [[Nudism]] -- possible disambig&lt;br /&gt;
# [[Pain is virtue]]&lt;br /&gt;
# [[Proselytizer]]&lt;br /&gt;
# [[Raider]] -- redirects to Raider page&lt;br /&gt;
# [[Rancher]]&lt;br /&gt;
# [[Supremacist]]&lt;br /&gt;
# [[Transhumanist]]&lt;br /&gt;
# [[Tree connection]]&lt;br /&gt;
# [[Tunneler]]&lt;br /&gt;
&lt;br /&gt;
== Royalty ==&lt;br /&gt;
{{Royalty navbox}}&lt;br /&gt;
&lt;br /&gt;
== Ideology ==&lt;br /&gt;
[[Ideology (DLC)]]&lt;br /&gt;
&lt;br /&gt;
=== Ancient ruins ===&lt;br /&gt;
==== Active ====&lt;br /&gt;
# [[Ancient comms console]]&lt;br /&gt;
# [[Ancient cryptosleep pod]]&lt;br /&gt;
# [[Ancient terminal]] ([[Ancient enemy terminal|enemy]])&lt;br /&gt;
# [[Ancient unstable fuel node]]&lt;br /&gt;
# [[Hermetic crate]]&lt;br /&gt;
# [[Security crate]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Indoors ====&lt;br /&gt;
# [[Ancient barrel]]&lt;br /&gt;
# [[Ancient bed]]&lt;br /&gt;
# [[Ancient crate]] ([[ancient military crate|military]]) ([[ancient spacer crate|spacer]])&lt;br /&gt;
# [[Ancient display bank]]&lt;br /&gt;
# [[Ancient equipment blocks]]&lt;br /&gt;
# [[Ancient generator]]&lt;br /&gt;
# [[Ancient lamp]]&lt;br /&gt;
# [[Ancient locker bank]]&lt;br /&gt;
# [[Ancient machine]]&lt;br /&gt;
# [[Ancient operating table]]&lt;br /&gt;
# [[Ancient storage cylinder]]&lt;br /&gt;
# [[Ancient system rack]]&lt;br /&gt;
&lt;br /&gt;
==== Outdoors ====&lt;br /&gt;
# [[Ancient air conditioner]]&lt;br /&gt;
# [[Ancient ATM]]&lt;br /&gt;
# [[Ancient mega-cannon platform]] ([[Ancient mega-cannon barrel|barrel]])&lt;br /&gt;
# [[Ancient car]] ([[Ancient car frame|frame]]) ([[Ancient pod car|pod]])&lt;br /&gt;
# [[Ancient container]]&lt;br /&gt;
# [[Ancient centipede shell]]&lt;br /&gt;
# [[Ancient dropship]] ([[Ancient dropship engine|engine]])&lt;br /&gt;
# [[Ancient engine block]] ([[Ancient macro-engine block|macro-engine]])&lt;br /&gt;
# [[Ancient fence]]&lt;br /&gt;
# [[Ancient hydrant]]&lt;br /&gt;
# [[Ancient jet engine]]&lt;br /&gt;
# [[Ancient kitchen sink]]&lt;br /&gt;
# [[Ancient mech drop beacon]]&lt;br /&gt;
# [[Ancient mechanoid shell]]&lt;br /&gt;
# [[Ancient microwave]]&lt;br /&gt;
# [[Ancient nav beacon]]&lt;br /&gt;
# [[Ancient oven]]&lt;br /&gt;
# [[Ancient pipes]] ([[Ancient pipeline section|pipeline section]])&lt;br /&gt;
# [[Ancient postbox]]&lt;br /&gt;
# [[Ancient razor wire]]&lt;br /&gt;
# [[Ancient refrigerator]]&lt;br /&gt;
# [[Ancient ruined APC]]&lt;br /&gt;
# [[Ancient ruined tank]]&lt;br /&gt;
# [[Ancient security turret]]&lt;br /&gt;
# [[Ancient shopping cart]]&lt;br /&gt;
# ([[Ancient small crate|small]]) ([[Ancient long crate|long]]) ([[Ancient large crate|large]])&lt;br /&gt;
# [[Ancient stove]]&lt;br /&gt;
# [[Ancient tank trap]]&lt;br /&gt;
# [[Ancient toilet]]&lt;br /&gt;
# [[Ancient troop carrier]]&lt;br /&gt;
# [[Ancient truck]]&lt;br /&gt;
# [[Ancient vending machine]]&lt;br /&gt;
# [[Ancient warspider remains]]&lt;br /&gt;
# [[Ancient warsprinter remains]]&lt;br /&gt;
# [[Ancient warwalker torso]] ([[Ancient warwalker claw|claw]]) ([[Ancient warwalker foot|foot]]) ([[Ancient warwalker leg|leg]]) ([[Ancient warwalker shell|shell]])&lt;br /&gt;
# [[Ancient washing machine]]&lt;br /&gt;
# [[Ancient wheel]] ([[Ancient giant wheel|giant]])&lt;br /&gt;
&lt;br /&gt;
=== Apparel ===&lt;br /&gt;
# [[Authority cap]]&lt;br /&gt;
# [[Blindfold]]&lt;br /&gt;
# [[Broadwrap]]&lt;br /&gt;
# [[Burka]]&lt;br /&gt;
# [[Flophat]]&lt;br /&gt;
# [[Headwrap]]&lt;br /&gt;
# [[Robe]]&lt;br /&gt;
# [[Shadecone]]&lt;br /&gt;
# [[Slave body strap]]&lt;br /&gt;
# [[Slave collar]]&lt;br /&gt;
# [[Slicecap]]&lt;br /&gt;
# [[Tailcap]]&lt;br /&gt;
# [[Torture crown]]&lt;br /&gt;
# [[Visage mask]]&lt;br /&gt;
&lt;br /&gt;
=== [[Dryads]] ===&lt;br /&gt;
# [[Barkskin]]&lt;br /&gt;
# [[Berrymaker]]&lt;br /&gt;
# [[Carrier]]&lt;br /&gt;
# [[Clawer]]&lt;br /&gt;
# [[Dryad cocoon]]&lt;br /&gt;
# [[Gaumaker]]&lt;br /&gt;
# [[Gauranlen tree]] ([[Gauranlen moss|moss]]) ([[Gauranlen pod|pod]]) ([[Gauranlen seed|seed]])&lt;br /&gt;
# [[Immature dryad]]&lt;br /&gt;
# [[Medicinemaker]]&lt;br /&gt;
# [[Woodmaker]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Floor ===&lt;br /&gt;
# [[Hex carpet]]&lt;br /&gt;
# [[Hex tile]]&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
# {{RoyaltyIcon}} [[Darklight brazier]]&lt;br /&gt;
# [[Darktorch]] ([[Fungus darktorch|fungus]])&lt;br /&gt;
# [[Kneel pillow]]&lt;br /&gt;
# [[Kneel sheet]]&lt;br /&gt;
# [[Slab bed]] ([[Slab double bed|double]])&lt;br /&gt;
# [[Standing darklamp]]&lt;br /&gt;
&lt;br /&gt;
=== Plants ===&lt;br /&gt;
# [[Fibercorn]]&lt;br /&gt;
# [[Nutrifungus]]&lt;br /&gt;
# [[Timbershroom]]&lt;br /&gt;
# [[Tinctoria]] ([[dye]])&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
more here (also check Royalty)&lt;br /&gt;
# [[Hacking Speed]]&lt;br /&gt;
# [[Pruning Speed]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rituals ===&lt;br /&gt;
# [[Cannibal platter]]&lt;br /&gt;
# [[Christmas tree]]&lt;br /&gt;
# [[Effigy]]&lt;br /&gt;
# [[Small altar]] ([[Medium altar|medium]]) ([[Large altar|large]]) ([[Grand altar|grand]])&lt;br /&gt;
# [[Ideogram]]&lt;br /&gt;
# [[Incense shrine]]&lt;br /&gt;
# [[Lightball]]&lt;br /&gt;
# [[Loudspeaker]]&lt;br /&gt;
# [[Pyre]]&lt;br /&gt;
# [[Ritual spot]]&lt;br /&gt;
# [[Sacrificial flag]]&lt;br /&gt;
&lt;br /&gt;
=== 1 ===&lt;br /&gt;
# [[Animalist slab (medium)]] ([[Animalist slab (broad)|broad]])&lt;br /&gt;
# [[Morbid slab (medium)]] ([[Morbid slab (broad)|broad]])&lt;br /&gt;
# [[Rustic rug (medium)]] ([[Rustic rug (broad)|broad]])&lt;br /&gt;
# [[Spikecore floor-star (medium)]] ([[Spikecore floor-star (broad)|broad]])&lt;br /&gt;
# [[Totemic slab (medium)]] ([[Totemic slab (broad)|broad]])&lt;br /&gt;
&lt;br /&gt;
=== 2 ===&lt;br /&gt;
# [[Archonexus core]]&lt;br /&gt;
&lt;br /&gt;
=== 3 ===&lt;br /&gt;
# [[Burnbong]] ([[autobong]])&lt;br /&gt;
&lt;br /&gt;
=== 4 ===&lt;br /&gt;
# [[Biosculpter pod]]&lt;br /&gt;
# [[Neural supercharger]]&lt;br /&gt;
# [[Sleep accelerator]]&lt;br /&gt;
&lt;br /&gt;
=== 5 ===&lt;br /&gt;
# [[Bonsai tree]] ([[Bonsai pot|pot]])&lt;br /&gt;
&lt;br /&gt;
=== 6 ===&lt;br /&gt;
# [[Gibbet cage]]&lt;br /&gt;
# [[Skullspike]] ([[skull]])&lt;br /&gt;
# [[Terror sculpture]]&lt;br /&gt;
&lt;br /&gt;
=== ? ===&lt;br /&gt;
# [[Archotech tower]]&lt;br /&gt;
# [[Gaumaker pod]]&lt;br /&gt;
# [[Grand archotech structure]]&lt;br /&gt;
# [[Lectern]]&lt;br /&gt;
# [[Major archotech structure]]&lt;br /&gt;
# [[Pew]]&lt;br /&gt;
# [[Spacedrone]]&lt;br /&gt;
&lt;br /&gt;
=== 7 ===&lt;br /&gt;
# [[Ideoligion]]&lt;br /&gt;
&lt;br /&gt;
# [[Relic]]&lt;br /&gt;
# [[Reliquary]]&lt;br /&gt;
&lt;br /&gt;
=== Unsorted ===&lt;br /&gt;
# [[Drum]]&lt;br /&gt;
* [[Fungal gravel]] ?&lt;br /&gt;
# [[Mindbend carpet]]&lt;br /&gt;
# [[Morbid carpet]]&lt;br /&gt;
# [[Morbid stone tile]]&lt;br /&gt;
# [[Spikecore plates]]&lt;br /&gt;
# [[Spikecore stone tile]]&lt;br /&gt;
# [[Styling station]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# [[Totemic boards]]&lt;br /&gt;
# [[Totemic stone tiles]]&lt;br /&gt;
&lt;br /&gt;
== Versions ==&lt;br /&gt;
=== Navbox ===&lt;br /&gt;
{{Navbox&lt;br /&gt;
|name = Versions navbox&lt;br /&gt;
|title = '''[[Version]]s'''&lt;br /&gt;
|group1 = Pre-alpha&lt;br /&gt;
|list1  = [[Version/0.0.232|0.0.232]]{{*}}[[Version/0.0.245|0.0.245]]{{*}} [[Version/0.0.250|0.0.250]]{{*}}[[Version/0.0.254B|0.0.254B]]&lt;br /&gt;
|group2 = Alpha&lt;br /&gt;
|list2  = [[Version/0.1.334|Alpha 1]]{{*}}[[Version/0.2.363|Alpha 2]]{{*}}[[Version/0.3.410|Alpha 3]]{{*}}[[Version/0.4.460|Alpha 4]]{{*}}[[Version/0.5.492|Alpha 5]]{{*}}[[Version/0.6.532|Alpha 6]]{{*}}[[Version/0.7.581|Alpha 7]]{{*}}[[Version/0.8.657|Alpha 8]]{{*}}[[Version/0.9.722|Alpha 9]]{{*}}[[Version/0.10.785|Alpha 10]]{{*}}[[Version/0.11.877|Alpha 11]]{{*}}[[Version/0.12.906|Alpha 12]] ([[Version/0.12.910|b/c]]) ([[Version/0.12.914|d]]){{*}}[[Version/0.13.1135|Alpha 13]]{{*}}[[Version/0.14.1234|Alpha 14]] ([[Version/0.14.1236|b]]) ([[Version/0.14.1238|c]]) ([[Version/0.14.1241|d]]) ([[Version/0.14.1249|e]]){{*}}[[Version/0.15.1279|Alpha 15]] ([[Version/0.15.1280|b]]) ([[Version/0.15.1284|c]]){{*}}[[Version/0.16.1393|Alpha 16]]{{*}}[[Version/0.17.1546|Alpha 17]] ([[Version/0.17.1557|b]])&lt;br /&gt;
|group3 = Beta&lt;br /&gt;
|list3  = [[Version/0.18.1722|Beta 18]]{{*}}[[Version/0.19.2009|Beta 19]]&lt;br /&gt;
|group4 = Full release&lt;br /&gt;
|list4  = {{Navbox subgroup&lt;br /&gt;
  |group1 = Version 1.0&lt;br /&gt;
  |list1  = [[Version/1.0.0|1.0.0]]{{*}}[[Version/1.0.2150|1.0.2150]]{{*}}[[Version/1.0.2282|1.0.2282]]{{*}}[[Version/1.0.2408|1.0.2408]]{{*}}[[Version/1.0.2549|1.0.2549]]&lt;br /&gt;
  |group2 = Version 1.1&lt;br /&gt;
  |list2  = [[Version/1.1.0|1.1.0]]{{*}}[[Version/1.1.2257|1.1.2257]]{{*}}[[Version/1.1.2258|1.1.2258]]{{*}}[[Version/1.1.2559|1.1.2559]]{{*}}[[Version/1.1.2560|1.1.2560]]{{*}}[[Version/1.1.2562|1.1.2562]]{{*}}[[Version/1.1.2563|1.1.2563]]{{*}}[[Version/1.1.2564|1.1.2564]]{{*}}[[Version/1.1.2565|1.1.2565]]{{*}}[[Version/1.1.2566|1.1.2566]]{{*}}[[Version/1.1.2567|1.1.2567]]{{*}}[[Version/1.1.2571|1.1.2571]]{{*}}[[Version/1.1.2575|1.1.2575]]{{*}}[[Version/1.1.2579|1.1.2579]]{{*}}[[Version/1.1.2589|1.1.2589]]{{*}}[[Version/1.1.2598|1.1.2598]]{{*}}[[Version/1.1.2610|1.1.2610]]{{*}}[[Version/1.1.2618|1.1.2618]]{{*}}[[Version/1.1.2624|1.1.2624]]{{*}}[[Version/1.1.2647|1.1.2647]]{{*}}[[Version/1.1.2654|1.1.2654]]&lt;br /&gt;
  |group3 = Version 1.2&lt;br /&gt;
  |list3  = [[Version/1.2.2719|1.2.2719]]{{*}}[[Version/1.2.2753|1.2.2753]]{{*}}[[Version/1.2.2900|1.2.2900]]{{*}}[[Version/1.2.3005|1.2.3005]]&lt;br /&gt;
  |group4 = Version 1.3&lt;br /&gt;
  |list4  = [[Version/1.3.3066|1.3.3066]]{{*}}[[Version/1.3.3067|1.3.3067]]{{*}}[[Version/1.3.3069|1.3.3069]]{{*}}[[Version/1.3.3069b|1.3.3069b]]{{*}}[[Version/1.3.3072|1.3.3072]]{{*}}[[Version/1.3.3074|1.3.3074]]{{*}}[[Version/1.3.3076|1.3.3076]]{{*}}[[Version/1.3.3080|1.3.3080]]{{*}}[[Version/1.3.3087|1.3.3087]]{{*}}[[Version/1.3.3101|1.3.3101]]{{*}}[[Version/1.3.3117|1.3.3117]]{{*}}[[Version/1.3.3159|1.3.3159]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
=== Pre-alpha ===&lt;br /&gt;
&lt;br /&gt;
=== Alpha ===&lt;br /&gt;
* [[Version/0.1.334|Alpha 1]]&lt;br /&gt;
* [[Version/0.2.363|Alpha 2 - Cannibal Modders]]&lt;br /&gt;
* [[Version/0.3.410|Alpha 3 - Factional Infighting]]&lt;br /&gt;
* [[Version/0.4.460|Alpha 4 - Giant Centipede Robots]]&lt;br /&gt;
* [[Version/0.5.492|Alpha 5 - Under Siege]]&lt;br /&gt;
* [[Version/0.6.532|Alpha 6 - Whole New World]]&lt;br /&gt;
* [[Version/0.7.581|Alpha 7 - Things Made of Stuff]]&lt;br /&gt;
* [[Version/0.8.657|Alpha 8 - Winter is Coming]]&lt;br /&gt;
* [[Version/0.9.722|Alpha 9 - Tales 'o' Drinking]]&lt;br /&gt;
* [[Version/0.10.785|Alpha 10 - Joy System]]&lt;br /&gt;
* [[Version/0.11.877|Alpha 11 - Sappers and Traps]]&lt;br /&gt;
* [[Version/0.12.906|Alpha 12 - Animal Taming]] ([[Version/0.12.910|b/c]]) ([[Version/0.12.914|d]])&lt;br /&gt;
* [[Version/0.13.1135|Alpha 13 - Trapped With Your Ex]]&lt;br /&gt;
* [[Version/0.14.1234|Alpha 14 - Scenario System]] ([[Version/0.14.1236|b]]) ([[Version/0.14.1238|c]]) ([[Version/0.14.1241|d]]) ([[Version/0.14.1249|e]])&lt;br /&gt;
* [[Version/0.15.1279|Alpha 15 - Tutorial and Drugs]] ([[Version/0.15.1280|b]]) ([[Version/0.15.1284|c]])&lt;br /&gt;
* [[Version/0.16.1393|Alpha 16 - Wanderlust]]&lt;br /&gt;
* [[Version/0.17.1546|Alpha 17 - On the Road]] ([[Version/0.17.1557|b]])&lt;br /&gt;
&lt;br /&gt;
=== Beta ===&lt;br /&gt;
* [[Version/0.18.1722|Beta 18 - A World of Story]]&lt;br /&gt;
* [[Version/0.19.2009|Beta 19 - Polish the Cannons]]&lt;br /&gt;
&lt;br /&gt;
=== Full release ===&lt;br /&gt;
* [[Version/1.0.0|1.0]] - check that it actually is 1.0.0 and not 1.0.xxxx&lt;br /&gt;
** [[Version/1.0.2150]]&lt;br /&gt;
** [[Version/1.0.2282]]&lt;br /&gt;
** [[Version/1.0.2408]] -- wrong version in article?&lt;br /&gt;
** [[Version/1.0.2549]] -- see 1.0.2408. Think this was a retroactive update (i.e. 1.1 was already released)&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.1.0|1.1]] -- check again like 1.0.0 or 1.0.xxx&lt;br /&gt;
** [[Version/1.1.2257]]&lt;br /&gt;
** [[Version/1.1.2258]]&lt;br /&gt;
** [[Version/1.1.2559]]&lt;br /&gt;
** [[Version/1.1.2560]]&lt;br /&gt;
** [[Version/1.1.2562]]&lt;br /&gt;
** [[Version/1.1.2563]]&lt;br /&gt;
** [[Version/1.1.2564]]&lt;br /&gt;
** [[Version/1.1.2565]]&lt;br /&gt;
** [[Version/1.1.2566]]&lt;br /&gt;
** [[Version/1.1.2567]]&lt;br /&gt;
** [[Version/1.1.2571]]&lt;br /&gt;
** [[Version/1.1.2575]]&lt;br /&gt;
** [[Version/1.1.2579]]&lt;br /&gt;
** [[Version/1.1.2589]]&lt;br /&gt;
** [[Version/1.1.2598]]&lt;br /&gt;
** [[Version/1.1.2610]]&lt;br /&gt;
** [[Version/1.1.2618]]&lt;br /&gt;
** [[Version/1.1.2624]]&lt;br /&gt;
** [[Version/1.1.2647]]&lt;br /&gt;
** [[Version/1.1.2654]]&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.2.2719|1.2 - Honor Bestowed]]&lt;br /&gt;
** [[Version/1.2.2753]]&lt;br /&gt;
** [[Version/1.2.2900]]&lt;br /&gt;
** [[Version/1.2.3005]]&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.3.3066|1.3]]&lt;br /&gt;
** [[Version/1.3.3067]]&lt;br /&gt;
** [[Version/1.3.3069]]&lt;br /&gt;
** [[Version/1.3.3069b]]&lt;br /&gt;
** [[Version/1.3.3072]]&lt;br /&gt;
** [[Version/1.3.3074]]&lt;br /&gt;
** [[Version/1.3.3076]]&lt;br /&gt;
** [[Version/1.3.3080]]&lt;br /&gt;
** [[Version/1.3.3087]]&lt;br /&gt;
** [[Version/1.3.3101]]&lt;br /&gt;
** [[Version/1.3.3117]]&lt;br /&gt;
** [[Version/1.3.3159]]&lt;br /&gt;
&lt;br /&gt;
== Colours ==&lt;br /&gt;
Find if color (A) is indistinguishable from another (B):&lt;br /&gt;
# C = A - B&lt;br /&gt;
# D = abs(C.r) + abs(C.g) + abs(C.b)&lt;br /&gt;
# return D &amp;lt; 0.005f&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hair ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Color&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(25, 25, 25);&amp;quot; |&lt;br /&gt;
| PitchBlack&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(79, 71, 66);&amp;quot; |&lt;br /&gt;
| MidBlack&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(63, 51, 38);&amp;quot; |&lt;br /&gt;
| DarkReddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(76, 51, 25);&amp;quot; |&lt;br /&gt;
| DarkSaturatedReddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(90, 58, 32);&amp;quot; |&lt;br /&gt;
| DarkBrown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(132, 83, 47);&amp;quot; |&lt;br /&gt;
| ReddishBrown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(193, 146, 85);&amp;quot; |&lt;br /&gt;
| SandyBlonde&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(237, 202, 156);&amp;quot; |&lt;br /&gt;
| Blonde&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ideology ===&lt;br /&gt;
The following colors are available:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25px;&amp;quot; | Color&lt;br /&gt;
! Name&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(26, 26, 26);&amp;quot; |&lt;br /&gt;
| Pitch black&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(51, 51, 51);&amp;quot; |&lt;br /&gt;
| Dark black&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(128, 128, 128);&amp;quot; |&lt;br /&gt;
| Dark grey&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(192, 192, 192);&amp;quot; |&lt;br /&gt;
| Grey&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(245, 245, 245);&amp;quot; |&lt;br /&gt;
| Light grey&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(148, 67, 67);&amp;quot; |&lt;br /&gt;
| Dark red&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(191, 86, 86);&amp;quot; |&lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(255, 115, 115);&amp;quot; |&lt;br /&gt;
| Light red&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(79, 71, 66);&amp;quot; |&lt;br /&gt;
| Mid black&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(90, 58, 32);&amp;quot; |&lt;br /&gt;
| Dark brown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(132, 83, 47);&amp;quot; |&lt;br /&gt;
| Reddish brown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(64, 51, 38);&amp;quot; |&lt;br /&gt;
| Dark reddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(77, 51, 26);&amp;quot; |&lt;br /&gt;
| Dark saturated reddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(193, 146, 85);&amp;quot; |&lt;br /&gt;
| Sandy blonde&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(237, 202, 156);&amp;quot; |&lt;br /&gt;
| Blonde&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(148, 115, 67);&amp;quot; |&lt;br /&gt;
| Dark orange&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(191, 149, 86);&amp;quot; |&lt;br /&gt;
| Orange&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(255, 199, 115);&amp;quot; |&lt;br /&gt;
| Light orange&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(132, 148, 67);&amp;quot; |&lt;br /&gt;
| Dark olive&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(170, 191, 86);&amp;quot; |&lt;br /&gt;
| Olive&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(227, 255, 115);&amp;quot; |&lt;br /&gt;
| Light olive&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(83, 148, 67);&amp;quot; |&lt;br /&gt;
| Dark green&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(107, 191, 86);&amp;quot; |&lt;br /&gt;
| Green&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(143, 255, 115);&amp;quot; |&lt;br /&gt;
| Light green&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(67, 148, 99);&amp;quot; |&lt;br /&gt;
| Dark teal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(86, 191, 128);&amp;quot; |&lt;br /&gt;
| Teal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(115, 255, 171);&amp;quot; |&lt;br /&gt;
| Light teal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(67, 148, 148);&amp;quot; |&lt;br /&gt;
| Dark blue&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(86, 191, 191);&amp;quot; |&lt;br /&gt;
| Blue&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(115, 255, 255);&amp;quot; |&lt;br /&gt;
| Light blue&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(67, 99, 148);&amp;quot; |&lt;br /&gt;
| Dark sapphire&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(86, 128, 191);&amp;quot; |&lt;br /&gt;
| Sapphire&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(115, 171, 255);&amp;quot; |&lt;br /&gt;
| Light sapphire&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(83, 67, 148);&amp;quot; |&lt;br /&gt;
| Dark mauve&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(107, 86, 191);&amp;quot; |&lt;br /&gt;
| Mauve&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(143, 115, 255);&amp;quot; |&lt;br /&gt;
| Light mauve&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(132, 67, 148);&amp;quot; |&lt;br /&gt;
| Dark purple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(170, 86, 191);&amp;quot; |&lt;br /&gt;
| Purple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(227, 115, 255);&amp;quot; |&lt;br /&gt;
| Light purple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(148, 67, 115);&amp;quot; |&lt;br /&gt;
| Dark pink&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(191, 86, 149);&amp;quot; |&lt;br /&gt;
| Pink&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(255, 115, 199);&amp;quot; |&lt;br /&gt;
| Light pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Example summary table ==&lt;br /&gt;
{{Main|Precepts}}&lt;br /&gt;
(summary paragraph about precepts)&lt;br /&gt;
&lt;br /&gt;
; Present in every ideoligion&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Issue&lt;br /&gt;
! Summary&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Blindness.png|20px]]&lt;br /&gt;
| [[Precepts#Blindness|Blindness]]&lt;br /&gt;
| Attitudes towards blindness rituals and sighted pawns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cannibalism.png|20px]]&lt;br /&gt;
| [[Precepts#Cannibalism|Cannibalism]]&lt;br /&gt;
| Attitudes towards butchering humans, eating human meat, and wearing human leather clothing.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Precept corpses.png|20px]]&lt;br /&gt;
| [[Precepts#Corpses|Corpses]]&lt;br /&gt;
| (1 line summary)&lt;br /&gt;
|}&lt;br /&gt;
; Optional&lt;br /&gt;
(etc.)&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Styling_station&amp;diff=96275</id>
		<title>Styling station</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Styling_station&amp;diff=96275"/>
		<updated>2021-11-10T10:39:57Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: /* Summary */ Relationship is &amp;gt;= 0.6f, not &amp;gt; 0.6f. See ThoughtWorker_WearingColor::CurrentStateInternal.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{infobox main|misc|&lt;br /&gt;
|name = Styling station&lt;br /&gt;
|image = Styling station.png|Styling station&lt;br /&gt;
|description = A table with a mirror and styling tools. People can use this to change their look.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Misc&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 50&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.5&lt;br /&gt;
|minifiable = true&lt;br /&gt;
|size = 3 ˣ 1&lt;br /&gt;
|mass base = 15&lt;br /&gt;
|flammability = 0.8&lt;br /&gt;
|hp = 120&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|terrain affordance = medium&lt;br /&gt;
|thingCategories = BuildingsFurniture&lt;br /&gt;
|work to make = 2000&lt;br /&gt;
|stuff tags = Metallic, Woody&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 80&lt;br /&gt;
|resource 2 = Steel&lt;br /&gt;
|resource 2 amount = 30&lt;br /&gt;
|page verified for version = 1.3.3069&lt;br /&gt;
}}&lt;br /&gt;
A '''Styling station''' is a station used to aesthetically edit your pawns added by the [[Ideology DLC]]. It allows the styling of hair and beards, as well as the dyeing of [[apparel]], hair and beards.&lt;br /&gt;
&lt;br /&gt;
To use the styling station, select the pawn then right click on the styling station, selecting the &amp;quot;Change style&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
In the Architect tab, under the Misc category.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
You will need to grow [[Tinctoria]] to get [[Dye]] to change color of your pawn's apparel and hair. Some pawns have a favorite color, and [[ideoligion]]s have an associated color - dying at least 60% of a pawn's equipped clothing items in either of these colors will give them a [[mood]] boost of +1. Which specific items are dyed is not important, only the total number of items equipped and how many of them are dyed.&lt;br /&gt;
&lt;br /&gt;
If a pawn has the same favorite color as their ideoligion color, they will get both buffs.&lt;br /&gt;
&lt;br /&gt;
It is unknown if the base color of items counts i.e. if a Red-preferring pawn will be satisfied by [[Devilstrand]] clothing.{{Check Tag|Detail Needed}}&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
?&lt;br /&gt;
{{Building Material Table}}&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Dying hair now requires dye&lt;br /&gt;
* [[Version/1.3.3074|1.3.3072]] - You can no longer change the color of lodgers' apparel if they refuse to change their apparel at all. Added darker black hair color option.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Allow black color to be selected for apparel coloring.&lt;br /&gt;
{{nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=96274</id>
		<title>Ideoligion</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=96274"/>
		<updated>2021-11-10T10:39:40Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: /* Apparel preferences */ Relationship is &amp;gt;= 0.6f, not &amp;gt; 0.6f. See ThoughtWorker_WearingColor::CurrentStateInternal.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}{{stub}}&lt;br /&gt;
&lt;br /&gt;
'''Ideoligions''' are both a system of mechanics introduced by, and the primary focus of, the [[Ideology DLC]]. They allow colonies to introduce a variety of new restrictions and capabilities to change gameplay, as well as new interactions with other factions.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
When starting a game, after choosing the world tile, the player can choose their starting ideologion. There are four options: You could choose to &amp;quot;Play Classic&amp;quot;, choose one of the prebuilt ideologions, or choose to form your own - if you choose to create your own, you have the choice between creating a fluid or static ideologion. You additionally have the ability to customise the ideologions of the factions, within some restrictions on the memes depending on their type of faction.&lt;br /&gt;
&lt;br /&gt;
Once the game begins, you can view your ideologions and those of other factions by clicking on the lightbulb icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
===Forming an ideologion===&lt;br /&gt;
Forming an ideoligion begins with selecting a structure. Structures typically determine the default style and randomized content of your ideoligion, and may unlock certain rituals, but have no effect on what memes can be chosen. You can choose up to 4 memes, which establish the practical foundation of your ideoligion. The impact of memes varies across three tiers, with some not affecting gameplay much and others altering it drastically. Certain memes may unlock or require certain styles, rituals, and other features in the same vein as structures do. The primary effect of memes comes from precepts, however, as many memes similarly unlock or require specific precepts, which perform most of the gameplay alteration available within the expansion. Precepts can affect gameplay in a number of ways to varying degrees, as they change your colonists' expectations in accordance with the beliefs they represent. For example, an ideoligion with the Guilty and Animal Personhood memes requires that the precepts for charity and animal slaughter are set to some form of requirement and disapproval, respectively; meaning your colonists will gain a mood debuff if beggars are turned away or a colony animal is slaughtered.&lt;br /&gt;
&lt;br /&gt;
Beyond memes and precepts, there are also styles, roles, rituals, buildings, weapon and clothing preferences, venerated animals, and rules for types of hair and tattoo. Styles determine, in conjunction with structures, the overall &amp;quot;theme&amp;quot; of your ideoligion both in description and aesthetics; for example, a Christian-structured ideoligion will feature &amp;quot;God&amp;quot; as its sole deity and its artistic members will only produce Christian-themed sculptures. Roles serve a more practical purpose, and most require a specific meme to be unlocked; but every ideoligion will have a role for its leader and moral guide. Colonists assigned a specific role may be granted certain bonuses and powers, though often at the cost of being more difficult to keep happy and being unable to perform certain types of work. Rituals are specific social events of varying forms and themes which, depending on their quality, may provide a mood buff or debuff to the colonists participating in them. Successful, high-quality rituals may also grant an additional reward such as faction goodwill or the addition of a new pawn to your colony. Buildings may be required by certain rituals, such as the symbol burning ritual; there must to be a symbol to burn, of course. Otherwise, however, buildings are primarily an aesthetic choice and the only required buildings are one place of worship and a seat for it, such as an ideogram and kneel sheet.&lt;br /&gt;
&lt;br /&gt;
===Fluid ideoligions===&lt;br /&gt;
Fluid ideologions can only start with a single meme, but are otherwise formed in the same as static ideoligions.&lt;br /&gt;
&lt;br /&gt;
Every time you complete a ritual or convert a prisoner, you gain development points. The number of development points gained by ritual can vary with the quality of said ritual; a terrible ritual awards no points, a decent ritual awards 1 point, and an exceptional ritual awards 2 points. Once you gain 10 points you can change your ideology in some way, such as by adding or removing a meme, still up to a maximum of 4 memes. There is a point counter just below &amp;quot;styles&amp;quot; in the ideoligion tab. You can reform your ideoligion many times, although each time your points are reset to 0 and the cost goes up by 2 points - thus, the goal moves from 10, to 12, to 14, and so on.&lt;br /&gt;
&lt;br /&gt;
===Play Classic===&lt;br /&gt;
If you choose to &amp;quot;Play Classic&amp;quot;, your colonists with be given an ideologion with no memes, the Ideological structure, Astropolitan culture, and precepts reminiscent of base game Rimworld.&lt;br /&gt;
&lt;br /&gt;
The ideoligion will have the following precepts:&lt;br /&gt;
* [[#Corpses|Corpses: Ugly]]&lt;br /&gt;
* [[#Insect meat|Insect meat: Despised]]&lt;br /&gt;
* [[#Marriage name|Marriage name: Usually man's]]&lt;br /&gt;
* [[#Eating nutrient paste|Eating nutrient paste: Disgusting]]&lt;br /&gt;
* [[#Physical love|Physical love: Free]]&lt;br /&gt;
* [[#Women's spouses|Women's spouses: One only]]&lt;br /&gt;
* [[#Men's spouses|Men's spouses: One only]]&lt;br /&gt;
&lt;br /&gt;
It will have a leader and a moral guide, a funeral ritual and a random altar or ideogram, as well as 2-3 random relics.&lt;br /&gt;
&lt;br /&gt;
===Conversion===&lt;br /&gt;
{{Stub|section=1|reason=Exact mechanics}}&lt;br /&gt;
{{See also|Conversion Power}}&lt;br /&gt;
Colonists and other pawns of different ideoligions can be converted to whatever ideoligions the player has access to. Imprisoned pawns can be converted in the prisoner menu, as one might reduce resistance. Other pawns will typically have to be converted using a moral guide for the relevant ideoligion, either through the use of a conversion ritual, the Convert ability, or - most likely - both. Since moral guides cannot be selected without a minimum number of colonists of that ideoligion present, this route may be difficult for players attempting to cultivate a multi-ideoligion colony.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
Choosing your structure affects which symbols the game uses for your ideoligion. It does not affect gameplay.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Structure !! Description !! Styles !! Unlocked Rituals !! Chance to Have Precept&lt;br /&gt;
|- id=&amp;quot;Abstract theist&amp;quot;&lt;br /&gt;
| [[File:Abstract theist.png|64px]] || Abstract theist || The god(s) do not have physical form, but are everywhere at once. They know all, and can do anything. Their will defines the moral structure of the universe. ||  ||  || &lt;br /&gt;
|- id=&amp;quot;Animist&amp;quot;&lt;br /&gt;
| [[File:Animist.png|64px]] || Animist || Spirits live in everything around us. In the plants and animals, rivers and trees, sky and stars. The moral structure of the universe springs from the necessity of respecting them. || Animalist ||  || &lt;br /&gt;
|- id=&amp;quot;Archist&amp;quot;&lt;br /&gt;
| [[File:Archist.png|64px]] || Archist || Archotechs are the true gods. They know the moral structure of the universe, and serving them is how we will connect with it. ||  ||  || &lt;br /&gt;
|- id=&amp;quot;Buddhist origin&amp;quot;&lt;br /&gt;
| [[File:Buddhist origin.png|64px]] || Buddhist origin || This ideoligion is a descendant of ancient Buddhism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Buddhist || Smokeleaf circle ||  Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Christian origin&amp;quot;&lt;br /&gt;
| [[File:Christian origin.png|64px]] || Christian origin || This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Christianity. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Christian || Christmas tree party || Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Embodied theist&amp;quot;&lt;br /&gt;
| [[File:Embodied theist.png|64px]] || Embodied theist || The god(s) walk the planets like us, yet they are powerful and immortal as we are not. They decide the moral structure of the universe. ||  ||  || &lt;br /&gt;
|- id=&amp;quot;Hindu origin&amp;quot;&lt;br /&gt;
| [[File:Hindu origin.png|64px]] || Hindu origin || This is a variant of the embodied theist structure. This ideoligion is a descendant of ancient Hinduism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Hindu || Smokeleaf circle || Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Ideological&amp;quot;&lt;br /&gt;
| [[File:Ideological.png|64px]] || Ideological || There are no gods. The moral structure of the universe is found in our grand narrative of social forces. ||  || Symbol burning || &lt;br /&gt;
|- id=&amp;quot;Islamic origin&amp;quot;&lt;br /&gt;
| [[File:Islamic origin.png|64px]] || Islamic origin || This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Islam. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Islamic ||  || Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
Cultures affect names, appearances, and symbols.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Culture !! Factions Allowed !! Description&lt;br /&gt;
|- id=&amp;quot;Astropolitan&amp;quot;&lt;br /&gt;
|[[File:Astropolitan.png|32px]] || Astropolitan || New Arrivals  || A broad collection of cultures common among frequent space travelers.&lt;br /&gt;
|- id=&amp;quot;Rustican&amp;quot;&lt;br /&gt;
| || Rustican || Outlander Factions || A hardy industrial cultures common among rimworld outlanders.&lt;br /&gt;
|- id=&amp;quot;Corunan&amp;quot;&lt;br /&gt;
|[[File:GentleTribe.png|32px]] || Corunan || New Tribe&amp;lt;br&amp;gt;Tribal Factions || An ancient culture common among rimworld tribes.&lt;br /&gt;
|- id=&amp;quot;Kriminul&amp;quot;&lt;br /&gt;
|[[File:Pirate.png|32px]] || Kriminul || Pirate Factions || A broad category describing the styles and practices of many pirate groups.&lt;br /&gt;
|- id=&amp;quot;Sophian&amp;quot;&lt;br /&gt;
|[[File:Empire map marker.png|32px]] || Sophian {{RoyaltyIcon}} || [[Empire]] Faction&amp;lt;br&amp;gt;Ancient Factions || A techno-feudal culture centered on the planet Sophiamunda.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
An ideoligion can have 0-3 associated styles. People belonging to that ideoligion will apply those styles when making specific items. Colonists will get thoughts based on the styles of the objects around them, depending on their ideoligion's [[#Diversity of thought|diversity of thought]] precept either for having surroundings match or not match their ideoligion. Neutral surroundings produce no thought. If multiple styles of an ideoligion affect the same object, left-most applies.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Style !! New buildables !! Affects items !! Affects objects !! Affects ritual ambience sound&lt;br /&gt;
|-&lt;br /&gt;
| Hindu || || [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]] || Small sculpture, Large sculpture, Grand sculpture || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Christian || || || Small sculpture, Large sculpture, Grand sculpture || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Islamic || || || Small sculpture, Large sculpture, Grand sculpture || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Buddhist || || || Small sculpture, Large sculpture, Grand sculpture || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Morbid || [[Morbid carpet]], [[Morbid slab (broad)]], [[Morbid slab (medium)]], [[Morbid tile]] || [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]] || Small sculpture, Large sculpture, Grand sculpture, Stool, Table (1x2, 2x2, 2x4, 3x3), Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Column || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Totemic || [[Totemic boards]], [[Totemic slab (broad)]], [[Totemic slab (medium)]], [[Totemic tile]] || [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]] || Small sculpture, Large sculpture, Grand sculpture, Stool, Dining chair, Table (1x2, 2x2, 2x4, 3x3), Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Column || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Spikecore || [[Spikecore floor-star (broad)]], [[Spikecore floor-star (medium)]], [[Spikecore plates]], [[Spikecore tile]] || [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]], [[Flak jacket#Styles|Flak jacket]], [[Duster#Styles|Duster]], [[Jacket#Styles|Jacket]], [[Parka#Styles|Parka]] || Table (1x2, 2x2, 2x4, 3x3), Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Column || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Rustic || [[Rustic rug (broad)]], [[Rustic rug (medium)]] || [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]] || Column, Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Table (1x2, 2x2, 2x4, 3x3) || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Animalist || [[Animalist slab (broad)]], [[Animalist slab (medium)]] || [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]], [[War mask#Styles|War mask]] || Small sculpture, Large sculpture, Grand sculpture || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Techist || || || Column, Plant pot, Standing lamp (regular, red, green, blue, darklamp), Shelf, Autodoor, Table (1x2, 2x2, 2x4, 3x3) || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Style dominance ===&lt;br /&gt;
{{Stub|reason=An explanation of how style dominance works.}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Style dominance&lt;br /&gt;
|-&lt;br /&gt;
| Small sculpture&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Large sculpture&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Grand sculpture&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| Table (1x2)&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Table (2x2)&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Table (2x4)&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Table (3x3)&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Torch lamp&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Standing lamp (including colored variants)&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Column&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Morbid tile&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Morbid carpet&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Spikecore tile&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Spikecore plates&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Totemic boards&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Mindbend carpet&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Hex carpet&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Hex tile&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Small altar&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Medium altar&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Large altar&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| Grand altar&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| Ideogram&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Christmas tree&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal platter&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Effigy&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Sacrificial flag&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Pyre&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Burnbong&amp;lt;ref&amp;gt;Note that autobong does ''not'' have style dominance.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Incense shrine&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Pew&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Kneel sheet&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Kneel pillow&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Morbid slab (medium)&lt;br /&gt;
* Totemic slab (medium)&lt;br /&gt;
* Spikecore floor-star (medium)&lt;br /&gt;
* Rustic rug (medium)&lt;br /&gt;
* Animalist slab (medium)&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Morbid slab (broad)&lt;br /&gt;
* Totemic slab (broad)&lt;br /&gt;
* Spikecore floor-star (broad)&lt;br /&gt;
* Rustic rug (broad)&lt;br /&gt;
* Animalist slab (broad)&lt;br /&gt;
| 40&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Memes ==&lt;br /&gt;
&lt;br /&gt;
You must choose one to four memes at the beginning of your playthrough to form the foundational ideas of your ideoligion. Some have much more gameplay impact than others. Hovering over a meme will show you the information in this table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Meme !! Description !! Impact !! Incompatible Memes !! Required Precepts !! Chance to Have Precept !! Disabled Precepts !! Unlocked Roles !! Required Rituals !! Unlocked Rituals !! New Buildables !! Unlocked Craftables !! Start with Research !! Agreeing Traits !! Conflicting Traits !! Styles&lt;br /&gt;
|- id=&amp;quot;Animal personhood&amp;quot;&lt;br /&gt;
| [[File:Animal personhood.png|64px]] || '''Animal personhood''' || Animals have rights as humans do. ||data-sort-value=3|High || Rancher || '''Animal connection:''' Strong&amp;lt;br&amp;gt;'''Slaughtering animals:''' Prohibited, Horrible, or Disapproved&amp;lt;br&amp;gt;'''Meat eating:''' Abhorrent, Horrible, or Disapproved || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Blindsight&amp;quot;&lt;br /&gt;
| [[File:Blindsight.png|64px]] || '''[[Blindsight]]''' || Only those who are blind can perceive true reality. ||data-sort-value=3|High || Darkness || '''Blind psysense:''' Strong &amp;lt;br&amp;gt;'''Blindness:''' Respected, Elevated, or Sublime || - || '''Blindness:''' Horrible&amp;lt;br&amp;gt;'''Lighting:''' Darklight preferred&amp;lt;br&amp;gt;'''Combat in darkness:''' preferred || [[Ideoligion#Medical specialist|Medical specialist]] || Blinding || - || - || Blindfold || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Cannibal&amp;quot;&lt;br /&gt;
| [[File:Cannibal.png|64px]] || '''Cannibal''' || We must consume human flesh. ||data-sort-value=3|High || - || '''Organ use:''' Acceptable &amp;lt;br&amp;gt;'''Cannibalism:''' Preferred, Required (strong), or Required (ravenous) &amp;lt;br&amp;gt;'''Execution:''' Don't care, Respected if guilty, or Required || - || '''Execution:''' Always horrible or Horrible if innocent || - || - || Cannibal feast || - || - || - || Cannibal || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Collectivist&amp;quot;&lt;br /&gt;
| [[File:Collectivist.png|64px]] || '''Collectivist''' || Each person is part of a greater whole. People should work to play their part and help the group. ||data-sort-value=1|Low || Individualist || '''Work drive:''' Tripled || Visage mask: Relaxed || '''Marriage name:''' Keep names || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Darkness&amp;quot;&lt;br /&gt;
| [[File:Darkness.png|64px]] || '''Darkness''' || Bright light burns and destroys! Darkness nourishes and creates. People ought to live in darkness. ||data-sort-value=3|High || Blindsight || '''Lighting:''' Darklight preferred&amp;lt;br&amp;gt;'''Combat in darkness:''' Preferred || - || - || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Female supremacy&amp;quot;&lt;br /&gt;
| [[File:Female supremacy.png|64px]] || '''Female supremacy''' || Women are the superior gender and should rule. ||data-sort-value=2|Medium || Male supremacy || - || Burka: Relaxed&amp;lt;br&amp;gt;Veil: Strong || - || - || - || - || - || - || - || Misogynist || - || -&lt;br /&gt;
|- id=&amp;quot;Flesh purity&amp;quot;&lt;br /&gt;
| [[File:Flesh purity.png|64px]] || '''Flesh purity''' || The human body should not be debased. ||data-sort-value=2|Medium || High life&amp;lt;br&amp;gt;Transhumanist || '''Drug use:''' Prohibited&amp;lt;br&amp;gt;'''Biosculpting:''' Despised&amp;lt;br&amp;gt;'''Body modification:''' Abhorrent&amp;lt;br&amp;gt;'''Scarification:''' Horrible || - || '''Body modification:''' Approved&amp;lt;br&amp;gt;'''Physical love:''' Free and approved || [[Ideoligion#Medical specialist|Medical specialist]] || - || Symbol burning || - || - || - || Body purist&amp;lt;br&amp;gt;Nudist || Body modder || -&lt;br /&gt;
|- id=&amp;quot;Guilty&amp;quot;&lt;br /&gt;
| [[File:Guilty.png|64px]] || '''Guilty''' || Our people carry guilt from ages past. Others are more worthy. ||data-sort-value=1|Low || Supremacist&amp;lt;br&amp;gt;Loyalist || '''Pain:''' Idealized &amp;lt;br&amp;gt; '''Charity:''' Essential, Important, or Worthwhile || - || '''Apostasy:''' Abhorrent, Horrible, and Guilty&amp;lt;br&amp;gt;'''Slavery:''' Honorable || - || - || Symbol burning || - || Torture crown || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;High life&amp;quot;&lt;br /&gt;
| [[File:High life.png|64px]] || '''High life''' || Exotic states of mind are central to a good life. ||data-sort-value=2|Medium || Flesh purity || '''Drug use:''' Essential || Flophat: Relaxed || '''Drug use:''' Prohibited, Medical only, or Medical/social only || [[Ideoligion#Plants specialist|Plants specialist]] || Smokeleaf circle || Smokeleaf circle || Autobong&amp;lt;br&amp;gt;Mindbend carpet || - || - || Chemical interest&amp;lt;br&amp;gt;Chemical fascination || - || -&lt;br /&gt;
|- id=&amp;quot;Human primacy&amp;quot;&lt;br /&gt;
| [[File:Human primacy.png|64px]] || '''Human primacy''' || Humans are the moral center of the universe. ||data-sort-value=2|Medium || Nature primacy || '''Bonding:''' Disapproved || - || '''Slaughtering animals:''' Prohibited, Horrible, and Disapproved&amp;lt;br&amp;gt;'''Killing innocent animals:''' Abhorrent, Horrible, and Disapproved&amp;lt;br&amp;gt;'''Meat eating:''' Abhorrent, Horrible, Disapproved, Mildly required, Seriously required, and Strictly required&amp;lt;br&amp;gt;'''Mining:''' Prohibited, Horrible, and Disapproved&amp;lt;br&amp;gt;'''Cutting trees:''' Prohibited, Horrible, and Disapproved || [[Ideoligion#Production specialist|Production specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Individualist&amp;quot;&lt;br /&gt;
| [[File:Individualist.png|64px]] || '''Individualist''' || Each person is a free individual with the right to their own ideas and decisions. Nobody should be made to conform. ||data-sort-value=1|Low || Collectivist&amp;lt;br&amp;gt;Supremacist || - || - || '''Slavery:''' Honorable || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Loyalist&amp;quot;&lt;br /&gt;
| [[File:Loyalist.png|64px]] || '''Loyalist''' || We stand for our own before others. ||data-sort-value=1|Low || Supremacist&amp;lt;br&amp;gt;Guilty || - || - || - || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Male supremacy&amp;quot;&lt;br /&gt;
| [[File:Male supremacy.png|64px]] || '''Male supremacy''' || Men are the superior gender and should rule. ||data-sort-value=2|Medium || Female supremacy || - || Burka: Relaxed&amp;lt;br&amp;gt;Veil: Strong || - || - || - || - || - || - || - || Misandrist || - || -&lt;br /&gt;
|- id=&amp;quot;Nature primacy&amp;quot;&lt;br /&gt;
| [[File:Nature primacy.png|64px]] || '''Nature primacy''' || Man is a stain on nature's perfection. ||data-sort-value=2|Medium || Human primacy || - || - || - || [[Ideoligion#Plants specialist|Plants specialist]] || || - || - || - || - || - || - || Animalist&lt;br /&gt;
|- id=&amp;quot;Nudism&amp;quot;&lt;br /&gt;
| [[File:Nudism.png|64px]] || '''Nudism''' || Clothing binds, controls, and suffocates us. We should all hang free. ||data-sort-value=3|High || - || '''Male clothing:''' Fully nude or Pants at most &amp;lt;br&amp;gt;'''Female clothing:''' Fully nude or Pants at most || - || - || - || - || Symbol burning || - || - || - || Nudist || - || -&lt;br /&gt;
|- id=&amp;quot;Pain is virtue&amp;quot;&lt;br /&gt;
| [[File:Pain is virtue.png|64px]] || '''Pain is virtue''' || Virtue is shown through suffering of self and others. ||data-sort-value=3|High || - || '''Pain:''' Idealized&amp;lt;br&amp;gt;'''Comfort:''' Ignored&amp;lt;br&amp;gt;'''Slab bed:''' Preferred || - || '''Charity:''' Essential, Important, and Worthwhile&amp;lt;br&amp;gt;'''Execution:''' Always abhorrent and Always horrible&amp;lt;br&amp;gt;'''Scarification:''' Horrible&amp;lt;br&amp;gt;'''Skullspike:''' Disapproved || - || Scarification || Symbol burning || Slab bed&amp;lt;br&amp;gt;Slab double bed || Torture crown || - || Ascetic&amp;lt;br&amp;gt;Tortured artist&amp;lt;br&amp;gt;Masochist || Wimp&amp;lt;br&amp;gt;Gourmand || Morbid&lt;br /&gt;
|- id=&amp;quot;Proselytizer&amp;quot;&lt;br /&gt;
| [[File:Proselytizer.png|64px]] || '''Proselytizer''' || It is our duty to spread our beliefs. ||data-sort-value=2|Medium || - || '''Proselytizing:''' Occasional, Sometimes, or Frequent || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Raider&amp;quot;&lt;br /&gt;
| [[File:Raider.png|64px]] || '''Raider''' || The strong should take from the weak. ||data-sort-value=2|Medium || - || '''Raiding:''' Respected or Required &amp;lt;br&amp;gt;'''Execution:''' Horrible if innocent, Don't care, Respected if guilty, or Required || - || '''Skullspike:''' Disapproved&amp;lt;br&amp;gt;'''Slavery:''' Abhorrent, Horrible, and Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]]|| - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Rancher&amp;quot;&lt;br /&gt;
| [[File:Rancher.png|64px]] || '''Rancher''' || Raising animals is the right way; raising plants to eat is not. ||data-sort-value=3|High || Animal personhood || '''Ranching:''' Central &amp;lt;br&amp;gt;'''Meat eating:''' Mildly required, Seriously required, or Strictly required || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Supremacist&amp;quot;&lt;br /&gt;
| [[File:Supremacist.png|64px]] || '''Supremacist''' || Our people should dominate all others. ||data-sort-value=1|Low || Individualist&amp;lt;br&amp;gt;Loyalist&amp;lt;br&amp;gt;Guilty || '''Slavery:''' Acceptable or Honorable &amp;lt;br&amp;gt; '''Execution:''' Required, Respected if guilty, or Don't care || - || '''Charity:''' Essential, Important and Worthwhile&amp;lt;br&amp;gt;'''Skullspike:''' Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot;&lt;br /&gt;
| [[File:Transhumanist.png|64px]] || '''Transhumanist''' || Human progress means merging with technology. ||data-sort-value=2|Medium || Flesh purity || '''Sleep accelerator:''' Preferred&amp;lt;br&amp;gt;'''Neural supercharge:''' Preferred&amp;lt;br&amp;gt;'''Biosculpting:''' Accelerated&amp;lt;br&amp;gt;'''Age reversal:''' Demanded&amp;lt;br&amp;gt;'''Eating nutrient paste:''' Don't mind&amp;lt;br&amp;gt;'''Body modification:''' Approved || Slicecap: Relaxed || '''Body modification:''' Abhorrent or Disapproved || [[Ideoligion#Research specialist|Research specialist]] || - || - || Hex carpet&amp;lt;br&amp;gt;Hex tile&amp;lt;br&amp;gt;Neural supercharger&amp;lt;br&amp;gt;Sleep accelerator || - || - || Body modder || Body purist || Techist&lt;br /&gt;
|- id=&amp;quot;Tree connection&amp;quot;&lt;br /&gt;
| [[File:Tree connection.png|64px]] || '''Tree connection''' || Trees are the essence of life, and we must be near them. ||data-sort-value=3|High || - || '''Trees:''' Desired || - || - || [[Ideoligion#Plants specialist|Plants specialist]] || - || - || - || - || Tree sowing || - || - || -&lt;br /&gt;
|- id=&amp;quot;Tunneler&amp;quot;&lt;br /&gt;
| [[File:Tunneler.png|64px]] || '''Tunneler''' || Humans ought to live underground, and enjoy the succulent fruit of the depths. ||data-sort-value=3|High || - || '''Fungus:''' Preferred&amp;lt;br&amp;gt;'''Insect meat:''' Loved&amp;lt;br&amp;gt;'''Small spaces:''' Don't care || - || '''Mining:''' Prohibited, Horrible, or Disapproved || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || Fungal gravel || - || Stonecutting || Undergrounder || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other Faction Customization ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Meme !! Civil outlander !! Rough outlander !! Gentle tribe !! Fierce tribe !! Savage tribe !! Cannibal tribe !! Nudist tribe !! Pirate gang !! Pirate cannibal gang !! Shattered Empire !! Ancient faction&lt;br /&gt;
|-&lt;br /&gt;
| Supremacist || [[file:checkoff.png]] || '''Required''' || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]] || [[file:checkon.png]] || '''Required''' || '''Required''' || [[file:checkoff.png]]* || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Loyalist || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Guilty || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Individualist || '''Required**''' || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Collectivist || '''Required**''' || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Transhumanist || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Flesh purity || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Raider || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || '''Required''' || '''Required''' || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Proselytizer || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| High life || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Nature primacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Human primacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Female supremacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Male supremacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Animal personhood || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Rancher || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Pain is virtue || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Darkness || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Tunneler || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Tree connection || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Nudism || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Blindsight || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || '''Required''' || [[file:checkon.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*Appears on faction's options but conflicts with required meme&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**Individualist OR Collectivist must be chosen&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Natural goodwill with other factions ===&lt;br /&gt;
&lt;br /&gt;
Additionally, Supremacist and Raider have -50 with everyone, Loyalist -10 with everyone, and Guilty +10 with everyone. There is a +10 bonus for having the same ideoligion.&lt;br /&gt;
&lt;br /&gt;
Modifiers stack, but each pair only applies once; for example Flesh purity + Cannibal vs Flesh purity + Cannibal give +10 for Flesh purity/Flesh purity, +10 for Cannibal/Cannibal, and +10 for Flesh purity/Cannibal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Individualist !! Collectivist !! Transhumanist !! Flesh purity !! Proselytizer !! High life !! Nature primacy !! Human primacy !! Female supremacy !! Male supremacy !! Animal personhood !! Rancher !! Pain is virtue !! Nudism !! Cannibal&lt;br /&gt;
|-&lt;br /&gt;
! Individualist&lt;br /&gt;
| +10 || -10 || || || -10 || || || || -10 || -10 || || || || || -10&lt;br /&gt;
|-&lt;br /&gt;
! Collectivist&lt;br /&gt;
| -10 || +10 || || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Transhumanist&lt;br /&gt;
| || || +10 || -20 || || || -20 || +10 || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Flesh purity&lt;br /&gt;
| || || -20 || +10 || || -30 || || +10 || || || || || || || +10&lt;br /&gt;
|-&lt;br /&gt;
! Proselytizer&lt;br /&gt;
| -10 || || || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! High life&lt;br /&gt;
| || || || -30 || || +10 || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Nature primacy&lt;br /&gt;
| || || -20 || || || || +10 || -30 || || || +10 || -30 || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Human primacy&lt;br /&gt;
| || || +10 || +10 || || || -30 || +10 || || || -10 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Female supremacy&lt;br /&gt;
| -10 || || || || || || || || +10 || -30 || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Male supremacy&lt;br /&gt;
| -10 || || || || || || || || -30 || +10 || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Animal personhood&lt;br /&gt;
| || || || || || || +10 || -10 || || || +10 || -10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Rancher&lt;br /&gt;
| || || || || || || -30 || || || || -10 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Pain is virtue&lt;br /&gt;
| || || || || || || || || || || || || +10 || || +10&lt;br /&gt;
|-&lt;br /&gt;
! Nudism&lt;br /&gt;
| || || || || || || || || || || || || || +10 ||&lt;br /&gt;
|-&lt;br /&gt;
! Cannibal&lt;br /&gt;
| -10 || || || +10 || || || || || || || || || +10 || || +10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Precepts==&lt;br /&gt;
Associated precepts have a chance to appear if a meme is present, but can still be removed if not required.&lt;br /&gt;
&lt;br /&gt;
Some precepts are available to all ideologies, some require at least one of the enabling memes, and some may be unavailable if certain memes are present.&lt;br /&gt;
&lt;br /&gt;
===Present in every ideoligion===&lt;br /&gt;
There are 19 issues (precept categories) that are present in every ideoligion and may not be removed. However, their level may be changed. They include &amp;quot;basic&amp;quot; precepts from the base game, used in &amp;quot;Play Classic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Issue !! Precept !! Description !! Requirement !! Associated !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blindness&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| [[File:Blindness.png|64px]] || rowspan=&amp;quot;4&amp;quot;| Blindness&lt;br /&gt;
| Horrible || Blinding people for ideoligious reasons is horrible. || Not [[#Blindsight|Blindsight]] || || Colonists gain Mood: Someone got blinded: -2 unless they have the Psychopath or Bloodlust traits&lt;br /&gt;
|-&lt;br /&gt;
| Respected || To be blind is a moral thing worthy of respect. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Colonists gain Moods: Blind (+5), Vision Blocked (+2), or Was Blinded (+3). They also gain a +20 Opinion bonus towards blind pawns, or a -8 Opinion malus to sighted pawns.&lt;br /&gt;
|-&lt;br /&gt;
| Elevated || The blind stand pure above the sighted. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Moods as Respected, but Blind increases to +10 and Was Blinded to +5. Half-Blind (+1) and Not Blind (-3) are added. Opinion bonus towards blind pawns increases to +35 and malus towards sighted pawns increases to -10. Opinion bonus towards half-blind pawns is added (+10).&lt;br /&gt;
|-&lt;br /&gt;
| Sublime || Only the blind can be truly noble, for the sighted find their minds clouded by physical vision. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Moods as Elevated, but Blind increases to +15, Was Blinded to +6. Half-Blind drops to -1, and Not Blind to -6. Opinion bonus towards blind pawns increases to +50 and malus towards sighted pawns increases to -30.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cannibalism&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | [[File:Cannibalism.png|64px]] || rowspan=&amp;quot;7&amp;quot; | Cannibalism&lt;br /&gt;
|Abhorrent || Eating human flesh is a deeply abhorrent and disgusting act. || || || -20 mood for eating human meat&amp;lt;br&amp;gt;-12 mood for butchering a human&amp;lt;br&amp;gt;-5 mood for a human butchered in the colony&amp;lt;br&amp;gt;-20 opinion for butchering a human&amp;lt;br&amp;gt;-10 opinion for eating human meat&amp;lt;br&amp;gt;-2, -4, -6, -8 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
|Horrible || Eating human flesh is a horrible thing to do. || || || -12 mood for eating human meat&amp;lt;br&amp;gt;-6 mood for butchering a human&amp;lt;br&amp;gt;-3 mood for a human butchered in the colony&amp;lt;br&amp;gt;-10 opinion for butchering a human&amp;lt;br&amp;gt;-5 opinion for eating human meat&amp;lt;br&amp;gt;-2, -3, -5, -6 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
|Disapproved || Eating human flesh is an ugly thing to do. || || [[#Pain is virtue|Pain is virtue]] || -5 mood for eating human meat&amp;lt;br&amp;gt;-3 mood for butchering a human&amp;lt;br&amp;gt;-1 mood for a human butchered in the colony&amp;lt;br&amp;gt;-5 opinion for butchering a human&amp;lt;br&amp;gt;-3 opinion for eating human meat&amp;lt;br&amp;gt;-1, -2, -3, -4 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
|Acceptable || Human meat is just meat, like any other. || || [[#Pain is virtue|Pain is virtue]] ||&lt;br /&gt;
|-&lt;br /&gt;
|Preferred || To consume human meat is a noble and necessary part of life. || || [[#Cannibal|Cannibal]] || +2 mood for eating human meat&amp;lt;br&amp;gt;-2 mood for not eating human meat for ? days&amp;lt;br&amp;gt;+1, +2, +3, +4 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
|Required (strong) || Consuming human flesh is important. It should be in every meal. || [[#Cannibal|Cannibal]] || [[#Cannibal|Cannibal]] || -2 mood for eating food without human meat&amp;lt;br&amp;gt;-3 opinion for eating food without human meat&amp;lt;br&amp;gt;+4 mood for eating human meat&amp;lt;br&amp;gt;-4 mood for not eating human meat for ? days&amp;lt;br&amp;gt;+2, +3, +5, +6 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
|Required (ravenous) || Man-flesh is morality. To eat a meal without it is unthinkable. || [[#Cannibal|Cannibal]] || [[#Cannibal|Cannibal]] || -4 mood for eating food without human meat&amp;lt;br&amp;gt;-5 opinion for eating food without human meat&amp;lt;br&amp;gt;+6 mood for eating human meat&amp;lt;br&amp;gt;-8 mood for not eating human meat for ? days&amp;lt;br&amp;gt;+2, +4, +6, +8 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Corpses&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Precept corpses.png|64px]] || rowspan=&amp;quot;2&amp;quot; | Corpses&lt;br /&gt;
| Ugly || The sight of a dead person is horrible.&lt;br /&gt;
|-&lt;br /&gt;
| Don't care || The sight of a dead person is nothing to be concerned about. || [[#Pain is virtue|Pain is virtue]]&amp;lt;br&amp;gt;[[#Cannibal|Cannibal]]&amp;lt;br&amp;gt;[[#Supremacist|Supremacist]]&amp;lt;br&amp;gt;[[#Raider|Raider]] || [[#Pain is virtue|Pain is virtue]]&amp;lt;br&amp;gt;[[#Cannibal|Cannibal]]&amp;lt;br&amp;gt;[[#Raider|Raider]] || No saw corpse debuff. No saw rotting corpse debuff&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Diversity of thought&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | [[File:IdeoDiversity.png|64px]] || rowspan=&amp;quot;7&amp;quot; | Diversity of thought&lt;br /&gt;
|Intense bigotry || Other beliefs are evil deceptions ruining the world. It's totally unacceptable to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] || -3, -6, or -9 mood for having other ideologies in the colony&amp;lt;br&amp;gt;+3 for having all colonists of the same ideology&amp;lt;br&amp;gt;-25 opinion for different ideology&amp;lt;br&amp;gt;-5 mood for having a leader of a different ideoligion&amp;lt;br&amp;gt;-4 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br&amp;gt;+5 mood for matching style surroundings&amp;lt;br&amp;gt;-4 mood for mismatching style surroundings&amp;lt;br&amp;gt;-6 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
|Moderate bigotry || Other beliefs are immoral delusions which do real harm. It's bad to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] || -2, -4, or -6 mood for having other ideologies in the colony&amp;lt;br&amp;gt;+2 for having all colonists of the same ideology&amp;lt;br&amp;gt;-15 opinion for different ideology&amp;lt;br&amp;gt;-4 mood for having a leader of a different ideoligion&amp;lt;br&amp;gt;-2 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br&amp;gt;+4 mood for matching style surroundings&amp;lt;br&amp;gt;-3 mood for mismatching style surroundings&amp;lt;br&amp;gt;-4 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
|Mild bigotry || Other beliefs are clearly folly. It's not good to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] || -1, -2, or -3 mood for having other ideologies in the colony&amp;lt;br&amp;gt;+1 for having all colonists of the same ideology&amp;lt;br&amp;gt;-5 opinion for different ideology&amp;lt;br&amp;gt;-3 mood for having a leader of a different ideoligion&amp;lt;br&amp;gt;-1 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br&amp;gt;+3 mood for matching style surroundings&amp;lt;br&amp;gt;-2 mood for mismatching style surroundings&amp;lt;br&amp;gt;-3 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
|Neutral || Other beliefs are neither approved or disapproved. || || || -2 mood for having a leader of a different ideoligion&amp;lt;br&amp;gt;+2 mood for matching style surroundings&amp;lt;br&amp;gt;0 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
|Appreciated || Other beliefs are worth understanding. It's good to live with others who think differently. || || [[#Individualist|Individualist]] || +1, +2, or +3 mood for having other ideologies in the colony&amp;lt;br&amp;gt;0 mood for matching style surroundings&amp;lt;br&amp;gt;+2 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
|Highly appreciated || Other beliefs hold unique knowledge. It's great to live with others who think differently. || [[#Individualist|Individualist]] || [[#Individualist|Individualist]] || +2, +4, or +6 mood for having other ideologies in the colony&amp;lt;br&amp;gt;0 mood for matching style surroundings&amp;lt;br&amp;gt;+3 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
|Exalted || Working through disagreement is the height of morality. It's very moral to live with others who think differently. || [[#Individualist|Individualist]] || [[#Individualist|Individualist]] || +3, +6, or +9 mood for having other ideologies in the colony&amp;lt;br&amp;gt;0 mood for matching style surroundings&amp;lt;br&amp;gt;+4 mood for mismatching style surroundings&lt;br /&gt;
&lt;br /&gt;
|-  id=&amp;quot;Eating nutrient paste&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:EatingNutrientPaste.png|64px]] || rowspan=&amp;quot;2&amp;quot; | Eating Nutrient Paste&lt;br /&gt;
| Disgusting || Nutrient paste is disgusting. || || || -4 mood for eating nutrient paste&lt;br /&gt;
|-&lt;br /&gt;
| Don't mind || There's nothing wrong with a meal of efficient, healthy nutrient paste. || [[#Transhumanist|Transhumanist]] || [[#Transhumanist|Transhumanist]] || Nullifies mood penalty from eating nutrient paste. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|64px]] || Execution&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Fungus.png|64px]] || rowspan=&amp;quot;2&amp;quot; | Fungus&lt;br /&gt;
| Despised || That dark-grown fungus food is just disgusting || Not [[#Tunneler|Tunneler]] || || Ate fungus raw: -6&amp;lt;br&amp;gt;Ate fungus cooked: -3&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || Fungus is the right crop to eat. Crops of the light are poisoned by the air and sun. || [[#Tunneler|Tunneler]] || [[#Tunneler|Tunneler]] || Ate fungus: +3&amp;lt;br&amp;gt;Ate cooked fungus: +3&amp;lt;br&amp;gt;Ate non-fungus plant raw: -5&amp;lt;br&amp;gt;Ate non-fungus plant cooked: -3&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Insect meat&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:InsectMeat.png|64px]] || rowspan=&amp;quot;2&amp;quot; | Insect Meat&lt;br /&gt;
| Despised || Insect meat is disgusting to even look at, much less eat. Slimy!&lt;br /&gt;
|-&lt;br /&gt;
| Loved || There is nothing more divine than the succulent, slimy flesh of an insect || || [[#Tunneler|Tunneler]] || Gives a +6 moodlet when pawns eat meals with insect meat as an ingredient, duration 1 day.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | [[File:MarriageName.png|64px]] || rowspan=&amp;quot;6&amp;quot; | Marriage Name &lt;br /&gt;
|Always Man's || Couples must share the man's name. || || [[#Male Supremacy|Male Supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
|Usually Man's || Most couples share the man's name || || || 95% chance of couple refusing to take woman's name, 75% chance of couple refusing to keep names. &lt;br /&gt;
|-&lt;br /&gt;
|Random || Couples randomly choose whether to share a name, and which name to share. || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Keep Names || Both partners keep their names upon marriage. || Not [[#Collectivist|Collectivist]] ||&lt;br /&gt;
|-&lt;br /&gt;
|Usually Woman's || Most couples share the woman's name || || || 95% chance of couple refusing to take man's name, 75% chance of couple refusing to keep names. &lt;br /&gt;
|-&lt;br /&gt;
|Always Woman's || Couples must share the woman's name. || || [[#Female supremacy|Female Supremacy]] ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Nudity_Female.png|64px]]|| Female Clothing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Nudity_Male.png|64px]]|| Male Clothing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | [[File:OrganUse.png|64px]] || rowspan=4 | Organ use&lt;br /&gt;
| Totally abhorrent || Any harvesting, trading, or installing natural organs is an abhorrent evil. || || Flesh purity || -30 mood for harvesting someone's organ&amp;lt;br&amp;gt;-10 mood for organ harvested in the colony&amp;lt;br&amp;gt;-30 mood for trading an organ&amp;lt;br&amp;gt;-5 mood for organ traded in the colony&amp;lt;br&amp;gt;-30 mood for installing an organ&amp;lt;br&amp;gt;-4 mood for organ installed in the colony&amp;lt;br&amp;gt;-30 opinion for harvesting an organ&amp;lt;br&amp;gt;-30 opinion for trading an organ&amp;lt;br&amp;gt;-15 opinion for installing an organ&lt;br /&gt;
|-&lt;br /&gt;
| No harvest or sell || Harvesting organs is a horrible thing. Selling any natural organ is pretty bad too. However, it's okay to buy and install them. || || Flesh purity || -15 mood for harvesting someone's organ&amp;lt;br&amp;gt;-5 mood for organ harvested in the colony&amp;lt;br&amp;gt;-8 mood for selling an organ&amp;lt;br&amp;gt;-2 mood for organ sold in the colony&amp;lt;br&amp;gt;-20 opinion for harvesting an organ&amp;lt;br&amp;gt;-10 opinion for selling an organ&lt;br /&gt;
|-&lt;br /&gt;
| No harvest || Harvesting organs is a horrible thing. However, it's okay to buy, install, or sell them. || || Cannibal&amp;lt;br&amp;gt;Raider&amp;lt;br&amp;gt;Collectivist || -15 mood for harvesting someone's organ&amp;lt;br&amp;gt;-5 mood for organ harvested in the colony&amp;lt;br&amp;gt;-20 opinion for harvesting an organ&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || It's okay to harvest, buy, install, or sell organs. || || Cannibal&amp;lt;br&amp;gt;Raider&amp;lt;br&amp;gt;Collectivist ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PhysicalLove.png|64px]] || Physical Love&lt;br /&gt;
| Free || Physical intimacy is a natural part of life, with any partner, married or not. || || Individualist&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Research&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot;| [[File:Research.png|64px]]|| rowspan=&amp;quot;7&amp;quot;| Research&lt;br /&gt;
| Not allowed || To research technology is an immoral act. It is not to be done. || || || Pawns are unwilling to research.&lt;br /&gt;
|-&lt;br /&gt;
| Extremely slow || Research isn't a worthwhile activity at all. Why try hard at it? || || || 0.25x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Very slow || Research work is unworthy of serious respect. Better not to be seen trying hard at it. || || || 0.50x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Slow || Research work just isn't particularly meaningful. Why try hard at it? || || || 0.75x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Normal || Research is a worthwhile form of work that the community needs. || || || 1.00x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Fast || Research is an especially virtuous activity. || || || 1.25x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Very fast || Research is among the most meaningful acts a person can perform. || || || 1.50x [[Research Speed]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;|[[File:Scarification.png|64px]] || rowspan=&amp;quot;4&amp;quot;|Scarification&lt;br /&gt;
| Extreme || Every person ought to bear the ritual scars - all over. || [[#Pain is virtue|Pain is virtue]] || || +6 mood for getting scarified&amp;lt;br&amp;gt;+3 mood for having 5 scars&amp;lt;br&amp;gt;-3 mood for having fewer than 5 scars&amp;lt;br&amp;gt;+10 opinion for having 5 scars&amp;lt;br&amp;gt;-5 opinion for having 1-4 scars&amp;lt;br&amp;gt;-10 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || Every person ought to bear the ritual scars - many of them. || [[#Pain is virtue|Pain is virtue]] || || +5 mood for getting scarified&amp;lt;br&amp;gt;+2 mood for having 3 scars&amp;lt;br&amp;gt;-2 mood for having fewer than 3 scars&amp;lt;br&amp;gt;+5 opinion for having 3 scars&amp;lt;br&amp;gt;-3 opinion for having 1-2 scars&amp;lt;br&amp;gt;-5 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Minor || Every person ought to bear a ritual scar. || [[#Pain is virtue|Pain is virtue]] || || +3 mood for getting scarified&amp;lt;br&amp;gt;+1 mood for having a scar&amp;lt;br&amp;gt;-1 mood for having no scars&amp;lt;br&amp;gt;+3 opinion for having a scar&amp;lt;br&amp;gt;-3 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Scarifying people for ideoligious reasons is horrible. || Not [[#Pain is virtue|Pain is virtue]] || || -2 mood for scarification ceremony in the colony&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skullspike&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Precept skullspike.png|64px]] ||  rowspan=&amp;quot;2&amp;quot; | Skullspike&lt;br /&gt;
| Desired || A skull on a spike symbolizes our superiority. || || [[#Pain is virtue|Pain is virtue]]&amp;lt;br&amp;gt;[[#Supremacist|Supremacist]]&amp;lt;br&amp;gt;[[#Raider|Raider]] || Adds a mood increase of +1 for 1-3 skullspikes, +2 for 4-8 skullspikes, and +3 for 9+ skullspikes. &lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Putting skulls on spikes is a barbaric practice. || Not [[#Pain is virtue|Pain is virtue]]&amp;lt;br&amp;gt;Not [[#Supremacist|Supremacist]]&amp;lt;br&amp;gt;Not [[#Raider|Raider]] || || Adds a mood malus of -1 for 1-3 skullspikes, -2 for 4-8 skullspikes, and -3 for 9+ skullspikes.  &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slavery&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| [[File:Slavery.png|64px]]|| rowspan=&amp;quot;5&amp;quot;| Slavery&lt;br /&gt;
| Abhorrent || Owning or trading human beings is deeply evil. || Not [[#Raider|Raider]] || [[#Guilty|Guilty]]&amp;lt;br&amp;gt;[[#Individualist|Individualist]] || Pawns will refuse to sell [[slaves]] or enslave [[prisoners]]. -30 opinon, stacking up to 3 times and lasting 15 days, for anyone that has sold a slave, Adds mood penalties for slavery:  -3 mood for having a slave in the colony, -? mood for having enslaved a prisoner, -? mood for someone having sold a slave in the colony.&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]] || ?&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]] || ?&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || Slavery is a normal, unremarkable part of life. || || || ?&lt;br /&gt;
|-&lt;br /&gt;
| Honorable || One who owns and trades slaves should be honored and respected. || Not [[#Guilty|Guilty]]&amp;lt;br&amp;gt;Not [[#Individualist|Individualist]] || [[#Supremacist|Supremacist]]&amp;lt;br&amp;gt;[[#Collectivist|Collectivist]]&amp;lt;br&amp;gt;[[#Pain is virtue|Pain Is Virtue]] || ?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SpouseCountFemale.png|64px]] || Women's spouses&lt;br /&gt;
| One only || Women may have one spouse only.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SpouseCountMale.png|64px]] || Men's spouses&lt;br /&gt;
| One only || Men may have one spouse only.&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;
Not included in table:&lt;br /&gt;
* Killing innocent animals&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Issue !! Precept !! Description !! Requirement !! Associated !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal slaughter&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| [[File:AnimalSlaughter.png|64px]] || rowspan=&amp;quot;3&amp;quot;| Slaughtering animals&lt;br /&gt;
| Prohibited || Slaughtering animals is absolutely prohibited. || || [[#Animal personhood|Animal personhood]] || '''Prohibitions:'''&amp;lt;br&amp;gt;Slaughter animal&amp;lt;br&amp;gt;'''Mood:'''&amp;lt;br&amp;gt;Someone slaughtered an animal: -4&amp;lt;br&amp;gt;'''Opinions:'''&amp;lt;br&amp;gt;Slaughtered animal: -10&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To slaughter an animal is a horrible thing. || || [[#Animal personhood|Animal personhood]] || '''Mood:'''&amp;lt;br&amp;gt;Slaughtered animal: -15&amp;lt;br&amp;gt;Someone slaughtered an animal: -2&amp;lt;br&amp;gt;'''Opinions:'''&amp;lt;br&amp;gt;Slaughtered animal: -5&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To slaughter an animal is an ugly thing. || || [[#Animal personhood|Animal personhood]] || '''Mood:'''&amp;lt;br&amp;gt;Slaughtered animal: -5&amp;lt;br&amp;gt;Someone slaughtered an animal: -1&amp;lt;br&amp;gt;'''Opinions:'''&amp;lt;br&amp;gt;Slaughtered animal: -3&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Apostasy&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| [[File:Apostasy.png|64px]] || rowspan=&amp;quot;3&amp;quot;| Apostasy&lt;br /&gt;
| Abhorrent || To leave our ideoligion after having known it is the depth of immorality. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br&amp;gt;Changed ideoligion: -30&amp;lt;br&amp;gt;Apostate: -10&amp;lt;br&amp;gt;'''Global certainty loss factor:''' x40%&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To leave our ideoligion after having known it indicates deep moral flaws. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br&amp;gt;Changed ideoligion: -15&amp;lt;br&amp;gt;Apostate: -5&amp;lt;br&amp;gt;'''Global certainty loss factor:''' x60%&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To leave our ideoligion after having known it indicates character flaws. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br&amp;gt;Changed ideoligion: -8&amp;lt;br&amp;gt;Apostate: -3&amp;lt;br&amp;gt;'''Global certainty loss factor:''' x80%&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Autonomous weapons&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| [[File:AutonomousWeapons.png|64px]] || rowspan=&amp;quot;3&amp;quot;| Autonomous weapons&lt;br /&gt;
| Prohibited || Allowing a machine to decide to kill is an absolutely inhuman thing to do. || || [[#Nature primacy|Nature primacy]] || Cannot build Turrets&amp;lt;br&amp;gt;Colonists gain Mood: Automated Turret in Colony: -12&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Allowing a machine to decide to kill is a terrible thing. || || [[#Nature primacy|Nature primacy]] || Colonists gain Mood: Automated Turret in Colony: -8&lt;br /&gt;
|- &lt;br /&gt;
| Disapproved || Allowing a machine to decide to kill is an ugly thing. || || [[#Nature primacy|Nature primacy]] || Colonists gain Mood: Automated Turret in Colony: -4&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Body modification&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| [[File:BodyModifications.png|64px]] || rowspan=&amp;quot;3&amp;quot;| Body modification&lt;br /&gt;
| Abhorrent || To modify the natural human body is a flagrant violation of clear moral laws. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || Colonists gain a -30 mood penalty for a prosthetic, or -18 for an artificial part. They also have a -80 opinion malus towards any pawn with a prosthetic or artificial part. These do not apply if the pawn is not a Body Modder.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To modify the natural human body is an ugly, dirty act. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || As Abhorrent, but mood penalties are reduced to -5 and -4 respectively. Opinion maluses are reduced to -10. These do not apply if the pawn is not a Body Modder.&lt;br /&gt;
|-&lt;br /&gt;
| Approved || Humans should strive to reach our full potential by improving our flawed natural bodies. || Not [[#Flesh purity|Flesh purity]] || [[#Transhumanist|Transhumanist]] || Colonists gain a -3 mood penalty if they have no prosthetics or artificial parts unless expectations are below Moderate. They gain a bonus based on having prosthetics or artificial parts, and a -10 opinion malus towards any pawn ''without'' prosthetics or artificial parts. Values are adjusted for pawns with Body Purist and Body Modder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Charity.png|64px]] || Charity&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4|[[File:DrugUse.png|64px]] || rowspan=4|Drug use &lt;br /&gt;
| Prohibited || The body should absolutely not be poisoned by chemicals. The only exception is the use of medicine in direct medical care. || Not [[#High life|high life]] || [[#Flesh purity|Flesh purity]]&amp;lt;br&amp;gt;[[#Collectivist|Collectivist]] || -15 mood for 3 days for using a drug&amp;lt;br&amp;gt;-15 mood for 3 days for administering a drug&amp;lt;br&amp;gt;-3 opinion for 5 days for using a drug&amp;lt;br&amp;gt;-3 opinion for 5 days for administering a drug&amp;lt;br&amp;gt;Pawns are unwilling to take drugs&amp;lt;br&amp;gt;Pawns are unwilling to administer drugs&lt;br /&gt;
|- &lt;br /&gt;
| Medical only || Poisoning the body for recreational purposes is a deeply immoral act. || Not [[#High life|high life]] || [[#Collectivist|Collectivist]] || -15 mood for 3 days for using a recreational drug&amp;lt;br&amp;gt;-15 mood for 3 days for administering a recreational drug&amp;lt;br&amp;gt;-5 opinion for 5 days for using a recreational drug&amp;lt;br&amp;gt;-5 opinion for 5 days for administering a recreational drug&amp;lt;br&amp;gt;Pawns are unwilling to take recreational drugs&amp;lt;br&amp;gt;Pawns are unwilling to administer recreational drugs&lt;br /&gt;
|- &lt;br /&gt;
| Medical or social only || A drink with a smoke is fine, especially with friends, but poisoning the body with powerful chemicals is wrong. || Not [[#High life|high life]] || [[#Collectivist|Collectivist]] || -15 mood for 3 days for using a hard drug&amp;lt;br&amp;gt;-15 mood for 3 days for administering a hard drug&amp;lt;br&amp;gt;-8 opinion for 5 days for using a hard drug&amp;lt;br&amp;gt;-8 opinion for 5 days for administering a hard drug&amp;lt;br&amp;gt;Pawns are unwilling to take hard drugs&amp;lt;br&amp;gt;Pawns are unwilling to administer hard drugs&lt;br /&gt;
|-&lt;br /&gt;
| Essential || Exotic states of mind are central to a good life. || [[#High life|High life]] || [[#High life|High life]] || x1.5 drug plant harvest yeild&amp;lt;br&amp;gt;x1.5 drug synthesis speed&amp;lt;br&amp;gt;+10% drug sell price&amp;lt;br&amp;gt;+3 mood for having taken a drug recently&amp;lt;br&amp;gt;up to -10 mood for not having taken drugs recently (seems to be at least several days)&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cutting trees&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:Precept tree cutting.png|64px]] ||  rowspan=&amp;quot;3&amp;quot; | Cutting trees &lt;br /&gt;
| Prohibited || To violate the forest by cutting down a tree is a deeply abhorrent act and should never be done. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disallows logging camps.&amp;lt;br&amp;gt; Moodlets of blah for doing blah&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]] || Disallows logging camps.&amp;lt;br&amp;gt; Moodlets of blah for doing blah&lt;br /&gt;
|-&lt;br /&gt;
| Prohibited || To cut down a tree is a distasteful thing to do. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disallows logging camps.&amp;lt;br&amp;gt; Moodlets of blah for doing blah&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DarknessCombat.png|64px]]|| Combat in darkness|| Thoughts on fighting under darkness || Preferred - '''Required for Darkness Meme'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lighting.png|64px]] || Lighting || Darklight preferred|| Normal lights are too bright. Darklights are better. || [[#Darkness|Darkness]] (Associated, Required), [[#Blindsight|Blindsight]] (Conflicting) || +4 mood in the darkness, -4 mood in dim light, -8 mood in bright light. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MeatEating.png|64px]] || Meat eating || Feelings of eating meat, or any meals containing meat || Abhorrent - '''Required for Animal personhood Meme'''&lt;br /&gt;
&lt;br /&gt;
Horrible - '''Required for Animal personhood Meme'''&lt;br /&gt;
&lt;br /&gt;
Disapproved - '''Required for Animal personhood Meme'''&lt;br /&gt;
&lt;br /&gt;
Mildly Required - '''Required for Rancher Meme'''&lt;br /&gt;
&lt;br /&gt;
Seriously Required  - '''Required for Rancher Meme'''&lt;br /&gt;
&lt;br /&gt;
Strictly Required  - '''Required for Rancher Meme'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mining.png|64px]]|| Mining&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Raiding.png|64px]]|| Raiding || Feeling of raiding faction's minor and major bases || Respected - '''Required for Raider Meme'''&lt;br /&gt;
&lt;br /&gt;
Required - '''Required for Raider Meme'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trees.png|64px]]|| Trees || Desired || Tree connection (Associated) || It's essential to live surrounded by beautiful trees. || Gives a thought, scaling from -5 to +9 for having (or not having) many trees on the map&amp;lt;br&amp;gt;Gives a thought, scaling from 0 to -20 for the number of trees chopped in the last quadrum&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===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;
Not included in the table:&lt;br /&gt;
* Eclipse&lt;br /&gt;
* Slab bed &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Issue !! Precept !! Description !! Meme !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Age reversal&amp;quot;&lt;br /&gt;
| [[File:AgeReversal.png|64px]]|| Age reversal || Demanded || Why get old? One must have a once-yearly age reversal treatment in the biosculpter pod. || [[#Transhumanist|Transhumanist]] || Increasing -4/-7/-10 mood malus if pawn is not de-aged, +3 mood when pawn is de-aged. Reoccurs every 60 days unless under biologic age 25.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal connection&amp;quot;&lt;br /&gt;
| [[File:Precept animal connection.png|64px]] || Animal connection&lt;br /&gt;
| Strong || We have a strong connection to our animal friends || [[#Animal personhood|Animal personhood]] ||&lt;br /&gt;
* 2x [[Tame Animal Chance]]&lt;br /&gt;
* 2x Animal Bonding Chance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Biosculpting&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| [[File:Precept biosculpting.png|64px]]  || rowspan=&amp;quot;2&amp;quot;| Biosculpting&lt;br /&gt;
| Accelerated || All biosculpting cycles take half the usual time. || [[#Transhumanist|Transhumanist]] || All biosculpting cycles take half the usual time.&lt;br /&gt;
|-&lt;br /&gt;
| Despised || Biosculpter pods violate the purity human flesh and should never be used. || [[#Flesh purity|Flesh Purity]] || -8 mood penalty for using biosculpter pod. &amp;lt;insert link to moodlet here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BlindPsysense.png|64px]] ||  Blind psysense || Strong|| Our blind have special ways of connecting with the psychic aether || [[#Blindsight|Blindsight]] || Boosts Psychic Sensitivity by 30% for blind pawns. &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bonding&amp;quot;&lt;br /&gt;
| [[File:Bonding.png|64px]]|| Bonding || Disapproved || To emotionally bond with a lower being is a shameful act || [[#Human primacy|Human primacy]] || Appears to disable bonding event for pawns with ideology. &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Comfort&amp;quot;&lt;br /&gt;
| [[File:Comfort.png|64px]] || Comfort || Ignored || We should pay no attention to comfort || [[#Pain is virtue|Pain Is Virtue]] || Makes colonists prefer slab beds, and gives a moodlet of +2 when they sleep in slab beds. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:GauranlenConnection.png|64px]] || Gauranlen connection || Feelings of connection to the [[Gauranlen tree]] || Great - '''Needs, and required for Tree connection Meme'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MiningYield.png|64px]]|| Mining yield&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:NeuralSupercharger.png|64px]]|| Neural supercharger || Preferred || Having a neural supercharge is the new standard. Without it, you're obsolete. || [[#Transhumanist|Transhumanist]] || Causes a -6 mood penalty when not neurally supercharged. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Pain.png|64px]]|| Pain&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Proselytizing.png|64px]]|| Proselytizing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ranching.png|64px]]|| Ranching || Central || We must raise and consume many large animals, and we must not eat plants. || [[#Rancher|Rancher]] || Sets plant work speed to 90%, Tame Chance to 120%, Animal Gathering Yield to 120%, Butchery Efficiency to 120%, and Animal Learning Factor to 200%. Gives a 10% improvement to selling prices for animal products. Grants a -3 to +3 moodlet based upon animal population (more animals are  better), a -4 moodlet for sowing “human food plants,” and a -3 moodlet if the colony fails to slaughter animals regularly. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RoughLiving.png|64px]]|| Rough living &lt;br /&gt;
| Welcomed || We don't need to separate ourselves from the roughness of nature. || [[#Tree connection|Tree connection]]&amp;lt;br&amp;gt;[[#Pain is virtue|Pain Is Virtue]] || Nullifies: &lt;br /&gt;
* &amp;quot;Ate without table -3&amp;quot;&lt;br /&gt;
* &amp;quot;Slept outside -4&amp;quot; &lt;br /&gt;
* &amp;quot;Slept on ground -4&amp;quot; &lt;br /&gt;
* &amp;quot;Soaking wet -3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleep accelerator&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot;| [[File:Precept sleep accelerator.png|64px]]  || rowspan=&amp;quot;1&amp;quot;| Sleep accelerator&lt;br /&gt;
| Preferred || One should always use a sleep accelerator. Slow-sleeping is just foolishly wasting your potential. || [[#Transhumanist|Transhumanist]] || +3 Mood when using Sleep accelerator &amp;lt;insert link to moodlet here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallSpaces.png|64px]]|| Small spaces || Feelings of being inside a small space || Don't care - '''Needs, and required for Tunneler Meme'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Temperature&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot;| [[File:Precept temperature.png|64px]] || rowspan=&amp;quot;1&amp;quot;| Temperature &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]] || Nullifies: &lt;br /&gt;
* &amp;quot;Slept in the cold -4&amp;quot; &lt;br /&gt;
* &amp;quot;Slept in the heat -4&amp;quot; &lt;br /&gt;
Note: It doesn't appear to affect comfortable temperatures or the related [[hypothermia]]/[[heatstroke]] tolerances. It is only referenced for the above moodlets&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Work drive&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot;| [[File:Precept work drive.png|64px]] || rowspan=&amp;quot;1&amp;quot;| Work drive &lt;br /&gt;
| Tripled ||The duration of the leader's work drive ability is tripled. || [[#Collectivist|Collectivist]] || 3x Work Drive Duration&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Roles==&lt;br /&gt;
{{Move|destination=Roles|reason=Keep table as it is, link from here to separate page for proper analysis and summary like [[Persona weapon]]. See talk page to discuss &amp;amp; leave opinion}}&lt;br /&gt;
{{Stub|section=1|reason=Needs mechanical detail beyond just what the stats are and the tables cover}}&lt;br /&gt;
===General info===&lt;br /&gt;
Some factors are consistent across all roles.&lt;br /&gt;
&lt;br /&gt;
Roles can have assigned equipment that they will demand when they have the role - they get a -? Mood debuff without it and a +? mood buff with it. &lt;br /&gt;
&lt;br /&gt;
Only New Tribe colonies can select the [[War mask]] and [[Tribal headdress]] as options, while only New Arrivals colonies can select the [[Slicecap]] and [[Beret]] {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
[[File:Leader.png|left]]&lt;br /&gt;
A leader who holds the group together and represents your faction in diplomatic interactions.&lt;br /&gt;
&lt;br /&gt;
Will always be restricted to any [[Ideoligion#Supreme gender|Supreme gender]] selected.&lt;br /&gt;
{{clear}}&lt;br /&gt;
Leader abilities share a cooldown of {{ticks|600000}} or 10 in-game [[Time|days]].&lt;br /&gt;
&lt;br /&gt;
Leaders can select between these apparels as assigned equipment:&lt;br /&gt;
* [[Headwrap]]&lt;br /&gt;
* [[Broadwrap]]&lt;br /&gt;
* [[War mask]]&lt;br /&gt;
* [[Slicecap]]&lt;br /&gt;
* [[Visage mask]]&lt;br /&gt;
* [[Authority cap]]&lt;br /&gt;
* [[Cowboy hat]]&lt;br /&gt;
* [[Tribal headdress]]&lt;br /&gt;
* [[Beret]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ability Image !! Ability !! Abililty Desc || Ability Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LeaderSpeech.png|64px]] || Leader Speech || A rousing speech intended to improve morale. Colonists will gather, and the leader will speak for a few hours. If all goes well, listeners will feel inspired, and gain respect for the leader. If it goes poorly, the speech will do social damage. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:WorkDrive.png|64px]] || Work Drive || Call on a person to work harder for some time. || ''The sense of being called upon by a leader to work harder.''&lt;br /&gt;
* [[Global Work Speed]] +50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CombatCommand.png|64px]] || Combat Command || Create an aura that boosts the combat skills of everyone nearby. The effect lasts 24 hours and remains attached to the leader for the duration. || ''Combat abilities are boosted thanks to being near someone who is using the combat command ability.''&lt;br /&gt;
* [[Shooting Accuracy]] +3&lt;br /&gt;
* [[Melee Hit Chance]] +3&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trial.png|64px]] || Trial || A trial over some heinous accusation. The initiator will accuse someone of terrible wrongdoing and gather people for a trial. Spectators will listen as the accuser and accused argue back and forth, then decide if the accusation is true. If the accused is convicted, you can freely banish, arrest or execute them and nobody will mind. The chance of a conviction depends on the social abilities of the accused and accuser, and the number of spectators.|| If successful, you are allowed to execute, banish, or arrest a person without social consequences.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Moral Guides===&lt;br /&gt;
[[File:MoralGuide.png|left]]&lt;br /&gt;
A moral/spiritual leader who heads rituals and personally counsels believers&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
Moral Guide abilities share a cooldown of {{ticks|180000}} or 3 in-game [[Time|days]].&lt;br /&gt;
&lt;br /&gt;
Moral Guides can select between these apparels as assigned equipment:&lt;br /&gt;
* [[Cape]]&lt;br /&gt;
* [[Veil]]&lt;br /&gt;
* [[Hood]]&lt;br /&gt;
* [[Headwrap]]&lt;br /&gt;
* [[Broadwrap]]&lt;br /&gt;
* [[Burka]]&lt;br /&gt;
* [[Tribal headdress]], only for tribal factions&lt;br /&gt;
* [[War mask]], only for tribal factions&lt;br /&gt;
* [[Slicecap]], requires Transhumanist meme&lt;br /&gt;
* [[Visage mask]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ability Image !! Ability !! Abililty Desc || Ability Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Convert.png|64px]] || Convert || Attempt to convert someone to the speaker's ideoligion. This will reduce the target's certainty in their own beliefs. The certainty reduction depends on the speaker's negotiation ability. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Counsel.png|64px]] || Counsel || Offer counsel to a person to cancel the effects of a sad memory. The chance of success depends on the speaker's social skills and their relationship with the listener. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Reassure.png|64px]] || Reassure || Increase someone's certainty in their own beliefs. The regained certainty is based on the speaker's negotiation ability. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ConversionRitual.png|64px]] || Conversion Ritual || Try to persuade someone into joining your ideoligion. If it goes well, target's ideoligion certainty will be reduced or they will convert. If it goes badly, they will gain certainty in their old beliefs. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PreachHealth.png|64px]] || Preach Health || Preach moral strength to a sick or wounded person through the concepts of your ideology. This will improve their rate of wound healing and immunity gain. || ''This person's will to survive was reinforced by a talk with a moral guide of their ideoligion. That moral certainty has improved their healing and immunization gain rates.''&lt;br /&gt;
* [[Immunity Gain Speed]] +0.25%&lt;br /&gt;
* [[Injury Healing Factor]] +0.25%&lt;br /&gt;
* AoE: 1 target, touch range&lt;br /&gt;
* Cast time: 12s&lt;br /&gt;
* Duration: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
Can only be used on pawns with the same Ideoligion as the Moral Guide themselves.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Specialists===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Description !! Required Memes !! Pawn requirements !! Bonuses !!  Disabled Work Types !! Ability Image !! Ability !! Abililty Desc || Ability Effect || Required Equipment&lt;br /&gt;
|- id=&amp;quot;Shooting specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistShooting.png]] || Shooting Specialist || A special ideoligious status focusing on ranged combat to the exclusion of all else. This specialized role gives increased accuracy and the ability to boost the shooting abilities of nearby allies. Holders of this role will refuse to do many kinds of non-shooting-related work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Raider|Raider]]&lt;br /&gt;
*[[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Shooting|Shooting skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Shooting&lt;br /&gt;
**Violent&lt;br /&gt;
|&lt;br /&gt;
* [[Shooting Accuracy]] +7&lt;br /&gt;
* [[Aiming Time]] -50%&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
|| [[File:MarksmanCommand.png|64px]] || Marksman Command || Call out shots and boost the shooting skills of everyone nearby. The effect remains attached to the caster for 24 hours. || ''Someone is using the marksman command ability nearby, boosting this person's shooting abilities.''&lt;br /&gt;
* [[Shooting Accuracy]] +4&lt;br /&gt;
* [[Aiming Time]] -40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| {{Icon Small|Tailcap}} [[Tailcap]]&lt;br /&gt;
|- id=&amp;quot;Animals specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistAnimals.png]] || Animals Specialist || A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency, and the ability to boost the animals-related abilities of nearby allies. Holders of this role will refuse to perform some non-animals-related tasks.&amp;lt;&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Animal personhood|Animal personhood]]&lt;br /&gt;
*[[Ideoligion#Rancher|Rancher]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Animals|Animals skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Animals&lt;br /&gt;
|&lt;br /&gt;
* 2x [[Tame Animal Chance]]&lt;br /&gt;
* 2x [[Train Animal Chance]]&lt;br /&gt;
* 0.2x Animal revenge chance&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
|| [[File:AnimalCalm.png|64px]] || Animal Calm || Use unique methods of connecting with animals to calm a maddened beast.|| &lt;br /&gt;
* Hold animal stunned while casting, calms hostile animals if successful.&lt;br /&gt;
* Casting time: 1.5s&lt;br /&gt;
* AoE: Single target? Touch range.&lt;br /&gt;
* Duration: Instantaneous&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Medical specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistMedical.png]] || Medical Specialist || A special ideoligious status focusing on medicine to the exclusion of all else. This specialized role gives improved surgery and tending efficiency, and the ability to boost the medical abilities of nearby allies. Believers who receive care from one of this role will be happy about it. Holders of this role will refuse to do any kind of violence, and won't perform some non-medical tasks.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Flesh purity|Flesh purity]]&lt;br /&gt;
*[[Ideoligion#Blindsight|Blindsight]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Medicine|Medicine skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Caring&lt;br /&gt;
|&lt;br /&gt;
* 1.5x [[Medical Tend Quality]]&lt;br /&gt;
* 1.5x [[Medical Operation Speed]]&lt;br /&gt;
* 1.5x [[Medical Surgery Success Chance]]&lt;br /&gt;
* Mood buff to pawns treated by this specialist&lt;br /&gt;
|&lt;br /&gt;
* Violent&lt;br /&gt;
|| [[File:ImmunityDrive.png|64px]] || Immunity Drive || Offer moral support that energizes the body, boosting someone's immunity gain for one day.  || ''&amp;quot;This person has received moral support of an ideoligious nature. Their mental certainty has energized their body and boosted their immune system.&amp;quot;''&lt;br /&gt;
* 2x [[Immunity Gain Speed]]&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Melee specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistMelee.png]] || Melee Specialist || A special ideoligious status focusing on melee combat to the exclusion of all else. This specialized role gives increased dodge and hit chance in melee combat and ability to the boost melee abilites for nearby allies. Holders of this role will refuse to do many kinds of non-melee-related work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Raider|Raider]]&lt;br /&gt;
*[[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Melee|Melee skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Violent&lt;br /&gt;
|&lt;br /&gt;
* [[Melee Hit Chance]] +8&lt;br /&gt;
* [[Melee Dodge Chance]] +8&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
* Hunting&lt;br /&gt;
* Shooting&lt;br /&gt;
|| [[File:BerserkTrance.png|64px]] || Berserk Trance || The caster fills himself with anger over ideological grievances. This strengthens the body past normal limits, but also means losing control and attacking every enemy nearby in an unstoppable rage. The berserk state will last for 3 hours. || ''&amp;quot;Driven by fierce moral certainty and stories of ideoligious grievance, this person has driven him or herself into a rage. Every muscle is at peak performance, but it's hard to shut down the anger.&amp;quot;''&lt;br /&gt;
* [[Melee Hit Chance]] +8&lt;br /&gt;
* [[Melee Dodge Chance]] +8&lt;br /&gt;
* 0.1x [[Pain]] &lt;br /&gt;
* Puts user in Berserk Trance mental state (Unknown effects)&lt;br /&gt;
* Casting time: 1.5s&lt;br /&gt;
* AoE: Self&lt;br /&gt;
* Duration: {{ticks|7500}}&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Mining specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistMining.png]] || Mining Specialist || A special ideoligious status focusing on mining to the exclusion of all else. This specialized role gives increased mining speed, and the ability to boost the mining speed of nearby allies. Holders of this role will refuse to do some non-mining work. &lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Darkness|Darkness]]&lt;br /&gt;
*[[Ideoligion#Tunneler|Tunneler]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Mining|Mining skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Mining&lt;br /&gt;
|&lt;br /&gt;
* [[Mining Speed]] +70%&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Constructing&lt;br /&gt;
|| [[File:MiningCommand.png|64px]] || Mining Command || Offer guidance on mining techniques, boosting the mining speed for everyone nearby. The effect remains attached to the caster for 24 hours.|| ''&amp;quot;This person's mining speed is boosted thanks to being near someone who is using the mining command ability.&amp;quot;'''&lt;br /&gt;
* [[Mining Speed]] +40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Plants specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistPlants.png]] || Plants Specialist || A special ideoligious status focusing on planting to the exclusion of all else. This specialized role gives increased sowing and harvesting efficiency, and the ability to boost the farming speed of nearby allies. Holders of this role will refuse to perform some non-plants-related work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#High life|High life]]&lt;br /&gt;
*[[Ideoligion#Nature primacy|Nature primacy]]&lt;br /&gt;
*[[Ideoligion#Tree connection|Tree connection]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Plants|Plants skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Plantwork&lt;br /&gt;
|&lt;br /&gt;
* [[Plant Work Speed]] +70%&lt;br /&gt;
* [[Plant Harvest Yield]] +30%&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Constructing&lt;br /&gt;
* Mining&lt;br /&gt;
|| [[File:FarmingCommand.png|64px]] || Farming Command || Offer guidance on farming techniques, boosting the farming abilities for everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's farming abilities are boosted thanks to being near someone who is using the farming command ability.&amp;quot;'''&lt;br /&gt;
* [[Plant Work Speed]] +40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| {{Icon Small|Shadecone}} [[Shadecone]]&lt;br /&gt;
|- id=&amp;quot;Production specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistProduction.png]] || Production Specialist || A special ideoligious status focusing on crafting and construction to the exclusion of all else. This specialized role gives increased crafting and construction efficiency, and the ability to boost the production abilities of nearby allies. Holders of this role will refuse to do some non-production work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Human primacy|Human primacy]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Construction|Construction skill]] &amp;gt; 6 OR [[Skills#Crafting|Crafting skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Construction OR&lt;br /&gt;
**Crafting&lt;br /&gt;
|&lt;br /&gt;
* [[Construction Speed]] +50%&lt;br /&gt;
* [[General Labor Speed]] +50&lt;br /&gt;
* [[Quality]] +1 level&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
|| [[File:ProductionCommand.png|64px]] || Production Command || Offer guidance on construction techniques, boosting construction and crafting abilities for everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's construction and crafting speeds are boosted thanks to being near someone who is using the production command ability.&amp;quot;''&lt;br /&gt;
* [[Construction Speed]] +40%&lt;br /&gt;
* [[General Labor Speed]] +20&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Research specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistResearch.png]] || Research Specialist || A special ideoligious status focusing on research to the exclusion of all else. This specialized role gives increased research and hacking speed, and the ability to boost research abilities of nearby allies. Holders of this role will refuse to perform some non-research tasks.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Transhumanist|Transhumanist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Intelectual|Intelectual skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Intellectual&lt;br /&gt;
|&lt;br /&gt;
* [[Research Speed]] +70%&lt;br /&gt;
* [[Hacking Speed]] +70%&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
|| [[File:ResearchCommand.png|64px]] || Research Command || Provide suggestions and mental support, boosting the research speed of everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's research speed is boosted because they are near someone who is using the research command ability.&amp;quot;''&lt;br /&gt;
* [[Research Speed]] +30%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rituals ==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Ritual !! Factors !! Outcomes !! Notes&lt;br /&gt;
|- id=&amp;quot;Funeral&amp;quot;&lt;br /&gt;
| [[File:Ritual funeral.png|64px]] || Funeral || Participant count (10): +70%&amp;lt;br&amp;gt;Moral guide present: +30% || 5% Terrible: 3&amp;lt;br&amp;gt;15% Lackluster: -1&amp;lt;br&amp;gt;60% Good: +5&amp;lt;br&amp;gt;20% Heartwarming: +8 || If there is no corpse in the grave or sarcophagus, the ritual quality is only increased by 20% by the presence of the moral guide, and only by 60% by a full participant count.&lt;br /&gt;
|- id = &amp;quot;Social festival&amp;quot;&lt;br /&gt;
| || Social Festival || Participant count (10): +25%&amp;lt;br&amp;gt;Leader present: +25%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +20%&amp;lt;br&amp;gt;Seats for everyone: +20% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +5&amp;lt;br&amp;gt;20% Unforgettable: +8|| &lt;br /&gt;
|- id = &amp;quot;Dance party&amp;quot;&lt;br /&gt;
| || Dance party || Participant count (10): +30%&amp;lt;br&amp;gt;Started at lightball: +20%&amp;lt;br&amp;gt;Active loudspeakers (6): +30%&amp;lt;br&amp;gt;Room Impressiveness (120): +20%|| 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +8&amp;lt;br&amp;gt;20% Unforgettable: +16|| If the party is fun or unforgettable, there is a chance&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; that all participants will get +20% [[Global Work Speed]] for 24h. Only available to non-tribals.&lt;br /&gt;
|- id = &amp;quot;Drum party&amp;quot;&lt;br /&gt;
| || Drum party || Participant count (10): +30%&amp;lt;br&amp;gt;Started at campfire: 20%&amp;lt;br&amp;gt;Drums (6): +30%&amp;lt;br&amp;gt;Room Impressiveness (120): +20%|| 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +8&amp;lt;br&amp;gt;20% Unforgettable: +16|| If the party is fun or unforgettable, there is a chance&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; that all participants will get +20% [[Global Work Speed]] for 24h. Only available to tribals.&lt;br /&gt;
|- id = &amp;quot;Skylantern festival&amp;quot;&lt;br /&gt;
| [[File:Ritual skylantern festival.png|64px]] || Skylantern festival ||  Participant count (10): +100% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Unimpressive: -1&amp;lt;br&amp;gt;60% Beautiful: +6&amp;lt;br&amp;gt;20% Unforgettable: +10|| Each participant makes a skylantern out of {{icon small|wood}} 4 [[wood]]. If the festival is beautiful or unforgettable, friendly visitors might see them and arrive with a gift.&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- id = &amp;quot;Consumable&amp;quot;&lt;br /&gt;
| || Christmas tree&amp;lt;br&amp;gt;Symbol burning&amp;lt;br&amp;gt;Smokeleaf circle&amp;lt;br&amp;gt;Cannibal feast || Participant count (10): +80%&amp;lt;br&amp;gt;Room Impressiveness (120): +20% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +5&amp;lt;br&amp;gt;20% Unforgettable: +8||Destroys the ritual target.&lt;br /&gt;
|- id = &amp;quot;Scarification&amp;quot;&lt;br /&gt;
| [[File:Ritual scarification.png|64px]] || Scarification || Participant count (10): +25%&amp;lt;br&amp;gt; Moral guide present: +20%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +20%|| 5% Terrible: -2&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +1&amp;lt;br&amp;gt;20% Spectacular: +3||Scarifies the subject. Only available with the Pain is Virtue meme.&lt;br /&gt;
|- id = &amp;quot;Blinding ceremony&amp;quot;&lt;br /&gt;
| [[File:Ritual blinding.png|64px]] || Blinding ceremony || Participant count (10): +25%&amp;lt;br&amp;gt; Moral guide present: +20%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +20%|| 5% Terrible: -2&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +1&amp;lt;br&amp;gt;20% Spectacular: +3||Blinds the subject. If the ceremony is satisfying or spectacular, the blinded person may get a [[psycasts|psylink]] upgrade or unlock a new psychic power.&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; Only available with the Blindsight meme.&lt;br /&gt;
|- id = &amp;quot;Animal sacrifice&amp;quot;&lt;br /&gt;
| [[File:Ritual animal sacrifice.png|64px]] || Animal sacrifice || Participant count (10): +25%&amp;lt;br&amp;gt;Moral guide present: +25%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +15% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +5&amp;lt;br&amp;gt;20% Spectacular: +8|| If the sacrifice is satisfying or spectacular, there is a 5% (satisfying) or 10% (spectacular) chance that a random participant gains an [[inspiration]]. Only available with the Human Primacy meme.&lt;br /&gt;
|- id = &amp;quot;Gladiator duel&amp;quot;&lt;br /&gt;
| [[File:Ritual gladiator duel.png|64px]] || Gladiator duel || Participant count (10): +20%&amp;lt;br&amp;gt;Leader present: +20%&amp;lt;br&amp;gt;Duelist dies: +100%&amp;lt;br&amp;gt;Weapon used: +60% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Good: +5&amp;lt;br&amp;gt;20% Unforgettable: +8|| The two necessary escorts count towards the participant count. Spectators gain 1000 melee experience, gain a mood boost&amp;lt;sup&amp;gt;separate from the usual mood boost?&amp;lt;/sup&amp;gt;, and fill their recreation bars.&amp;lt;sup&amp;gt;verify&amp;lt;/sup&amp;gt; The duelists also gain the mood effect from ritual quality. Only available with the Pain is Virtue, Cannibal, Supremacist, or Raider memes.&lt;br /&gt;
|- id = &amp;quot;Prisoner execution&amp;quot;&lt;br /&gt;
|  [[File:Ritual public execution.png|64px]] || Prisoner execution || Participant count (10): +80%&amp;lt;br&amp;gt;Started at altar: +20% || 15% Awkward: -1&amp;lt;br&amp;gt;65% Satisfying: +6&amp;lt;br&amp;gt;20% Spectacular: +8 || Participating [[slaves]] are fully suppressed. Can be performed by all ideologions.&lt;br /&gt;
|- id = &amp;quot;Leader speech&amp;quot;&lt;br /&gt;
| || Leader speech || Participant count (10): +40%&amp;lt;br&amp;gt;Room impressiveness (120): +20&amp;lt;br&amp;gt;Leader's Social Impact (150%): +40% || 5% Terrible: -8&amp;lt;br&amp;gt;15% Uninspiring: -4&amp;lt;br&amp;gt;60% Encouraging: +5&amp;lt;br&amp;gt;20% Inspirational: +8 || The speech quality will also affect the listeners' opinions of the leader, with a terrible speech resulting in a -30 opinion, an uninspiring speech resulting in a -15 opinion, an encouraging speech in a +20 opinion, and an inspirational speech in a +40 opinion.&lt;br /&gt;
|- id = &amp;quot;Trial&amp;quot;&lt;br /&gt;
| || Trial || Participant count (20): +60%&amp;lt;br&amp;gt;Leader's Negotiation Ability * 0.25&amp;lt;br&amp;gt;Defendant's Negotiation Ability * -0.25|| 50% Exonerated&amp;lt;br&amp;gt;50% Convicted || If the defendant is convicted, they are considered guilty for the purpose of executions and other actions.&amp;lt;sup&amp;gt;what else?&amp;lt;/sup&amp;gt; If the defendant has a mental break during the trial, their [[Negotiation Ability]] is effectively set to 0.&lt;br /&gt;
|- id = &amp;quot;Conversion ritual&amp;quot;&lt;br /&gt;
| || Conversion ritual || Participant count (10): +40%&amp;lt;br&amp;gt;Room impressiveness (120): +20%&amp;lt;br&amp;gt;Moral guide's Social Impact (150%): +30%&amp;lt;br&amp;gt;Convertee's Expectations (Very Low): +10%, (Sky High): -30%|| 5% Terrible&amp;lt;br&amp;gt;15% Ineffective&amp;lt;br&amp;gt;60% Effective: +3&amp;lt;br&amp;gt;20% Masterful: +6 || The convertee's certainty is offset by an amount depending on ritual quality: terrible: +20%; ineffective: +12%; effective: -30%; masterful: -100%.&lt;br /&gt;
|- id = &amp;quot;Tree connection&amp;quot;&lt;br /&gt;
| || Tree connection || Participant count (10): +100% ||  || The connector will start with 25-45% connection strength, depending on ritual quality.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Relics==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
{{Main|Relic}}&lt;br /&gt;
Mood penalty for lost or destroyed &amp;lt;link to mood page here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
==Weapon preferences==&lt;br /&gt;
Ideoligion can have one or several pairs of noble and despised weapons types. Weapon pairs can't be combined if they overlap.&lt;br /&gt;
&lt;br /&gt;
Wielding a noble weapon grants +3 mood while wielding a despised one grants -5.&lt;br /&gt;
&lt;br /&gt;
Killing any pawn (?) with a noble weapon grants +3 mood for 1 day while using a despised one to attack anything - including objects - grants -5 for 2 days.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pair !! First group !! Second group&lt;br /&gt;
|-&lt;br /&gt;
|Melee / Ranged || All melee weapons, including beer and wood || All ranged weapons, including grenades&lt;br /&gt;
|-&lt;br /&gt;
|Melee piercer / Melee blunt || [[Thrumbo horn]], [[Elephant tusk]], [[Breach axe]], [[Gladius]], [[Longsword]], [[Knife]], [[Ikwa]], [[Spear]], [[Persona monosword]], [[Monosword]], [[Plasmasword]], [[Persona plasmasword]] || [[Beer]], [[Wood]], [[Mace]], [[Club]], [[Persona zeushammer]], [[Axe]], [[Warhammer]], [[Zeushammer]], [[Eltex staff]]&lt;br /&gt;
|-&lt;br /&gt;
|Long shots / Short shots || [[Bolt-action rifle]], [[Sniper rifle]] || [[Machine pistol]], [[Pump shotgun]], [[Chain shotgun]], [[Heavy SMG]]&lt;br /&gt;
|-&lt;br /&gt;
|Ranged heavy / Ranged light || [[Incendiary launcher]], [[Smoke launcher]], [[EMP launcher]], [[Heavy SMG]], [[LMG]], [[Sniper rifle]], [[Minigun]], [[Triple rocket launcher]], [[Greatbow]], [[Charge lance]] || [[Revolver]], [[Autopistol]], [[Machine pistol]], [[Short bow]], [[Recurve bow]], [[Charge rifle]]&lt;br /&gt;
|-&lt;br /&gt;
|Neolithic / Ultratech || [[Wood]], [[Club]], [[Knife]], [[Ikwa]], [[Spear]], [[Short bow]], [[Pila]], [[Recurve bow]], [[Greatbow]] || [[Persona monosword]], [[Persona zeushammer]], [[Persona plasmasword]], [[Monosword]], [[Zeushammer]], [[Plasmasword]], [[Eltex staff]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Apparel preferences==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
{{See also|Styling station}}&lt;br /&gt;
If at least 60% of a colonist's apparel is their favorite color or the color of their ideoligion, they will gain a small mood buff.&lt;br /&gt;
&lt;br /&gt;
The color of the ideoligion can be set at creation.&lt;br /&gt;
&lt;br /&gt;
==Venerated animals==&lt;br /&gt;
{{Stub|section=1|reason=More details needed}}&lt;br /&gt;
Venerated animals are twice as easy to tame.&lt;br /&gt;
&lt;br /&gt;
== Tattoos ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Style !! Face !! Body&lt;br /&gt;
|-&lt;br /&gt;
| Tribal || tiger, cobweb, eclipse, line, oracle, pantheon, war paint, worried || tiger, buttons, rings&lt;br /&gt;
|-&lt;br /&gt;
| Punk || tear, headshot, double, love, stars || heart, cross, jester, moon, power, royal, wings&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal || skull, spider || scar, skeleton, spike&lt;br /&gt;
|-&lt;br /&gt;
| Misc || - || insect, sun&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fixed gender supremacy memes having opposite agreeing traits e.g. Female Supremacy inexplicably being agreed with by Misogynist traited pawns.&lt;br /&gt;
* [[Version/1.3.3069|1.3.3069]] - &lt;br /&gt;
** Adjust trees-related thoughts. Negatives for killing trees are reduced. Positives for seeing trees are amplified.&lt;br /&gt;
** Chance of resentment on failed conversion attempt reduced from 36% to 20%. Chance of fight reduced from 4% to 2%.&lt;br /&gt;
** If a pawn has sight under 50%, he should gain a psychic sensitivity bonus of up to 50%.&lt;br /&gt;
* [[Version/1.3.3069b|1.3.3069b]] - Added a feature that lets you save and load ideoligions within the ideoligion customization screen.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Desired apparel now uses the same faction restrictions as role apparel does. Tribal-Only: War mask, Tribal Headdress. Non-tribal only: Slicecap, Beret. Removed visage mask restriction to non-tribal only.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Tree connection pawns have a 25% boost to [[Pruning Speed]]. Added temperature tough issue and precept.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fixed Immunity Drive. Was previously targeting wrong stat and inoperative.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3101]] - Reduce production specialist crafting speed buffs from +70% to +50%.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3117]] - &lt;br /&gt;
**Improved viability of multi-ideo colonies. Pawns of pawns of any ideo can now spectate any ritual, even if it's not of their own ideo.&lt;br /&gt;
**Gaining, changing, or removing a role now requires a simple ritual.&lt;br /&gt;
**Added a precept related to Darkness meme that gives believers a positive thought during an eclipse.&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wglir2pvmtr58vil&amp;topic_postId=wk1fpskc540giz65&amp;topic_revId=wk1fpskc540giz65&amp;action=single-view</id>
		<title>Topic:Wglir2pvmtr58vil</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Wglir2pvmtr58vil&amp;topic_postId=wk1fpskc540giz65&amp;topic_revId=wk1fpskc540giz65&amp;action=single-view"/>
		<updated>2021-11-10T00:59:20Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:WeirdMatter&quot; class=&quot;mw-userlink&quot; title=&quot;User:WeirdMatter&quot;&gt;&lt;bdi&gt;WeirdMatter&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:WeirdMatter&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:WeirdMatter&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/WeirdMatter&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/WeirdMatter&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Wglir2pvmtr58vil&amp;amp;topic_showPostId=wk1fpskc540giz65#flow-post-wk1fpskc540giz65&quot;&gt;commented&lt;/a&gt; on &quot;Independent Roles Page&quot; (&lt;em&gt;I fully agree that the page needs &amp;quot;spinning out&amp;quot; of sections into dedicated pages. I also think that creating the independent page on rol...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:WeirdMatter&amp;diff=96262</id>
		<title>User:WeirdMatter</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:WeirdMatter&amp;diff=96262"/>
		<updated>2021-11-10T00:41:54Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: /* Example summary table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Links ==&lt;br /&gt;
* [[Template:About]]&lt;br /&gt;
* [[Template:Royalty]]&lt;br /&gt;
&lt;br /&gt;
== Redirects ==&lt;br /&gt;
=== Skills ===&lt;br /&gt;
# [[Shooting]]&lt;br /&gt;
# [[Melee]]&lt;br /&gt;
# [[Construction]]&lt;br /&gt;
# [[Mining]]&lt;br /&gt;
# [[Cooking]]&lt;br /&gt;
# [[Plants (skill)]]&lt;br /&gt;
# [[Animals]] - redirects to Animals article&lt;br /&gt;
# [[Crafting]]&lt;br /&gt;
# [[Artistic]]&lt;br /&gt;
# [[Medical]]&lt;br /&gt;
# [[Social]] - redirects to Social article&lt;br /&gt;
# [[Intellectual]]&lt;br /&gt;
&lt;br /&gt;
=== Memes ===&lt;br /&gt;
# [[Animal personhood]]&lt;br /&gt;
# [[Blindsight]] -- own article&lt;br /&gt;
# [[Cannibal]] -- possible disambig&lt;br /&gt;
# [[Collectivist]]&lt;br /&gt;
# [[Darkness]] -- possible disambig&lt;br /&gt;
# [[Female supremacy]]&lt;br /&gt;
# [[Flesh purity]]&lt;br /&gt;
# [[Guilty]] -- possible disambig&lt;br /&gt;
# [[High life]]&lt;br /&gt;
# [[Human primacy]]&lt;br /&gt;
# [[Individualist]]&lt;br /&gt;
# [[Loyalist]]&lt;br /&gt;
# [[Male supremacy]]&lt;br /&gt;
# [[Nature primacy]]&lt;br /&gt;
# [[Nudism]] -- possible disambig&lt;br /&gt;
# [[Pain is virtue]]&lt;br /&gt;
# [[Proselytizer]]&lt;br /&gt;
# [[Raider]] -- redirects to Raider page&lt;br /&gt;
# [[Rancher]]&lt;br /&gt;
# [[Supremacist]]&lt;br /&gt;
# [[Transhumanist]]&lt;br /&gt;
# [[Tree connection]]&lt;br /&gt;
# [[Tunneler]]&lt;br /&gt;
&lt;br /&gt;
== Royalty ==&lt;br /&gt;
{{Royalty navbox}}&lt;br /&gt;
&lt;br /&gt;
== Ideology ==&lt;br /&gt;
[[Ideology (DLC)]]&lt;br /&gt;
&lt;br /&gt;
=== Ancient ruins ===&lt;br /&gt;
==== Active ====&lt;br /&gt;
# [[Ancient comms console]]&lt;br /&gt;
# [[Ancient cryptosleep pod]]&lt;br /&gt;
# [[Ancient terminal]] ([[Ancient enemy terminal|enemy]])&lt;br /&gt;
# [[Ancient unstable fuel node]]&lt;br /&gt;
# [[Hermetic crate]]&lt;br /&gt;
# [[Security crate]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Indoors ====&lt;br /&gt;
# [[Ancient barrel]]&lt;br /&gt;
# [[Ancient bed]]&lt;br /&gt;
# [[Ancient crate]] ([[ancient military crate|military]]) ([[ancient spacer crate|spacer]])&lt;br /&gt;
# [[Ancient display bank]]&lt;br /&gt;
# [[Ancient equipment blocks]]&lt;br /&gt;
# [[Ancient generator]]&lt;br /&gt;
# [[Ancient lamp]]&lt;br /&gt;
# [[Ancient locker bank]]&lt;br /&gt;
# [[Ancient machine]]&lt;br /&gt;
# [[Ancient operating table]]&lt;br /&gt;
# [[Ancient storage cylinder]]&lt;br /&gt;
# [[Ancient system rack]]&lt;br /&gt;
&lt;br /&gt;
==== Outdoors ====&lt;br /&gt;
# [[Ancient air conditioner]]&lt;br /&gt;
# [[Ancient ATM]]&lt;br /&gt;
# [[Ancient mega-cannon platform]] ([[Ancient mega-cannon barrel|barrel]])&lt;br /&gt;
# [[Ancient car]] ([[Ancient car frame|frame]]) ([[Ancient pod car|pod]])&lt;br /&gt;
# [[Ancient container]]&lt;br /&gt;
# [[Ancient centipede shell]]&lt;br /&gt;
# [[Ancient dropship]] ([[Ancient dropship engine|engine]])&lt;br /&gt;
# [[Ancient engine block]] ([[Ancient macro-engine block|macro-engine]])&lt;br /&gt;
# [[Ancient fence]]&lt;br /&gt;
# [[Ancient hydrant]]&lt;br /&gt;
# [[Ancient jet engine]]&lt;br /&gt;
# [[Ancient kitchen sink]]&lt;br /&gt;
# [[Ancient mech drop beacon]]&lt;br /&gt;
# [[Ancient mechanoid shell]]&lt;br /&gt;
# [[Ancient microwave]]&lt;br /&gt;
# [[Ancient nav beacon]]&lt;br /&gt;
# [[Ancient oven]]&lt;br /&gt;
# [[Ancient pipes]] ([[Ancient pipeline section|pipeline section]])&lt;br /&gt;
# [[Ancient postbox]]&lt;br /&gt;
# [[Ancient razor wire]]&lt;br /&gt;
# [[Ancient refrigerator]]&lt;br /&gt;
# [[Ancient ruined APC]]&lt;br /&gt;
# [[Ancient ruined tank]]&lt;br /&gt;
# [[Ancient security turret]]&lt;br /&gt;
# [[Ancient shopping cart]]&lt;br /&gt;
# ([[Ancient small crate|small]]) ([[Ancient long crate|long]]) ([[Ancient large crate|large]])&lt;br /&gt;
# [[Ancient stove]]&lt;br /&gt;
# [[Ancient tank trap]]&lt;br /&gt;
# [[Ancient toilet]]&lt;br /&gt;
# [[Ancient troop carrier]]&lt;br /&gt;
# [[Ancient truck]]&lt;br /&gt;
# [[Ancient vending machine]]&lt;br /&gt;
# [[Ancient warspider remains]]&lt;br /&gt;
# [[Ancient warsprinter remains]]&lt;br /&gt;
# [[Ancient warwalker torso]] ([[Ancient warwalker claw|claw]]) ([[Ancient warwalker foot|foot]]) ([[Ancient warwalker leg|leg]]) ([[Ancient warwalker shell|shell]])&lt;br /&gt;
# [[Ancient washing machine]]&lt;br /&gt;
# [[Ancient wheel]] ([[Ancient giant wheel|giant]])&lt;br /&gt;
&lt;br /&gt;
=== Apparel ===&lt;br /&gt;
# [[Authority cap]]&lt;br /&gt;
# [[Blindfold]]&lt;br /&gt;
# [[Broadwrap]]&lt;br /&gt;
# [[Burka]]&lt;br /&gt;
# [[Flophat]]&lt;br /&gt;
# [[Headwrap]]&lt;br /&gt;
# [[Robe]]&lt;br /&gt;
# [[Shadecone]]&lt;br /&gt;
# [[Slave body strap]]&lt;br /&gt;
# [[Slave collar]]&lt;br /&gt;
# [[Slicecap]]&lt;br /&gt;
# [[Tailcap]]&lt;br /&gt;
# [[Torture crown]]&lt;br /&gt;
# [[Visage mask]]&lt;br /&gt;
&lt;br /&gt;
=== [[Dryads]] ===&lt;br /&gt;
# [[Barkskin]]&lt;br /&gt;
# [[Berrymaker]]&lt;br /&gt;
# [[Carrier]]&lt;br /&gt;
# [[Clawer]]&lt;br /&gt;
# [[Dryad cocoon]]&lt;br /&gt;
# [[Gaumaker]]&lt;br /&gt;
# [[Gauranlen tree]] ([[Gauranlen moss|moss]]) ([[Gauranlen pod|pod]]) ([[Gauranlen seed|seed]])&lt;br /&gt;
# [[Immature dryad]]&lt;br /&gt;
# [[Medicinemaker]]&lt;br /&gt;
# [[Woodmaker]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Floor ===&lt;br /&gt;
# [[Hex carpet]]&lt;br /&gt;
# [[Hex tile]]&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
# {{RoyaltyIcon}} [[Darklight brazier]]&lt;br /&gt;
# [[Darktorch]] ([[Fungus darktorch|fungus]])&lt;br /&gt;
# [[Kneel pillow]]&lt;br /&gt;
# [[Kneel sheet]]&lt;br /&gt;
# [[Slab bed]] ([[Slab double bed|double]])&lt;br /&gt;
# [[Standing darklamp]]&lt;br /&gt;
&lt;br /&gt;
=== Plants ===&lt;br /&gt;
# [[Fibercorn]]&lt;br /&gt;
# [[Nutrifungus]]&lt;br /&gt;
# [[Timbershroom]]&lt;br /&gt;
# [[Tinctoria]] ([[dye]])&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
more here (also check Royalty)&lt;br /&gt;
# [[Hacking Speed]]&lt;br /&gt;
# [[Pruning Speed]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rituals ===&lt;br /&gt;
# [[Cannibal platter]]&lt;br /&gt;
# [[Christmas tree]]&lt;br /&gt;
# [[Effigy]]&lt;br /&gt;
# [[Small altar]] ([[Medium altar|medium]]) ([[Large altar|large]]) ([[Grand altar|grand]])&lt;br /&gt;
# [[Ideogram]]&lt;br /&gt;
# [[Incense shrine]]&lt;br /&gt;
# [[Lightball]]&lt;br /&gt;
# [[Loudspeaker]]&lt;br /&gt;
# [[Pyre]]&lt;br /&gt;
# [[Ritual spot]]&lt;br /&gt;
# [[Sacrificial flag]]&lt;br /&gt;
&lt;br /&gt;
=== 1 ===&lt;br /&gt;
# [[Animalist slab (medium)]] ([[Animalist slab (broad)|broad]])&lt;br /&gt;
# [[Morbid slab (medium)]] ([[Morbid slab (broad)|broad]])&lt;br /&gt;
# [[Rustic rug (medium)]] ([[Rustic rug (broad)|broad]])&lt;br /&gt;
# [[Spikecore floor-star (medium)]] ([[Spikecore floor-star (broad)|broad]])&lt;br /&gt;
# [[Totemic slab (medium)]] ([[Totemic slab (broad)|broad]])&lt;br /&gt;
&lt;br /&gt;
=== 2 ===&lt;br /&gt;
# [[Archonexus core]]&lt;br /&gt;
&lt;br /&gt;
=== 3 ===&lt;br /&gt;
# [[Burnbong]] ([[autobong]])&lt;br /&gt;
&lt;br /&gt;
=== 4 ===&lt;br /&gt;
# [[Biosculpter pod]]&lt;br /&gt;
# [[Neural supercharger]]&lt;br /&gt;
# [[Sleep accelerator]]&lt;br /&gt;
&lt;br /&gt;
=== 5 ===&lt;br /&gt;
# [[Bonsai tree]] ([[Bonsai pot|pot]])&lt;br /&gt;
&lt;br /&gt;
=== 6 ===&lt;br /&gt;
# [[Gibbet cage]]&lt;br /&gt;
# [[Skullspike]] ([[skull]])&lt;br /&gt;
# [[Terror sculpture]]&lt;br /&gt;
&lt;br /&gt;
=== ? ===&lt;br /&gt;
# [[Archotech tower]]&lt;br /&gt;
# [[Gaumaker pod]]&lt;br /&gt;
# [[Grand archotech structure]]&lt;br /&gt;
# [[Lectern]]&lt;br /&gt;
# [[Major archotech structure]]&lt;br /&gt;
# [[Pew]]&lt;br /&gt;
# [[Spacedrone]]&lt;br /&gt;
&lt;br /&gt;
=== 7 ===&lt;br /&gt;
# [[Ideoligion]]&lt;br /&gt;
&lt;br /&gt;
# [[Relic]]&lt;br /&gt;
# [[Reliquary]]&lt;br /&gt;
&lt;br /&gt;
=== Unsorted ===&lt;br /&gt;
# [[Drum]]&lt;br /&gt;
* [[Fungal gravel]] ?&lt;br /&gt;
# [[Mindbend carpet]]&lt;br /&gt;
# [[Morbid carpet]]&lt;br /&gt;
# [[Morbid stone tile]]&lt;br /&gt;
# [[Spikecore plates]]&lt;br /&gt;
# [[Spikecore stone tile]]&lt;br /&gt;
# [[Styling station]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# [[Totemic boards]]&lt;br /&gt;
# [[Totemic stone tiles]]&lt;br /&gt;
&lt;br /&gt;
== Versions ==&lt;br /&gt;
=== Navbox ===&lt;br /&gt;
{{Navbox&lt;br /&gt;
|name = Versions navbox&lt;br /&gt;
|title = '''[[Version]]s'''&lt;br /&gt;
|group1 = Pre-alpha&lt;br /&gt;
|list1  = [[Version/0.0.232|0.0.232]]{{*}}[[Version/0.0.245|0.0.245]]{{*}} [[Version/0.0.250|0.0.250]]{{*}}[[Version/0.0.254B|0.0.254B]]&lt;br /&gt;
|group2 = Alpha&lt;br /&gt;
|list2  = [[Version/0.1.334|Alpha 1]]{{*}}[[Version/0.2.363|Alpha 2]]{{*}}[[Version/0.3.410|Alpha 3]]{{*}}[[Version/0.4.460|Alpha 4]]{{*}}[[Version/0.5.492|Alpha 5]]{{*}}[[Version/0.6.532|Alpha 6]]{{*}}[[Version/0.7.581|Alpha 7]]{{*}}[[Version/0.8.657|Alpha 8]]{{*}}[[Version/0.9.722|Alpha 9]]{{*}}[[Version/0.10.785|Alpha 10]]{{*}}[[Version/0.11.877|Alpha 11]]{{*}}[[Version/0.12.906|Alpha 12]] ([[Version/0.12.910|b/c]]) ([[Version/0.12.914|d]]){{*}}[[Version/0.13.1135|Alpha 13]]{{*}}[[Version/0.14.1234|Alpha 14]] ([[Version/0.14.1236|b]]) ([[Version/0.14.1238|c]]) ([[Version/0.14.1241|d]]) ([[Version/0.14.1249|e]]){{*}}[[Version/0.15.1279|Alpha 15]] ([[Version/0.15.1280|b]]) ([[Version/0.15.1284|c]]){{*}}[[Version/0.16.1393|Alpha 16]]{{*}}[[Version/0.17.1546|Alpha 17]] ([[Version/0.17.1557|b]])&lt;br /&gt;
|group3 = Beta&lt;br /&gt;
|list3  = [[Version/0.18.1722|Beta 18]]{{*}}[[Version/0.19.2009|Beta 19]]&lt;br /&gt;
|group4 = Full release&lt;br /&gt;
|list4  = {{Navbox subgroup&lt;br /&gt;
  |group1 = Version 1.0&lt;br /&gt;
  |list1  = [[Version/1.0.0|1.0.0]]{{*}}[[Version/1.0.2150|1.0.2150]]{{*}}[[Version/1.0.2282|1.0.2282]]{{*}}[[Version/1.0.2408|1.0.2408]]{{*}}[[Version/1.0.2549|1.0.2549]]&lt;br /&gt;
  |group2 = Version 1.1&lt;br /&gt;
  |list2  = [[Version/1.1.0|1.1.0]]{{*}}[[Version/1.1.2257|1.1.2257]]{{*}}[[Version/1.1.2258|1.1.2258]]{{*}}[[Version/1.1.2559|1.1.2559]]{{*}}[[Version/1.1.2560|1.1.2560]]{{*}}[[Version/1.1.2562|1.1.2562]]{{*}}[[Version/1.1.2563|1.1.2563]]{{*}}[[Version/1.1.2564|1.1.2564]]{{*}}[[Version/1.1.2565|1.1.2565]]{{*}}[[Version/1.1.2566|1.1.2566]]{{*}}[[Version/1.1.2567|1.1.2567]]{{*}}[[Version/1.1.2571|1.1.2571]]{{*}}[[Version/1.1.2575|1.1.2575]]{{*}}[[Version/1.1.2579|1.1.2579]]{{*}}[[Version/1.1.2589|1.1.2589]]{{*}}[[Version/1.1.2598|1.1.2598]]{{*}}[[Version/1.1.2610|1.1.2610]]{{*}}[[Version/1.1.2618|1.1.2618]]{{*}}[[Version/1.1.2624|1.1.2624]]{{*}}[[Version/1.1.2647|1.1.2647]]{{*}}[[Version/1.1.2654|1.1.2654]]&lt;br /&gt;
  |group3 = Version 1.2&lt;br /&gt;
  |list3  = [[Version/1.2.2719|1.2.2719]]{{*}}[[Version/1.2.2753|1.2.2753]]{{*}}[[Version/1.2.2900|1.2.2900]]{{*}}[[Version/1.2.3005|1.2.3005]]&lt;br /&gt;
  |group4 = Version 1.3&lt;br /&gt;
  |list4  = [[Version/1.3.3066|1.3.3066]]{{*}}[[Version/1.3.3067|1.3.3067]]{{*}}[[Version/1.3.3069|1.3.3069]]{{*}}[[Version/1.3.3069b|1.3.3069b]]{{*}}[[Version/1.3.3072|1.3.3072]]{{*}}[[Version/1.3.3074|1.3.3074]]{{*}}[[Version/1.3.3076|1.3.3076]]{{*}}[[Version/1.3.3080|1.3.3080]]{{*}}[[Version/1.3.3087|1.3.3087]]{{*}}[[Version/1.3.3101|1.3.3101]]{{*}}[[Version/1.3.3117|1.3.3117]]{{*}}[[Version/1.3.3159|1.3.3159]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
=== Pre-alpha ===&lt;br /&gt;
&lt;br /&gt;
=== Alpha ===&lt;br /&gt;
* [[Version/0.1.334|Alpha 1]]&lt;br /&gt;
* [[Version/0.2.363|Alpha 2 - Cannibal Modders]]&lt;br /&gt;
* [[Version/0.3.410|Alpha 3 - Factional Infighting]]&lt;br /&gt;
* [[Version/0.4.460|Alpha 4 - Giant Centipede Robots]]&lt;br /&gt;
* [[Version/0.5.492|Alpha 5 - Under Siege]]&lt;br /&gt;
* [[Version/0.6.532|Alpha 6 - Whole New World]]&lt;br /&gt;
* [[Version/0.7.581|Alpha 7 - Things Made of Stuff]]&lt;br /&gt;
* [[Version/0.8.657|Alpha 8 - Winter is Coming]]&lt;br /&gt;
* [[Version/0.9.722|Alpha 9 - Tales 'o' Drinking]]&lt;br /&gt;
* [[Version/0.10.785|Alpha 10 - Joy System]]&lt;br /&gt;
* [[Version/0.11.877|Alpha 11 - Sappers and Traps]]&lt;br /&gt;
* [[Version/0.12.906|Alpha 12 - Animal Taming]] ([[Version/0.12.910|b/c]]) ([[Version/0.12.914|d]])&lt;br /&gt;
* [[Version/0.13.1135|Alpha 13 - Trapped With Your Ex]]&lt;br /&gt;
* [[Version/0.14.1234|Alpha 14 - Scenario System]] ([[Version/0.14.1236|b]]) ([[Version/0.14.1238|c]]) ([[Version/0.14.1241|d]]) ([[Version/0.14.1249|e]])&lt;br /&gt;
* [[Version/0.15.1279|Alpha 15 - Tutorial and Drugs]] ([[Version/0.15.1280|b]]) ([[Version/0.15.1284|c]])&lt;br /&gt;
* [[Version/0.16.1393|Alpha 16 - Wanderlust]]&lt;br /&gt;
* [[Version/0.17.1546|Alpha 17 - On the Road]] ([[Version/0.17.1557|b]])&lt;br /&gt;
&lt;br /&gt;
=== Beta ===&lt;br /&gt;
* [[Version/0.18.1722|Beta 18 - A World of Story]]&lt;br /&gt;
* [[Version/0.19.2009|Beta 19 - Polish the Cannons]]&lt;br /&gt;
&lt;br /&gt;
=== Full release ===&lt;br /&gt;
* [[Version/1.0.0|1.0]] - check that it actually is 1.0.0 and not 1.0.xxxx&lt;br /&gt;
** [[Version/1.0.2150]]&lt;br /&gt;
** [[Version/1.0.2282]]&lt;br /&gt;
** [[Version/1.0.2408]] -- wrong version in article?&lt;br /&gt;
** [[Version/1.0.2549]] -- see 1.0.2408. Think this was a retroactive update (i.e. 1.1 was already released)&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.1.0|1.1]] -- check again like 1.0.0 or 1.0.xxx&lt;br /&gt;
** [[Version/1.1.2257]]&lt;br /&gt;
** [[Version/1.1.2258]]&lt;br /&gt;
** [[Version/1.1.2559]]&lt;br /&gt;
** [[Version/1.1.2560]]&lt;br /&gt;
** [[Version/1.1.2562]]&lt;br /&gt;
** [[Version/1.1.2563]]&lt;br /&gt;
** [[Version/1.1.2564]]&lt;br /&gt;
** [[Version/1.1.2565]]&lt;br /&gt;
** [[Version/1.1.2566]]&lt;br /&gt;
** [[Version/1.1.2567]]&lt;br /&gt;
** [[Version/1.1.2571]]&lt;br /&gt;
** [[Version/1.1.2575]]&lt;br /&gt;
** [[Version/1.1.2579]]&lt;br /&gt;
** [[Version/1.1.2589]]&lt;br /&gt;
** [[Version/1.1.2598]]&lt;br /&gt;
** [[Version/1.1.2610]]&lt;br /&gt;
** [[Version/1.1.2618]]&lt;br /&gt;
** [[Version/1.1.2624]]&lt;br /&gt;
** [[Version/1.1.2647]]&lt;br /&gt;
** [[Version/1.1.2654]]&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.2.2719|1.2 - Honor Bestowed]]&lt;br /&gt;
** [[Version/1.2.2753]]&lt;br /&gt;
** [[Version/1.2.2900]]&lt;br /&gt;
** [[Version/1.2.3005]]&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.3.3066|1.3]]&lt;br /&gt;
** [[Version/1.3.3067]]&lt;br /&gt;
** [[Version/1.3.3069]]&lt;br /&gt;
** [[Version/1.3.3069b]]&lt;br /&gt;
** [[Version/1.3.3072]]&lt;br /&gt;
** [[Version/1.3.3074]]&lt;br /&gt;
** [[Version/1.3.3076]]&lt;br /&gt;
** [[Version/1.3.3080]]&lt;br /&gt;
** [[Version/1.3.3087]]&lt;br /&gt;
** [[Version/1.3.3101]]&lt;br /&gt;
** [[Version/1.3.3117]]&lt;br /&gt;
** [[Version/1.3.3159]]&lt;br /&gt;
&lt;br /&gt;
== Colours ==&lt;br /&gt;
=== Hair ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Color&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(25, 25, 25);&amp;quot; |&lt;br /&gt;
| PitchBlack&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(79, 71, 66);&amp;quot; |&lt;br /&gt;
| MidBlack&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(63, 51, 38);&amp;quot; |&lt;br /&gt;
| DarkReddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(76, 51, 25);&amp;quot; |&lt;br /&gt;
| DarkSaturatedReddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(90, 58, 32);&amp;quot; |&lt;br /&gt;
| DarkBrown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(132, 83, 47);&amp;quot; |&lt;br /&gt;
| ReddishBrown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(193, 146, 85);&amp;quot; |&lt;br /&gt;
| SandyBlonde&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(237, 202, 156);&amp;quot; |&lt;br /&gt;
| Blonde&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ideology ===&lt;br /&gt;
The following colors are available:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25px;&amp;quot; | Color&lt;br /&gt;
! Name&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(26, 26, 26);&amp;quot; |&lt;br /&gt;
| Pitch black&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(51, 51, 51);&amp;quot; |&lt;br /&gt;
| Dark black&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(128, 128, 128);&amp;quot; |&lt;br /&gt;
| Dark grey&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(192, 192, 192);&amp;quot; |&lt;br /&gt;
| Grey&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(245, 245, 245);&amp;quot; |&lt;br /&gt;
| Light grey&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(148, 67, 67);&amp;quot; |&lt;br /&gt;
| Dark red&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(191, 86, 86);&amp;quot; |&lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(255, 115, 115);&amp;quot; |&lt;br /&gt;
| Light red&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(79, 71, 66);&amp;quot; |&lt;br /&gt;
| Mid black&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(90, 58, 32);&amp;quot; |&lt;br /&gt;
| Dark brown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(132, 83, 47);&amp;quot; |&lt;br /&gt;
| Reddish brown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(64, 51, 38);&amp;quot; |&lt;br /&gt;
| Dark reddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(77, 51, 26);&amp;quot; |&lt;br /&gt;
| Dark saturated reddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(193, 146, 85);&amp;quot; |&lt;br /&gt;
| Sandy blonde&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(237, 202, 156);&amp;quot; |&lt;br /&gt;
| Blonde&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(148, 115, 67);&amp;quot; |&lt;br /&gt;
| Dark orange&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(191, 149, 86);&amp;quot; |&lt;br /&gt;
| Orange&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(255, 199, 115);&amp;quot; |&lt;br /&gt;
| Light orange&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(132, 148, 67);&amp;quot; |&lt;br /&gt;
| Dark olive&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(170, 191, 86);&amp;quot; |&lt;br /&gt;
| Olive&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(227, 255, 115);&amp;quot; |&lt;br /&gt;
| Light olive&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(83, 148, 67);&amp;quot; |&lt;br /&gt;
| Dark green&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(107, 191, 86);&amp;quot; |&lt;br /&gt;
| Green&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(143, 255, 115);&amp;quot; |&lt;br /&gt;
| Light green&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(67, 148, 99);&amp;quot; |&lt;br /&gt;
| Dark teal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(86, 191, 128);&amp;quot; |&lt;br /&gt;
| Teal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(115, 255, 171);&amp;quot; |&lt;br /&gt;
| Light teal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(67, 148, 148);&amp;quot; |&lt;br /&gt;
| Dark blue&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(86, 191, 191);&amp;quot; |&lt;br /&gt;
| Blue&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(115, 255, 255);&amp;quot; |&lt;br /&gt;
| Light blue&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(67, 99, 148);&amp;quot; |&lt;br /&gt;
| Dark sapphire&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(86, 128, 191);&amp;quot; |&lt;br /&gt;
| Sapphire&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(115, 171, 255);&amp;quot; |&lt;br /&gt;
| Light sapphire&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(83, 67, 148);&amp;quot; |&lt;br /&gt;
| Dark mauve&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(107, 86, 191);&amp;quot; |&lt;br /&gt;
| Mauve&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(143, 115, 255);&amp;quot; |&lt;br /&gt;
| Light mauve&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(132, 67, 148);&amp;quot; |&lt;br /&gt;
| Dark purple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(170, 86, 191);&amp;quot; |&lt;br /&gt;
| Purple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(227, 115, 255);&amp;quot; |&lt;br /&gt;
| Light purple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(148, 67, 115);&amp;quot; |&lt;br /&gt;
| Dark pink&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(191, 86, 149);&amp;quot; |&lt;br /&gt;
| Pink&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(255, 115, 199);&amp;quot; |&lt;br /&gt;
| Light pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Example summary table ==&lt;br /&gt;
{{Main|Precepts}}&lt;br /&gt;
(summary paragraph about precepts)&lt;br /&gt;
&lt;br /&gt;
; Present in every ideoligion&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Issue&lt;br /&gt;
! Summary&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Blindness.png|20px]]&lt;br /&gt;
| [[Precepts#Blindness|Blindness]]&lt;br /&gt;
| Attitudes towards blindness rituals and sighted pawns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cannibalism.png|20px]]&lt;br /&gt;
| [[Precepts#Cannibalism|Cannibalism]]&lt;br /&gt;
| Attitudes towards butchering humans, eating human meat, and wearing human leather clothing.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Precept corpses.png|20px]]&lt;br /&gt;
| [[Precepts#Corpses|Corpses]]&lt;br /&gt;
| (1 line summary)&lt;br /&gt;
|}&lt;br /&gt;
; Optional&lt;br /&gt;
(etc.)&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:WeirdMatter&amp;diff=96261</id>
		<title>User:WeirdMatter</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:WeirdMatter&amp;diff=96261"/>
		<updated>2021-11-10T00:36:38Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: /* Example summary table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Links ==&lt;br /&gt;
* [[Template:About]]&lt;br /&gt;
* [[Template:Royalty]]&lt;br /&gt;
&lt;br /&gt;
== Redirects ==&lt;br /&gt;
=== Skills ===&lt;br /&gt;
# [[Shooting]]&lt;br /&gt;
# [[Melee]]&lt;br /&gt;
# [[Construction]]&lt;br /&gt;
# [[Mining]]&lt;br /&gt;
# [[Cooking]]&lt;br /&gt;
# [[Plants (skill)]]&lt;br /&gt;
# [[Animals]] - redirects to Animals article&lt;br /&gt;
# [[Crafting]]&lt;br /&gt;
# [[Artistic]]&lt;br /&gt;
# [[Medical]]&lt;br /&gt;
# [[Social]] - redirects to Social article&lt;br /&gt;
# [[Intellectual]]&lt;br /&gt;
&lt;br /&gt;
=== Memes ===&lt;br /&gt;
# [[Animal personhood]]&lt;br /&gt;
# [[Blindsight]] -- own article&lt;br /&gt;
# [[Cannibal]] -- possible disambig&lt;br /&gt;
# [[Collectivist]]&lt;br /&gt;
# [[Darkness]] -- possible disambig&lt;br /&gt;
# [[Female supremacy]]&lt;br /&gt;
# [[Flesh purity]]&lt;br /&gt;
# [[Guilty]] -- possible disambig&lt;br /&gt;
# [[High life]]&lt;br /&gt;
# [[Human primacy]]&lt;br /&gt;
# [[Individualist]]&lt;br /&gt;
# [[Loyalist]]&lt;br /&gt;
# [[Male supremacy]]&lt;br /&gt;
# [[Nature primacy]]&lt;br /&gt;
# [[Nudism]] -- possible disambig&lt;br /&gt;
# [[Pain is virtue]]&lt;br /&gt;
# [[Proselytizer]]&lt;br /&gt;
# [[Raider]] -- redirects to Raider page&lt;br /&gt;
# [[Rancher]]&lt;br /&gt;
# [[Supremacist]]&lt;br /&gt;
# [[Transhumanist]]&lt;br /&gt;
# [[Tree connection]]&lt;br /&gt;
# [[Tunneler]]&lt;br /&gt;
&lt;br /&gt;
== Royalty ==&lt;br /&gt;
{{Royalty navbox}}&lt;br /&gt;
&lt;br /&gt;
== Ideology ==&lt;br /&gt;
[[Ideology (DLC)]]&lt;br /&gt;
&lt;br /&gt;
=== Ancient ruins ===&lt;br /&gt;
==== Active ====&lt;br /&gt;
# [[Ancient comms console]]&lt;br /&gt;
# [[Ancient cryptosleep pod]]&lt;br /&gt;
# [[Ancient terminal]] ([[Ancient enemy terminal|enemy]])&lt;br /&gt;
# [[Ancient unstable fuel node]]&lt;br /&gt;
# [[Hermetic crate]]&lt;br /&gt;
# [[Security crate]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Indoors ====&lt;br /&gt;
# [[Ancient barrel]]&lt;br /&gt;
# [[Ancient bed]]&lt;br /&gt;
# [[Ancient crate]] ([[ancient military crate|military]]) ([[ancient spacer crate|spacer]])&lt;br /&gt;
# [[Ancient display bank]]&lt;br /&gt;
# [[Ancient equipment blocks]]&lt;br /&gt;
# [[Ancient generator]]&lt;br /&gt;
# [[Ancient lamp]]&lt;br /&gt;
# [[Ancient locker bank]]&lt;br /&gt;
# [[Ancient machine]]&lt;br /&gt;
# [[Ancient operating table]]&lt;br /&gt;
# [[Ancient storage cylinder]]&lt;br /&gt;
# [[Ancient system rack]]&lt;br /&gt;
&lt;br /&gt;
==== Outdoors ====&lt;br /&gt;
# [[Ancient air conditioner]]&lt;br /&gt;
# [[Ancient ATM]]&lt;br /&gt;
# [[Ancient mega-cannon platform]] ([[Ancient mega-cannon barrel|barrel]])&lt;br /&gt;
# [[Ancient car]] ([[Ancient car frame|frame]]) ([[Ancient pod car|pod]])&lt;br /&gt;
# [[Ancient container]]&lt;br /&gt;
# [[Ancient centipede shell]]&lt;br /&gt;
# [[Ancient dropship]] ([[Ancient dropship engine|engine]])&lt;br /&gt;
# [[Ancient engine block]] ([[Ancient macro-engine block|macro-engine]])&lt;br /&gt;
# [[Ancient fence]]&lt;br /&gt;
# [[Ancient hydrant]]&lt;br /&gt;
# [[Ancient jet engine]]&lt;br /&gt;
# [[Ancient kitchen sink]]&lt;br /&gt;
# [[Ancient mech drop beacon]]&lt;br /&gt;
# [[Ancient mechanoid shell]]&lt;br /&gt;
# [[Ancient microwave]]&lt;br /&gt;
# [[Ancient nav beacon]]&lt;br /&gt;
# [[Ancient oven]]&lt;br /&gt;
# [[Ancient pipes]] ([[Ancient pipeline section|pipeline section]])&lt;br /&gt;
# [[Ancient postbox]]&lt;br /&gt;
# [[Ancient razor wire]]&lt;br /&gt;
# [[Ancient refrigerator]]&lt;br /&gt;
# [[Ancient ruined APC]]&lt;br /&gt;
# [[Ancient ruined tank]]&lt;br /&gt;
# [[Ancient security turret]]&lt;br /&gt;
# [[Ancient shopping cart]]&lt;br /&gt;
# ([[Ancient small crate|small]]) ([[Ancient long crate|long]]) ([[Ancient large crate|large]])&lt;br /&gt;
# [[Ancient stove]]&lt;br /&gt;
# [[Ancient tank trap]]&lt;br /&gt;
# [[Ancient toilet]]&lt;br /&gt;
# [[Ancient troop carrier]]&lt;br /&gt;
# [[Ancient truck]]&lt;br /&gt;
# [[Ancient vending machine]]&lt;br /&gt;
# [[Ancient warspider remains]]&lt;br /&gt;
# [[Ancient warsprinter remains]]&lt;br /&gt;
# [[Ancient warwalker torso]] ([[Ancient warwalker claw|claw]]) ([[Ancient warwalker foot|foot]]) ([[Ancient warwalker leg|leg]]) ([[Ancient warwalker shell|shell]])&lt;br /&gt;
# [[Ancient washing machine]]&lt;br /&gt;
# [[Ancient wheel]] ([[Ancient giant wheel|giant]])&lt;br /&gt;
&lt;br /&gt;
=== Apparel ===&lt;br /&gt;
# [[Authority cap]]&lt;br /&gt;
# [[Blindfold]]&lt;br /&gt;
# [[Broadwrap]]&lt;br /&gt;
# [[Burka]]&lt;br /&gt;
# [[Flophat]]&lt;br /&gt;
# [[Headwrap]]&lt;br /&gt;
# [[Robe]]&lt;br /&gt;
# [[Shadecone]]&lt;br /&gt;
# [[Slave body strap]]&lt;br /&gt;
# [[Slave collar]]&lt;br /&gt;
# [[Slicecap]]&lt;br /&gt;
# [[Tailcap]]&lt;br /&gt;
# [[Torture crown]]&lt;br /&gt;
# [[Visage mask]]&lt;br /&gt;
&lt;br /&gt;
=== [[Dryads]] ===&lt;br /&gt;
# [[Barkskin]]&lt;br /&gt;
# [[Berrymaker]]&lt;br /&gt;
# [[Carrier]]&lt;br /&gt;
# [[Clawer]]&lt;br /&gt;
# [[Dryad cocoon]]&lt;br /&gt;
# [[Gaumaker]]&lt;br /&gt;
# [[Gauranlen tree]] ([[Gauranlen moss|moss]]) ([[Gauranlen pod|pod]]) ([[Gauranlen seed|seed]])&lt;br /&gt;
# [[Immature dryad]]&lt;br /&gt;
# [[Medicinemaker]]&lt;br /&gt;
# [[Woodmaker]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Floor ===&lt;br /&gt;
# [[Hex carpet]]&lt;br /&gt;
# [[Hex tile]]&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
# {{RoyaltyIcon}} [[Darklight brazier]]&lt;br /&gt;
# [[Darktorch]] ([[Fungus darktorch|fungus]])&lt;br /&gt;
# [[Kneel pillow]]&lt;br /&gt;
# [[Kneel sheet]]&lt;br /&gt;
# [[Slab bed]] ([[Slab double bed|double]])&lt;br /&gt;
# [[Standing darklamp]]&lt;br /&gt;
&lt;br /&gt;
=== Plants ===&lt;br /&gt;
# [[Fibercorn]]&lt;br /&gt;
# [[Nutrifungus]]&lt;br /&gt;
# [[Timbershroom]]&lt;br /&gt;
# [[Tinctoria]] ([[dye]])&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
more here (also check Royalty)&lt;br /&gt;
# [[Hacking Speed]]&lt;br /&gt;
# [[Pruning Speed]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rituals ===&lt;br /&gt;
# [[Cannibal platter]]&lt;br /&gt;
# [[Christmas tree]]&lt;br /&gt;
# [[Effigy]]&lt;br /&gt;
# [[Small altar]] ([[Medium altar|medium]]) ([[Large altar|large]]) ([[Grand altar|grand]])&lt;br /&gt;
# [[Ideogram]]&lt;br /&gt;
# [[Incense shrine]]&lt;br /&gt;
# [[Lightball]]&lt;br /&gt;
# [[Loudspeaker]]&lt;br /&gt;
# [[Pyre]]&lt;br /&gt;
# [[Ritual spot]]&lt;br /&gt;
# [[Sacrificial flag]]&lt;br /&gt;
&lt;br /&gt;
=== 1 ===&lt;br /&gt;
# [[Animalist slab (medium)]] ([[Animalist slab (broad)|broad]])&lt;br /&gt;
# [[Morbid slab (medium)]] ([[Morbid slab (broad)|broad]])&lt;br /&gt;
# [[Rustic rug (medium)]] ([[Rustic rug (broad)|broad]])&lt;br /&gt;
# [[Spikecore floor-star (medium)]] ([[Spikecore floor-star (broad)|broad]])&lt;br /&gt;
# [[Totemic slab (medium)]] ([[Totemic slab (broad)|broad]])&lt;br /&gt;
&lt;br /&gt;
=== 2 ===&lt;br /&gt;
# [[Archonexus core]]&lt;br /&gt;
&lt;br /&gt;
=== 3 ===&lt;br /&gt;
# [[Burnbong]] ([[autobong]])&lt;br /&gt;
&lt;br /&gt;
=== 4 ===&lt;br /&gt;
# [[Biosculpter pod]]&lt;br /&gt;
# [[Neural supercharger]]&lt;br /&gt;
# [[Sleep accelerator]]&lt;br /&gt;
&lt;br /&gt;
=== 5 ===&lt;br /&gt;
# [[Bonsai tree]] ([[Bonsai pot|pot]])&lt;br /&gt;
&lt;br /&gt;
=== 6 ===&lt;br /&gt;
# [[Gibbet cage]]&lt;br /&gt;
# [[Skullspike]] ([[skull]])&lt;br /&gt;
# [[Terror sculpture]]&lt;br /&gt;
&lt;br /&gt;
=== ? ===&lt;br /&gt;
# [[Archotech tower]]&lt;br /&gt;
# [[Gaumaker pod]]&lt;br /&gt;
# [[Grand archotech structure]]&lt;br /&gt;
# [[Lectern]]&lt;br /&gt;
# [[Major archotech structure]]&lt;br /&gt;
# [[Pew]]&lt;br /&gt;
# [[Spacedrone]]&lt;br /&gt;
&lt;br /&gt;
=== 7 ===&lt;br /&gt;
# [[Ideoligion]]&lt;br /&gt;
&lt;br /&gt;
# [[Relic]]&lt;br /&gt;
# [[Reliquary]]&lt;br /&gt;
&lt;br /&gt;
=== Unsorted ===&lt;br /&gt;
# [[Drum]]&lt;br /&gt;
* [[Fungal gravel]] ?&lt;br /&gt;
# [[Mindbend carpet]]&lt;br /&gt;
# [[Morbid carpet]]&lt;br /&gt;
# [[Morbid stone tile]]&lt;br /&gt;
# [[Spikecore plates]]&lt;br /&gt;
# [[Spikecore stone tile]]&lt;br /&gt;
# [[Styling station]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# [[Totemic boards]]&lt;br /&gt;
# [[Totemic stone tiles]]&lt;br /&gt;
&lt;br /&gt;
== Versions ==&lt;br /&gt;
=== Navbox ===&lt;br /&gt;
{{Navbox&lt;br /&gt;
|name = Versions navbox&lt;br /&gt;
|title = '''[[Version]]s'''&lt;br /&gt;
|group1 = Pre-alpha&lt;br /&gt;
|list1  = [[Version/0.0.232|0.0.232]]{{*}}[[Version/0.0.245|0.0.245]]{{*}} [[Version/0.0.250|0.0.250]]{{*}}[[Version/0.0.254B|0.0.254B]]&lt;br /&gt;
|group2 = Alpha&lt;br /&gt;
|list2  = [[Version/0.1.334|Alpha 1]]{{*}}[[Version/0.2.363|Alpha 2]]{{*}}[[Version/0.3.410|Alpha 3]]{{*}}[[Version/0.4.460|Alpha 4]]{{*}}[[Version/0.5.492|Alpha 5]]{{*}}[[Version/0.6.532|Alpha 6]]{{*}}[[Version/0.7.581|Alpha 7]]{{*}}[[Version/0.8.657|Alpha 8]]{{*}}[[Version/0.9.722|Alpha 9]]{{*}}[[Version/0.10.785|Alpha 10]]{{*}}[[Version/0.11.877|Alpha 11]]{{*}}[[Version/0.12.906|Alpha 12]] ([[Version/0.12.910|b/c]]) ([[Version/0.12.914|d]]){{*}}[[Version/0.13.1135|Alpha 13]]{{*}}[[Version/0.14.1234|Alpha 14]] ([[Version/0.14.1236|b]]) ([[Version/0.14.1238|c]]) ([[Version/0.14.1241|d]]) ([[Version/0.14.1249|e]]){{*}}[[Version/0.15.1279|Alpha 15]] ([[Version/0.15.1280|b]]) ([[Version/0.15.1284|c]]){{*}}[[Version/0.16.1393|Alpha 16]]{{*}}[[Version/0.17.1546|Alpha 17]] ([[Version/0.17.1557|b]])&lt;br /&gt;
|group3 = Beta&lt;br /&gt;
|list3  = [[Version/0.18.1722|Beta 18]]{{*}}[[Version/0.19.2009|Beta 19]]&lt;br /&gt;
|group4 = Full release&lt;br /&gt;
|list4  = {{Navbox subgroup&lt;br /&gt;
  |group1 = Version 1.0&lt;br /&gt;
  |list1  = [[Version/1.0.0|1.0.0]]{{*}}[[Version/1.0.2150|1.0.2150]]{{*}}[[Version/1.0.2282|1.0.2282]]{{*}}[[Version/1.0.2408|1.0.2408]]{{*}}[[Version/1.0.2549|1.0.2549]]&lt;br /&gt;
  |group2 = Version 1.1&lt;br /&gt;
  |list2  = [[Version/1.1.0|1.1.0]]{{*}}[[Version/1.1.2257|1.1.2257]]{{*}}[[Version/1.1.2258|1.1.2258]]{{*}}[[Version/1.1.2559|1.1.2559]]{{*}}[[Version/1.1.2560|1.1.2560]]{{*}}[[Version/1.1.2562|1.1.2562]]{{*}}[[Version/1.1.2563|1.1.2563]]{{*}}[[Version/1.1.2564|1.1.2564]]{{*}}[[Version/1.1.2565|1.1.2565]]{{*}}[[Version/1.1.2566|1.1.2566]]{{*}}[[Version/1.1.2567|1.1.2567]]{{*}}[[Version/1.1.2571|1.1.2571]]{{*}}[[Version/1.1.2575|1.1.2575]]{{*}}[[Version/1.1.2579|1.1.2579]]{{*}}[[Version/1.1.2589|1.1.2589]]{{*}}[[Version/1.1.2598|1.1.2598]]{{*}}[[Version/1.1.2610|1.1.2610]]{{*}}[[Version/1.1.2618|1.1.2618]]{{*}}[[Version/1.1.2624|1.1.2624]]{{*}}[[Version/1.1.2647|1.1.2647]]{{*}}[[Version/1.1.2654|1.1.2654]]&lt;br /&gt;
  |group3 = Version 1.2&lt;br /&gt;
  |list3  = [[Version/1.2.2719|1.2.2719]]{{*}}[[Version/1.2.2753|1.2.2753]]{{*}}[[Version/1.2.2900|1.2.2900]]{{*}}[[Version/1.2.3005|1.2.3005]]&lt;br /&gt;
  |group4 = Version 1.3&lt;br /&gt;
  |list4  = [[Version/1.3.3066|1.3.3066]]{{*}}[[Version/1.3.3067|1.3.3067]]{{*}}[[Version/1.3.3069|1.3.3069]]{{*}}[[Version/1.3.3069b|1.3.3069b]]{{*}}[[Version/1.3.3072|1.3.3072]]{{*}}[[Version/1.3.3074|1.3.3074]]{{*}}[[Version/1.3.3076|1.3.3076]]{{*}}[[Version/1.3.3080|1.3.3080]]{{*}}[[Version/1.3.3087|1.3.3087]]{{*}}[[Version/1.3.3101|1.3.3101]]{{*}}[[Version/1.3.3117|1.3.3117]]{{*}}[[Version/1.3.3159|1.3.3159]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
=== Pre-alpha ===&lt;br /&gt;
&lt;br /&gt;
=== Alpha ===&lt;br /&gt;
* [[Version/0.1.334|Alpha 1]]&lt;br /&gt;
* [[Version/0.2.363|Alpha 2 - Cannibal Modders]]&lt;br /&gt;
* [[Version/0.3.410|Alpha 3 - Factional Infighting]]&lt;br /&gt;
* [[Version/0.4.460|Alpha 4 - Giant Centipede Robots]]&lt;br /&gt;
* [[Version/0.5.492|Alpha 5 - Under Siege]]&lt;br /&gt;
* [[Version/0.6.532|Alpha 6 - Whole New World]]&lt;br /&gt;
* [[Version/0.7.581|Alpha 7 - Things Made of Stuff]]&lt;br /&gt;
* [[Version/0.8.657|Alpha 8 - Winter is Coming]]&lt;br /&gt;
* [[Version/0.9.722|Alpha 9 - Tales 'o' Drinking]]&lt;br /&gt;
* [[Version/0.10.785|Alpha 10 - Joy System]]&lt;br /&gt;
* [[Version/0.11.877|Alpha 11 - Sappers and Traps]]&lt;br /&gt;
* [[Version/0.12.906|Alpha 12 - Animal Taming]] ([[Version/0.12.910|b/c]]) ([[Version/0.12.914|d]])&lt;br /&gt;
* [[Version/0.13.1135|Alpha 13 - Trapped With Your Ex]]&lt;br /&gt;
* [[Version/0.14.1234|Alpha 14 - Scenario System]] ([[Version/0.14.1236|b]]) ([[Version/0.14.1238|c]]) ([[Version/0.14.1241|d]]) ([[Version/0.14.1249|e]])&lt;br /&gt;
* [[Version/0.15.1279|Alpha 15 - Tutorial and Drugs]] ([[Version/0.15.1280|b]]) ([[Version/0.15.1284|c]])&lt;br /&gt;
* [[Version/0.16.1393|Alpha 16 - Wanderlust]]&lt;br /&gt;
* [[Version/0.17.1546|Alpha 17 - On the Road]] ([[Version/0.17.1557|b]])&lt;br /&gt;
&lt;br /&gt;
=== Beta ===&lt;br /&gt;
* [[Version/0.18.1722|Beta 18 - A World of Story]]&lt;br /&gt;
* [[Version/0.19.2009|Beta 19 - Polish the Cannons]]&lt;br /&gt;
&lt;br /&gt;
=== Full release ===&lt;br /&gt;
* [[Version/1.0.0|1.0]] - check that it actually is 1.0.0 and not 1.0.xxxx&lt;br /&gt;
** [[Version/1.0.2150]]&lt;br /&gt;
** [[Version/1.0.2282]]&lt;br /&gt;
** [[Version/1.0.2408]] -- wrong version in article?&lt;br /&gt;
** [[Version/1.0.2549]] -- see 1.0.2408. Think this was a retroactive update (i.e. 1.1 was already released)&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.1.0|1.1]] -- check again like 1.0.0 or 1.0.xxx&lt;br /&gt;
** [[Version/1.1.2257]]&lt;br /&gt;
** [[Version/1.1.2258]]&lt;br /&gt;
** [[Version/1.1.2559]]&lt;br /&gt;
** [[Version/1.1.2560]]&lt;br /&gt;
** [[Version/1.1.2562]]&lt;br /&gt;
** [[Version/1.1.2563]]&lt;br /&gt;
** [[Version/1.1.2564]]&lt;br /&gt;
** [[Version/1.1.2565]]&lt;br /&gt;
** [[Version/1.1.2566]]&lt;br /&gt;
** [[Version/1.1.2567]]&lt;br /&gt;
** [[Version/1.1.2571]]&lt;br /&gt;
** [[Version/1.1.2575]]&lt;br /&gt;
** [[Version/1.1.2579]]&lt;br /&gt;
** [[Version/1.1.2589]]&lt;br /&gt;
** [[Version/1.1.2598]]&lt;br /&gt;
** [[Version/1.1.2610]]&lt;br /&gt;
** [[Version/1.1.2618]]&lt;br /&gt;
** [[Version/1.1.2624]]&lt;br /&gt;
** [[Version/1.1.2647]]&lt;br /&gt;
** [[Version/1.1.2654]]&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.2.2719|1.2 - Honor Bestowed]]&lt;br /&gt;
** [[Version/1.2.2753]]&lt;br /&gt;
** [[Version/1.2.2900]]&lt;br /&gt;
** [[Version/1.2.3005]]&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.3.3066|1.3]]&lt;br /&gt;
** [[Version/1.3.3067]]&lt;br /&gt;
** [[Version/1.3.3069]]&lt;br /&gt;
** [[Version/1.3.3069b]]&lt;br /&gt;
** [[Version/1.3.3072]]&lt;br /&gt;
** [[Version/1.3.3074]]&lt;br /&gt;
** [[Version/1.3.3076]]&lt;br /&gt;
** [[Version/1.3.3080]]&lt;br /&gt;
** [[Version/1.3.3087]]&lt;br /&gt;
** [[Version/1.3.3101]]&lt;br /&gt;
** [[Version/1.3.3117]]&lt;br /&gt;
** [[Version/1.3.3159]]&lt;br /&gt;
&lt;br /&gt;
== Colours ==&lt;br /&gt;
=== Hair ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Color&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(25, 25, 25);&amp;quot; |&lt;br /&gt;
| PitchBlack&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(79, 71, 66);&amp;quot; |&lt;br /&gt;
| MidBlack&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(63, 51, 38);&amp;quot; |&lt;br /&gt;
| DarkReddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(76, 51, 25);&amp;quot; |&lt;br /&gt;
| DarkSaturatedReddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(90, 58, 32);&amp;quot; |&lt;br /&gt;
| DarkBrown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(132, 83, 47);&amp;quot; |&lt;br /&gt;
| ReddishBrown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(193, 146, 85);&amp;quot; |&lt;br /&gt;
| SandyBlonde&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(237, 202, 156);&amp;quot; |&lt;br /&gt;
| Blonde&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ideology ===&lt;br /&gt;
The following colors are available:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25px;&amp;quot; | Color&lt;br /&gt;
! Name&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(26, 26, 26);&amp;quot; |&lt;br /&gt;
| Pitch black&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(51, 51, 51);&amp;quot; |&lt;br /&gt;
| Dark black&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(128, 128, 128);&amp;quot; |&lt;br /&gt;
| Dark grey&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(192, 192, 192);&amp;quot; |&lt;br /&gt;
| Grey&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(245, 245, 245);&amp;quot; |&lt;br /&gt;
| Light grey&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(148, 67, 67);&amp;quot; |&lt;br /&gt;
| Dark red&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(191, 86, 86);&amp;quot; |&lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(255, 115, 115);&amp;quot; |&lt;br /&gt;
| Light red&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(79, 71, 66);&amp;quot; |&lt;br /&gt;
| Mid black&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(90, 58, 32);&amp;quot; |&lt;br /&gt;
| Dark brown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(132, 83, 47);&amp;quot; |&lt;br /&gt;
| Reddish brown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(64, 51, 38);&amp;quot; |&lt;br /&gt;
| Dark reddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(77, 51, 26);&amp;quot; |&lt;br /&gt;
| Dark saturated reddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(193, 146, 85);&amp;quot; |&lt;br /&gt;
| Sandy blonde&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(237, 202, 156);&amp;quot; |&lt;br /&gt;
| Blonde&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(148, 115, 67);&amp;quot; |&lt;br /&gt;
| Dark orange&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(191, 149, 86);&amp;quot; |&lt;br /&gt;
| Orange&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(255, 199, 115);&amp;quot; |&lt;br /&gt;
| Light orange&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(132, 148, 67);&amp;quot; |&lt;br /&gt;
| Dark olive&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(170, 191, 86);&amp;quot; |&lt;br /&gt;
| Olive&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(227, 255, 115);&amp;quot; |&lt;br /&gt;
| Light olive&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(83, 148, 67);&amp;quot; |&lt;br /&gt;
| Dark green&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(107, 191, 86);&amp;quot; |&lt;br /&gt;
| Green&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(143, 255, 115);&amp;quot; |&lt;br /&gt;
| Light green&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(67, 148, 99);&amp;quot; |&lt;br /&gt;
| Dark teal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(86, 191, 128);&amp;quot; |&lt;br /&gt;
| Teal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(115, 255, 171);&amp;quot; |&lt;br /&gt;
| Light teal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(67, 148, 148);&amp;quot; |&lt;br /&gt;
| Dark blue&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(86, 191, 191);&amp;quot; |&lt;br /&gt;
| Blue&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(115, 255, 255);&amp;quot; |&lt;br /&gt;
| Light blue&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(67, 99, 148);&amp;quot; |&lt;br /&gt;
| Dark sapphire&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(86, 128, 191);&amp;quot; |&lt;br /&gt;
| Sapphire&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(115, 171, 255);&amp;quot; |&lt;br /&gt;
| Light sapphire&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(83, 67, 148);&amp;quot; |&lt;br /&gt;
| Dark mauve&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(107, 86, 191);&amp;quot; |&lt;br /&gt;
| Mauve&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(143, 115, 255);&amp;quot; |&lt;br /&gt;
| Light mauve&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(132, 67, 148);&amp;quot; |&lt;br /&gt;
| Dark purple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(170, 86, 191);&amp;quot; |&lt;br /&gt;
| Purple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(227, 115, 255);&amp;quot; |&lt;br /&gt;
| Light purple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(148, 67, 115);&amp;quot; |&lt;br /&gt;
| Dark pink&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(191, 86, 149);&amp;quot; |&lt;br /&gt;
| Pink&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(255, 115, 199);&amp;quot; |&lt;br /&gt;
| Light pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Example summary table ==&lt;br /&gt;
{{Main|Precepts}}&lt;br /&gt;
(summary paragraph about precepts)&lt;br /&gt;
&lt;br /&gt;
; Present in every ideoligion&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Issue&lt;br /&gt;
! Summary&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Blindness.png|20px]]&lt;br /&gt;
| [[Precepts#Blindness|Blindness]]&lt;br /&gt;
| Attitudes towards blindness rituals and sighted pawns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cannibalism.png|20px]]&lt;br /&gt;
| [[Precepts#Cannibalism|Cannibalism]]&lt;br /&gt;
| (1 line summary)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Precept corpses.png|20px]]&lt;br /&gt;
| [[Precepts#Corpses|Corpses]]&lt;br /&gt;
| (1 line summary)&lt;br /&gt;
|}&lt;br /&gt;
; Optional&lt;br /&gt;
(etc.)&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:WeirdMatter&amp;diff=96260</id>
		<title>User:WeirdMatter</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:WeirdMatter&amp;diff=96260"/>
		<updated>2021-11-10T00:28:14Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: /* (Ideology) Issues summary table(s) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Links ==&lt;br /&gt;
* [[Template:About]]&lt;br /&gt;
* [[Template:Royalty]]&lt;br /&gt;
&lt;br /&gt;
== Redirects ==&lt;br /&gt;
=== Skills ===&lt;br /&gt;
# [[Shooting]]&lt;br /&gt;
# [[Melee]]&lt;br /&gt;
# [[Construction]]&lt;br /&gt;
# [[Mining]]&lt;br /&gt;
# [[Cooking]]&lt;br /&gt;
# [[Plants (skill)]]&lt;br /&gt;
# [[Animals]] - redirects to Animals article&lt;br /&gt;
# [[Crafting]]&lt;br /&gt;
# [[Artistic]]&lt;br /&gt;
# [[Medical]]&lt;br /&gt;
# [[Social]] - redirects to Social article&lt;br /&gt;
# [[Intellectual]]&lt;br /&gt;
&lt;br /&gt;
=== Memes ===&lt;br /&gt;
# [[Animal personhood]]&lt;br /&gt;
# [[Blindsight]] -- own article&lt;br /&gt;
# [[Cannibal]] -- possible disambig&lt;br /&gt;
# [[Collectivist]]&lt;br /&gt;
# [[Darkness]] -- possible disambig&lt;br /&gt;
# [[Female supremacy]]&lt;br /&gt;
# [[Flesh purity]]&lt;br /&gt;
# [[Guilty]] -- possible disambig&lt;br /&gt;
# [[High life]]&lt;br /&gt;
# [[Human primacy]]&lt;br /&gt;
# [[Individualist]]&lt;br /&gt;
# [[Loyalist]]&lt;br /&gt;
# [[Male supremacy]]&lt;br /&gt;
# [[Nature primacy]]&lt;br /&gt;
# [[Nudism]] -- possible disambig&lt;br /&gt;
# [[Pain is virtue]]&lt;br /&gt;
# [[Proselytizer]]&lt;br /&gt;
# [[Raider]] -- redirects to Raider page&lt;br /&gt;
# [[Rancher]]&lt;br /&gt;
# [[Supremacist]]&lt;br /&gt;
# [[Transhumanist]]&lt;br /&gt;
# [[Tree connection]]&lt;br /&gt;
# [[Tunneler]]&lt;br /&gt;
&lt;br /&gt;
== Royalty ==&lt;br /&gt;
{{Royalty navbox}}&lt;br /&gt;
&lt;br /&gt;
== Ideology ==&lt;br /&gt;
[[Ideology (DLC)]]&lt;br /&gt;
&lt;br /&gt;
=== Ancient ruins ===&lt;br /&gt;
==== Active ====&lt;br /&gt;
# [[Ancient comms console]]&lt;br /&gt;
# [[Ancient cryptosleep pod]]&lt;br /&gt;
# [[Ancient terminal]] ([[Ancient enemy terminal|enemy]])&lt;br /&gt;
# [[Ancient unstable fuel node]]&lt;br /&gt;
# [[Hermetic crate]]&lt;br /&gt;
# [[Security crate]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Indoors ====&lt;br /&gt;
# [[Ancient barrel]]&lt;br /&gt;
# [[Ancient bed]]&lt;br /&gt;
# [[Ancient crate]] ([[ancient military crate|military]]) ([[ancient spacer crate|spacer]])&lt;br /&gt;
# [[Ancient display bank]]&lt;br /&gt;
# [[Ancient equipment blocks]]&lt;br /&gt;
# [[Ancient generator]]&lt;br /&gt;
# [[Ancient lamp]]&lt;br /&gt;
# [[Ancient locker bank]]&lt;br /&gt;
# [[Ancient machine]]&lt;br /&gt;
# [[Ancient operating table]]&lt;br /&gt;
# [[Ancient storage cylinder]]&lt;br /&gt;
# [[Ancient system rack]]&lt;br /&gt;
&lt;br /&gt;
==== Outdoors ====&lt;br /&gt;
# [[Ancient air conditioner]]&lt;br /&gt;
# [[Ancient ATM]]&lt;br /&gt;
# [[Ancient mega-cannon platform]] ([[Ancient mega-cannon barrel|barrel]])&lt;br /&gt;
# [[Ancient car]] ([[Ancient car frame|frame]]) ([[Ancient pod car|pod]])&lt;br /&gt;
# [[Ancient container]]&lt;br /&gt;
# [[Ancient centipede shell]]&lt;br /&gt;
# [[Ancient dropship]] ([[Ancient dropship engine|engine]])&lt;br /&gt;
# [[Ancient engine block]] ([[Ancient macro-engine block|macro-engine]])&lt;br /&gt;
# [[Ancient fence]]&lt;br /&gt;
# [[Ancient hydrant]]&lt;br /&gt;
# [[Ancient jet engine]]&lt;br /&gt;
# [[Ancient kitchen sink]]&lt;br /&gt;
# [[Ancient mech drop beacon]]&lt;br /&gt;
# [[Ancient mechanoid shell]]&lt;br /&gt;
# [[Ancient microwave]]&lt;br /&gt;
# [[Ancient nav beacon]]&lt;br /&gt;
# [[Ancient oven]]&lt;br /&gt;
# [[Ancient pipes]] ([[Ancient pipeline section|pipeline section]])&lt;br /&gt;
# [[Ancient postbox]]&lt;br /&gt;
# [[Ancient razor wire]]&lt;br /&gt;
# [[Ancient refrigerator]]&lt;br /&gt;
# [[Ancient ruined APC]]&lt;br /&gt;
# [[Ancient ruined tank]]&lt;br /&gt;
# [[Ancient security turret]]&lt;br /&gt;
# [[Ancient shopping cart]]&lt;br /&gt;
# ([[Ancient small crate|small]]) ([[Ancient long crate|long]]) ([[Ancient large crate|large]])&lt;br /&gt;
# [[Ancient stove]]&lt;br /&gt;
# [[Ancient tank trap]]&lt;br /&gt;
# [[Ancient toilet]]&lt;br /&gt;
# [[Ancient troop carrier]]&lt;br /&gt;
# [[Ancient truck]]&lt;br /&gt;
# [[Ancient vending machine]]&lt;br /&gt;
# [[Ancient warspider remains]]&lt;br /&gt;
# [[Ancient warsprinter remains]]&lt;br /&gt;
# [[Ancient warwalker torso]] ([[Ancient warwalker claw|claw]]) ([[Ancient warwalker foot|foot]]) ([[Ancient warwalker leg|leg]]) ([[Ancient warwalker shell|shell]])&lt;br /&gt;
# [[Ancient washing machine]]&lt;br /&gt;
# [[Ancient wheel]] ([[Ancient giant wheel|giant]])&lt;br /&gt;
&lt;br /&gt;
=== Apparel ===&lt;br /&gt;
# [[Authority cap]]&lt;br /&gt;
# [[Blindfold]]&lt;br /&gt;
# [[Broadwrap]]&lt;br /&gt;
# [[Burka]]&lt;br /&gt;
# [[Flophat]]&lt;br /&gt;
# [[Headwrap]]&lt;br /&gt;
# [[Robe]]&lt;br /&gt;
# [[Shadecone]]&lt;br /&gt;
# [[Slave body strap]]&lt;br /&gt;
# [[Slave collar]]&lt;br /&gt;
# [[Slicecap]]&lt;br /&gt;
# [[Tailcap]]&lt;br /&gt;
# [[Torture crown]]&lt;br /&gt;
# [[Visage mask]]&lt;br /&gt;
&lt;br /&gt;
=== [[Dryads]] ===&lt;br /&gt;
# [[Barkskin]]&lt;br /&gt;
# [[Berrymaker]]&lt;br /&gt;
# [[Carrier]]&lt;br /&gt;
# [[Clawer]]&lt;br /&gt;
# [[Dryad cocoon]]&lt;br /&gt;
# [[Gaumaker]]&lt;br /&gt;
# [[Gauranlen tree]] ([[Gauranlen moss|moss]]) ([[Gauranlen pod|pod]]) ([[Gauranlen seed|seed]])&lt;br /&gt;
# [[Immature dryad]]&lt;br /&gt;
# [[Medicinemaker]]&lt;br /&gt;
# [[Woodmaker]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Floor ===&lt;br /&gt;
# [[Hex carpet]]&lt;br /&gt;
# [[Hex tile]]&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
# {{RoyaltyIcon}} [[Darklight brazier]]&lt;br /&gt;
# [[Darktorch]] ([[Fungus darktorch|fungus]])&lt;br /&gt;
# [[Kneel pillow]]&lt;br /&gt;
# [[Kneel sheet]]&lt;br /&gt;
# [[Slab bed]] ([[Slab double bed|double]])&lt;br /&gt;
# [[Standing darklamp]]&lt;br /&gt;
&lt;br /&gt;
=== Plants ===&lt;br /&gt;
# [[Fibercorn]]&lt;br /&gt;
# [[Nutrifungus]]&lt;br /&gt;
# [[Timbershroom]]&lt;br /&gt;
# [[Tinctoria]] ([[dye]])&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
more here (also check Royalty)&lt;br /&gt;
# [[Hacking Speed]]&lt;br /&gt;
# [[Pruning Speed]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rituals ===&lt;br /&gt;
# [[Cannibal platter]]&lt;br /&gt;
# [[Christmas tree]]&lt;br /&gt;
# [[Effigy]]&lt;br /&gt;
# [[Small altar]] ([[Medium altar|medium]]) ([[Large altar|large]]) ([[Grand altar|grand]])&lt;br /&gt;
# [[Ideogram]]&lt;br /&gt;
# [[Incense shrine]]&lt;br /&gt;
# [[Lightball]]&lt;br /&gt;
# [[Loudspeaker]]&lt;br /&gt;
# [[Pyre]]&lt;br /&gt;
# [[Ritual spot]]&lt;br /&gt;
# [[Sacrificial flag]]&lt;br /&gt;
&lt;br /&gt;
=== 1 ===&lt;br /&gt;
# [[Animalist slab (medium)]] ([[Animalist slab (broad)|broad]])&lt;br /&gt;
# [[Morbid slab (medium)]] ([[Morbid slab (broad)|broad]])&lt;br /&gt;
# [[Rustic rug (medium)]] ([[Rustic rug (broad)|broad]])&lt;br /&gt;
# [[Spikecore floor-star (medium)]] ([[Spikecore floor-star (broad)|broad]])&lt;br /&gt;
# [[Totemic slab (medium)]] ([[Totemic slab (broad)|broad]])&lt;br /&gt;
&lt;br /&gt;
=== 2 ===&lt;br /&gt;
# [[Archonexus core]]&lt;br /&gt;
&lt;br /&gt;
=== 3 ===&lt;br /&gt;
# [[Burnbong]] ([[autobong]])&lt;br /&gt;
&lt;br /&gt;
=== 4 ===&lt;br /&gt;
# [[Biosculpter pod]]&lt;br /&gt;
# [[Neural supercharger]]&lt;br /&gt;
# [[Sleep accelerator]]&lt;br /&gt;
&lt;br /&gt;
=== 5 ===&lt;br /&gt;
# [[Bonsai tree]] ([[Bonsai pot|pot]])&lt;br /&gt;
&lt;br /&gt;
=== 6 ===&lt;br /&gt;
# [[Gibbet cage]]&lt;br /&gt;
# [[Skullspike]] ([[skull]])&lt;br /&gt;
# [[Terror sculpture]]&lt;br /&gt;
&lt;br /&gt;
=== ? ===&lt;br /&gt;
# [[Archotech tower]]&lt;br /&gt;
# [[Gaumaker pod]]&lt;br /&gt;
# [[Grand archotech structure]]&lt;br /&gt;
# [[Lectern]]&lt;br /&gt;
# [[Major archotech structure]]&lt;br /&gt;
# [[Pew]]&lt;br /&gt;
# [[Spacedrone]]&lt;br /&gt;
&lt;br /&gt;
=== 7 ===&lt;br /&gt;
# [[Ideoligion]]&lt;br /&gt;
&lt;br /&gt;
# [[Relic]]&lt;br /&gt;
# [[Reliquary]]&lt;br /&gt;
&lt;br /&gt;
=== Unsorted ===&lt;br /&gt;
# [[Drum]]&lt;br /&gt;
* [[Fungal gravel]] ?&lt;br /&gt;
# [[Mindbend carpet]]&lt;br /&gt;
# [[Morbid carpet]]&lt;br /&gt;
# [[Morbid stone tile]]&lt;br /&gt;
# [[Spikecore plates]]&lt;br /&gt;
# [[Spikecore stone tile]]&lt;br /&gt;
# [[Styling station]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# [[Totemic boards]]&lt;br /&gt;
# [[Totemic stone tiles]]&lt;br /&gt;
&lt;br /&gt;
== Versions ==&lt;br /&gt;
=== Navbox ===&lt;br /&gt;
{{Navbox&lt;br /&gt;
|name = Versions navbox&lt;br /&gt;
|title = '''[[Version]]s'''&lt;br /&gt;
|group1 = Pre-alpha&lt;br /&gt;
|list1  = [[Version/0.0.232|0.0.232]]{{*}}[[Version/0.0.245|0.0.245]]{{*}} [[Version/0.0.250|0.0.250]]{{*}}[[Version/0.0.254B|0.0.254B]]&lt;br /&gt;
|group2 = Alpha&lt;br /&gt;
|list2  = [[Version/0.1.334|Alpha 1]]{{*}}[[Version/0.2.363|Alpha 2]]{{*}}[[Version/0.3.410|Alpha 3]]{{*}}[[Version/0.4.460|Alpha 4]]{{*}}[[Version/0.5.492|Alpha 5]]{{*}}[[Version/0.6.532|Alpha 6]]{{*}}[[Version/0.7.581|Alpha 7]]{{*}}[[Version/0.8.657|Alpha 8]]{{*}}[[Version/0.9.722|Alpha 9]]{{*}}[[Version/0.10.785|Alpha 10]]{{*}}[[Version/0.11.877|Alpha 11]]{{*}}[[Version/0.12.906|Alpha 12]] ([[Version/0.12.910|b/c]]) ([[Version/0.12.914|d]]){{*}}[[Version/0.13.1135|Alpha 13]]{{*}}[[Version/0.14.1234|Alpha 14]] ([[Version/0.14.1236|b]]) ([[Version/0.14.1238|c]]) ([[Version/0.14.1241|d]]) ([[Version/0.14.1249|e]]){{*}}[[Version/0.15.1279|Alpha 15]] ([[Version/0.15.1280|b]]) ([[Version/0.15.1284|c]]){{*}}[[Version/0.16.1393|Alpha 16]]{{*}}[[Version/0.17.1546|Alpha 17]] ([[Version/0.17.1557|b]])&lt;br /&gt;
|group3 = Beta&lt;br /&gt;
|list3  = [[Version/0.18.1722|Beta 18]]{{*}}[[Version/0.19.2009|Beta 19]]&lt;br /&gt;
|group4 = Full release&lt;br /&gt;
|list4  = {{Navbox subgroup&lt;br /&gt;
  |group1 = Version 1.0&lt;br /&gt;
  |list1  = [[Version/1.0.0|1.0.0]]{{*}}[[Version/1.0.2150|1.0.2150]]{{*}}[[Version/1.0.2282|1.0.2282]]{{*}}[[Version/1.0.2408|1.0.2408]]{{*}}[[Version/1.0.2549|1.0.2549]]&lt;br /&gt;
  |group2 = Version 1.1&lt;br /&gt;
  |list2  = [[Version/1.1.0|1.1.0]]{{*}}[[Version/1.1.2257|1.1.2257]]{{*}}[[Version/1.1.2258|1.1.2258]]{{*}}[[Version/1.1.2559|1.1.2559]]{{*}}[[Version/1.1.2560|1.1.2560]]{{*}}[[Version/1.1.2562|1.1.2562]]{{*}}[[Version/1.1.2563|1.1.2563]]{{*}}[[Version/1.1.2564|1.1.2564]]{{*}}[[Version/1.1.2565|1.1.2565]]{{*}}[[Version/1.1.2566|1.1.2566]]{{*}}[[Version/1.1.2567|1.1.2567]]{{*}}[[Version/1.1.2571|1.1.2571]]{{*}}[[Version/1.1.2575|1.1.2575]]{{*}}[[Version/1.1.2579|1.1.2579]]{{*}}[[Version/1.1.2589|1.1.2589]]{{*}}[[Version/1.1.2598|1.1.2598]]{{*}}[[Version/1.1.2610|1.1.2610]]{{*}}[[Version/1.1.2618|1.1.2618]]{{*}}[[Version/1.1.2624|1.1.2624]]{{*}}[[Version/1.1.2647|1.1.2647]]{{*}}[[Version/1.1.2654|1.1.2654]]&lt;br /&gt;
  |group3 = Version 1.2&lt;br /&gt;
  |list3  = [[Version/1.2.2719|1.2.2719]]{{*}}[[Version/1.2.2753|1.2.2753]]{{*}}[[Version/1.2.2900|1.2.2900]]{{*}}[[Version/1.2.3005|1.2.3005]]&lt;br /&gt;
  |group4 = Version 1.3&lt;br /&gt;
  |list4  = [[Version/1.3.3066|1.3.3066]]{{*}}[[Version/1.3.3067|1.3.3067]]{{*}}[[Version/1.3.3069|1.3.3069]]{{*}}[[Version/1.3.3069b|1.3.3069b]]{{*}}[[Version/1.3.3072|1.3.3072]]{{*}}[[Version/1.3.3074|1.3.3074]]{{*}}[[Version/1.3.3076|1.3.3076]]{{*}}[[Version/1.3.3080|1.3.3080]]{{*}}[[Version/1.3.3087|1.3.3087]]{{*}}[[Version/1.3.3101|1.3.3101]]{{*}}[[Version/1.3.3117|1.3.3117]]{{*}}[[Version/1.3.3159|1.3.3159]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
=== Pre-alpha ===&lt;br /&gt;
&lt;br /&gt;
=== Alpha ===&lt;br /&gt;
* [[Version/0.1.334|Alpha 1]]&lt;br /&gt;
* [[Version/0.2.363|Alpha 2 - Cannibal Modders]]&lt;br /&gt;
* [[Version/0.3.410|Alpha 3 - Factional Infighting]]&lt;br /&gt;
* [[Version/0.4.460|Alpha 4 - Giant Centipede Robots]]&lt;br /&gt;
* [[Version/0.5.492|Alpha 5 - Under Siege]]&lt;br /&gt;
* [[Version/0.6.532|Alpha 6 - Whole New World]]&lt;br /&gt;
* [[Version/0.7.581|Alpha 7 - Things Made of Stuff]]&lt;br /&gt;
* [[Version/0.8.657|Alpha 8 - Winter is Coming]]&lt;br /&gt;
* [[Version/0.9.722|Alpha 9 - Tales 'o' Drinking]]&lt;br /&gt;
* [[Version/0.10.785|Alpha 10 - Joy System]]&lt;br /&gt;
* [[Version/0.11.877|Alpha 11 - Sappers and Traps]]&lt;br /&gt;
* [[Version/0.12.906|Alpha 12 - Animal Taming]] ([[Version/0.12.910|b/c]]) ([[Version/0.12.914|d]])&lt;br /&gt;
* [[Version/0.13.1135|Alpha 13 - Trapped With Your Ex]]&lt;br /&gt;
* [[Version/0.14.1234|Alpha 14 - Scenario System]] ([[Version/0.14.1236|b]]) ([[Version/0.14.1238|c]]) ([[Version/0.14.1241|d]]) ([[Version/0.14.1249|e]])&lt;br /&gt;
* [[Version/0.15.1279|Alpha 15 - Tutorial and Drugs]] ([[Version/0.15.1280|b]]) ([[Version/0.15.1284|c]])&lt;br /&gt;
* [[Version/0.16.1393|Alpha 16 - Wanderlust]]&lt;br /&gt;
* [[Version/0.17.1546|Alpha 17 - On the Road]] ([[Version/0.17.1557|b]])&lt;br /&gt;
&lt;br /&gt;
=== Beta ===&lt;br /&gt;
* [[Version/0.18.1722|Beta 18 - A World of Story]]&lt;br /&gt;
* [[Version/0.19.2009|Beta 19 - Polish the Cannons]]&lt;br /&gt;
&lt;br /&gt;
=== Full release ===&lt;br /&gt;
* [[Version/1.0.0|1.0]] - check that it actually is 1.0.0 and not 1.0.xxxx&lt;br /&gt;
** [[Version/1.0.2150]]&lt;br /&gt;
** [[Version/1.0.2282]]&lt;br /&gt;
** [[Version/1.0.2408]] -- wrong version in article?&lt;br /&gt;
** [[Version/1.0.2549]] -- see 1.0.2408. Think this was a retroactive update (i.e. 1.1 was already released)&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.1.0|1.1]] -- check again like 1.0.0 or 1.0.xxx&lt;br /&gt;
** [[Version/1.1.2257]]&lt;br /&gt;
** [[Version/1.1.2258]]&lt;br /&gt;
** [[Version/1.1.2559]]&lt;br /&gt;
** [[Version/1.1.2560]]&lt;br /&gt;
** [[Version/1.1.2562]]&lt;br /&gt;
** [[Version/1.1.2563]]&lt;br /&gt;
** [[Version/1.1.2564]]&lt;br /&gt;
** [[Version/1.1.2565]]&lt;br /&gt;
** [[Version/1.1.2566]]&lt;br /&gt;
** [[Version/1.1.2567]]&lt;br /&gt;
** [[Version/1.1.2571]]&lt;br /&gt;
** [[Version/1.1.2575]]&lt;br /&gt;
** [[Version/1.1.2579]]&lt;br /&gt;
** [[Version/1.1.2589]]&lt;br /&gt;
** [[Version/1.1.2598]]&lt;br /&gt;
** [[Version/1.1.2610]]&lt;br /&gt;
** [[Version/1.1.2618]]&lt;br /&gt;
** [[Version/1.1.2624]]&lt;br /&gt;
** [[Version/1.1.2647]]&lt;br /&gt;
** [[Version/1.1.2654]]&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.2.2719|1.2 - Honor Bestowed]]&lt;br /&gt;
** [[Version/1.2.2753]]&lt;br /&gt;
** [[Version/1.2.2900]]&lt;br /&gt;
** [[Version/1.2.3005]]&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.3.3066|1.3]]&lt;br /&gt;
** [[Version/1.3.3067]]&lt;br /&gt;
** [[Version/1.3.3069]]&lt;br /&gt;
** [[Version/1.3.3069b]]&lt;br /&gt;
** [[Version/1.3.3072]]&lt;br /&gt;
** [[Version/1.3.3074]]&lt;br /&gt;
** [[Version/1.3.3076]]&lt;br /&gt;
** [[Version/1.3.3080]]&lt;br /&gt;
** [[Version/1.3.3087]]&lt;br /&gt;
** [[Version/1.3.3101]]&lt;br /&gt;
** [[Version/1.3.3117]]&lt;br /&gt;
** [[Version/1.3.3159]]&lt;br /&gt;
&lt;br /&gt;
== Colours ==&lt;br /&gt;
=== Hair ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Color&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(25, 25, 25);&amp;quot; |&lt;br /&gt;
| PitchBlack&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(79, 71, 66);&amp;quot; |&lt;br /&gt;
| MidBlack&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(63, 51, 38);&amp;quot; |&lt;br /&gt;
| DarkReddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(76, 51, 25);&amp;quot; |&lt;br /&gt;
| DarkSaturatedReddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(90, 58, 32);&amp;quot; |&lt;br /&gt;
| DarkBrown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(132, 83, 47);&amp;quot; |&lt;br /&gt;
| ReddishBrown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(193, 146, 85);&amp;quot; |&lt;br /&gt;
| SandyBlonde&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(237, 202, 156);&amp;quot; |&lt;br /&gt;
| Blonde&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ideology ===&lt;br /&gt;
The following colors are available:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25px;&amp;quot; | Color&lt;br /&gt;
! Name&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(26, 26, 26);&amp;quot; |&lt;br /&gt;
| Pitch black&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(51, 51, 51);&amp;quot; |&lt;br /&gt;
| Dark black&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(128, 128, 128);&amp;quot; |&lt;br /&gt;
| Dark grey&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(192, 192, 192);&amp;quot; |&lt;br /&gt;
| Grey&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(245, 245, 245);&amp;quot; |&lt;br /&gt;
| Light grey&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(148, 67, 67);&amp;quot; |&lt;br /&gt;
| Dark red&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(191, 86, 86);&amp;quot; |&lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(255, 115, 115);&amp;quot; |&lt;br /&gt;
| Light red&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(79, 71, 66);&amp;quot; |&lt;br /&gt;
| Mid black&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(90, 58, 32);&amp;quot; |&lt;br /&gt;
| Dark brown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(132, 83, 47);&amp;quot; |&lt;br /&gt;
| Reddish brown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(64, 51, 38);&amp;quot; |&lt;br /&gt;
| Dark reddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(77, 51, 26);&amp;quot; |&lt;br /&gt;
| Dark saturated reddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(193, 146, 85);&amp;quot; |&lt;br /&gt;
| Sandy blonde&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(237, 202, 156);&amp;quot; |&lt;br /&gt;
| Blonde&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(148, 115, 67);&amp;quot; |&lt;br /&gt;
| Dark orange&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(191, 149, 86);&amp;quot; |&lt;br /&gt;
| Orange&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(255, 199, 115);&amp;quot; |&lt;br /&gt;
| Light orange&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(132, 148, 67);&amp;quot; |&lt;br /&gt;
| Dark olive&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(170, 191, 86);&amp;quot; |&lt;br /&gt;
| Olive&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(227, 255, 115);&amp;quot; |&lt;br /&gt;
| Light olive&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(83, 148, 67);&amp;quot; |&lt;br /&gt;
| Dark green&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(107, 191, 86);&amp;quot; |&lt;br /&gt;
| Green&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(143, 255, 115);&amp;quot; |&lt;br /&gt;
| Light green&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(67, 148, 99);&amp;quot; |&lt;br /&gt;
| Dark teal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(86, 191, 128);&amp;quot; |&lt;br /&gt;
| Teal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(115, 255, 171);&amp;quot; |&lt;br /&gt;
| Light teal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(67, 148, 148);&amp;quot; |&lt;br /&gt;
| Dark blue&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(86, 191, 191);&amp;quot; |&lt;br /&gt;
| Blue&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(115, 255, 255);&amp;quot; |&lt;br /&gt;
| Light blue&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(67, 99, 148);&amp;quot; |&lt;br /&gt;
| Dark sapphire&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(86, 128, 191);&amp;quot; |&lt;br /&gt;
| Sapphire&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(115, 171, 255);&amp;quot; |&lt;br /&gt;
| Light sapphire&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(83, 67, 148);&amp;quot; |&lt;br /&gt;
| Dark mauve&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(107, 86, 191);&amp;quot; |&lt;br /&gt;
| Mauve&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(143, 115, 255);&amp;quot; |&lt;br /&gt;
| Light mauve&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(132, 67, 148);&amp;quot; |&lt;br /&gt;
| Dark purple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(170, 86, 191);&amp;quot; |&lt;br /&gt;
| Purple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(227, 115, 255);&amp;quot; |&lt;br /&gt;
| Light purple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(148, 67, 115);&amp;quot; |&lt;br /&gt;
| Dark pink&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(191, 86, 149);&amp;quot; |&lt;br /&gt;
| Pink&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(255, 115, 199);&amp;quot; |&lt;br /&gt;
| Light pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Example summary table ==&lt;br /&gt;
{{Main|Precepts}}&lt;br /&gt;
(summary paragraph)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Issue&lt;br /&gt;
! Summary&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Blindness.png|20px]]&lt;br /&gt;
| [[Precepts#Blindness|Blindness]]&lt;br /&gt;
| Attitudes towards blindness rituals and sighted pawns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cannibalism.png|20px]]&lt;br /&gt;
| [[Precepts#Cannibalism|Cannibalism]]&lt;br /&gt;
| (1 line summary)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Precept corpses.png|20px]]&lt;br /&gt;
| [[Precepts#Corpses|Corpses]]&lt;br /&gt;
| (1 line summary)&lt;br /&gt;
|}&lt;br /&gt;
(etc.)&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:WeirdMatter&amp;diff=96259</id>
		<title>User:WeirdMatter</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:WeirdMatter&amp;diff=96259"/>
		<updated>2021-11-10T00:27:46Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Links ==&lt;br /&gt;
* [[Template:About]]&lt;br /&gt;
* [[Template:Royalty]]&lt;br /&gt;
&lt;br /&gt;
== Redirects ==&lt;br /&gt;
=== Skills ===&lt;br /&gt;
# [[Shooting]]&lt;br /&gt;
# [[Melee]]&lt;br /&gt;
# [[Construction]]&lt;br /&gt;
# [[Mining]]&lt;br /&gt;
# [[Cooking]]&lt;br /&gt;
# [[Plants (skill)]]&lt;br /&gt;
# [[Animals]] - redirects to Animals article&lt;br /&gt;
# [[Crafting]]&lt;br /&gt;
# [[Artistic]]&lt;br /&gt;
# [[Medical]]&lt;br /&gt;
# [[Social]] - redirects to Social article&lt;br /&gt;
# [[Intellectual]]&lt;br /&gt;
&lt;br /&gt;
=== Memes ===&lt;br /&gt;
# [[Animal personhood]]&lt;br /&gt;
# [[Blindsight]] -- own article&lt;br /&gt;
# [[Cannibal]] -- possible disambig&lt;br /&gt;
# [[Collectivist]]&lt;br /&gt;
# [[Darkness]] -- possible disambig&lt;br /&gt;
# [[Female supremacy]]&lt;br /&gt;
# [[Flesh purity]]&lt;br /&gt;
# [[Guilty]] -- possible disambig&lt;br /&gt;
# [[High life]]&lt;br /&gt;
# [[Human primacy]]&lt;br /&gt;
# [[Individualist]]&lt;br /&gt;
# [[Loyalist]]&lt;br /&gt;
# [[Male supremacy]]&lt;br /&gt;
# [[Nature primacy]]&lt;br /&gt;
# [[Nudism]] -- possible disambig&lt;br /&gt;
# [[Pain is virtue]]&lt;br /&gt;
# [[Proselytizer]]&lt;br /&gt;
# [[Raider]] -- redirects to Raider page&lt;br /&gt;
# [[Rancher]]&lt;br /&gt;
# [[Supremacist]]&lt;br /&gt;
# [[Transhumanist]]&lt;br /&gt;
# [[Tree connection]]&lt;br /&gt;
# [[Tunneler]]&lt;br /&gt;
&lt;br /&gt;
== Royalty ==&lt;br /&gt;
{{Royalty navbox}}&lt;br /&gt;
&lt;br /&gt;
== Ideology ==&lt;br /&gt;
[[Ideology (DLC)]]&lt;br /&gt;
&lt;br /&gt;
=== Ancient ruins ===&lt;br /&gt;
==== Active ====&lt;br /&gt;
# [[Ancient comms console]]&lt;br /&gt;
# [[Ancient cryptosleep pod]]&lt;br /&gt;
# [[Ancient terminal]] ([[Ancient enemy terminal|enemy]])&lt;br /&gt;
# [[Ancient unstable fuel node]]&lt;br /&gt;
# [[Hermetic crate]]&lt;br /&gt;
# [[Security crate]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Indoors ====&lt;br /&gt;
# [[Ancient barrel]]&lt;br /&gt;
# [[Ancient bed]]&lt;br /&gt;
# [[Ancient crate]] ([[ancient military crate|military]]) ([[ancient spacer crate|spacer]])&lt;br /&gt;
# [[Ancient display bank]]&lt;br /&gt;
# [[Ancient equipment blocks]]&lt;br /&gt;
# [[Ancient generator]]&lt;br /&gt;
# [[Ancient lamp]]&lt;br /&gt;
# [[Ancient locker bank]]&lt;br /&gt;
# [[Ancient machine]]&lt;br /&gt;
# [[Ancient operating table]]&lt;br /&gt;
# [[Ancient storage cylinder]]&lt;br /&gt;
# [[Ancient system rack]]&lt;br /&gt;
&lt;br /&gt;
==== Outdoors ====&lt;br /&gt;
# [[Ancient air conditioner]]&lt;br /&gt;
# [[Ancient ATM]]&lt;br /&gt;
# [[Ancient mega-cannon platform]] ([[Ancient mega-cannon barrel|barrel]])&lt;br /&gt;
# [[Ancient car]] ([[Ancient car frame|frame]]) ([[Ancient pod car|pod]])&lt;br /&gt;
# [[Ancient container]]&lt;br /&gt;
# [[Ancient centipede shell]]&lt;br /&gt;
# [[Ancient dropship]] ([[Ancient dropship engine|engine]])&lt;br /&gt;
# [[Ancient engine block]] ([[Ancient macro-engine block|macro-engine]])&lt;br /&gt;
# [[Ancient fence]]&lt;br /&gt;
# [[Ancient hydrant]]&lt;br /&gt;
# [[Ancient jet engine]]&lt;br /&gt;
# [[Ancient kitchen sink]]&lt;br /&gt;
# [[Ancient mech drop beacon]]&lt;br /&gt;
# [[Ancient mechanoid shell]]&lt;br /&gt;
# [[Ancient microwave]]&lt;br /&gt;
# [[Ancient nav beacon]]&lt;br /&gt;
# [[Ancient oven]]&lt;br /&gt;
# [[Ancient pipes]] ([[Ancient pipeline section|pipeline section]])&lt;br /&gt;
# [[Ancient postbox]]&lt;br /&gt;
# [[Ancient razor wire]]&lt;br /&gt;
# [[Ancient refrigerator]]&lt;br /&gt;
# [[Ancient ruined APC]]&lt;br /&gt;
# [[Ancient ruined tank]]&lt;br /&gt;
# [[Ancient security turret]]&lt;br /&gt;
# [[Ancient shopping cart]]&lt;br /&gt;
# ([[Ancient small crate|small]]) ([[Ancient long crate|long]]) ([[Ancient large crate|large]])&lt;br /&gt;
# [[Ancient stove]]&lt;br /&gt;
# [[Ancient tank trap]]&lt;br /&gt;
# [[Ancient toilet]]&lt;br /&gt;
# [[Ancient troop carrier]]&lt;br /&gt;
# [[Ancient truck]]&lt;br /&gt;
# [[Ancient vending machine]]&lt;br /&gt;
# [[Ancient warspider remains]]&lt;br /&gt;
# [[Ancient warsprinter remains]]&lt;br /&gt;
# [[Ancient warwalker torso]] ([[Ancient warwalker claw|claw]]) ([[Ancient warwalker foot|foot]]) ([[Ancient warwalker leg|leg]]) ([[Ancient warwalker shell|shell]])&lt;br /&gt;
# [[Ancient washing machine]]&lt;br /&gt;
# [[Ancient wheel]] ([[Ancient giant wheel|giant]])&lt;br /&gt;
&lt;br /&gt;
=== Apparel ===&lt;br /&gt;
# [[Authority cap]]&lt;br /&gt;
# [[Blindfold]]&lt;br /&gt;
# [[Broadwrap]]&lt;br /&gt;
# [[Burka]]&lt;br /&gt;
# [[Flophat]]&lt;br /&gt;
# [[Headwrap]]&lt;br /&gt;
# [[Robe]]&lt;br /&gt;
# [[Shadecone]]&lt;br /&gt;
# [[Slave body strap]]&lt;br /&gt;
# [[Slave collar]]&lt;br /&gt;
# [[Slicecap]]&lt;br /&gt;
# [[Tailcap]]&lt;br /&gt;
# [[Torture crown]]&lt;br /&gt;
# [[Visage mask]]&lt;br /&gt;
&lt;br /&gt;
=== [[Dryads]] ===&lt;br /&gt;
# [[Barkskin]]&lt;br /&gt;
# [[Berrymaker]]&lt;br /&gt;
# [[Carrier]]&lt;br /&gt;
# [[Clawer]]&lt;br /&gt;
# [[Dryad cocoon]]&lt;br /&gt;
# [[Gaumaker]]&lt;br /&gt;
# [[Gauranlen tree]] ([[Gauranlen moss|moss]]) ([[Gauranlen pod|pod]]) ([[Gauranlen seed|seed]])&lt;br /&gt;
# [[Immature dryad]]&lt;br /&gt;
# [[Medicinemaker]]&lt;br /&gt;
# [[Woodmaker]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Floor ===&lt;br /&gt;
# [[Hex carpet]]&lt;br /&gt;
# [[Hex tile]]&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
# {{RoyaltyIcon}} [[Darklight brazier]]&lt;br /&gt;
# [[Darktorch]] ([[Fungus darktorch|fungus]])&lt;br /&gt;
# [[Kneel pillow]]&lt;br /&gt;
# [[Kneel sheet]]&lt;br /&gt;
# [[Slab bed]] ([[Slab double bed|double]])&lt;br /&gt;
# [[Standing darklamp]]&lt;br /&gt;
&lt;br /&gt;
=== Plants ===&lt;br /&gt;
# [[Fibercorn]]&lt;br /&gt;
# [[Nutrifungus]]&lt;br /&gt;
# [[Timbershroom]]&lt;br /&gt;
# [[Tinctoria]] ([[dye]])&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
more here (also check Royalty)&lt;br /&gt;
# [[Hacking Speed]]&lt;br /&gt;
# [[Pruning Speed]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rituals ===&lt;br /&gt;
# [[Cannibal platter]]&lt;br /&gt;
# [[Christmas tree]]&lt;br /&gt;
# [[Effigy]]&lt;br /&gt;
# [[Small altar]] ([[Medium altar|medium]]) ([[Large altar|large]]) ([[Grand altar|grand]])&lt;br /&gt;
# [[Ideogram]]&lt;br /&gt;
# [[Incense shrine]]&lt;br /&gt;
# [[Lightball]]&lt;br /&gt;
# [[Loudspeaker]]&lt;br /&gt;
# [[Pyre]]&lt;br /&gt;
# [[Ritual spot]]&lt;br /&gt;
# [[Sacrificial flag]]&lt;br /&gt;
&lt;br /&gt;
=== 1 ===&lt;br /&gt;
# [[Animalist slab (medium)]] ([[Animalist slab (broad)|broad]])&lt;br /&gt;
# [[Morbid slab (medium)]] ([[Morbid slab (broad)|broad]])&lt;br /&gt;
# [[Rustic rug (medium)]] ([[Rustic rug (broad)|broad]])&lt;br /&gt;
# [[Spikecore floor-star (medium)]] ([[Spikecore floor-star (broad)|broad]])&lt;br /&gt;
# [[Totemic slab (medium)]] ([[Totemic slab (broad)|broad]])&lt;br /&gt;
&lt;br /&gt;
=== 2 ===&lt;br /&gt;
# [[Archonexus core]]&lt;br /&gt;
&lt;br /&gt;
=== 3 ===&lt;br /&gt;
# [[Burnbong]] ([[autobong]])&lt;br /&gt;
&lt;br /&gt;
=== 4 ===&lt;br /&gt;
# [[Biosculpter pod]]&lt;br /&gt;
# [[Neural supercharger]]&lt;br /&gt;
# [[Sleep accelerator]]&lt;br /&gt;
&lt;br /&gt;
=== 5 ===&lt;br /&gt;
# [[Bonsai tree]] ([[Bonsai pot|pot]])&lt;br /&gt;
&lt;br /&gt;
=== 6 ===&lt;br /&gt;
# [[Gibbet cage]]&lt;br /&gt;
# [[Skullspike]] ([[skull]])&lt;br /&gt;
# [[Terror sculpture]]&lt;br /&gt;
&lt;br /&gt;
=== ? ===&lt;br /&gt;
# [[Archotech tower]]&lt;br /&gt;
# [[Gaumaker pod]]&lt;br /&gt;
# [[Grand archotech structure]]&lt;br /&gt;
# [[Lectern]]&lt;br /&gt;
# [[Major archotech structure]]&lt;br /&gt;
# [[Pew]]&lt;br /&gt;
# [[Spacedrone]]&lt;br /&gt;
&lt;br /&gt;
=== 7 ===&lt;br /&gt;
# [[Ideoligion]]&lt;br /&gt;
&lt;br /&gt;
# [[Relic]]&lt;br /&gt;
# [[Reliquary]]&lt;br /&gt;
&lt;br /&gt;
=== Unsorted ===&lt;br /&gt;
# [[Drum]]&lt;br /&gt;
* [[Fungal gravel]] ?&lt;br /&gt;
# [[Mindbend carpet]]&lt;br /&gt;
# [[Morbid carpet]]&lt;br /&gt;
# [[Morbid stone tile]]&lt;br /&gt;
# [[Spikecore plates]]&lt;br /&gt;
# [[Spikecore stone tile]]&lt;br /&gt;
# [[Styling station]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# [[Totemic boards]]&lt;br /&gt;
# [[Totemic stone tiles]]&lt;br /&gt;
&lt;br /&gt;
== Versions ==&lt;br /&gt;
=== Navbox ===&lt;br /&gt;
{{Navbox&lt;br /&gt;
|name = Versions navbox&lt;br /&gt;
|title = '''[[Version]]s'''&lt;br /&gt;
|group1 = Pre-alpha&lt;br /&gt;
|list1  = [[Version/0.0.232|0.0.232]]{{*}}[[Version/0.0.245|0.0.245]]{{*}} [[Version/0.0.250|0.0.250]]{{*}}[[Version/0.0.254B|0.0.254B]]&lt;br /&gt;
|group2 = Alpha&lt;br /&gt;
|list2  = [[Version/0.1.334|Alpha 1]]{{*}}[[Version/0.2.363|Alpha 2]]{{*}}[[Version/0.3.410|Alpha 3]]{{*}}[[Version/0.4.460|Alpha 4]]{{*}}[[Version/0.5.492|Alpha 5]]{{*}}[[Version/0.6.532|Alpha 6]]{{*}}[[Version/0.7.581|Alpha 7]]{{*}}[[Version/0.8.657|Alpha 8]]{{*}}[[Version/0.9.722|Alpha 9]]{{*}}[[Version/0.10.785|Alpha 10]]{{*}}[[Version/0.11.877|Alpha 11]]{{*}}[[Version/0.12.906|Alpha 12]] ([[Version/0.12.910|b/c]]) ([[Version/0.12.914|d]]){{*}}[[Version/0.13.1135|Alpha 13]]{{*}}[[Version/0.14.1234|Alpha 14]] ([[Version/0.14.1236|b]]) ([[Version/0.14.1238|c]]) ([[Version/0.14.1241|d]]) ([[Version/0.14.1249|e]]){{*}}[[Version/0.15.1279|Alpha 15]] ([[Version/0.15.1280|b]]) ([[Version/0.15.1284|c]]){{*}}[[Version/0.16.1393|Alpha 16]]{{*}}[[Version/0.17.1546|Alpha 17]] ([[Version/0.17.1557|b]])&lt;br /&gt;
|group3 = Beta&lt;br /&gt;
|list3  = [[Version/0.18.1722|Beta 18]]{{*}}[[Version/0.19.2009|Beta 19]]&lt;br /&gt;
|group4 = Full release&lt;br /&gt;
|list4  = {{Navbox subgroup&lt;br /&gt;
  |group1 = Version 1.0&lt;br /&gt;
  |list1  = [[Version/1.0.0|1.0.0]]{{*}}[[Version/1.0.2150|1.0.2150]]{{*}}[[Version/1.0.2282|1.0.2282]]{{*}}[[Version/1.0.2408|1.0.2408]]{{*}}[[Version/1.0.2549|1.0.2549]]&lt;br /&gt;
  |group2 = Version 1.1&lt;br /&gt;
  |list2  = [[Version/1.1.0|1.1.0]]{{*}}[[Version/1.1.2257|1.1.2257]]{{*}}[[Version/1.1.2258|1.1.2258]]{{*}}[[Version/1.1.2559|1.1.2559]]{{*}}[[Version/1.1.2560|1.1.2560]]{{*}}[[Version/1.1.2562|1.1.2562]]{{*}}[[Version/1.1.2563|1.1.2563]]{{*}}[[Version/1.1.2564|1.1.2564]]{{*}}[[Version/1.1.2565|1.1.2565]]{{*}}[[Version/1.1.2566|1.1.2566]]{{*}}[[Version/1.1.2567|1.1.2567]]{{*}}[[Version/1.1.2571|1.1.2571]]{{*}}[[Version/1.1.2575|1.1.2575]]{{*}}[[Version/1.1.2579|1.1.2579]]{{*}}[[Version/1.1.2589|1.1.2589]]{{*}}[[Version/1.1.2598|1.1.2598]]{{*}}[[Version/1.1.2610|1.1.2610]]{{*}}[[Version/1.1.2618|1.1.2618]]{{*}}[[Version/1.1.2624|1.1.2624]]{{*}}[[Version/1.1.2647|1.1.2647]]{{*}}[[Version/1.1.2654|1.1.2654]]&lt;br /&gt;
  |group3 = Version 1.2&lt;br /&gt;
  |list3  = [[Version/1.2.2719|1.2.2719]]{{*}}[[Version/1.2.2753|1.2.2753]]{{*}}[[Version/1.2.2900|1.2.2900]]{{*}}[[Version/1.2.3005|1.2.3005]]&lt;br /&gt;
  |group4 = Version 1.3&lt;br /&gt;
  |list4  = [[Version/1.3.3066|1.3.3066]]{{*}}[[Version/1.3.3067|1.3.3067]]{{*}}[[Version/1.3.3069|1.3.3069]]{{*}}[[Version/1.3.3069b|1.3.3069b]]{{*}}[[Version/1.3.3072|1.3.3072]]{{*}}[[Version/1.3.3074|1.3.3074]]{{*}}[[Version/1.3.3076|1.3.3076]]{{*}}[[Version/1.3.3080|1.3.3080]]{{*}}[[Version/1.3.3087|1.3.3087]]{{*}}[[Version/1.3.3101|1.3.3101]]{{*}}[[Version/1.3.3117|1.3.3117]]{{*}}[[Version/1.3.3159|1.3.3159]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
=== Pre-alpha ===&lt;br /&gt;
&lt;br /&gt;
=== Alpha ===&lt;br /&gt;
* [[Version/0.1.334|Alpha 1]]&lt;br /&gt;
* [[Version/0.2.363|Alpha 2 - Cannibal Modders]]&lt;br /&gt;
* [[Version/0.3.410|Alpha 3 - Factional Infighting]]&lt;br /&gt;
* [[Version/0.4.460|Alpha 4 - Giant Centipede Robots]]&lt;br /&gt;
* [[Version/0.5.492|Alpha 5 - Under Siege]]&lt;br /&gt;
* [[Version/0.6.532|Alpha 6 - Whole New World]]&lt;br /&gt;
* [[Version/0.7.581|Alpha 7 - Things Made of Stuff]]&lt;br /&gt;
* [[Version/0.8.657|Alpha 8 - Winter is Coming]]&lt;br /&gt;
* [[Version/0.9.722|Alpha 9 - Tales 'o' Drinking]]&lt;br /&gt;
* [[Version/0.10.785|Alpha 10 - Joy System]]&lt;br /&gt;
* [[Version/0.11.877|Alpha 11 - Sappers and Traps]]&lt;br /&gt;
* [[Version/0.12.906|Alpha 12 - Animal Taming]] ([[Version/0.12.910|b/c]]) ([[Version/0.12.914|d]])&lt;br /&gt;
* [[Version/0.13.1135|Alpha 13 - Trapped With Your Ex]]&lt;br /&gt;
* [[Version/0.14.1234|Alpha 14 - Scenario System]] ([[Version/0.14.1236|b]]) ([[Version/0.14.1238|c]]) ([[Version/0.14.1241|d]]) ([[Version/0.14.1249|e]])&lt;br /&gt;
* [[Version/0.15.1279|Alpha 15 - Tutorial and Drugs]] ([[Version/0.15.1280|b]]) ([[Version/0.15.1284|c]])&lt;br /&gt;
* [[Version/0.16.1393|Alpha 16 - Wanderlust]]&lt;br /&gt;
* [[Version/0.17.1546|Alpha 17 - On the Road]] ([[Version/0.17.1557|b]])&lt;br /&gt;
&lt;br /&gt;
=== Beta ===&lt;br /&gt;
* [[Version/0.18.1722|Beta 18 - A World of Story]]&lt;br /&gt;
* [[Version/0.19.2009|Beta 19 - Polish the Cannons]]&lt;br /&gt;
&lt;br /&gt;
=== Full release ===&lt;br /&gt;
* [[Version/1.0.0|1.0]] - check that it actually is 1.0.0 and not 1.0.xxxx&lt;br /&gt;
** [[Version/1.0.2150]]&lt;br /&gt;
** [[Version/1.0.2282]]&lt;br /&gt;
** [[Version/1.0.2408]] -- wrong version in article?&lt;br /&gt;
** [[Version/1.0.2549]] -- see 1.0.2408. Think this was a retroactive update (i.e. 1.1 was already released)&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.1.0|1.1]] -- check again like 1.0.0 or 1.0.xxx&lt;br /&gt;
** [[Version/1.1.2257]]&lt;br /&gt;
** [[Version/1.1.2258]]&lt;br /&gt;
** [[Version/1.1.2559]]&lt;br /&gt;
** [[Version/1.1.2560]]&lt;br /&gt;
** [[Version/1.1.2562]]&lt;br /&gt;
** [[Version/1.1.2563]]&lt;br /&gt;
** [[Version/1.1.2564]]&lt;br /&gt;
** [[Version/1.1.2565]]&lt;br /&gt;
** [[Version/1.1.2566]]&lt;br /&gt;
** [[Version/1.1.2567]]&lt;br /&gt;
** [[Version/1.1.2571]]&lt;br /&gt;
** [[Version/1.1.2575]]&lt;br /&gt;
** [[Version/1.1.2579]]&lt;br /&gt;
** [[Version/1.1.2589]]&lt;br /&gt;
** [[Version/1.1.2598]]&lt;br /&gt;
** [[Version/1.1.2610]]&lt;br /&gt;
** [[Version/1.1.2618]]&lt;br /&gt;
** [[Version/1.1.2624]]&lt;br /&gt;
** [[Version/1.1.2647]]&lt;br /&gt;
** [[Version/1.1.2654]]&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.2.2719|1.2 - Honor Bestowed]]&lt;br /&gt;
** [[Version/1.2.2753]]&lt;br /&gt;
** [[Version/1.2.2900]]&lt;br /&gt;
** [[Version/1.2.3005]]&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.3.3066|1.3]]&lt;br /&gt;
** [[Version/1.3.3067]]&lt;br /&gt;
** [[Version/1.3.3069]]&lt;br /&gt;
** [[Version/1.3.3069b]]&lt;br /&gt;
** [[Version/1.3.3072]]&lt;br /&gt;
** [[Version/1.3.3074]]&lt;br /&gt;
** [[Version/1.3.3076]]&lt;br /&gt;
** [[Version/1.3.3080]]&lt;br /&gt;
** [[Version/1.3.3087]]&lt;br /&gt;
** [[Version/1.3.3101]]&lt;br /&gt;
** [[Version/1.3.3117]]&lt;br /&gt;
** [[Version/1.3.3159]]&lt;br /&gt;
&lt;br /&gt;
== Colours ==&lt;br /&gt;
=== Hair ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Color&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(25, 25, 25);&amp;quot; |&lt;br /&gt;
| PitchBlack&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(79, 71, 66);&amp;quot; |&lt;br /&gt;
| MidBlack&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(63, 51, 38);&amp;quot; |&lt;br /&gt;
| DarkReddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(76, 51, 25);&amp;quot; |&lt;br /&gt;
| DarkSaturatedReddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(90, 58, 32);&amp;quot; |&lt;br /&gt;
| DarkBrown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(132, 83, 47);&amp;quot; |&lt;br /&gt;
| ReddishBrown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(193, 146, 85);&amp;quot; |&lt;br /&gt;
| SandyBlonde&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(237, 202, 156);&amp;quot; |&lt;br /&gt;
| Blonde&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ideology ===&lt;br /&gt;
The following colors are available:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25px;&amp;quot; | Color&lt;br /&gt;
! Name&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(26, 26, 26);&amp;quot; |&lt;br /&gt;
| Pitch black&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(51, 51, 51);&amp;quot; |&lt;br /&gt;
| Dark black&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(128, 128, 128);&amp;quot; |&lt;br /&gt;
| Dark grey&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(192, 192, 192);&amp;quot; |&lt;br /&gt;
| Grey&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(245, 245, 245);&amp;quot; |&lt;br /&gt;
| Light grey&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(148, 67, 67);&amp;quot; |&lt;br /&gt;
| Dark red&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(191, 86, 86);&amp;quot; |&lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(255, 115, 115);&amp;quot; |&lt;br /&gt;
| Light red&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(79, 71, 66);&amp;quot; |&lt;br /&gt;
| Mid black&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(90, 58, 32);&amp;quot; |&lt;br /&gt;
| Dark brown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(132, 83, 47);&amp;quot; |&lt;br /&gt;
| Reddish brown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(64, 51, 38);&amp;quot; |&lt;br /&gt;
| Dark reddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(77, 51, 26);&amp;quot; |&lt;br /&gt;
| Dark saturated reddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(193, 146, 85);&amp;quot; |&lt;br /&gt;
| Sandy blonde&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(237, 202, 156);&amp;quot; |&lt;br /&gt;
| Blonde&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(148, 115, 67);&amp;quot; |&lt;br /&gt;
| Dark orange&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(191, 149, 86);&amp;quot; |&lt;br /&gt;
| Orange&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(255, 199, 115);&amp;quot; |&lt;br /&gt;
| Light orange&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(132, 148, 67);&amp;quot; |&lt;br /&gt;
| Dark olive&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(170, 191, 86);&amp;quot; |&lt;br /&gt;
| Olive&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(227, 255, 115);&amp;quot; |&lt;br /&gt;
| Light olive&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(83, 148, 67);&amp;quot; |&lt;br /&gt;
| Dark green&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(107, 191, 86);&amp;quot; |&lt;br /&gt;
| Green&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(143, 255, 115);&amp;quot; |&lt;br /&gt;
| Light green&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(67, 148, 99);&amp;quot; |&lt;br /&gt;
| Dark teal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(86, 191, 128);&amp;quot; |&lt;br /&gt;
| Teal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(115, 255, 171);&amp;quot; |&lt;br /&gt;
| Light teal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(67, 148, 148);&amp;quot; |&lt;br /&gt;
| Dark blue&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(86, 191, 191);&amp;quot; |&lt;br /&gt;
| Blue&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(115, 255, 255);&amp;quot; |&lt;br /&gt;
| Light blue&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(67, 99, 148);&amp;quot; |&lt;br /&gt;
| Dark sapphire&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(86, 128, 191);&amp;quot; |&lt;br /&gt;
| Sapphire&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(115, 171, 255);&amp;quot; |&lt;br /&gt;
| Light sapphire&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(83, 67, 148);&amp;quot; |&lt;br /&gt;
| Dark mauve&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(107, 86, 191);&amp;quot; |&lt;br /&gt;
| Mauve&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(143, 115, 255);&amp;quot; |&lt;br /&gt;
| Light mauve&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(132, 67, 148);&amp;quot; |&lt;br /&gt;
| Dark purple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(170, 86, 191);&amp;quot; |&lt;br /&gt;
| Purple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(227, 115, 255);&amp;quot; |&lt;br /&gt;
| Light purple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(148, 67, 115);&amp;quot; |&lt;br /&gt;
| Dark pink&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(191, 86, 149);&amp;quot; |&lt;br /&gt;
| Pink&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(255, 115, 199);&amp;quot; |&lt;br /&gt;
| Light pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== (Ideology) Issues summary table(s) ==&lt;br /&gt;
{{Main|Precepts}}&lt;br /&gt;
(summary paragraph)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Issue&lt;br /&gt;
! Summary&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Blindness.png|20px]]&lt;br /&gt;
| [[Precepts#Blindness|Blindness]]&lt;br /&gt;
| Attitudes towards blindness rituals and sighted pawns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cannibalism.png|20px]]&lt;br /&gt;
| [[Precepts#Cannibalism|Cannibalism]]&lt;br /&gt;
| (1 line summary)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Precept corpses.png|20px]]&lt;br /&gt;
| [[Precepts#Corpses|Corpses]]&lt;br /&gt;
| (1 line summary)&lt;br /&gt;
|}&lt;br /&gt;
(etc.)&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=96258</id>
		<title>Ideoligion</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=96258"/>
		<updated>2021-11-09T23:34:12Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: /* Apparel Preferences */ Removed table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}{{stub}}&lt;br /&gt;
&lt;br /&gt;
'''Ideoligions''' are both a system of mechanics introduced by, and the primary focus of, the [[Ideology DLC]]. They allow colonies to introduce a variety of new restrictions and capabilities to change gameplay, as well as new interactions with other factions.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
When starting a game, after choosing the world tile, the player can choose their starting ideologion. There are four options: You could choose to &amp;quot;Play Classic&amp;quot;, choose one of the prebuilt ideologions, or choose to form your own - if you choose to create your own, you have the choice between creating a fluid or static ideologion. You additionally have the ability to customise the ideologions of the factions, within some restrictions on the memes depending on their type of faction.&lt;br /&gt;
&lt;br /&gt;
Once the game begins, you can view your ideologions and those of other factions by clicking on the lightbulb icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
===Forming an Ideologion===&lt;br /&gt;
Forming an ideoligion begins with selecting a structure. Structures typically determine the default style and randomized content of your ideoligion, and may unlock certain rituals, but have no effect on what memes can be chosen. You can choose up to 4 memes, which establish the practical foundation of your ideoligion. The impact of memes varies across three tiers, with some not affecting gameplay much and others altering it drastically. Certain memes may unlock or require certain styles, rituals, and other features in the same vein as structures do. The primary effect of memes comes from precepts, however, as many memes similarly unlock or require specific precepts, which perform most of the gameplay alteration available within the expansion. Precepts can affect gameplay in a number of ways to varying degrees, as they change your colonists' expectations in accordance with the beliefs they represent. For example, an ideoligion with the Guilty and Animal Personhood memes requires that the precepts for charity and animal slaughter are set to some form of requirement and disapproval, respectively; meaning your colonists will gain a mood debuff if beggars are turned away or a colony animal is slaughtered.&lt;br /&gt;
&lt;br /&gt;
Beyond memes and precepts, there are also styles, roles, rituals, buildings, weapon and clothing preferences, venerated animals, and rules for types of hair and tattoo. Styles determine, in conjunction with structures, the overall &amp;quot;theme&amp;quot; of your ideoligion both in description and aesthetics; for example, a Christian-structured ideoligion will feature &amp;quot;God&amp;quot; as its sole deity and its artistic members will only produce Christian-themed sculptures. Roles serve a more practical purpose, and most require a specific meme to be unlocked; but every ideoligion will have a role for its leader and moral guide. Colonists assigned a specific role may be granted certain bonuses and powers, though often at the cost of being more difficult to keep happy and being unable to perform certain types of work. Rituals are specific social events of varying forms and themes which, depending on their quality, may provide a mood buff or debuff to the colonists participating in them. Successful, high-quality rituals may also grant an additional reward such as faction goodwill or the addition of a new pawn to your colony. Buildings may be required by certain rituals, such as the symbol burning ritual; there must to be a symbol to burn, of course. Otherwise, however, buildings are primarily an aesthetic choice and the only required buildings are one place of worship and a seat for it, such as an ideogram and kneel sheet.&lt;br /&gt;
&lt;br /&gt;
===Fluid ideoligions===&lt;br /&gt;
Fluid ideologions can only start with a single meme, but are otherwise formed in the same as static ideoligions.&lt;br /&gt;
&lt;br /&gt;
Every time you complete a ritual or convert a prisoner, you gain development points. The number of development points gained by ritual can vary with the quality of said ritual; a terrible ritual awards no points, a decent ritual awards 1 point, and an exceptional ritual awards 2 points. Once you gain 10 points you can change your ideology in some way, such as by adding or removing a meme, still up to a maximum of 4 memes. There is a point counter just below &amp;quot;styles&amp;quot; in the ideoligion tab. You can reform your ideoligion many times, although each time your points are reset to 0 and the cost goes up by 2 points - thus, the goal moves from 10, to 12, to 14, and so on.&lt;br /&gt;
&lt;br /&gt;
===Play Classic===&lt;br /&gt;
If you choose to &amp;quot;Play Classic&amp;quot;, your colonists with be given an ideologion with no memes, the Ideological structure, Astropolitan culture, and precepts reminiscent of base game Rimworld.&lt;br /&gt;
&lt;br /&gt;
The ideoligion will have the following precepts:&lt;br /&gt;
* [[#Corpses|Corpses: Ugly]]&lt;br /&gt;
* [[#Insect meat|Insect meat: Despised]]&lt;br /&gt;
* [[#Marriage name|Marriage name: Usually man's]]&lt;br /&gt;
* [[#Eating nutrient paste|Eating nutrient paste: Disgusting]]&lt;br /&gt;
* [[#Physical love|Physical love: Free]]&lt;br /&gt;
* [[#Women's spouses|Women's spouses: One only]]&lt;br /&gt;
* [[#Men's spouses|Men's spouses: One only]]&lt;br /&gt;
&lt;br /&gt;
It will have a leader and a moral guide, a funeral ritual and a random altar or ideogram, as well as 2-3 random relics.&lt;br /&gt;
&lt;br /&gt;
===Conversion===&lt;br /&gt;
{{Stub|section=1|reason=Exact mechanics}}&lt;br /&gt;
{{See also|Conversion Power}}&lt;br /&gt;
Colonists and other pawns of different ideoligions can be converted to whatever ideoligions the player has access to. Imprisoned pawns can be converted in the prisoner menu, as one might reduce resistance. Other pawns will typically have to be converted using a moral guide for the relevant ideoligion, either through the use of a conversion ritual, the Convert ability, or - most likely - both. Since moral guides cannot be selected without a minimum number of colonists of that ideoligion present, this route may be difficult for players attempting to cultivate a multi-ideoligion colony.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
Choosing your structure affects which symbols the game uses for your ideoligion. It does not affect gameplay.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Structure !! Description !! Styles !! Unlocked Rituals !! Chance to Have Precept&lt;br /&gt;
|- id=&amp;quot;Abstract theist&amp;quot;&lt;br /&gt;
| [[File:Abstract theist.png|64px]] || Abstract theist || The god(s) do not have physical form, but are everywhere at once. They know all, and can do anything. Their will defines the moral structure of the universe. ||  ||  || &lt;br /&gt;
|- id=&amp;quot;Animist&amp;quot;&lt;br /&gt;
| [[File:Animist.png|64px]] || Animist || Spirits live in everything around us. In the plants and animals, rivers and trees, sky and stars. The moral structure of the universe springs from the necessity of respecting them. || Animalist ||  || &lt;br /&gt;
|- id=&amp;quot;Archist&amp;quot;&lt;br /&gt;
| [[File:Archist.png|64px]] || Archist || Archotechs are the true gods. They know the moral structure of the universe, and serving them is how we will connect with it. ||  ||  || &lt;br /&gt;
|- id=&amp;quot;Buddhist origin&amp;quot;&lt;br /&gt;
| [[File:Buddhist origin.png|64px]] || Buddhist origin || This ideoligion is a descendant of ancient Buddhism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Buddhist || Smokeleaf circle ||  Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Christian origin&amp;quot;&lt;br /&gt;
| [[File:Christian origin.png|64px]] || Christian origin || This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Christianity. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Christian || Christmas tree party || Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Embodied theist&amp;quot;&lt;br /&gt;
| [[File:Embodied theist.png|64px]] || Embodied theist || The god(s) walk the planets like us, yet they are powerful and immortal as we are not. They decide the moral structure of the universe. ||  ||  || &lt;br /&gt;
|- id=&amp;quot;Hindu origin&amp;quot;&lt;br /&gt;
| [[File:Hindu origin.png|64px]] || Hindu origin || This is a variant of the embodied theist structure. This ideoligion is a descendant of ancient Hinduism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Hindu || Smokeleaf circle || Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Ideological&amp;quot;&lt;br /&gt;
| [[File:Ideological.png|64px]] || Ideological || There are no gods. The moral structure of the universe is found in our grand narrative of social forces. ||  || Symbol burning || &lt;br /&gt;
|- id=&amp;quot;Islamic origin&amp;quot;&lt;br /&gt;
| [[File:Islamic origin.png|64px]] || Islamic origin || This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Islam. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Islamic ||  || Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
Cultures affect names, appearances, and symbols.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Culture !! Factions Allowed !! Description&lt;br /&gt;
|- id=&amp;quot;Astropolitan&amp;quot;&lt;br /&gt;
|[[File:Astropolitan.png|32px]] || Astropolitan || New Arrivals  || A broad collection of cultures common among frequent space travelers.&lt;br /&gt;
|- id=&amp;quot;Rustican&amp;quot;&lt;br /&gt;
| || Rustican || Outlander Factions || A hardy industrial cultures common among rimworld outlanders.&lt;br /&gt;
|- id=&amp;quot;Corunan&amp;quot;&lt;br /&gt;
|[[File:GentleTribe.png|32px]] || Corunan || New Tribe&amp;lt;br&amp;gt;Tribal Factions || An ancient culture common among rimworld tribes.&lt;br /&gt;
|- id=&amp;quot;Kriminul&amp;quot;&lt;br /&gt;
|[[File:Pirate.png|32px]] || Kriminul || Pirate Factions || A broad category describing the styles and practices of many pirate groups.&lt;br /&gt;
|- id=&amp;quot;Sophian&amp;quot;&lt;br /&gt;
|[[File:Empire map marker.png|32px]] || Sophian {{RoyaltyIcon}} || [[Empire]] Faction&amp;lt;br&amp;gt;Ancient Factions || A techno-feudal culture centered on the planet Sophiamunda.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
An ideoligion can have 0-3 associated styles. People belonging to that ideoligion will apply those styles when making specific items. Colonists will get thoughts based on the styles of the objects around them, depending on their ideoligion's [[#Diversity of thought|diversity of thought]] precept either for having surroundings match or not match their ideoligion. Neutral surroundings produce no thought. If multiple styles of an ideoligion affect the same object, left-most applies.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Style !! New buildables !! Affects items !! Affects objects !! Affects ritual ambience sound&lt;br /&gt;
|-&lt;br /&gt;
| Hindu || || [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]] || Small sculpture, Large sculpture, Grand sculpture || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Christian || || || Small sculpture, Large sculpture, Grand sculpture || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Islamic || || || Small sculpture, Large sculpture, Grand sculpture || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Buddhist || || || Small sculpture, Large sculpture, Grand sculpture || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Morbid || [[Morbid carpet]], [[Morbid slab (broad)]], [[Morbid slab (medium)]], [[Morbid tile]] || [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]] || Small sculpture, Large sculpture, Grand sculpture, Stool, Table (1x2, 2x2, 2x4, 3x3), Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Column || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Totemic || [[Totemic boards]], [[Totemic slab (broad)]], [[Totemic slab (medium)]], [[Totemic tile]] || [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]] || Small sculpture, Large sculpture, Grand sculpture, Stool, Dining chair, Table (1x2, 2x2, 2x4, 3x3), Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Column || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Spikecore || [[Spikecore floor-star (broad)]], [[Spikecore floor-star (medium)]], [[Spikecore plates]], [[Spikecore tile]] || [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]], [[Flak jacket#Styles|Flak jacket]], [[Duster#Styles|Duster]], [[Jacket#Styles|Jacket]], [[Parka#Styles|Parka]] || Table (1x2, 2x2, 2x4, 3x3), Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Column || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Rustic || [[Rustic rug (broad)]], [[Rustic rug (medium)]] || [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]] || Column, Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Table (1x2, 2x2, 2x4, 3x3) || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Animalist || [[Animalist slab (broad)]], [[Animalist slab (medium)]] || [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]], [[War mask#Styles|War mask]] || Small sculpture, Large sculpture, Grand sculpture || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Techist || || || Column, Plant pot, Standing lamp (regular, red, green, blue, darklamp), Shelf, Autodoor, Table (1x2, 2x2, 2x4, 3x3) || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Style dominance ===&lt;br /&gt;
{{Stub|reason=An explanation of how style dominance works.}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Style dominance&lt;br /&gt;
|-&lt;br /&gt;
| Small sculpture&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Large sculpture&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Grand sculpture&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| Table (1x2)&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Table (2x2)&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Table (2x4)&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Table (3x3)&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Torch lamp&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Standing lamp (including colored variants)&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Column&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Morbid tile&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Morbid carpet&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Spikecore tile&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Spikecore plates&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Totemic boards&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Mindbend carpet&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Hex carpet&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Hex tile&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Small altar&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Medium altar&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Large altar&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| Grand altar&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| Ideogram&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Christmas tree&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal platter&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Effigy&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Sacrificial flag&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Pyre&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Burnbong&amp;lt;ref&amp;gt;Note that autobong does ''not'' have style dominance.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Incense shrine&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Pew&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Kneel sheet&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Kneel pillow&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Morbid slab (medium)&lt;br /&gt;
* Totemic slab (medium)&lt;br /&gt;
* Spikecore floor-star (medium)&lt;br /&gt;
* Rustic rug (medium)&lt;br /&gt;
* Animalist slab (medium)&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Morbid slab (broad)&lt;br /&gt;
* Totemic slab (broad)&lt;br /&gt;
* Spikecore floor-star (broad)&lt;br /&gt;
* Rustic rug (broad)&lt;br /&gt;
* Animalist slab (broad)&lt;br /&gt;
| 40&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Memes ==&lt;br /&gt;
&lt;br /&gt;
You must choose one to four memes at the beginning of your playthrough to form the foundational ideas of your ideoligion. Some have much more gameplay impact than others. Hovering over a meme will show you the information in this table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Meme !! Description !! Impact !! Incompatible Memes !! Required Precepts !! Chance to Have Precept !! Disabled Precepts !! Unlocked Roles !! Required Rituals !! Unlocked Rituals !! New Buildables !! Unlocked Craftables !! Start with Research !! Agreeing Traits !! Conflicting Traits !! Styles&lt;br /&gt;
|- id=&amp;quot;Animal personhood&amp;quot;&lt;br /&gt;
| [[File:Animal personhood.png|64px]] || '''Animal personhood''' || Animals have rights as humans do. ||data-sort-value=3|High || Rancher || '''Animal connection:''' Strong&amp;lt;br&amp;gt;'''Slaughtering animals:''' Prohibited, Horrible, or Disapproved&amp;lt;br&amp;gt;'''Meat eating:''' Abhorrent, Horrible, or Disapproved || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Blindsight&amp;quot;&lt;br /&gt;
| [[File:Blindsight.png|64px]] || '''[[Blindsight]]''' || Only those who are blind can perceive true reality. ||data-sort-value=3|High || Darkness || '''Blind psysense:''' Strong &amp;lt;br&amp;gt;'''Blindness:''' Respected, Elevated, or Sublime || - || '''Blindness:''' Horrible&amp;lt;br&amp;gt;'''Lighting:''' Darklight preferred&amp;lt;br&amp;gt;'''Combat in darkness:''' preferred || [[Ideoligion#Medical specialist|Medical specialist]] || Blinding || - || - || Blindfold || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Cannibal&amp;quot;&lt;br /&gt;
| [[File:Cannibal.png|64px]] || '''Cannibal''' || We must consume human flesh. ||data-sort-value=3|High || - || '''Organ use:''' Acceptable &amp;lt;br&amp;gt;'''Cannibalism:''' Preferred, Required (strong), or Required (ravenous) &amp;lt;br&amp;gt;'''Execution:''' Don't care, Respected if guilty, or Required || - || '''Execution:''' Always horrible or Horrible if innocent || - || - || Cannibal feast || - || - || - || Cannibal || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Collectivist&amp;quot;&lt;br /&gt;
| [[File:Collectivist.png|64px]] || '''Collectivist''' || Each person is part of a greater whole. People should work to play their part and help the group. ||data-sort-value=1|Low || Individualist || '''Work drive:''' Tripled || Visage mask: Relaxed || '''Marriage name:''' Keep names || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Darkness&amp;quot;&lt;br /&gt;
| [[File:Darkness.png|64px]] || '''Darkness''' || Bright light burns and destroys! Darkness nourishes and creates. People ought to live in darkness. ||data-sort-value=3|High || Blindsight || '''Lighting:''' Darklight preferred&amp;lt;br&amp;gt;'''Combat in darkness:''' Preferred || - || - || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Female supremacy&amp;quot;&lt;br /&gt;
| [[File:Female supremacy.png|64px]] || '''Female supremacy''' || Women are the superior gender and should rule. ||data-sort-value=2|Medium || Male supremacy || - || Burka: Relaxed&amp;lt;br&amp;gt;Veil: Strong || - || - || - || - || - || - || - || Misogynist || - || -&lt;br /&gt;
|- id=&amp;quot;Flesh purity&amp;quot;&lt;br /&gt;
| [[File:Flesh purity.png|64px]] || '''Flesh purity''' || The human body should not be debased. ||data-sort-value=2|Medium || High life&amp;lt;br&amp;gt;Transhumanist || '''Drug use:''' Prohibited&amp;lt;br&amp;gt;'''Biosculpting:''' Despised&amp;lt;br&amp;gt;'''Body modification:''' Abhorrent&amp;lt;br&amp;gt;'''Scarification:''' Horrible || - || '''Body modification:''' Approved&amp;lt;br&amp;gt;'''Physical love:''' Free and approved || [[Ideoligion#Medical specialist|Medical specialist]] || - || Symbol burning || - || - || - || Body purist&amp;lt;br&amp;gt;Nudist || Body modder || -&lt;br /&gt;
|- id=&amp;quot;Guilty&amp;quot;&lt;br /&gt;
| [[File:Guilty.png|64px]] || '''Guilty''' || Our people carry guilt from ages past. Others are more worthy. ||data-sort-value=1|Low || Supremacist&amp;lt;br&amp;gt;Loyalist || '''Pain:''' Idealized &amp;lt;br&amp;gt; '''Charity:''' Essential, Important, or Worthwhile || - || '''Apostasy:''' Abhorrent, Horrible, and Guilty&amp;lt;br&amp;gt;'''Slavery:''' Honorable || - || - || Symbol burning || - || Torture crown || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;High life&amp;quot;&lt;br /&gt;
| [[File:High life.png|64px]] || '''High life''' || Exotic states of mind are central to a good life. ||data-sort-value=2|Medium || Flesh purity || '''Drug use:''' Essential || Flophat: Relaxed || '''Drug use:''' Prohibited, Medical only, or Medical/social only || [[Ideoligion#Plants specialist|Plants specialist]] || Smokeleaf circle || Smokeleaf circle || Autobong&amp;lt;br&amp;gt;Mindbend carpet || - || - || Chemical interest&amp;lt;br&amp;gt;Chemical fascination || - || -&lt;br /&gt;
|- id=&amp;quot;Human primacy&amp;quot;&lt;br /&gt;
| [[File:Human primacy.png|64px]] || '''Human primacy''' || Humans are the moral center of the universe. ||data-sort-value=2|Medium || Nature primacy || '''Bonding:''' Disapproved || - || '''Slaughtering animals:''' Prohibited, Horrible, and Disapproved&amp;lt;br&amp;gt;'''Killing innocent animals:''' Abhorrent, Horrible, and Disapproved&amp;lt;br&amp;gt;'''Meat eating:''' Abhorrent, Horrible, Disapproved, Mildly required, Seriously required, and Strictly required&amp;lt;br&amp;gt;'''Mining:''' Prohibited, Horrible, and Disapproved&amp;lt;br&amp;gt;'''Cutting trees:''' Prohibited, Horrible, and Disapproved || [[Ideoligion#Production specialist|Production specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Individualist&amp;quot;&lt;br /&gt;
| [[File:Individualist.png|64px]] || '''Individualist''' || Each person is a free individual with the right to their own ideas and decisions. Nobody should be made to conform. ||data-sort-value=1|Low || Collectivist&amp;lt;br&amp;gt;Supremacist || - || - || '''Slavery:''' Honorable || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Loyalist&amp;quot;&lt;br /&gt;
| [[File:Loyalist.png|64px]] || '''Loyalist''' || We stand for our own before others. ||data-sort-value=1|Low || Supremacist&amp;lt;br&amp;gt;Guilty || - || - || - || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Male supremacy&amp;quot;&lt;br /&gt;
| [[File:Male supremacy.png|64px]] || '''Male supremacy''' || Men are the superior gender and should rule. ||data-sort-value=2|Medium || Female supremacy || - || Burka: Relaxed&amp;lt;br&amp;gt;Veil: Strong || - || - || - || - || - || - || - || Misandrist || - || -&lt;br /&gt;
|- id=&amp;quot;Nature primacy&amp;quot;&lt;br /&gt;
| [[File:Nature primacy.png|64px]] || '''Nature primacy''' || Man is a stain on nature's perfection. ||data-sort-value=2|Medium || Human primacy || - || - || - || [[Ideoligion#Plants specialist|Plants specialist]] || || - || - || - || - || - || - || Animalist&lt;br /&gt;
|- id=&amp;quot;Nudism&amp;quot;&lt;br /&gt;
| [[File:Nudism.png|64px]] || '''Nudism''' || Clothing binds, controls, and suffocates us. We should all hang free. ||data-sort-value=3|High || - || '''Male clothing:''' Fully nude or Pants at most &amp;lt;br&amp;gt;'''Female clothing:''' Fully nude or Pants at most || - || - || - || - || Symbol burning || - || - || - || Nudist || - || -&lt;br /&gt;
|- id=&amp;quot;Pain is virtue&amp;quot;&lt;br /&gt;
| [[File:Pain is virtue.png|64px]] || '''Pain is virtue''' || Virtue is shown through suffering of self and others. ||data-sort-value=3|High || - || '''Pain:''' Idealized&amp;lt;br&amp;gt;'''Comfort:''' Ignored&amp;lt;br&amp;gt;'''Slab bed:''' Preferred || - || '''Charity:''' Essential, Important, and Worthwhile&amp;lt;br&amp;gt;'''Execution:''' Always abhorrent and Always horrible&amp;lt;br&amp;gt;'''Scarification:''' Horrible&amp;lt;br&amp;gt;'''Skullspike:''' Disapproved || - || Scarification || Symbol burning || Slab bed&amp;lt;br&amp;gt;Slab double bed || Torture crown || - || Ascetic&amp;lt;br&amp;gt;Tortured artist&amp;lt;br&amp;gt;Masochist || Wimp&amp;lt;br&amp;gt;Gourmand || Morbid&lt;br /&gt;
|- id=&amp;quot;Proselytizer&amp;quot;&lt;br /&gt;
| [[File:Proselytizer.png|64px]] || '''Proselytizer''' || It is our duty to spread our beliefs. ||data-sort-value=2|Medium || - || '''Proselytizing:''' Occasional, Sometimes, or Frequent || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Raider&amp;quot;&lt;br /&gt;
| [[File:Raider.png|64px]] || '''Raider''' || The strong should take from the weak. ||data-sort-value=2|Medium || - || '''Raiding:''' Respected or Required &amp;lt;br&amp;gt;'''Execution:''' Horrible if innocent, Don't care, Respected if guilty, or Required || - || '''Skullspike:''' Disapproved&amp;lt;br&amp;gt;'''Slavery:''' Abhorrent, Horrible, and Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]]|| - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Rancher&amp;quot;&lt;br /&gt;
| [[File:Rancher.png|64px]] || '''Rancher''' || Raising animals is the right way; raising plants to eat is not. ||data-sort-value=3|High || Animal personhood || '''Ranching:''' Central &amp;lt;br&amp;gt;'''Meat eating:''' Mildly required, Seriously required, or Strictly required || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Supremacist&amp;quot;&lt;br /&gt;
| [[File:Supremacist.png|64px]] || '''Supremacist''' || Our people should dominate all others. ||data-sort-value=1|Low || Individualist&amp;lt;br&amp;gt;Loyalist&amp;lt;br&amp;gt;Guilty || '''Slavery:''' Acceptable or Honorable &amp;lt;br&amp;gt; '''Execution:''' Required, Respected if guilty, or Don't care || - || '''Charity:''' Essential, Important and Worthwhile&amp;lt;br&amp;gt;'''Skullspike:''' Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot;&lt;br /&gt;
| [[File:Transhumanist.png|64px]] || '''Transhumanist''' || Human progress means merging with technology. ||data-sort-value=2|Medium || Flesh purity || '''Sleep accelerator:''' Preferred&amp;lt;br&amp;gt;'''Neural supercharge:''' Preferred&amp;lt;br&amp;gt;'''Biosculpting:''' Accelerated&amp;lt;br&amp;gt;'''Age reversal:''' Demanded&amp;lt;br&amp;gt;'''Eating nutrient paste:''' Don't mind&amp;lt;br&amp;gt;'''Body modification:''' Approved || Slicecap: Relaxed || '''Body modification:''' Abhorrent or Disapproved || [[Ideoligion#Research specialist|Research specialist]] || - || - || Hex carpet&amp;lt;br&amp;gt;Hex tile&amp;lt;br&amp;gt;Neural supercharger&amp;lt;br&amp;gt;Sleep accelerator || - || - || Body modder || Body purist || Techist&lt;br /&gt;
|- id=&amp;quot;Tree connection&amp;quot;&lt;br /&gt;
| [[File:Tree connection.png|64px]] || '''Tree connection''' || Trees are the essence of life, and we must be near them. ||data-sort-value=3|High || - || '''Trees:''' Desired || - || - || [[Ideoligion#Plants specialist|Plants specialist]] || - || - || - || - || Tree sowing || - || - || -&lt;br /&gt;
|- id=&amp;quot;Tunneler&amp;quot;&lt;br /&gt;
| [[File:Tunneler.png|64px]] || '''Tunneler''' || Humans ought to live underground, and enjoy the succulent fruit of the depths. ||data-sort-value=3|High || - || '''Fungus:''' Preferred&amp;lt;br&amp;gt;'''Insect meat:''' Loved&amp;lt;br&amp;gt;'''Small spaces:''' Don't care || - || '''Mining:''' Prohibited, Horrible, or Disapproved || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || Fungal gravel || - || Stonecutting || Undergrounder || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other Faction Customization ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Meme !! Civil outlander !! Rough outlander !! Gentle tribe !! Fierce tribe !! Savage tribe !! Cannibal tribe !! Nudist tribe !! Pirate gang !! Pirate cannibal gang !! Shattered Empire !! Ancient faction&lt;br /&gt;
|-&lt;br /&gt;
| Supremacist || [[file:checkoff.png]] || '''Required''' || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]] || [[file:checkon.png]] || '''Required''' || '''Required''' || [[file:checkoff.png]]* || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Loyalist || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Guilty || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Individualist || '''Required**''' || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Collectivist || '''Required**''' || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Transhumanist || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Flesh purity || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Raider || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || '''Required''' || '''Required''' || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Proselytizer || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| High life || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Nature primacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Human primacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Female supremacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Male supremacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Animal personhood || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Rancher || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Pain is virtue || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Darkness || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Tunneler || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Tree connection || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Nudism || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Blindsight || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || '''Required''' || [[file:checkon.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*Appears on faction's options but conflicts with required meme&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**Individualist OR Collectivist must be chosen&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Natural goodwill with other factions ===&lt;br /&gt;
&lt;br /&gt;
Additionally, Supremacist and Raider have -50 with everyone, Loyalist -10 with everyone, and Guilty +10 with everyone. There is a +10 bonus for having the same ideoligion.&lt;br /&gt;
&lt;br /&gt;
Modifiers stack, but each pair only applies once; for example Flesh purity + Cannibal vs Flesh purity + Cannibal give +10 for Flesh purity/Flesh purity, +10 for Cannibal/Cannibal, and +10 for Flesh purity/Cannibal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Individualist !! Collectivist !! Transhumanist !! Flesh purity !! Proselytizer !! High life !! Nature primacy !! Human primacy !! Female supremacy !! Male supremacy !! Animal personhood !! Rancher !! Pain is virtue !! Nudism !! Cannibal&lt;br /&gt;
|-&lt;br /&gt;
! Individualist&lt;br /&gt;
| +10 || -10 || || || -10 || || || || -10 || -10 || || || || || -10&lt;br /&gt;
|-&lt;br /&gt;
! Collectivist&lt;br /&gt;
| -10 || +10 || || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Transhumanist&lt;br /&gt;
| || || +10 || -20 || || || -20 || +10 || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Flesh purity&lt;br /&gt;
| || || -20 || +10 || || -30 || || +10 || || || || || || || +10&lt;br /&gt;
|-&lt;br /&gt;
! Proselytizer&lt;br /&gt;
| -10 || || || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! High life&lt;br /&gt;
| || || || -30 || || +10 || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Nature primacy&lt;br /&gt;
| || || -20 || || || || +10 || -30 || || || +10 || -30 || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Human primacy&lt;br /&gt;
| || || +10 || +10 || || || -30 || +10 || || || -10 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Female supremacy&lt;br /&gt;
| -10 || || || || || || || || +10 || -30 || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Male supremacy&lt;br /&gt;
| -10 || || || || || || || || -30 || +10 || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Animal personhood&lt;br /&gt;
| || || || || || || +10 || -10 || || || +10 || -10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Rancher&lt;br /&gt;
| || || || || || || -30 || || || || -10 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Pain is virtue&lt;br /&gt;
| || || || || || || || || || || || || +10 || || +10&lt;br /&gt;
|-&lt;br /&gt;
! Nudism&lt;br /&gt;
| || || || || || || || || || || || || || +10 ||&lt;br /&gt;
|-&lt;br /&gt;
! Cannibal&lt;br /&gt;
| -10 || || || +10 || || || || || || || || || +10 || || +10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Precepts==&lt;br /&gt;
Associated precepts have a chance to appear if a meme is present, but can still be removed if not required.&lt;br /&gt;
&lt;br /&gt;
Some precepts are available to all ideologies, some require at least one of the enabling memes, and some may be unavailable if certain memes are present.&lt;br /&gt;
&lt;br /&gt;
===Present in every ideoligion===&lt;br /&gt;
There are 19 issues (precept categories) that are present in every ideoligion and may not be removed. However, their level may be changed. They include &amp;quot;basic&amp;quot; precepts from the base game, used in &amp;quot;Play Classic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Issue !! Precept !! Description !! Requirement !! Associated !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blindness&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| [[File:Blindness.png|64px]] || rowspan=&amp;quot;4&amp;quot;| Blindness&lt;br /&gt;
| Horrible || Blinding people for ideoligious reasons is horrible. || Not [[#Blindsight|Blindsight]] || || Colonists gain Mood: Someone got blinded: -2 unless they have the Psychopath or Bloodlust traits&lt;br /&gt;
|-&lt;br /&gt;
| Respected || To be blind is a moral thing worthy of respect. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Colonists gain Moods: Blind (+5), Vision Blocked (+2), or Was Blinded (+3). They also gain a +20 Opinion bonus towards blind pawns, or a -8 Opinion malus to sighted pawns.&lt;br /&gt;
|-&lt;br /&gt;
| Elevated || The blind stand pure above the sighted. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Moods as Respected, but Blind increases to +10 and Was Blinded to +5. Half-Blind (+1) and Not Blind (-3) are added. Opinion bonus towards blind pawns increases to +35 and malus towards sighted pawns increases to -10. Opinion bonus towards half-blind pawns is added (+10).&lt;br /&gt;
|-&lt;br /&gt;
| Sublime || Only the blind can be truly noble, for the sighted find their minds clouded by physical vision. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Moods as Elevated, but Blind increases to +15, Was Blinded to +6. Half-Blind drops to -1, and Not Blind to -6. Opinion bonus towards blind pawns increases to +50 and malus towards sighted pawns increases to -30.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cannibalism&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | [[File:Cannibalism.png|64px]] || rowspan=&amp;quot;7&amp;quot; | Cannibalism&lt;br /&gt;
|Abhorrent || Eating human flesh is a deeply abhorrent and disgusting act. || || || -20 mood for eating human meat&amp;lt;br&amp;gt;-12 mood for butchering a human&amp;lt;br&amp;gt;-5 mood for a human butchered in the colony&amp;lt;br&amp;gt;-20 opinion for butchering a human&amp;lt;br&amp;gt;-10 opinion for eating human meat&amp;lt;br&amp;gt;-2, -4, -6, -8 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
|Horrible || Eating human flesh is a horrible thing to do. || || || -12 mood for eating human meat&amp;lt;br&amp;gt;-6 mood for butchering a human&amp;lt;br&amp;gt;-3 mood for a human butchered in the colony&amp;lt;br&amp;gt;-10 opinion for butchering a human&amp;lt;br&amp;gt;-5 opinion for eating human meat&amp;lt;br&amp;gt;-2, -3, -5, -6 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
|Disapproved || Eating human flesh is an ugly thing to do. || || [[#Pain is virtue|Pain is virtue]] || -5 mood for eating human meat&amp;lt;br&amp;gt;-3 mood for butchering a human&amp;lt;br&amp;gt;-1 mood for a human butchered in the colony&amp;lt;br&amp;gt;-5 opinion for butchering a human&amp;lt;br&amp;gt;-3 opinion for eating human meat&amp;lt;br&amp;gt;-1, -2, -3, -4 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
|Acceptable || Human meat is just meat, like any other. || || [[#Pain is virtue|Pain is virtue]] ||&lt;br /&gt;
|-&lt;br /&gt;
|Preferred || To consume human meat is a noble and necessary part of life. || || [[#Cannibal|Cannibal]] || +2 mood for eating human meat&amp;lt;br&amp;gt;-2 mood for not eating human meat for ? days&amp;lt;br&amp;gt;+1, +2, +3, +4 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
|Required (strong) || Consuming human flesh is important. It should be in every meal. || [[#Cannibal|Cannibal]] || [[#Cannibal|Cannibal]] || -2 mood for eating food without human meat&amp;lt;br&amp;gt;-3 opinion for eating food without human meat&amp;lt;br&amp;gt;+4 mood for eating human meat&amp;lt;br&amp;gt;-4 mood for not eating human meat for ? days&amp;lt;br&amp;gt;+2, +3, +5, +6 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
|Required (ravenous) || Man-flesh is morality. To eat a meal without it is unthinkable. || [[#Cannibal|Cannibal]] || [[#Cannibal|Cannibal]] || -4 mood for eating food without human meat&amp;lt;br&amp;gt;-5 opinion for eating food without human meat&amp;lt;br&amp;gt;+6 mood for eating human meat&amp;lt;br&amp;gt;-8 mood for not eating human meat for ? days&amp;lt;br&amp;gt;+2, +4, +6, +8 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Corpses&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Precept corpses.png|64px]] || rowspan=&amp;quot;2&amp;quot; | Corpses&lt;br /&gt;
| Ugly || The sight of a dead person is horrible.&lt;br /&gt;
|-&lt;br /&gt;
| Don't care || The sight of a dead person is nothing to be concerned about. || [[#Pain is virtue|Pain is virtue]]&amp;lt;br&amp;gt;[[#Cannibal|Cannibal]]&amp;lt;br&amp;gt;[[#Supremacist|Supremacist]]&amp;lt;br&amp;gt;[[#Raider|Raider]] || [[#Pain is virtue|Pain is virtue]]&amp;lt;br&amp;gt;[[#Cannibal|Cannibal]]&amp;lt;br&amp;gt;[[#Raider|Raider]] || No saw corpse debuff. No saw rotting corpse debuff&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Diversity of thought&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | [[File:IdeoDiversity.png|64px]] || rowspan=&amp;quot;7&amp;quot; | Diversity of thought&lt;br /&gt;
|Intense bigotry || Other beliefs are evil deceptions ruining the world. It's totally unacceptable to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] || -3, -6, or -9 mood for having other ideologies in the colony&amp;lt;br&amp;gt;+3 for having all colonists of the same ideology&amp;lt;br&amp;gt;-25 opinion for different ideology&amp;lt;br&amp;gt;-5 mood for having a leader of a different ideoligion&amp;lt;br&amp;gt;-4 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br&amp;gt;+5 mood for matching style surroundings&amp;lt;br&amp;gt;-4 mood for mismatching style surroundings&amp;lt;br&amp;gt;-6 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
|Moderate bigotry || Other beliefs are immoral delusions which do real harm. It's bad to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] || -2, -4, or -6 mood for having other ideologies in the colony&amp;lt;br&amp;gt;+2 for having all colonists of the same ideology&amp;lt;br&amp;gt;-15 opinion for different ideology&amp;lt;br&amp;gt;-4 mood for having a leader of a different ideoligion&amp;lt;br&amp;gt;-2 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br&amp;gt;+4 mood for matching style surroundings&amp;lt;br&amp;gt;-3 mood for mismatching style surroundings&amp;lt;br&amp;gt;-4 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
|Mild bigotry || Other beliefs are clearly folly. It's not good to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] || -1, -2, or -3 mood for having other ideologies in the colony&amp;lt;br&amp;gt;+1 for having all colonists of the same ideology&amp;lt;br&amp;gt;-5 opinion for different ideology&amp;lt;br&amp;gt;-3 mood for having a leader of a different ideoligion&amp;lt;br&amp;gt;-1 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br&amp;gt;+3 mood for matching style surroundings&amp;lt;br&amp;gt;-2 mood for mismatching style surroundings&amp;lt;br&amp;gt;-3 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
|Neutral || Other beliefs are neither approved or disapproved. || || || -2 mood for having a leader of a different ideoligion&amp;lt;br&amp;gt;+2 mood for matching style surroundings&amp;lt;br&amp;gt;0 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
|Appreciated || Other beliefs are worth understanding. It's good to live with others who think differently. || || [[#Individualist|Individualist]] || +1, +2, or +3 mood for having other ideologies in the colony&amp;lt;br&amp;gt;0 mood for matching style surroundings&amp;lt;br&amp;gt;+2 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
|Highly appreciated || Other beliefs hold unique knowledge. It's great to live with others who think differently. || [[#Individualist|Individualist]] || [[#Individualist|Individualist]] || +2, +4, or +6 mood for having other ideologies in the colony&amp;lt;br&amp;gt;0 mood for matching style surroundings&amp;lt;br&amp;gt;+3 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
|Exalted || Working through disagreement is the height of morality. It's very moral to live with others who think differently. || [[#Individualist|Individualist]] || [[#Individualist|Individualist]] || +3, +6, or +9 mood for having other ideologies in the colony&amp;lt;br&amp;gt;0 mood for matching style surroundings&amp;lt;br&amp;gt;+4 mood for mismatching style surroundings&lt;br /&gt;
&lt;br /&gt;
|-  id=&amp;quot;Eating nutrient paste&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:EatingNutrientPaste.png|64px]] || rowspan=&amp;quot;2&amp;quot; | Eating Nutrient Paste&lt;br /&gt;
| Disgusting || Nutrient paste is disgusting. || || || -4 mood for eating nutrient paste&lt;br /&gt;
|-&lt;br /&gt;
| Don't mind || There's nothing wrong with a meal of efficient, healthy nutrient paste. || [[#Transhumanist|Transhumanist]] || [[#Transhumanist|Transhumanist]] || Nullifies mood penalty from eating nutrient paste. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|64px]] || Execution&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Fungus.png|64px]] || rowspan=&amp;quot;2&amp;quot; | Fungus&lt;br /&gt;
| Despised || That dark-grown fungus food is just disgusting || Not [[#Tunneler|Tunneler]] || || Ate fungus raw: -6&amp;lt;br&amp;gt;Ate fungus cooked: -3&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || Fungus is the right crop to eat. Crops of the light are poisoned by the air and sun. || [[#Tunneler|Tunneler]] || [[#Tunneler|Tunneler]] || Ate fungus: +3&amp;lt;br&amp;gt;Ate cooked fungus: +3&amp;lt;br&amp;gt;Ate non-fungus plant raw: -5&amp;lt;br&amp;gt;Ate non-fungus plant cooked: -3&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Insect meat&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:InsectMeat.png|64px]] || rowspan=&amp;quot;2&amp;quot; | Insect Meat&lt;br /&gt;
| Despised || Insect meat is disgusting to even look at, much less eat. Slimy!&lt;br /&gt;
|-&lt;br /&gt;
| Loved || There is nothing more divine than the succulent, slimy flesh of an insect || || [[#Tunneler|Tunneler]] || Gives a +6 moodlet when pawns eat meals with insect meat as an ingredient, duration 1 day.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | [[File:MarriageName.png|64px]] || rowspan=&amp;quot;6&amp;quot; | Marriage Name &lt;br /&gt;
|Always Man's || Couples must share the man's name. || || [[#Male Supremacy|Male Supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
|Usually Man's || Most couples share the man's name || || || 95% chance of couple refusing to take woman's name, 75% chance of couple refusing to keep names. &lt;br /&gt;
|-&lt;br /&gt;
|Random || Couples randomly choose whether to share a name, and which name to share. || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Keep Names || Both partners keep their names upon marriage. || Not [[#Collectivist|Collectivist]] ||&lt;br /&gt;
|-&lt;br /&gt;
|Usually Woman's || Most couples share the woman's name || || || 95% chance of couple refusing to take man's name, 75% chance of couple refusing to keep names. &lt;br /&gt;
|-&lt;br /&gt;
|Always Woman's || Couples must share the woman's name. || || [[#Female supremacy|Female Supremacy]] ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Nudity_Female.png|64px]]|| Female Clothing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Nudity_Male.png|64px]]|| Male Clothing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | [[File:OrganUse.png|64px]] || rowspan=4 | Organ use&lt;br /&gt;
| Totally abhorrent || Any harvesting, trading, or installing natural organs is an abhorrent evil. || || Flesh purity || -30 mood for harvesting someone's organ&amp;lt;br&amp;gt;-10 mood for organ harvested in the colony&amp;lt;br&amp;gt;-30 mood for trading an organ&amp;lt;br&amp;gt;-5 mood for organ traded in the colony&amp;lt;br&amp;gt;-30 mood for installing an organ&amp;lt;br&amp;gt;-4 mood for organ installed in the colony&amp;lt;br&amp;gt;-30 opinion for harvesting an organ&amp;lt;br&amp;gt;-30 opinion for trading an organ&amp;lt;br&amp;gt;-15 opinion for installing an organ&lt;br /&gt;
|-&lt;br /&gt;
| No harvest or sell || Harvesting organs is a horrible thing. Selling any natural organ is pretty bad too. However, it's okay to buy and install them. || || Flesh purity || -15 mood for harvesting someone's organ&amp;lt;br&amp;gt;-5 mood for organ harvested in the colony&amp;lt;br&amp;gt;-8 mood for selling an organ&amp;lt;br&amp;gt;-2 mood for organ sold in the colony&amp;lt;br&amp;gt;-20 opinion for harvesting an organ&amp;lt;br&amp;gt;-10 opinion for selling an organ&lt;br /&gt;
|-&lt;br /&gt;
| No harvest || Harvesting organs is a horrible thing. However, it's okay to buy, install, or sell them. || || Cannibal&amp;lt;br&amp;gt;Raider&amp;lt;br&amp;gt;Collectivist || -15 mood for harvesting someone's organ&amp;lt;br&amp;gt;-5 mood for organ harvested in the colony&amp;lt;br&amp;gt;-20 opinion for harvesting an organ&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || It's okay to harvest, buy, install, or sell organs. || || Cannibal&amp;lt;br&amp;gt;Raider&amp;lt;br&amp;gt;Collectivist ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PhysicalLove.png|64px]] || Physical Love&lt;br /&gt;
| Free || Physical intimacy is a natural part of life, with any partner, married or not. || || Individualist&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Research&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot;| [[File:Research.png|64px]]|| rowspan=&amp;quot;7&amp;quot;| Research&lt;br /&gt;
| Not allowed || To research technology is an immoral act. It is not to be done. || || || Pawns are unwilling to research.&lt;br /&gt;
|-&lt;br /&gt;
| Extremely slow || Research isn't a worthwhile activity at all. Why try hard at it? || || || 0.25x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Very slow || Research work is unworthy of serious respect. Better not to be seen trying hard at it. || || || 0.50x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Slow || Research work just isn't particularly meaningful. Why try hard at it? || || || 0.75x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Normal || Research is a worthwhile form of work that the community needs. || || || 1.00x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Fast || Research is an especially virtuous activity. || || || 1.25x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Very fast || Research is among the most meaningful acts a person can perform. || || || 1.50x [[Research Speed]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;|[[File:Scarification.png|64px]] || rowspan=&amp;quot;4&amp;quot;|Scarification&lt;br /&gt;
| Extreme || Every person ought to bear the ritual scars - all over. || [[#Pain is virtue|Pain is virtue]] || || +6 mood for getting scarified&amp;lt;br&amp;gt;+3 mood for having 5 scars&amp;lt;br&amp;gt;-3 mood for having fewer than 5 scars&amp;lt;br&amp;gt;+10 opinion for having 5 scars&amp;lt;br&amp;gt;-5 opinion for having 1-4 scars&amp;lt;br&amp;gt;-10 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || Every person ought to bear the ritual scars - many of them. || [[#Pain is virtue|Pain is virtue]] || || +5 mood for getting scarified&amp;lt;br&amp;gt;+2 mood for having 3 scars&amp;lt;br&amp;gt;-2 mood for having fewer than 3 scars&amp;lt;br&amp;gt;+5 opinion for having 3 scars&amp;lt;br&amp;gt;-3 opinion for having 1-2 scars&amp;lt;br&amp;gt;-5 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Minor || Every person ought to bear a ritual scar. || [[#Pain is virtue|Pain is virtue]] || || +3 mood for getting scarified&amp;lt;br&amp;gt;+1 mood for having a scar&amp;lt;br&amp;gt;-1 mood for having no scars&amp;lt;br&amp;gt;+3 opinion for having a scar&amp;lt;br&amp;gt;-3 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Scarifying people for ideoligious reasons is horrible. || Not [[#Pain is virtue|Pain is virtue]] || || -2 mood for scarification ceremony in the colony&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skullspike&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Precept skullspike.png|64px]] ||  rowspan=&amp;quot;2&amp;quot; | Skullspike&lt;br /&gt;
| Desired || A skull on a spike symbolizes our superiority. || || [[#Pain is virtue|Pain is virtue]]&amp;lt;br&amp;gt;[[#Supremacist|Supremacist]]&amp;lt;br&amp;gt;[[#Raider|Raider]] || Adds a mood increase of +1 for 1-3 skullspikes, +2 for 4-8 skullspikes, and +3 for 9+ skullspikes. &lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Putting skulls on spikes is a barbaric practice. || Not [[#Pain is virtue|Pain is virtue]]&amp;lt;br&amp;gt;Not [[#Supremacist|Supremacist]]&amp;lt;br&amp;gt;Not [[#Raider|Raider]] || || Adds a mood malus of -1 for 1-3 skullspikes, -2 for 4-8 skullspikes, and -3 for 9+ skullspikes.  &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slavery&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| [[File:Slavery.png|64px]]|| rowspan=&amp;quot;5&amp;quot;| Slavery&lt;br /&gt;
| Abhorrent || Owning or trading human beings is deeply evil. || Not [[#Raider|Raider]] || [[#Guilty|Guilty]]&amp;lt;br&amp;gt;[[#Individualist|Individualist]] || Pawns will refuse to sell [[slaves]] or enslave [[prisoners]]. -30 opinon, stacking up to 3 times and lasting 15 days, for anyone that has sold a slave, Adds mood penalties for slavery:  -3 mood for having a slave in the colony, -? mood for having enslaved a prisoner, -? mood for someone having sold a slave in the colony.&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]] || ?&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]] || ?&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || Slavery is a normal, unremarkable part of life. || || || ?&lt;br /&gt;
|-&lt;br /&gt;
| Honorable || One who owns and trades slaves should be honored and respected. || Not [[#Guilty|Guilty]]&amp;lt;br&amp;gt;Not [[#Individualist|Individualist]] || [[#Supremacist|Supremacist]]&amp;lt;br&amp;gt;[[#Collectivist|Collectivist]]&amp;lt;br&amp;gt;[[#Pain is virtue|Pain Is Virtue]] || ?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SpouseCountFemale.png|64px]] || Women's spouses&lt;br /&gt;
| One only || Women may have one spouse only.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SpouseCountMale.png|64px]] || Men's spouses&lt;br /&gt;
| One only || Men may have one spouse only.&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;
Not included in table:&lt;br /&gt;
* Killing innocent animals&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Issue !! Precept !! Description !! Requirement !! Associated !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal slaughter&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| [[File:AnimalSlaughter.png|64px]] || rowspan=&amp;quot;3&amp;quot;| Slaughtering animals&lt;br /&gt;
| Prohibited || Slaughtering animals is absolutely prohibited. || || [[#Animal personhood|Animal personhood]] || '''Prohibitions:'''&amp;lt;br&amp;gt;Slaughter animal&amp;lt;br&amp;gt;'''Mood:'''&amp;lt;br&amp;gt;Someone slaughtered an animal: -4&amp;lt;br&amp;gt;'''Opinions:'''&amp;lt;br&amp;gt;Slaughtered animal: -10&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To slaughter an animal is a horrible thing. || || [[#Animal personhood|Animal personhood]] || '''Mood:'''&amp;lt;br&amp;gt;Slaughtered animal: -15&amp;lt;br&amp;gt;Someone slaughtered an animal: -2&amp;lt;br&amp;gt;'''Opinions:'''&amp;lt;br&amp;gt;Slaughtered animal: -5&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To slaughter an animal is an ugly thing. || || [[#Animal personhood|Animal personhood]] || '''Mood:'''&amp;lt;br&amp;gt;Slaughtered animal: -5&amp;lt;br&amp;gt;Someone slaughtered an animal: -1&amp;lt;br&amp;gt;'''Opinions:'''&amp;lt;br&amp;gt;Slaughtered animal: -3&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Apostasy&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| [[File:Apostasy.png|64px]] || rowspan=&amp;quot;3&amp;quot;| Apostasy&lt;br /&gt;
| Abhorrent || To leave our ideoligion after having known it is the depth of immorality. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br&amp;gt;Changed ideoligion: -30&amp;lt;br&amp;gt;Apostate: -10&amp;lt;br&amp;gt;'''Global certainty loss factor:''' x40%&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To leave our ideoligion after having known it indicates deep moral flaws. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br&amp;gt;Changed ideoligion: -15&amp;lt;br&amp;gt;Apostate: -5&amp;lt;br&amp;gt;'''Global certainty loss factor:''' x60%&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To leave our ideoligion after having known it indicates character flaws. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br&amp;gt;Changed ideoligion: -8&amp;lt;br&amp;gt;Apostate: -3&amp;lt;br&amp;gt;'''Global certainty loss factor:''' x80%&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Autonomous weapons&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| [[File:AutonomousWeapons.png|64px]] || rowspan=&amp;quot;3&amp;quot;| Autonomous weapons&lt;br /&gt;
| Prohibited || Allowing a machine to decide to kill is an absolutely inhuman thing to do. || || [[#Nature primacy|Nature primacy]] || Cannot build Turrets&amp;lt;br&amp;gt;Colonists gain Mood: Automated Turret in Colony: -12&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Allowing a machine to decide to kill is a terrible thing. || || [[#Nature primacy|Nature primacy]] || Colonists gain Mood: Automated Turret in Colony: -8&lt;br /&gt;
|- &lt;br /&gt;
| Disapproved || Allowing a machine to decide to kill is an ugly thing. || || [[#Nature primacy|Nature primacy]] || Colonists gain Mood: Automated Turret in Colony: -4&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Body modification&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| [[File:BodyModifications.png|64px]] || rowspan=&amp;quot;3&amp;quot;| Body modification&lt;br /&gt;
| Abhorrent || To modify the natural human body is a flagrant violation of clear moral laws. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || Colonists gain a -30 mood penalty for a prosthetic, or -18 for an artificial part. They also have a -80 opinion malus towards any pawn with a prosthetic or artificial part. These do not apply if the pawn is not a Body Modder.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To modify the natural human body is an ugly, dirty act. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || As Abhorrent, but mood penalties are reduced to -5 and -4 respectively. Opinion maluses are reduced to -10. These do not apply if the pawn is not a Body Modder.&lt;br /&gt;
|-&lt;br /&gt;
| Approved || Humans should strive to reach our full potential by improving our flawed natural bodies. || Not [[#Flesh purity|Flesh purity]] || [[#Transhumanist|Transhumanist]] || Colonists gain a -3 mood penalty if they have no prosthetics or artificial parts unless expectations are below Moderate. They gain a bonus based on having prosthetics or artificial parts, and a -10 opinion malus towards any pawn ''without'' prosthetics or artificial parts. Values are adjusted for pawns with Body Purist and Body Modder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Charity.png|64px]] || Charity&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | [[File:DrugUse.png|64px]] || rowspan=4&amp;quot; | Drug use &lt;br /&gt;
| Prohibited&lt;br /&gt;
|- &lt;br /&gt;
| Medical only&lt;br /&gt;
|- &lt;br /&gt;
| Medical or social only&lt;br /&gt;
|-&lt;br /&gt;
| Essential&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cutting trees&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:Precept tree cutting.png|64px]] ||  rowspan=&amp;quot;3&amp;quot; | Cutting trees &lt;br /&gt;
| Prohibited || To violate the forest by cutting down a tree is a deeply abhorrent act and should never be done. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disallows logging camps.&amp;lt;br&amp;gt; Moodlets of blah for doing blah&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]] || Disallows logging camps.&amp;lt;br&amp;gt; Moodlets of blah for doing blah&lt;br /&gt;
|-&lt;br /&gt;
| Prohibited || To cut down a tree is a distasteful thing to do. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disallows logging camps.&amp;lt;br&amp;gt; Moodlets of blah for doing blah&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DarknessCombat.png|64px]]|| Combat in darkness|| Thoughts on fighting under darkness || Preferred - '''Required for Darkness Meme'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lighting.png|64px]] || Lighting || Darklight preferred|| Normal lights are too bright. Darklights are better. || [[#Darkness|Darkness]] (Associated, Required), [[#Blindsight|Blindsight]] (Conflicting) || +4 mood in the darkness, -4 mood in dim light, -8 mood in bright light. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MeatEating.png|64px]] || Meat eating || Feelings of eating meat, or any meals containing meat || Abhorrent - '''Required for Animal personhood Meme'''&lt;br /&gt;
&lt;br /&gt;
Horrible - '''Required for Animal personhood Meme'''&lt;br /&gt;
&lt;br /&gt;
Disapproved - '''Required for Animal personhood Meme'''&lt;br /&gt;
&lt;br /&gt;
Mildly Required - '''Required for Rancher Meme'''&lt;br /&gt;
&lt;br /&gt;
Seriously Required  - '''Required for Rancher Meme'''&lt;br /&gt;
&lt;br /&gt;
Strictly Required  - '''Required for Rancher Meme'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mining.png|64px]]|| Mining&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Raiding.png|64px]]|| Raiding || Feeling of raiding faction's minor and major bases || Respected - '''Required for Raider Meme'''&lt;br /&gt;
&lt;br /&gt;
Required - '''Required for Raider Meme'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trees.png|64px]]|| Trees || Desired || Tree connection (Associated) || It's essential to live surrounded by beautiful trees. || Gives a thought, scaling from -5 to +9 for having (or not having) many trees on the map&amp;lt;br&amp;gt;Gives a thought, scaling from 0 to -20 for the number of trees chopped in the last quadrum&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===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;
Not included in the table:&lt;br /&gt;
* Eclipse&lt;br /&gt;
* Slab bed &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Issue !! Precept !! Description !! Meme !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Age reversal&amp;quot;&lt;br /&gt;
| [[File:AgeReversal.png|64px]]|| Age reversal || Demanded || Why get old? One must have a once-yearly age reversal treatment in the biosculpter pod. || [[#Transhumanist|Transhumanist]] || Increasing -4/-7/-10 mood malus if pawn is not de-aged, +3 mood when pawn is de-aged. Reoccurs every 60 days unless under biologic age 25.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal connection&amp;quot;&lt;br /&gt;
| [[File:Precept animal connection.png|64px]] || Animal connection&lt;br /&gt;
| Strong || We have a strong connection to our animal friends || [[#Animal personhood|Animal personhood]] ||&lt;br /&gt;
* 2x [[Tame Animal Chance]]&lt;br /&gt;
* 2x Animal Bonding Chance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Biosculpting&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| [[File:Precept biosculpting.png|64px]]  || rowspan=&amp;quot;2&amp;quot;| Biosculpting&lt;br /&gt;
| Accelerated || All biosculpting cycles take half the usual time. || [[#Transhumanist|Transhumanist]] || All biosculpting cycles take half the usual time.&lt;br /&gt;
|-&lt;br /&gt;
| Despised || Biosculpter pods violate the purity human flesh and should never be used. || [[#Flesh purity|Flesh Purity]] || -8 mood penalty for using biosculpter pod. &amp;lt;insert link to moodlet here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BlindPsysense.png|64px]] ||  Blind psysense || Strong|| Our blind have special ways of connecting with the psychic aether || [[#Blindsight|Blindsight]] || Boosts Psychic Sensitivity by 30% for blind pawns. &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bonding&amp;quot;&lt;br /&gt;
| [[File:Bonding.png|64px]]|| Bonding || Disapproved || To emotionally bond with a lower being is a shameful act || [[#Human primacy|Human primacy]] || Appears to disable bonding event for pawns with ideology. &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Comfort&amp;quot;&lt;br /&gt;
| [[File:Comfort.png|64px]] || Comfort || Ignored || We should pay no attention to comfort || [[#Pain is virtue|Pain Is Virtue]] || Makes colonists prefer slab beds, and gives a moodlet of +2 when they sleep in slab beds. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:GauranlenConnection.png|64px]] || Gauranlen connection || Feelings of connection to the [[Gauranlen tree]] || Great - '''Needs, and required for Tree connection Meme'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MiningYield.png|64px]]|| Mining yield&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:NeuralSupercharger.png|64px]]|| Neural supercharger || Preferred || Having a neural supercharge is the new standard. Without it, you're obsolete. || [[#Transhumanist|Transhumanist]] || Causes a -6 mood penalty when not neurally supercharged. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Pain.png|64px]]|| Pain&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Proselytizing.png|64px]]|| Proselytizing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ranching.png|64px]]|| Ranching || Central || We must raise and consume many large animals, and we must not eat plants. || [[#Rancher|Rancher]] || Sets plant work speed to 90%, Tame Chance to 120%, Animal Gathering Yield to 120%, Butchery Efficiency to 120%, and Animal Learning Factor to 200%. Gives a 10% improvement to selling prices for animal products. Grants a -3 to +3 moodlet based upon animal population (more animals are  better), a -4 moodlet for sowing “human food plants,” and a -3 moodlet if the colony fails to slaughter animals regularly. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RoughLiving.png|64px]]|| Rough living &lt;br /&gt;
| Welcomed || We don't need to separate ourselves from the roughness of nature. || [[#Tree connection|Tree connection]]&amp;lt;br&amp;gt;[[#Pain is virtue|Pain Is Virtue]] || Nullifies: &lt;br /&gt;
* &amp;quot;Ate without table -3&amp;quot;&lt;br /&gt;
* &amp;quot;Slept outside -4&amp;quot; &lt;br /&gt;
* &amp;quot;Slept on ground -4&amp;quot; &lt;br /&gt;
* &amp;quot;Soaking wet -3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleep accelerator&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot;| [[File:Precept sleep accelerator.png|64px]]  || rowspan=&amp;quot;1&amp;quot;| Sleep accelerator&lt;br /&gt;
| Preferred || One should always use a sleep accelerator. Slow-sleeping is just foolishly wasting your potential. || [[#Transhumanist|Transhumanist]] || +3 Mood when using Sleep accelerator &amp;lt;insert link to moodlet here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallSpaces.png|64px]]|| Small spaces || Feelings of being inside a small space || Don't care - '''Needs, and required for Tunneler Meme'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Temperature&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot;| [[File:Precept temperature.png|64px]] || rowspan=&amp;quot;1&amp;quot;| Temperature &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]] || Nullifies: &lt;br /&gt;
* &amp;quot;Slept in the cold -4&amp;quot; &lt;br /&gt;
* &amp;quot;Slept in the heat -4&amp;quot; &lt;br /&gt;
Note: It doesn't appear to affect comfortable temperatures or the related [[hypothermia]]/[[heatstroke]] tolerances. It is only referenced for the above moodlets&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Work drive&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot;| [[File:Precept work drive.png|64px]] || rowspan=&amp;quot;1&amp;quot;| Work drive &lt;br /&gt;
| Tripled ||The duration of the leader's work drive ability is tripled. || [[#Collectivist|Collectivist]] || 3x Work Drive Duration&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Roles==&lt;br /&gt;
{{Move|destination=Roles|reason=Keep table as it is, link from here to separate page for proper analysis and summary like [[Persona weapon]]. See talk page to discuss &amp;amp; leave opinion}}&lt;br /&gt;
{{Stub|section=1|reason=Needs mechanical detail beyond just what the stats are and the tables cover}}&lt;br /&gt;
===General info===&lt;br /&gt;
Some factors are consistent across all roles.&lt;br /&gt;
&lt;br /&gt;
Roles can have assigned equipment that they will demand when they have the role - they get a -? Mood debuff without it and a +? mood buff with it. &lt;br /&gt;
&lt;br /&gt;
Only New Tribe colonies can select the [[War mask]] and [[Tribal headdress]] as options, while only New Arrivals colonies can select the [[Slicecap]] and [[Beret]] {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
[[File:Leader.png|left]]&lt;br /&gt;
A leader who holds the group together and represents your faction in diplomatic interactions.&lt;br /&gt;
&lt;br /&gt;
Will always be restricted to any [[Ideoligion#Supreme gender|Supreme gender]] selected.&lt;br /&gt;
{{clear}}&lt;br /&gt;
Leader abilities share a cooldown of {{ticks|600000}} or 10 in-game [[Time|days]].&lt;br /&gt;
&lt;br /&gt;
Leaders can select between these apparels as assigned equipment:&lt;br /&gt;
* [[Headwrap]]&lt;br /&gt;
* [[Broadwrap]]&lt;br /&gt;
* [[War mask]]&lt;br /&gt;
* [[Slicecap]]&lt;br /&gt;
* [[Visage mask]]&lt;br /&gt;
* [[Authority cap]]&lt;br /&gt;
* [[Cowboy hat]]&lt;br /&gt;
* [[Tribal headdress]]&lt;br /&gt;
* [[Beret]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ability Image !! Ability !! Abililty Desc || Ability Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LeaderSpeech.png|64px]] || Leader Speech || A rousing speech intended to improve morale. Colonists will gather, and the leader will speak for a few hours. If all goes well, listeners will feel inspired, and gain respect for the leader. If it goes poorly, the speech will do social damage. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:WorkDrive.png|64px]] || Work Drive || Call on a person to work harder for some time. || ''The sense of being called upon by a leader to work harder.''&lt;br /&gt;
* [[Global Work Speed]] +50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CombatCommand.png|64px]] || Combat Command || Create an aura that boosts the combat skills of everyone nearby. The effect lasts 24 hours and remains attached to the leader for the duration. || ''Combat abilities are boosted thanks to being near someone who is using the combat command ability.''&lt;br /&gt;
* [[Shooting Accuracy]] +3&lt;br /&gt;
* [[Melee Hit Chance]] +3&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trial.png|64px]] || Trial || A trial over some heinous accusation. The initiator will accuse someone of terrible wrongdoing and gather people for a trial. Spectators will listen as the accuser and accused argue back and forth, then decide if the accusation is true. If the accused is convicted, you can freely banish, arrest or execute them and nobody will mind. The chance of a conviction depends on the social abilities of the accused and accuser, and the number of spectators.|| If successful, you are allowed to execute, banish, or arrest a person without social consequences.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Moral Guides===&lt;br /&gt;
[[File:MoralGuide.png|left]]&lt;br /&gt;
A moral/spiritual leader who heads rituals and personally counsels believers&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
Moral Guide abilities share a cooldown of {{ticks|180000}} or 3 in-game [[Time|days]].&lt;br /&gt;
&lt;br /&gt;
Moral Guides can select between these apparels as assigned equipment:&lt;br /&gt;
* [[Cape]]&lt;br /&gt;
* [[Veil]]&lt;br /&gt;
* [[Hood]]&lt;br /&gt;
* [[Headwrap]]&lt;br /&gt;
* [[Broadwrap]]&lt;br /&gt;
* [[Burka]]&lt;br /&gt;
* [[Tribal headdress]], only for tribal factions&lt;br /&gt;
* [[War mask]], only for tribal factions&lt;br /&gt;
* [[Slicecap]], requires Transhumanist meme&lt;br /&gt;
* [[Visage mask]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ability Image !! Ability !! Abililty Desc || Ability Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Convert.png|64px]] || Convert || Attempt to convert someone to the speaker's ideoligion. This will reduce the target's certainty in their own beliefs. The certainty reduction depends on the speaker's negotiation ability. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Counsel.png|64px]] || Counsel || Offer counsel to a person to cancel the effects of a sad memory. The chance of success depends on the speaker's social skills and their relationship with the listener. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Reassure.png|64px]] || Reassure || Increase someone's certainty in their own beliefs. The regained certainty is based on the speaker's negotiation ability. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ConversionRitual.png|64px]] || Conversion Ritual || Try to persuade someone into joining your ideoligion. If it goes well, target's ideoligion certainty will be reduced or they will convert. If it goes badly, they will gain certainty in their old beliefs. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PreachHealth.png|64px]] || Preach Health || Preach moral strength to a sick or wounded person through the concepts of your ideology. This will improve their rate of wound healing and immunity gain. || ''This person's will to survive was reinforced by a talk with a moral guide of their ideoligion. That moral certainty has improved their healing and immunization gain rates.''&lt;br /&gt;
* [[Immunity Gain Speed]] +0.25%&lt;br /&gt;
* [[Injury Healing Factor]] +0.25%&lt;br /&gt;
* AoE: 1 target, touch range&lt;br /&gt;
* Cast time: 12s&lt;br /&gt;
* Duration: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
Can only be used on pawns with the same Ideoligion as the Moral Guide themselves.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Specialists===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Description !! Required Memes !! Pawn requirements !! Bonuses !!  Disabled Work Types !! Ability Image !! Ability !! Abililty Desc || Ability Effect || Required Equipment&lt;br /&gt;
|- id=&amp;quot;Shooting specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistShooting.png]] || Shooting Specialist || A special ideoligious status focusing on ranged combat to the exclusion of all else. This specialized role gives increased accuracy and the ability to boost the shooting abilities of nearby allies. Holders of this role will refuse to do many kinds of non-shooting-related work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Raider|Raider]]&lt;br /&gt;
*[[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Shooting|Shooting skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Shooting&lt;br /&gt;
**Violent&lt;br /&gt;
|&lt;br /&gt;
* [[Shooting Accuracy]] +7&lt;br /&gt;
* [[Aiming Time]] -50%&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
|| [[File:MarksmanCommand.png|64px]] || Marksman Command || Call out shots and boost the shooting skills of everyone nearby. The effect remains attached to the caster for 24 hours. || ''Someone is using the marksman command ability nearby, boosting this person's shooting abilities.''&lt;br /&gt;
* [[Shooting Accuracy]] +4&lt;br /&gt;
* [[Aiming Time]] -40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| {{Icon Small|Tailcap}} [[Tailcap]]&lt;br /&gt;
|- id=&amp;quot;Animals specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistAnimals.png]] || Animals Specialist || A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency, and the ability to boost the animals-related abilities of nearby allies. Holders of this role will refuse to perform some non-animals-related tasks.&amp;lt;&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Animal personhood|Animal personhood]]&lt;br /&gt;
*[[Ideoligion#Rancher|Rancher]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Animals|Animals skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Animals&lt;br /&gt;
|&lt;br /&gt;
* 2x [[Tame Animal Chance]]&lt;br /&gt;
* 2x [[Train Animal Chance]]&lt;br /&gt;
* 0.2x Animal revenge chance&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
|| [[File:AnimalCalm.png|64px]] || Animal Calm || Use unique methods of connecting with animals to calm a maddened beast.|| &lt;br /&gt;
* Hold animal stunned while casting, calms hostile animals if successful.&lt;br /&gt;
* Casting time: 1.5s&lt;br /&gt;
* AoE: Single target? Touch range.&lt;br /&gt;
* Duration: Instantaneous&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Medical specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistMedical.png]] || Medical Specialist || A special ideoligious status focusing on medicine to the exclusion of all else. This specialized role gives improved surgery and tending efficiency, and the ability to boost the medical abilities of nearby allies. Believers who receive care from one of this role will be happy about it. Holders of this role will refuse to do any kind of violence, and won't perform some non-medical tasks.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Flesh purity|Flesh purity]]&lt;br /&gt;
*[[Ideoligion#Blindsight|Blindsight]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Medicine|Medicine skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Caring&lt;br /&gt;
|&lt;br /&gt;
* 1.5x [[Medical Tend Quality]]&lt;br /&gt;
* 1.5x [[Medical Operation Speed]]&lt;br /&gt;
* 1.5x [[Medical Surgery Success Chance]]&lt;br /&gt;
* Mood buff to pawns treated by this specialist&lt;br /&gt;
|&lt;br /&gt;
* Violent&lt;br /&gt;
|| [[File:ImmunityDrive.png|64px]] || Immunity Drive || Offer moral support that energizes the body, boosting someone's immunity gain for one day.  || ''&amp;quot;This person has received moral support of an ideoligious nature. Their mental certainty has energized their body and boosted their immune system.&amp;quot;''&lt;br /&gt;
* 2x [[Immunity Gain Speed]]&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Melee specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistMelee.png]] || Melee Specialist || A special ideoligious status focusing on melee combat to the exclusion of all else. This specialized role gives increased dodge and hit chance in melee combat and ability to the boost melee abilites for nearby allies. Holders of this role will refuse to do many kinds of non-melee-related work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Raider|Raider]]&lt;br /&gt;
*[[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Melee|Melee skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Violent&lt;br /&gt;
|&lt;br /&gt;
* [[Melee Hit Chance]] +8&lt;br /&gt;
* [[Melee Dodge Chance]] +8&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
* Hunting&lt;br /&gt;
* Shooting&lt;br /&gt;
|| [[File:BerserkTrance.png|64px]] || Berserk Trance || The caster fills himself with anger over ideological grievances. This strengthens the body past normal limits, but also means losing control and attacking every enemy nearby in an unstoppable rage. The berserk state will last for 3 hours. || ''&amp;quot;Driven by fierce moral certainty and stories of ideoligious grievance, this person has driven him or herself into a rage. Every muscle is at peak performance, but it's hard to shut down the anger.&amp;quot;''&lt;br /&gt;
* [[Melee Hit Chance]] +8&lt;br /&gt;
* [[Melee Dodge Chance]] +8&lt;br /&gt;
* 0.1x [[Pain]] &lt;br /&gt;
* Puts user in Berserk Trance mental state (Unknown effects)&lt;br /&gt;
* Casting time: 1.5s&lt;br /&gt;
* AoE: Self&lt;br /&gt;
* Duration: {{ticks|7500}}&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Mining specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistMining.png]] || Mining Specialist || A special ideoligious status focusing on mining to the exclusion of all else. This specialized role gives increased mining speed, and the ability to boost the mining speed of nearby allies. Holders of this role will refuse to do some non-mining work. &lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Darkness|Darkness]]&lt;br /&gt;
*[[Ideoligion#Tunneler|Tunneler]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Mining|Mining skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Mining&lt;br /&gt;
|&lt;br /&gt;
* [[Mining Speed]] +70%&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Constructing&lt;br /&gt;
|| [[File:MiningCommand.png|64px]] || Mining Command || Offer guidance on mining techniques, boosting the mining speed for everyone nearby. The effect remains attached to the caster for 24 hours.|| ''&amp;quot;This person's mining speed is boosted thanks to being near someone who is using the mining command ability.&amp;quot;'''&lt;br /&gt;
* [[Mining Speed]] +40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Plants specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistPlants.png]] || Plants Specialist || A special ideoligious status focusing on planting to the exclusion of all else. This specialized role gives increased sowing and harvesting efficiency, and the ability to boost the farming speed of nearby allies. Holders of this role will refuse to perform some non-plants-related work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#High life|High life]]&lt;br /&gt;
*[[Ideoligion#Nature primacy|Nature primacy]]&lt;br /&gt;
*[[Ideoligion#Tree connection|Tree connection]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Plants|Plants skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Plantwork&lt;br /&gt;
|&lt;br /&gt;
* [[Plant Work Speed]] +70%&lt;br /&gt;
* [[Plant Harvest Yield]] +30%&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Constructing&lt;br /&gt;
* Mining&lt;br /&gt;
|| [[File:FarmingCommand.png|64px]] || Farming Command || Offer guidance on farming techniques, boosting the farming abilities for everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's farming abilities are boosted thanks to being near someone who is using the farming command ability.&amp;quot;'''&lt;br /&gt;
* [[Plant Work Speed]] +40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| {{Icon Small|Shadecone}} [[Shadecone]]&lt;br /&gt;
|- id=&amp;quot;Production specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistProduction.png]] || Production Specialist || A special ideoligious status focusing on crafting and construction to the exclusion of all else. This specialized role gives increased crafting and construction efficiency, and the ability to boost the production abilities of nearby allies. Holders of this role will refuse to do some non-production work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Human primacy|Human primacy]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Construction|Construction skill]] &amp;gt; 6 OR [[Skills#Crafting|Crafting skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Construction OR&lt;br /&gt;
**Crafting&lt;br /&gt;
|&lt;br /&gt;
* [[Construction Speed]] +50%&lt;br /&gt;
* [[General Labor Speed]] +50&lt;br /&gt;
* [[Quality]] +1 level&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
|| [[File:ProductionCommand.png|64px]] || Production Command || Offer guidance on construction techniques, boosting construction and crafting abilities for everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's construction and crafting speeds are boosted thanks to being near someone who is using the production command ability.&amp;quot;''&lt;br /&gt;
* [[Construction Speed]] +40%&lt;br /&gt;
* [[General Labor Speed]] +20&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Research specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistResearch.png]] || Research Specialist || A special ideoligious status focusing on research to the exclusion of all else. This specialized role gives increased research and hacking speed, and the ability to boost research abilities of nearby allies. Holders of this role will refuse to perform some non-research tasks.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Transhumanist|Transhumanist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Intelectual|Intelectual skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Intellectual&lt;br /&gt;
|&lt;br /&gt;
* [[Research Speed]] +70%&lt;br /&gt;
* [[Hacking Speed]] +70%&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
|| [[File:ResearchCommand.png|64px]] || Research Command || Provide suggestions and mental support, boosting the research speed of everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's research speed is boosted because they are near someone who is using the research command ability.&amp;quot;''&lt;br /&gt;
* [[Research Speed]] +30%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rituals ==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Ritual !! Factors !! Outcomes !! Notes&lt;br /&gt;
|- id=&amp;quot;Funeral&amp;quot;&lt;br /&gt;
| [[File:Ritual funeral.png|64px]] || Funeral || Participant count (10): +70%&amp;lt;br&amp;gt;Moral guide present: +30% || 5% Terrible: 3&amp;lt;br&amp;gt;15% Lackluster: -1&amp;lt;br&amp;gt;60% Good: +5&amp;lt;br&amp;gt;20% Heartwarming: +8 || If there is no corpse in the grave or sarcophagus, the ritual quality is only increased by 20% by the presence of the moral guide, and only by 60% by a full participant count.&lt;br /&gt;
|- id = &amp;quot;Social festival&amp;quot;&lt;br /&gt;
| || Social Festival || Participant count (10): +25%&amp;lt;br&amp;gt;Leader present: +25%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +20%&amp;lt;br&amp;gt;Seats for everyone: +20% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +5&amp;lt;br&amp;gt;20% Unforgettable: +8|| &lt;br /&gt;
|- id = &amp;quot;Dance party&amp;quot;&lt;br /&gt;
| || Dance party || Participant count (10): +30%&amp;lt;br&amp;gt;Started at lightball: +20%&amp;lt;br&amp;gt;Active loudspeakers (6): +30%&amp;lt;br&amp;gt;Room Impressiveness (120): +20%|| 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +8&amp;lt;br&amp;gt;20% Unforgettable: +16|| If the party is fun or unforgettable, there is a chance&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; that all participants will get +20% [[Global Work Speed]] for 24h. Only available to non-tribals.&lt;br /&gt;
|- id = &amp;quot;Drum party&amp;quot;&lt;br /&gt;
| || Drum party || Participant count (10): +30%&amp;lt;br&amp;gt;Started at campfire: 20%&amp;lt;br&amp;gt;Drums (6): +30%&amp;lt;br&amp;gt;Room Impressiveness (120): +20%|| 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +8&amp;lt;br&amp;gt;20% Unforgettable: +16|| If the party is fun or unforgettable, there is a chance&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; that all participants will get +20% [[Global Work Speed]] for 24h. Only available to tribals.&lt;br /&gt;
|- id = &amp;quot;Skylantern festival&amp;quot;&lt;br /&gt;
| [[File:Ritual skylantern festival.png|64px]] || Skylantern festival ||  Participant count (10): +100% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Unimpressive: -1&amp;lt;br&amp;gt;60% Beautiful: +6&amp;lt;br&amp;gt;20% Unforgettable: +10|| Each participant makes a skylantern out of {{icon small|wood}} 4 [[wood]]. If the festival is beautiful or unforgettable, friendly visitors might see them and arrive with a gift.&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- id = &amp;quot;Consumable&amp;quot;&lt;br /&gt;
| || Christmas tree&amp;lt;br&amp;gt;Symbol burning&amp;lt;br&amp;gt;Smokeleaf circle&amp;lt;br&amp;gt;Cannibal feast || Participant count (10): +80%&amp;lt;br&amp;gt;Room Impressiveness (120): +20% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +5&amp;lt;br&amp;gt;20% Unforgettable: +8||Destroys the ritual target.&lt;br /&gt;
|- id = &amp;quot;Scarification&amp;quot;&lt;br /&gt;
| [[File:Ritual scarification.png|64px]] || Scarification || Participant count (10): +25%&amp;lt;br&amp;gt; Moral guide present: +20%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +20%|| 5% Terrible: -2&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +1&amp;lt;br&amp;gt;20% Spectacular: +3||Scarifies the subject. Only available with the Pain is Virtue meme.&lt;br /&gt;
|- id = &amp;quot;Blinding ceremony&amp;quot;&lt;br /&gt;
| [[File:Ritual blinding.png|64px]] || Blinding ceremony || Participant count (10): +25%&amp;lt;br&amp;gt; Moral guide present: +20%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +20%|| 5% Terrible: -2&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +1&amp;lt;br&amp;gt;20% Spectacular: +3||Blinds the subject. If the ceremony is satisfying or spectacular, the blinded person may get a [[psycasts|psylink]] upgrade or unlock a new psychic power.&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; Only available with the Blindsight meme.&lt;br /&gt;
|- id = &amp;quot;Animal sacrifice&amp;quot;&lt;br /&gt;
| [[File:Ritual animal sacrifice.png|64px]] || Animal sacrifice || Participant count (10): +25%&amp;lt;br&amp;gt;Moral guide present: +25%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +15% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +5&amp;lt;br&amp;gt;20% Spectacular: +8|| If the sacrifice is satisfying or spectacular, there is a 5% (satisfying) or 10% (spectacular) chance that a random participant gains an [[inspiration]]. Only available with the Human Primacy meme.&lt;br /&gt;
|- id = &amp;quot;Gladiator duel&amp;quot;&lt;br /&gt;
| [[File:Ritual gladiator duel.png|64px]] || Gladiator duel || Participant count (10): +20%&amp;lt;br&amp;gt;Leader present: +20%&amp;lt;br&amp;gt;Duelist dies: +100%&amp;lt;br&amp;gt;Weapon used: +60% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Good: +5&amp;lt;br&amp;gt;20% Unforgettable: +8|| The two necessary escorts count towards the participant count. Spectators gain 1000 melee experience, gain a mood boost&amp;lt;sup&amp;gt;separate from the usual mood boost?&amp;lt;/sup&amp;gt;, and fill their recreation bars.&amp;lt;sup&amp;gt;verify&amp;lt;/sup&amp;gt; The duelists also gain the mood effect from ritual quality. Only available with the Pain is Virtue, Cannibal, Supremacist, or Raider memes.&lt;br /&gt;
|- id = &amp;quot;Prisoner execution&amp;quot;&lt;br /&gt;
|  [[File:Ritual public execution.png|64px]] || Prisoner execution || Participant count (10): +80%&amp;lt;br&amp;gt;Started at altar: +20% || 15% Awkward: -1&amp;lt;br&amp;gt;65% Satisfying: +6&amp;lt;br&amp;gt;20% Spectacular: +8 || Participating [[slaves]] are fully suppressed. Can be performed by all ideologions.&lt;br /&gt;
|- id = &amp;quot;Leader speech&amp;quot;&lt;br /&gt;
| || Leader speech || Participant count (10): +40%&amp;lt;br&amp;gt;Room impressiveness (120): +20&amp;lt;br&amp;gt;Leader's Social Impact (150%): +40% || 5% Terrible: -8&amp;lt;br&amp;gt;15% Uninspiring: -4&amp;lt;br&amp;gt;60% Encouraging: +5&amp;lt;br&amp;gt;20% Inspirational: +8 || The speech quality will also affect the listeners' opinions of the leader, with a terrible speech resulting in a -30 opinion, an uninspiring speech resulting in a -15 opinion, an encouraging speech in a +20 opinion, and an inspirational speech in a +40 opinion.&lt;br /&gt;
|- id = &amp;quot;Trial&amp;quot;&lt;br /&gt;
| || Trial || Participant count (20): +60%&amp;lt;br&amp;gt;Leader's Negotiation Ability * 0.25&amp;lt;br&amp;gt;Defendant's Negotiation Ability * -0.25|| 50% Exonerated&amp;lt;br&amp;gt;50% Convicted || If the defendant is convicted, they are considered guilty for the purpose of executions and other actions.&amp;lt;sup&amp;gt;what else?&amp;lt;/sup&amp;gt; If the defendant has a mental break during the trial, their [[Negotiation Ability]] is effectively set to 0.&lt;br /&gt;
|- id = &amp;quot;Conversion ritual&amp;quot;&lt;br /&gt;
| || Conversion ritual || Participant count (10): +40%&amp;lt;br&amp;gt;Room impressiveness (120): +20%&amp;lt;br&amp;gt;Moral guide's Social Impact (150%): +30%&amp;lt;br&amp;gt;Convertee's Expectations (Very Low): +10%, (Sky High): -30%|| 5% Terrible&amp;lt;br&amp;gt;15% Ineffective&amp;lt;br&amp;gt;60% Effective: +3&amp;lt;br&amp;gt;20% Masterful: +6 || The convertee's certainty is offset by an amount depending on ritual quality: terrible: +20%; ineffective: +12%; effective: -30%; masterful: -100%.&lt;br /&gt;
|- id = &amp;quot;Tree connection&amp;quot;&lt;br /&gt;
| || Tree connection || Participant count (10): +100% ||  || The connector will start with 25-45% connection strength, depending on ritual quality.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Relics==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
{{Main|Relic}}&lt;br /&gt;
Mood penalty for lost or destroyed &amp;lt;link to mood page here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
==Weapon Preferences==&lt;br /&gt;
Ideoligion can have one or several pairs of noble and despised weapons types. Weapon pairs can't be combined if they overlap.&lt;br /&gt;
&lt;br /&gt;
Wielding a noble weapon grants +3 mood while wielding a despised one grants -5.&lt;br /&gt;
&lt;br /&gt;
Killing any pawn (?) with a noble weapon grants +3 mood for 1 day while using a despised one to attack anything - including objects - grants -5 for 2 days.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pair !! First group !! Second group&lt;br /&gt;
|-&lt;br /&gt;
|Melee / Ranged || All melee weapons, including beer and wood || All ranged weapons, including grenades&lt;br /&gt;
|-&lt;br /&gt;
|Melee piercer / Melee blunt || [[Thrumbo horn]], [[Elephant tusk]], [[Breach axe]], [[Gladius]], [[Longsword]], [[Knife]], [[Ikwa]], [[Spear]], [[Persona monosword]], [[Monosword]], [[Plasmasword]], [[Persona plasmasword]] || [[Beer]], [[Wood]], [[Mace]], [[Club]], [[Persona zeushammer]], [[Axe]], [[Warhammer]], [[Zeushammer]], [[Eltex staff]]&lt;br /&gt;
|-&lt;br /&gt;
|Long shots / Short shots || [[Bolt-action rifle]], [[Sniper rifle]] || [[Machine pistol]], [[Pump shotgun]], [[Chain shotgun]], [[Heavy SMG]]&lt;br /&gt;
|-&lt;br /&gt;
|Ranged heavy / Ranged light || [[Incendiary launcher]], [[Smoke launcher]], [[EMP launcher]], [[Heavy SMG]], [[LMG]], [[Sniper rifle]], [[Minigun]], [[Triple rocket launcher]], [[Greatbow]], [[Charge lance]] || [[Revolver]], [[Autopistol]], [[Machine pistol]], [[Short bow]], [[Recurve bow]], [[Charge rifle]]&lt;br /&gt;
|-&lt;br /&gt;
|Neolithic / Ultratech || [[Wood]], [[Club]], [[Knife]], [[Ikwa]], [[Spear]], [[Short bow]], [[Pila]], [[Recurve bow]], [[Greatbow]] || [[Persona monosword]], [[Persona zeushammer]], [[Persona plasmasword]], [[Monosword]], [[Zeushammer]], [[Plasmasword]], [[Eltex staff]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Apparel Preferences==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
If more than 60% of a colonist's apparel is their favorite color or the color of their ideoligion, they will gain a small mood buff.&lt;br /&gt;
&lt;br /&gt;
The color of the ideoligion can be set at creation.&lt;br /&gt;
&lt;br /&gt;
==Venerated Animals==&lt;br /&gt;
{{Stub|section=1|reason=More details needed}}&lt;br /&gt;
Venerated animals are twice as easy to tame.&lt;br /&gt;
&lt;br /&gt;
== Tattoos ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Style !! Face !! Body&lt;br /&gt;
|-&lt;br /&gt;
| Tribal || tiger, cobweb, eclipse, line, oracle, pantheon, war paint, worried || tiger, buttons, rings&lt;br /&gt;
|-&lt;br /&gt;
| Punk || tear, headshot, double, love, stars || heart, cross, jester, moon, power, royal, wings&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal || skull, spider || scar, skeleton, spike&lt;br /&gt;
|-&lt;br /&gt;
| Misc || - || insect, sun&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version History==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fixed gender supremacy memes having opposite agreeing traits e.g. Female Supremacy inexplicably being agreed with by Misogynist traited pawns.&lt;br /&gt;
* [[Version/1.3.3069|1.3.3069]] - &lt;br /&gt;
** Adjust trees-related thoughts. Negatives for killing trees are reduced. Positives for seeing trees are amplified.&lt;br /&gt;
** Chance of resentment on failed conversion attempt reduced from 36% to 20%. Chance of fight reduced from 4% to 2%.&lt;br /&gt;
** If a pawn has sight under 50%, he should gain a psychic sensitivity bonus of up to 50%.&lt;br /&gt;
* [[Version/1.3.3069b|1.3.3069b]] - Added a feature that lets you save and load ideoligions within the ideoligion customization screen.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Desired apparel now uses the same faction restrictions as role apparel does. Tribal-Only: War mask, Tribal Headdress. Non-tribal only: Slicecap, Beret. Removed visage mask restriction to non-tribal only.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Tree connection pawns have a 25% boost to [[Pruning Speed]]. Added temperature tough issue and precept.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fixed Immunity Drive. Was previously targeting wrong stat and inoperative.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3101]] - Reduce production specialist crafting speed buffs from +70% to +50%.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3117]] - &lt;br /&gt;
**Improved viability of multi-ideo colonies. Pawns of pawns of any ideo can now spectate any ritual, even if it's not of their own ideo.&lt;br /&gt;
**Gaining, changing, or removing a role now requires a simple ritual.&lt;br /&gt;
**Added a precept related to Darkness meme that gives believers a positive thought during an eclipse.&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:WeirdMatter&amp;diff=96257</id>
		<title>User:WeirdMatter</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:WeirdMatter&amp;diff=96257"/>
		<updated>2021-11-09T23:32:31Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: /* Hair colours */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Links ==&lt;br /&gt;
* [[Template:About]]&lt;br /&gt;
* [[Template:Royalty]]&lt;br /&gt;
&lt;br /&gt;
== Redirects ==&lt;br /&gt;
=== Skills ===&lt;br /&gt;
# [[Shooting]]&lt;br /&gt;
# [[Melee]]&lt;br /&gt;
# [[Construction]]&lt;br /&gt;
# [[Mining]]&lt;br /&gt;
# [[Cooking]]&lt;br /&gt;
# [[Plants (skill)]]&lt;br /&gt;
# [[Animals]] - redirects to Animals article&lt;br /&gt;
# [[Crafting]]&lt;br /&gt;
# [[Artistic]]&lt;br /&gt;
# [[Medical]]&lt;br /&gt;
# [[Social]] - redirects to Social article&lt;br /&gt;
# [[Intellectual]]&lt;br /&gt;
&lt;br /&gt;
=== Memes ===&lt;br /&gt;
# [[Animal personhood]]&lt;br /&gt;
# [[Blindsight]] -- own article&lt;br /&gt;
# [[Cannibal]] -- possible disambig&lt;br /&gt;
# [[Collectivist]]&lt;br /&gt;
# [[Darkness]] -- possible disambig&lt;br /&gt;
# [[Female supremacy]]&lt;br /&gt;
# [[Flesh purity]]&lt;br /&gt;
# [[Guilty]] -- possible disambig&lt;br /&gt;
# [[High life]]&lt;br /&gt;
# [[Human primacy]]&lt;br /&gt;
# [[Individualist]]&lt;br /&gt;
# [[Loyalist]]&lt;br /&gt;
# [[Male supremacy]]&lt;br /&gt;
# [[Nature primacy]]&lt;br /&gt;
# [[Nudism]] -- possible disambig&lt;br /&gt;
# [[Pain is virtue]]&lt;br /&gt;
# [[Proselytizer]]&lt;br /&gt;
# [[Raider]] -- redirects to Raider page&lt;br /&gt;
# [[Rancher]]&lt;br /&gt;
# [[Supremacist]]&lt;br /&gt;
# [[Transhumanist]]&lt;br /&gt;
# [[Tree connection]]&lt;br /&gt;
# [[Tunneler]]&lt;br /&gt;
&lt;br /&gt;
== Royalty ==&lt;br /&gt;
{{Royalty navbox}}&lt;br /&gt;
&lt;br /&gt;
== Ideology ==&lt;br /&gt;
[[Ideology (DLC)]]&lt;br /&gt;
&lt;br /&gt;
=== Ancient ruins ===&lt;br /&gt;
==== Active ====&lt;br /&gt;
# [[Ancient comms console]]&lt;br /&gt;
# [[Ancient cryptosleep pod]]&lt;br /&gt;
# [[Ancient terminal]] ([[Ancient enemy terminal|enemy]])&lt;br /&gt;
# [[Ancient unstable fuel node]]&lt;br /&gt;
# [[Hermetic crate]]&lt;br /&gt;
# [[Security crate]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Indoors ====&lt;br /&gt;
# [[Ancient barrel]]&lt;br /&gt;
# [[Ancient bed]]&lt;br /&gt;
# [[Ancient crate]] ([[ancient military crate|military]]) ([[ancient spacer crate|spacer]])&lt;br /&gt;
# [[Ancient display bank]]&lt;br /&gt;
# [[Ancient equipment blocks]]&lt;br /&gt;
# [[Ancient generator]]&lt;br /&gt;
# [[Ancient lamp]]&lt;br /&gt;
# [[Ancient locker bank]]&lt;br /&gt;
# [[Ancient machine]]&lt;br /&gt;
# [[Ancient operating table]]&lt;br /&gt;
# [[Ancient storage cylinder]]&lt;br /&gt;
# [[Ancient system rack]]&lt;br /&gt;
&lt;br /&gt;
==== Outdoors ====&lt;br /&gt;
# [[Ancient air conditioner]]&lt;br /&gt;
# [[Ancient ATM]]&lt;br /&gt;
# [[Ancient mega-cannon platform]] ([[Ancient mega-cannon barrel|barrel]])&lt;br /&gt;
# [[Ancient car]] ([[Ancient car frame|frame]]) ([[Ancient pod car|pod]])&lt;br /&gt;
# [[Ancient container]]&lt;br /&gt;
# [[Ancient centipede shell]]&lt;br /&gt;
# [[Ancient dropship]] ([[Ancient dropship engine|engine]])&lt;br /&gt;
# [[Ancient engine block]] ([[Ancient macro-engine block|macro-engine]])&lt;br /&gt;
# [[Ancient fence]]&lt;br /&gt;
# [[Ancient hydrant]]&lt;br /&gt;
# [[Ancient jet engine]]&lt;br /&gt;
# [[Ancient kitchen sink]]&lt;br /&gt;
# [[Ancient mech drop beacon]]&lt;br /&gt;
# [[Ancient mechanoid shell]]&lt;br /&gt;
# [[Ancient microwave]]&lt;br /&gt;
# [[Ancient nav beacon]]&lt;br /&gt;
# [[Ancient oven]]&lt;br /&gt;
# [[Ancient pipes]] ([[Ancient pipeline section|pipeline section]])&lt;br /&gt;
# [[Ancient postbox]]&lt;br /&gt;
# [[Ancient razor wire]]&lt;br /&gt;
# [[Ancient refrigerator]]&lt;br /&gt;
# [[Ancient ruined APC]]&lt;br /&gt;
# [[Ancient ruined tank]]&lt;br /&gt;
# [[Ancient security turret]]&lt;br /&gt;
# [[Ancient shopping cart]]&lt;br /&gt;
# ([[Ancient small crate|small]]) ([[Ancient long crate|long]]) ([[Ancient large crate|large]])&lt;br /&gt;
# [[Ancient stove]]&lt;br /&gt;
# [[Ancient tank trap]]&lt;br /&gt;
# [[Ancient toilet]]&lt;br /&gt;
# [[Ancient troop carrier]]&lt;br /&gt;
# [[Ancient truck]]&lt;br /&gt;
# [[Ancient vending machine]]&lt;br /&gt;
# [[Ancient warspider remains]]&lt;br /&gt;
# [[Ancient warsprinter remains]]&lt;br /&gt;
# [[Ancient warwalker torso]] ([[Ancient warwalker claw|claw]]) ([[Ancient warwalker foot|foot]]) ([[Ancient warwalker leg|leg]]) ([[Ancient warwalker shell|shell]])&lt;br /&gt;
# [[Ancient washing machine]]&lt;br /&gt;
# [[Ancient wheel]] ([[Ancient giant wheel|giant]])&lt;br /&gt;
&lt;br /&gt;
=== Apparel ===&lt;br /&gt;
# [[Authority cap]]&lt;br /&gt;
# [[Blindfold]]&lt;br /&gt;
# [[Broadwrap]]&lt;br /&gt;
# [[Burka]]&lt;br /&gt;
# [[Flophat]]&lt;br /&gt;
# [[Headwrap]]&lt;br /&gt;
# [[Robe]]&lt;br /&gt;
# [[Shadecone]]&lt;br /&gt;
# [[Slave body strap]]&lt;br /&gt;
# [[Slave collar]]&lt;br /&gt;
# [[Slicecap]]&lt;br /&gt;
# [[Tailcap]]&lt;br /&gt;
# [[Torture crown]]&lt;br /&gt;
# [[Visage mask]]&lt;br /&gt;
&lt;br /&gt;
=== [[Dryads]] ===&lt;br /&gt;
# [[Barkskin]]&lt;br /&gt;
# [[Berrymaker]]&lt;br /&gt;
# [[Carrier]]&lt;br /&gt;
# [[Clawer]]&lt;br /&gt;
# [[Dryad cocoon]]&lt;br /&gt;
# [[Gaumaker]]&lt;br /&gt;
# [[Gauranlen tree]] ([[Gauranlen moss|moss]]) ([[Gauranlen pod|pod]]) ([[Gauranlen seed|seed]])&lt;br /&gt;
# [[Immature dryad]]&lt;br /&gt;
# [[Medicinemaker]]&lt;br /&gt;
# [[Woodmaker]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Floor ===&lt;br /&gt;
# [[Hex carpet]]&lt;br /&gt;
# [[Hex tile]]&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
# {{RoyaltyIcon}} [[Darklight brazier]]&lt;br /&gt;
# [[Darktorch]] ([[Fungus darktorch|fungus]])&lt;br /&gt;
# [[Kneel pillow]]&lt;br /&gt;
# [[Kneel sheet]]&lt;br /&gt;
# [[Slab bed]] ([[Slab double bed|double]])&lt;br /&gt;
# [[Standing darklamp]]&lt;br /&gt;
&lt;br /&gt;
=== Plants ===&lt;br /&gt;
# [[Fibercorn]]&lt;br /&gt;
# [[Nutrifungus]]&lt;br /&gt;
# [[Timbershroom]]&lt;br /&gt;
# [[Tinctoria]] ([[dye]])&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
more here (also check Royalty)&lt;br /&gt;
# [[Hacking Speed]]&lt;br /&gt;
# [[Pruning Speed]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rituals ===&lt;br /&gt;
# [[Cannibal platter]]&lt;br /&gt;
# [[Christmas tree]]&lt;br /&gt;
# [[Effigy]]&lt;br /&gt;
# [[Small altar]] ([[Medium altar|medium]]) ([[Large altar|large]]) ([[Grand altar|grand]])&lt;br /&gt;
# [[Ideogram]]&lt;br /&gt;
# [[Incense shrine]]&lt;br /&gt;
# [[Lightball]]&lt;br /&gt;
# [[Loudspeaker]]&lt;br /&gt;
# [[Pyre]]&lt;br /&gt;
# [[Ritual spot]]&lt;br /&gt;
# [[Sacrificial flag]]&lt;br /&gt;
&lt;br /&gt;
=== 1 ===&lt;br /&gt;
# [[Animalist slab (medium)]] ([[Animalist slab (broad)|broad]])&lt;br /&gt;
# [[Morbid slab (medium)]] ([[Morbid slab (broad)|broad]])&lt;br /&gt;
# [[Rustic rug (medium)]] ([[Rustic rug (broad)|broad]])&lt;br /&gt;
# [[Spikecore floor-star (medium)]] ([[Spikecore floor-star (broad)|broad]])&lt;br /&gt;
# [[Totemic slab (medium)]] ([[Totemic slab (broad)|broad]])&lt;br /&gt;
&lt;br /&gt;
=== 2 ===&lt;br /&gt;
# [[Archonexus core]]&lt;br /&gt;
&lt;br /&gt;
=== 3 ===&lt;br /&gt;
# [[Burnbong]] ([[autobong]])&lt;br /&gt;
&lt;br /&gt;
=== 4 ===&lt;br /&gt;
# [[Biosculpter pod]]&lt;br /&gt;
# [[Neural supercharger]]&lt;br /&gt;
# [[Sleep accelerator]]&lt;br /&gt;
&lt;br /&gt;
=== 5 ===&lt;br /&gt;
# [[Bonsai tree]] ([[Bonsai pot|pot]])&lt;br /&gt;
&lt;br /&gt;
=== 6 ===&lt;br /&gt;
# [[Gibbet cage]]&lt;br /&gt;
# [[Skullspike]] ([[skull]])&lt;br /&gt;
# [[Terror sculpture]]&lt;br /&gt;
&lt;br /&gt;
=== ? ===&lt;br /&gt;
# [[Archotech tower]]&lt;br /&gt;
# [[Gaumaker pod]]&lt;br /&gt;
# [[Grand archotech structure]]&lt;br /&gt;
# [[Lectern]]&lt;br /&gt;
# [[Major archotech structure]]&lt;br /&gt;
# [[Pew]]&lt;br /&gt;
# [[Spacedrone]]&lt;br /&gt;
&lt;br /&gt;
=== 7 ===&lt;br /&gt;
# [[Ideoligion]]&lt;br /&gt;
&lt;br /&gt;
# [[Relic]]&lt;br /&gt;
# [[Reliquary]]&lt;br /&gt;
&lt;br /&gt;
=== Unsorted ===&lt;br /&gt;
# [[Drum]]&lt;br /&gt;
* [[Fungal gravel]] ?&lt;br /&gt;
# [[Mindbend carpet]]&lt;br /&gt;
# [[Morbid carpet]]&lt;br /&gt;
# [[Morbid stone tile]]&lt;br /&gt;
# [[Spikecore plates]]&lt;br /&gt;
# [[Spikecore stone tile]]&lt;br /&gt;
# [[Styling station]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# [[Totemic boards]]&lt;br /&gt;
# [[Totemic stone tiles]]&lt;br /&gt;
&lt;br /&gt;
== Versions ==&lt;br /&gt;
=== Navbox ===&lt;br /&gt;
{{Navbox&lt;br /&gt;
|name = Versions navbox&lt;br /&gt;
|title = '''[[Version]]s'''&lt;br /&gt;
|group1 = Pre-alpha&lt;br /&gt;
|list1  = [[Version/0.0.232|0.0.232]]{{*}}[[Version/0.0.245|0.0.245]]{{*}} [[Version/0.0.250|0.0.250]]{{*}}[[Version/0.0.254B|0.0.254B]]&lt;br /&gt;
|group2 = Alpha&lt;br /&gt;
|list2  = [[Version/0.1.334|Alpha 1]]{{*}}[[Version/0.2.363|Alpha 2]]{{*}}[[Version/0.3.410|Alpha 3]]{{*}}[[Version/0.4.460|Alpha 4]]{{*}}[[Version/0.5.492|Alpha 5]]{{*}}[[Version/0.6.532|Alpha 6]]{{*}}[[Version/0.7.581|Alpha 7]]{{*}}[[Version/0.8.657|Alpha 8]]{{*}}[[Version/0.9.722|Alpha 9]]{{*}}[[Version/0.10.785|Alpha 10]]{{*}}[[Version/0.11.877|Alpha 11]]{{*}}[[Version/0.12.906|Alpha 12]] ([[Version/0.12.910|b/c]]) ([[Version/0.12.914|d]]){{*}}[[Version/0.13.1135|Alpha 13]]{{*}}[[Version/0.14.1234|Alpha 14]] ([[Version/0.14.1236|b]]) ([[Version/0.14.1238|c]]) ([[Version/0.14.1241|d]]) ([[Version/0.14.1249|e]]){{*}}[[Version/0.15.1279|Alpha 15]] ([[Version/0.15.1280|b]]) ([[Version/0.15.1284|c]]){{*}}[[Version/0.16.1393|Alpha 16]]{{*}}[[Version/0.17.1546|Alpha 17]] ([[Version/0.17.1557|b]])&lt;br /&gt;
|group3 = Beta&lt;br /&gt;
|list3  = [[Version/0.18.1722|Beta 18]]{{*}}[[Version/0.19.2009|Beta 19]]&lt;br /&gt;
|group4 = Full release&lt;br /&gt;
|list4  = {{Navbox subgroup&lt;br /&gt;
  |group1 = Version 1.0&lt;br /&gt;
  |list1  = [[Version/1.0.0|1.0.0]]{{*}}[[Version/1.0.2150|1.0.2150]]{{*}}[[Version/1.0.2282|1.0.2282]]{{*}}[[Version/1.0.2408|1.0.2408]]{{*}}[[Version/1.0.2549|1.0.2549]]&lt;br /&gt;
  |group2 = Version 1.1&lt;br /&gt;
  |list2  = [[Version/1.1.0|1.1.0]]{{*}}[[Version/1.1.2257|1.1.2257]]{{*}}[[Version/1.1.2258|1.1.2258]]{{*}}[[Version/1.1.2559|1.1.2559]]{{*}}[[Version/1.1.2560|1.1.2560]]{{*}}[[Version/1.1.2562|1.1.2562]]{{*}}[[Version/1.1.2563|1.1.2563]]{{*}}[[Version/1.1.2564|1.1.2564]]{{*}}[[Version/1.1.2565|1.1.2565]]{{*}}[[Version/1.1.2566|1.1.2566]]{{*}}[[Version/1.1.2567|1.1.2567]]{{*}}[[Version/1.1.2571|1.1.2571]]{{*}}[[Version/1.1.2575|1.1.2575]]{{*}}[[Version/1.1.2579|1.1.2579]]{{*}}[[Version/1.1.2589|1.1.2589]]{{*}}[[Version/1.1.2598|1.1.2598]]{{*}}[[Version/1.1.2610|1.1.2610]]{{*}}[[Version/1.1.2618|1.1.2618]]{{*}}[[Version/1.1.2624|1.1.2624]]{{*}}[[Version/1.1.2647|1.1.2647]]{{*}}[[Version/1.1.2654|1.1.2654]]&lt;br /&gt;
  |group3 = Version 1.2&lt;br /&gt;
  |list3  = [[Version/1.2.2719|1.2.2719]]{{*}}[[Version/1.2.2753|1.2.2753]]{{*}}[[Version/1.2.2900|1.2.2900]]{{*}}[[Version/1.2.3005|1.2.3005]]&lt;br /&gt;
  |group4 = Version 1.3&lt;br /&gt;
  |list4  = [[Version/1.3.3066|1.3.3066]]{{*}}[[Version/1.3.3067|1.3.3067]]{{*}}[[Version/1.3.3069|1.3.3069]]{{*}}[[Version/1.3.3069b|1.3.3069b]]{{*}}[[Version/1.3.3072|1.3.3072]]{{*}}[[Version/1.3.3074|1.3.3074]]{{*}}[[Version/1.3.3076|1.3.3076]]{{*}}[[Version/1.3.3080|1.3.3080]]{{*}}[[Version/1.3.3087|1.3.3087]]{{*}}[[Version/1.3.3101|1.3.3101]]{{*}}[[Version/1.3.3117|1.3.3117]]{{*}}[[Version/1.3.3159|1.3.3159]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
=== Pre-alpha ===&lt;br /&gt;
&lt;br /&gt;
=== Alpha ===&lt;br /&gt;
* [[Version/0.1.334|Alpha 1]]&lt;br /&gt;
* [[Version/0.2.363|Alpha 2 - Cannibal Modders]]&lt;br /&gt;
* [[Version/0.3.410|Alpha 3 - Factional Infighting]]&lt;br /&gt;
* [[Version/0.4.460|Alpha 4 - Giant Centipede Robots]]&lt;br /&gt;
* [[Version/0.5.492|Alpha 5 - Under Siege]]&lt;br /&gt;
* [[Version/0.6.532|Alpha 6 - Whole New World]]&lt;br /&gt;
* [[Version/0.7.581|Alpha 7 - Things Made of Stuff]]&lt;br /&gt;
* [[Version/0.8.657|Alpha 8 - Winter is Coming]]&lt;br /&gt;
* [[Version/0.9.722|Alpha 9 - Tales 'o' Drinking]]&lt;br /&gt;
* [[Version/0.10.785|Alpha 10 - Joy System]]&lt;br /&gt;
* [[Version/0.11.877|Alpha 11 - Sappers and Traps]]&lt;br /&gt;
* [[Version/0.12.906|Alpha 12 - Animal Taming]] ([[Version/0.12.910|b/c]]) ([[Version/0.12.914|d]])&lt;br /&gt;
* [[Version/0.13.1135|Alpha 13 - Trapped With Your Ex]]&lt;br /&gt;
* [[Version/0.14.1234|Alpha 14 - Scenario System]] ([[Version/0.14.1236|b]]) ([[Version/0.14.1238|c]]) ([[Version/0.14.1241|d]]) ([[Version/0.14.1249|e]])&lt;br /&gt;
* [[Version/0.15.1279|Alpha 15 - Tutorial and Drugs]] ([[Version/0.15.1280|b]]) ([[Version/0.15.1284|c]])&lt;br /&gt;
* [[Version/0.16.1393|Alpha 16 - Wanderlust]]&lt;br /&gt;
* [[Version/0.17.1546|Alpha 17 - On the Road]] ([[Version/0.17.1557|b]])&lt;br /&gt;
&lt;br /&gt;
=== Beta ===&lt;br /&gt;
* [[Version/0.18.1722|Beta 18 - A World of Story]]&lt;br /&gt;
* [[Version/0.19.2009|Beta 19 - Polish the Cannons]]&lt;br /&gt;
&lt;br /&gt;
=== Full release ===&lt;br /&gt;
* [[Version/1.0.0|1.0]] - check that it actually is 1.0.0 and not 1.0.xxxx&lt;br /&gt;
** [[Version/1.0.2150]]&lt;br /&gt;
** [[Version/1.0.2282]]&lt;br /&gt;
** [[Version/1.0.2408]] -- wrong version in article?&lt;br /&gt;
** [[Version/1.0.2549]] -- see 1.0.2408. Think this was a retroactive update (i.e. 1.1 was already released)&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.1.0|1.1]] -- check again like 1.0.0 or 1.0.xxx&lt;br /&gt;
** [[Version/1.1.2257]]&lt;br /&gt;
** [[Version/1.1.2258]]&lt;br /&gt;
** [[Version/1.1.2559]]&lt;br /&gt;
** [[Version/1.1.2560]]&lt;br /&gt;
** [[Version/1.1.2562]]&lt;br /&gt;
** [[Version/1.1.2563]]&lt;br /&gt;
** [[Version/1.1.2564]]&lt;br /&gt;
** [[Version/1.1.2565]]&lt;br /&gt;
** [[Version/1.1.2566]]&lt;br /&gt;
** [[Version/1.1.2567]]&lt;br /&gt;
** [[Version/1.1.2571]]&lt;br /&gt;
** [[Version/1.1.2575]]&lt;br /&gt;
** [[Version/1.1.2579]]&lt;br /&gt;
** [[Version/1.1.2589]]&lt;br /&gt;
** [[Version/1.1.2598]]&lt;br /&gt;
** [[Version/1.1.2610]]&lt;br /&gt;
** [[Version/1.1.2618]]&lt;br /&gt;
** [[Version/1.1.2624]]&lt;br /&gt;
** [[Version/1.1.2647]]&lt;br /&gt;
** [[Version/1.1.2654]]&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.2.2719|1.2 - Honor Bestowed]]&lt;br /&gt;
** [[Version/1.2.2753]]&lt;br /&gt;
** [[Version/1.2.2900]]&lt;br /&gt;
** [[Version/1.2.3005]]&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.3.3066|1.3]]&lt;br /&gt;
** [[Version/1.3.3067]]&lt;br /&gt;
** [[Version/1.3.3069]]&lt;br /&gt;
** [[Version/1.3.3069b]]&lt;br /&gt;
** [[Version/1.3.3072]]&lt;br /&gt;
** [[Version/1.3.3074]]&lt;br /&gt;
** [[Version/1.3.3076]]&lt;br /&gt;
** [[Version/1.3.3080]]&lt;br /&gt;
** [[Version/1.3.3087]]&lt;br /&gt;
** [[Version/1.3.3101]]&lt;br /&gt;
** [[Version/1.3.3117]]&lt;br /&gt;
** [[Version/1.3.3159]]&lt;br /&gt;
&lt;br /&gt;
== Colours ==&lt;br /&gt;
=== Hair ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Color&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(25, 25, 25);&amp;quot; |&lt;br /&gt;
| PitchBlack&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(79, 71, 66);&amp;quot; |&lt;br /&gt;
| MidBlack&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(63, 51, 38);&amp;quot; |&lt;br /&gt;
| DarkReddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(76, 51, 25);&amp;quot; |&lt;br /&gt;
| DarkSaturatedReddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(90, 58, 32);&amp;quot; |&lt;br /&gt;
| DarkBrown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(132, 83, 47);&amp;quot; |&lt;br /&gt;
| ReddishBrown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(193, 146, 85);&amp;quot; |&lt;br /&gt;
| SandyBlonde&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(237, 202, 156);&amp;quot; |&lt;br /&gt;
| Blonde&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ideology ===&lt;br /&gt;
The following colors are available:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25px;&amp;quot; | Color&lt;br /&gt;
! Name&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(26, 26, 26);&amp;quot; |&lt;br /&gt;
| Pitch black&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(51, 51, 51);&amp;quot; |&lt;br /&gt;
| Dark black&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(128, 128, 128);&amp;quot; |&lt;br /&gt;
| Dark grey&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(192, 192, 192);&amp;quot; |&lt;br /&gt;
| Grey&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(245, 245, 245);&amp;quot; |&lt;br /&gt;
| Light grey&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(148, 67, 67);&amp;quot; |&lt;br /&gt;
| Dark red&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(191, 86, 86);&amp;quot; |&lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(255, 115, 115);&amp;quot; |&lt;br /&gt;
| Light red&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(79, 71, 66);&amp;quot; |&lt;br /&gt;
| Mid black&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(90, 58, 32);&amp;quot; |&lt;br /&gt;
| Dark brown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(132, 83, 47);&amp;quot; |&lt;br /&gt;
| Reddish brown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(64, 51, 38);&amp;quot; |&lt;br /&gt;
| Dark reddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(77, 51, 26);&amp;quot; |&lt;br /&gt;
| Dark saturated reddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(193, 146, 85);&amp;quot; |&lt;br /&gt;
| Sandy blonde&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(237, 202, 156);&amp;quot; |&lt;br /&gt;
| Blonde&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(148, 115, 67);&amp;quot; |&lt;br /&gt;
| Dark orange&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(191, 149, 86);&amp;quot; |&lt;br /&gt;
| Orange&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(255, 199, 115);&amp;quot; |&lt;br /&gt;
| Light orange&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(132, 148, 67);&amp;quot; |&lt;br /&gt;
| Dark olive&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(170, 191, 86);&amp;quot; |&lt;br /&gt;
| Olive&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(227, 255, 115);&amp;quot; |&lt;br /&gt;
| Light olive&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(83, 148, 67);&amp;quot; |&lt;br /&gt;
| Dark green&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(107, 191, 86);&amp;quot; |&lt;br /&gt;
| Green&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(143, 255, 115);&amp;quot; |&lt;br /&gt;
| Light green&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(67, 148, 99);&amp;quot; |&lt;br /&gt;
| Dark teal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(86, 191, 128);&amp;quot; |&lt;br /&gt;
| Teal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(115, 255, 171);&amp;quot; |&lt;br /&gt;
| Light teal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(67, 148, 148);&amp;quot; |&lt;br /&gt;
| Dark blue&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(86, 191, 191);&amp;quot; |&lt;br /&gt;
| Blue&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(115, 255, 255);&amp;quot; |&lt;br /&gt;
| Light blue&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(67, 99, 148);&amp;quot; |&lt;br /&gt;
| Dark sapphire&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(86, 128, 191);&amp;quot; |&lt;br /&gt;
| Sapphire&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(115, 171, 255);&amp;quot; |&lt;br /&gt;
| Light sapphire&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(83, 67, 148);&amp;quot; |&lt;br /&gt;
| Dark mauve&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(107, 86, 191);&amp;quot; |&lt;br /&gt;
| Mauve&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(143, 115, 255);&amp;quot; |&lt;br /&gt;
| Light mauve&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(132, 67, 148);&amp;quot; |&lt;br /&gt;
| Dark purple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(170, 86, 191);&amp;quot; |&lt;br /&gt;
| Purple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(227, 115, 255);&amp;quot; |&lt;br /&gt;
| Light purple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(148, 67, 115);&amp;quot; |&lt;br /&gt;
| Dark pink&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(191, 86, 149);&amp;quot; |&lt;br /&gt;
| Pink&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(255, 115, 199);&amp;quot; |&lt;br /&gt;
| Light pink&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:WeirdMatter&amp;diff=96253</id>
		<title>User:WeirdMatter</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:WeirdMatter&amp;diff=96253"/>
		<updated>2021-11-09T19:18:18Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: /* Versions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Links ==&lt;br /&gt;
* [[Template:About]]&lt;br /&gt;
* [[Template:Royalty]]&lt;br /&gt;
&lt;br /&gt;
== Redirects ==&lt;br /&gt;
=== Skills ===&lt;br /&gt;
# [[Shooting]]&lt;br /&gt;
# [[Melee]]&lt;br /&gt;
# [[Construction]]&lt;br /&gt;
# [[Mining]]&lt;br /&gt;
# [[Cooking]]&lt;br /&gt;
# [[Plants (skill)]]&lt;br /&gt;
# [[Animals]] - redirects to Animals article&lt;br /&gt;
# [[Crafting]]&lt;br /&gt;
# [[Artistic]]&lt;br /&gt;
# [[Medical]]&lt;br /&gt;
# [[Social]] - redirects to Social article&lt;br /&gt;
# [[Intellectual]]&lt;br /&gt;
&lt;br /&gt;
=== Memes ===&lt;br /&gt;
# [[Animal personhood]]&lt;br /&gt;
# [[Blindsight]] -- own article&lt;br /&gt;
# [[Cannibal]] -- possible disambig&lt;br /&gt;
# [[Collectivist]]&lt;br /&gt;
# [[Darkness]] -- possible disambig&lt;br /&gt;
# [[Female supremacy]]&lt;br /&gt;
# [[Flesh purity]]&lt;br /&gt;
# [[Guilty]] -- possible disambig&lt;br /&gt;
# [[High life]]&lt;br /&gt;
# [[Human primacy]]&lt;br /&gt;
# [[Individualist]]&lt;br /&gt;
# [[Loyalist]]&lt;br /&gt;
# [[Male supremacy]]&lt;br /&gt;
# [[Nature primacy]]&lt;br /&gt;
# [[Nudism]] -- possible disambig&lt;br /&gt;
# [[Pain is virtue]]&lt;br /&gt;
# [[Proselytizer]]&lt;br /&gt;
# [[Raider]] -- redirects to Raider page&lt;br /&gt;
# [[Rancher]]&lt;br /&gt;
# [[Supremacist]]&lt;br /&gt;
# [[Transhumanist]]&lt;br /&gt;
# [[Tree connection]]&lt;br /&gt;
# [[Tunneler]]&lt;br /&gt;
&lt;br /&gt;
== Royalty ==&lt;br /&gt;
{{Royalty navbox}}&lt;br /&gt;
&lt;br /&gt;
== Ideology ==&lt;br /&gt;
[[Ideology (DLC)]]&lt;br /&gt;
&lt;br /&gt;
=== Ancient ruins ===&lt;br /&gt;
==== Active ====&lt;br /&gt;
# [[Ancient comms console]]&lt;br /&gt;
# [[Ancient cryptosleep pod]]&lt;br /&gt;
# [[Ancient terminal]] ([[Ancient enemy terminal|enemy]])&lt;br /&gt;
# [[Ancient unstable fuel node]]&lt;br /&gt;
# [[Hermetic crate]]&lt;br /&gt;
# [[Security crate]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Indoors ====&lt;br /&gt;
# [[Ancient barrel]]&lt;br /&gt;
# [[Ancient bed]]&lt;br /&gt;
# [[Ancient crate]] ([[ancient military crate|military]]) ([[ancient spacer crate|spacer]])&lt;br /&gt;
# [[Ancient display bank]]&lt;br /&gt;
# [[Ancient equipment blocks]]&lt;br /&gt;
# [[Ancient generator]]&lt;br /&gt;
# [[Ancient lamp]]&lt;br /&gt;
# [[Ancient locker bank]]&lt;br /&gt;
# [[Ancient machine]]&lt;br /&gt;
# [[Ancient operating table]]&lt;br /&gt;
# [[Ancient storage cylinder]]&lt;br /&gt;
# [[Ancient system rack]]&lt;br /&gt;
&lt;br /&gt;
==== Outdoors ====&lt;br /&gt;
# [[Ancient air conditioner]]&lt;br /&gt;
# [[Ancient ATM]]&lt;br /&gt;
# [[Ancient mega-cannon platform]] ([[Ancient mega-cannon barrel|barrel]])&lt;br /&gt;
# [[Ancient car]] ([[Ancient car frame|frame]]) ([[Ancient pod car|pod]])&lt;br /&gt;
# [[Ancient container]]&lt;br /&gt;
# [[Ancient centipede shell]]&lt;br /&gt;
# [[Ancient dropship]] ([[Ancient dropship engine|engine]])&lt;br /&gt;
# [[Ancient engine block]] ([[Ancient macro-engine block|macro-engine]])&lt;br /&gt;
# [[Ancient fence]]&lt;br /&gt;
# [[Ancient hydrant]]&lt;br /&gt;
# [[Ancient jet engine]]&lt;br /&gt;
# [[Ancient kitchen sink]]&lt;br /&gt;
# [[Ancient mech drop beacon]]&lt;br /&gt;
# [[Ancient mechanoid shell]]&lt;br /&gt;
# [[Ancient microwave]]&lt;br /&gt;
# [[Ancient nav beacon]]&lt;br /&gt;
# [[Ancient oven]]&lt;br /&gt;
# [[Ancient pipes]] ([[Ancient pipeline section|pipeline section]])&lt;br /&gt;
# [[Ancient postbox]]&lt;br /&gt;
# [[Ancient razor wire]]&lt;br /&gt;
# [[Ancient refrigerator]]&lt;br /&gt;
# [[Ancient ruined APC]]&lt;br /&gt;
# [[Ancient ruined tank]]&lt;br /&gt;
# [[Ancient security turret]]&lt;br /&gt;
# [[Ancient shopping cart]]&lt;br /&gt;
# ([[Ancient small crate|small]]) ([[Ancient long crate|long]]) ([[Ancient large crate|large]])&lt;br /&gt;
# [[Ancient stove]]&lt;br /&gt;
# [[Ancient tank trap]]&lt;br /&gt;
# [[Ancient toilet]]&lt;br /&gt;
# [[Ancient troop carrier]]&lt;br /&gt;
# [[Ancient truck]]&lt;br /&gt;
# [[Ancient vending machine]]&lt;br /&gt;
# [[Ancient warspider remains]]&lt;br /&gt;
# [[Ancient warsprinter remains]]&lt;br /&gt;
# [[Ancient warwalker torso]] ([[Ancient warwalker claw|claw]]) ([[Ancient warwalker foot|foot]]) ([[Ancient warwalker leg|leg]]) ([[Ancient warwalker shell|shell]])&lt;br /&gt;
# [[Ancient washing machine]]&lt;br /&gt;
# [[Ancient wheel]] ([[Ancient giant wheel|giant]])&lt;br /&gt;
&lt;br /&gt;
=== Apparel ===&lt;br /&gt;
# [[Authority cap]]&lt;br /&gt;
# [[Blindfold]]&lt;br /&gt;
# [[Broadwrap]]&lt;br /&gt;
# [[Burka]]&lt;br /&gt;
# [[Flophat]]&lt;br /&gt;
# [[Headwrap]]&lt;br /&gt;
# [[Robe]]&lt;br /&gt;
# [[Shadecone]]&lt;br /&gt;
# [[Slave body strap]]&lt;br /&gt;
# [[Slave collar]]&lt;br /&gt;
# [[Slicecap]]&lt;br /&gt;
# [[Tailcap]]&lt;br /&gt;
# [[Torture crown]]&lt;br /&gt;
# [[Visage mask]]&lt;br /&gt;
&lt;br /&gt;
=== [[Dryads]] ===&lt;br /&gt;
# [[Barkskin]]&lt;br /&gt;
# [[Berrymaker]]&lt;br /&gt;
# [[Carrier]]&lt;br /&gt;
# [[Clawer]]&lt;br /&gt;
# [[Dryad cocoon]]&lt;br /&gt;
# [[Gaumaker]]&lt;br /&gt;
# [[Gauranlen tree]] ([[Gauranlen moss|moss]]) ([[Gauranlen pod|pod]]) ([[Gauranlen seed|seed]])&lt;br /&gt;
# [[Immature dryad]]&lt;br /&gt;
# [[Medicinemaker]]&lt;br /&gt;
# [[Woodmaker]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Floor ===&lt;br /&gt;
# [[Hex carpet]]&lt;br /&gt;
# [[Hex tile]]&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
# {{RoyaltyIcon}} [[Darklight brazier]]&lt;br /&gt;
# [[Darktorch]] ([[Fungus darktorch|fungus]])&lt;br /&gt;
# [[Kneel pillow]]&lt;br /&gt;
# [[Kneel sheet]]&lt;br /&gt;
# [[Slab bed]] ([[Slab double bed|double]])&lt;br /&gt;
# [[Standing darklamp]]&lt;br /&gt;
&lt;br /&gt;
=== Plants ===&lt;br /&gt;
# [[Fibercorn]]&lt;br /&gt;
# [[Nutrifungus]]&lt;br /&gt;
# [[Timbershroom]]&lt;br /&gt;
# [[Tinctoria]] ([[dye]])&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
more here (also check Royalty)&lt;br /&gt;
# [[Hacking Speed]]&lt;br /&gt;
# [[Pruning Speed]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rituals ===&lt;br /&gt;
# [[Cannibal platter]]&lt;br /&gt;
# [[Christmas tree]]&lt;br /&gt;
# [[Effigy]]&lt;br /&gt;
# [[Small altar]] ([[Medium altar|medium]]) ([[Large altar|large]]) ([[Grand altar|grand]])&lt;br /&gt;
# [[Ideogram]]&lt;br /&gt;
# [[Incense shrine]]&lt;br /&gt;
# [[Lightball]]&lt;br /&gt;
# [[Loudspeaker]]&lt;br /&gt;
# [[Pyre]]&lt;br /&gt;
# [[Ritual spot]]&lt;br /&gt;
# [[Sacrificial flag]]&lt;br /&gt;
&lt;br /&gt;
=== 1 ===&lt;br /&gt;
# [[Animalist slab (medium)]] ([[Animalist slab (broad)|broad]])&lt;br /&gt;
# [[Morbid slab (medium)]] ([[Morbid slab (broad)|broad]])&lt;br /&gt;
# [[Rustic rug (medium)]] ([[Rustic rug (broad)|broad]])&lt;br /&gt;
# [[Spikecore floor-star (medium)]] ([[Spikecore floor-star (broad)|broad]])&lt;br /&gt;
# [[Totemic slab (medium)]] ([[Totemic slab (broad)|broad]])&lt;br /&gt;
&lt;br /&gt;
=== 2 ===&lt;br /&gt;
# [[Archonexus core]]&lt;br /&gt;
&lt;br /&gt;
=== 3 ===&lt;br /&gt;
# [[Burnbong]] ([[autobong]])&lt;br /&gt;
&lt;br /&gt;
=== 4 ===&lt;br /&gt;
# [[Biosculpter pod]]&lt;br /&gt;
# [[Neural supercharger]]&lt;br /&gt;
# [[Sleep accelerator]]&lt;br /&gt;
&lt;br /&gt;
=== 5 ===&lt;br /&gt;
# [[Bonsai tree]] ([[Bonsai pot|pot]])&lt;br /&gt;
&lt;br /&gt;
=== 6 ===&lt;br /&gt;
# [[Gibbet cage]]&lt;br /&gt;
# [[Skullspike]] ([[skull]])&lt;br /&gt;
# [[Terror sculpture]]&lt;br /&gt;
&lt;br /&gt;
=== ? ===&lt;br /&gt;
# [[Archotech tower]]&lt;br /&gt;
# [[Gaumaker pod]]&lt;br /&gt;
# [[Grand archotech structure]]&lt;br /&gt;
# [[Lectern]]&lt;br /&gt;
# [[Major archotech structure]]&lt;br /&gt;
# [[Pew]]&lt;br /&gt;
# [[Spacedrone]]&lt;br /&gt;
&lt;br /&gt;
=== 7 ===&lt;br /&gt;
# [[Ideoligion]]&lt;br /&gt;
&lt;br /&gt;
# [[Relic]]&lt;br /&gt;
# [[Reliquary]]&lt;br /&gt;
&lt;br /&gt;
=== Unsorted ===&lt;br /&gt;
# [[Drum]]&lt;br /&gt;
* [[Fungal gravel]] ?&lt;br /&gt;
# [[Mindbend carpet]]&lt;br /&gt;
# [[Morbid carpet]]&lt;br /&gt;
# [[Morbid stone tile]]&lt;br /&gt;
# [[Spikecore plates]]&lt;br /&gt;
# [[Spikecore stone tile]]&lt;br /&gt;
# [[Styling station]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# [[Totemic boards]]&lt;br /&gt;
# [[Totemic stone tiles]]&lt;br /&gt;
&lt;br /&gt;
== Versions ==&lt;br /&gt;
=== Navbox ===&lt;br /&gt;
{{Navbox&lt;br /&gt;
|name = Versions navbox&lt;br /&gt;
|title = '''[[Version]]s'''&lt;br /&gt;
|group1 = Pre-alpha&lt;br /&gt;
|list1  = [[Version/0.0.232|0.0.232]]{{*}}[[Version/0.0.245|0.0.245]]{{*}} [[Version/0.0.250|0.0.250]]{{*}}[[Version/0.0.254B|0.0.254B]]&lt;br /&gt;
|group2 = Alpha&lt;br /&gt;
|list2  = [[Version/0.1.334|Alpha 1]]{{*}}[[Version/0.2.363|Alpha 2]]{{*}}[[Version/0.3.410|Alpha 3]]{{*}}[[Version/0.4.460|Alpha 4]]{{*}}[[Version/0.5.492|Alpha 5]]{{*}}[[Version/0.6.532|Alpha 6]]{{*}}[[Version/0.7.581|Alpha 7]]{{*}}[[Version/0.8.657|Alpha 8]]{{*}}[[Version/0.9.722|Alpha 9]]{{*}}[[Version/0.10.785|Alpha 10]]{{*}}[[Version/0.11.877|Alpha 11]]{{*}}[[Version/0.12.906|Alpha 12]] ([[Version/0.12.910|b/c]]) ([[Version/0.12.914|d]]){{*}}[[Version/0.13.1135|Alpha 13]]{{*}}[[Version/0.14.1234|Alpha 14]] ([[Version/0.14.1236|b]]) ([[Version/0.14.1238|c]]) ([[Version/0.14.1241|d]]) ([[Version/0.14.1249|e]]){{*}}[[Version/0.15.1279|Alpha 15]] ([[Version/0.15.1280|b]]) ([[Version/0.15.1284|c]]){{*}}[[Version/0.16.1393|Alpha 16]]{{*}}[[Version/0.17.1546|Alpha 17]] ([[Version/0.17.1557|b]])&lt;br /&gt;
|group3 = Beta&lt;br /&gt;
|list3  = [[Version/0.18.1722|Beta 18]]{{*}}[[Version/0.19.2009|Beta 19]]&lt;br /&gt;
|group4 = Full release&lt;br /&gt;
|list4  = {{Navbox subgroup&lt;br /&gt;
  |group1 = Version 1.0&lt;br /&gt;
  |list1  = [[Version/1.0.0|1.0.0]]{{*}}[[Version/1.0.2150|1.0.2150]]{{*}}[[Version/1.0.2282|1.0.2282]]{{*}}[[Version/1.0.2408|1.0.2408]]{{*}}[[Version/1.0.2549|1.0.2549]]&lt;br /&gt;
  |group2 = Version 1.1&lt;br /&gt;
  |list2  = [[Version/1.1.0|1.1.0]]{{*}}[[Version/1.1.2257|1.1.2257]]{{*}}[[Version/1.1.2258|1.1.2258]]{{*}}[[Version/1.1.2559|1.1.2559]]{{*}}[[Version/1.1.2560|1.1.2560]]{{*}}[[Version/1.1.2562|1.1.2562]]{{*}}[[Version/1.1.2563|1.1.2563]]{{*}}[[Version/1.1.2564|1.1.2564]]{{*}}[[Version/1.1.2565|1.1.2565]]{{*}}[[Version/1.1.2566|1.1.2566]]{{*}}[[Version/1.1.2567|1.1.2567]]{{*}}[[Version/1.1.2571|1.1.2571]]{{*}}[[Version/1.1.2575|1.1.2575]]{{*}}[[Version/1.1.2579|1.1.2579]]{{*}}[[Version/1.1.2589|1.1.2589]]{{*}}[[Version/1.1.2598|1.1.2598]]{{*}}[[Version/1.1.2610|1.1.2610]]{{*}}[[Version/1.1.2618|1.1.2618]]{{*}}[[Version/1.1.2624|1.1.2624]]{{*}}[[Version/1.1.2647|1.1.2647]]{{*}}[[Version/1.1.2654|1.1.2654]]&lt;br /&gt;
  |group3 = Version 1.2&lt;br /&gt;
  |list3  = [[Version/1.2.2719|1.2.2719]]{{*}}[[Version/1.2.2753|1.2.2753]]{{*}}[[Version/1.2.2900|1.2.2900]]{{*}}[[Version/1.2.3005|1.2.3005]]&lt;br /&gt;
  |group4 = Version 1.3&lt;br /&gt;
  |list4  = [[Version/1.3.3066|1.3.3066]]{{*}}[[Version/1.3.3067|1.3.3067]]{{*}}[[Version/1.3.3069|1.3.3069]]{{*}}[[Version/1.3.3069b|1.3.3069b]]{{*}}[[Version/1.3.3072|1.3.3072]]{{*}}[[Version/1.3.3074|1.3.3074]]{{*}}[[Version/1.3.3076|1.3.3076]]{{*}}[[Version/1.3.3080|1.3.3080]]{{*}}[[Version/1.3.3087|1.3.3087]]{{*}}[[Version/1.3.3101|1.3.3101]]{{*}}[[Version/1.3.3117|1.3.3117]]{{*}}[[Version/1.3.3159|1.3.3159]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
=== Pre-alpha ===&lt;br /&gt;
&lt;br /&gt;
=== Alpha ===&lt;br /&gt;
* [[Version/0.1.334|Alpha 1]]&lt;br /&gt;
* [[Version/0.2.363|Alpha 2 - Cannibal Modders]]&lt;br /&gt;
* [[Version/0.3.410|Alpha 3 - Factional Infighting]]&lt;br /&gt;
* [[Version/0.4.460|Alpha 4 - Giant Centipede Robots]]&lt;br /&gt;
* [[Version/0.5.492|Alpha 5 - Under Siege]]&lt;br /&gt;
* [[Version/0.6.532|Alpha 6 - Whole New World]]&lt;br /&gt;
* [[Version/0.7.581|Alpha 7 - Things Made of Stuff]]&lt;br /&gt;
* [[Version/0.8.657|Alpha 8 - Winter is Coming]]&lt;br /&gt;
* [[Version/0.9.722|Alpha 9 - Tales 'o' Drinking]]&lt;br /&gt;
* [[Version/0.10.785|Alpha 10 - Joy System]]&lt;br /&gt;
* [[Version/0.11.877|Alpha 11 - Sappers and Traps]]&lt;br /&gt;
* [[Version/0.12.906|Alpha 12 - Animal Taming]] ([[Version/0.12.910|b/c]]) ([[Version/0.12.914|d]])&lt;br /&gt;
* [[Version/0.13.1135|Alpha 13 - Trapped With Your Ex]]&lt;br /&gt;
* [[Version/0.14.1234|Alpha 14 - Scenario System]] ([[Version/0.14.1236|b]]) ([[Version/0.14.1238|c]]) ([[Version/0.14.1241|d]]) ([[Version/0.14.1249|e]])&lt;br /&gt;
* [[Version/0.15.1279|Alpha 15 - Tutorial and Drugs]] ([[Version/0.15.1280|b]]) ([[Version/0.15.1284|c]])&lt;br /&gt;
* [[Version/0.16.1393|Alpha 16 - Wanderlust]]&lt;br /&gt;
* [[Version/0.17.1546|Alpha 17 - On the Road]] ([[Version/0.17.1557|b]])&lt;br /&gt;
&lt;br /&gt;
=== Beta ===&lt;br /&gt;
* [[Version/0.18.1722|Beta 18 - A World of Story]]&lt;br /&gt;
* [[Version/0.19.2009|Beta 19 - Polish the Cannons]]&lt;br /&gt;
&lt;br /&gt;
=== Full release ===&lt;br /&gt;
* [[Version/1.0.0|1.0]] - check that it actually is 1.0.0 and not 1.0.xxxx&lt;br /&gt;
** [[Version/1.0.2150]]&lt;br /&gt;
** [[Version/1.0.2282]]&lt;br /&gt;
** [[Version/1.0.2408]] -- wrong version in article?&lt;br /&gt;
** [[Version/1.0.2549]] -- see 1.0.2408. Think this was a retroactive update (i.e. 1.1 was already released)&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.1.0|1.1]] -- check again like 1.0.0 or 1.0.xxx&lt;br /&gt;
** [[Version/1.1.2257]]&lt;br /&gt;
** [[Version/1.1.2258]]&lt;br /&gt;
** [[Version/1.1.2559]]&lt;br /&gt;
** [[Version/1.1.2560]]&lt;br /&gt;
** [[Version/1.1.2562]]&lt;br /&gt;
** [[Version/1.1.2563]]&lt;br /&gt;
** [[Version/1.1.2564]]&lt;br /&gt;
** [[Version/1.1.2565]]&lt;br /&gt;
** [[Version/1.1.2566]]&lt;br /&gt;
** [[Version/1.1.2567]]&lt;br /&gt;
** [[Version/1.1.2571]]&lt;br /&gt;
** [[Version/1.1.2575]]&lt;br /&gt;
** [[Version/1.1.2579]]&lt;br /&gt;
** [[Version/1.1.2589]]&lt;br /&gt;
** [[Version/1.1.2598]]&lt;br /&gt;
** [[Version/1.1.2610]]&lt;br /&gt;
** [[Version/1.1.2618]]&lt;br /&gt;
** [[Version/1.1.2624]]&lt;br /&gt;
** [[Version/1.1.2647]]&lt;br /&gt;
** [[Version/1.1.2654]]&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.2.2719|1.2 - Honor Bestowed]]&lt;br /&gt;
** [[Version/1.2.2753]]&lt;br /&gt;
** [[Version/1.2.2900]]&lt;br /&gt;
** [[Version/1.2.3005]]&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.3.3066|1.3]]&lt;br /&gt;
** [[Version/1.3.3067]]&lt;br /&gt;
** [[Version/1.3.3069]]&lt;br /&gt;
** [[Version/1.3.3069b]]&lt;br /&gt;
** [[Version/1.3.3072]]&lt;br /&gt;
** [[Version/1.3.3074]]&lt;br /&gt;
** [[Version/1.3.3076]]&lt;br /&gt;
** [[Version/1.3.3080]]&lt;br /&gt;
** [[Version/1.3.3087]]&lt;br /&gt;
** [[Version/1.3.3101]]&lt;br /&gt;
** [[Version/1.3.3117]]&lt;br /&gt;
** [[Version/1.3.3159]]&lt;br /&gt;
&lt;br /&gt;
== Hair colours ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Color&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(25, 25, 25);&amp;quot; |&lt;br /&gt;
| PitchBlack&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(79, 71, 66);&amp;quot; |&lt;br /&gt;
| MidBlack&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(63, 51, 38);&amp;quot; |&lt;br /&gt;
| DarkReddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(76, 51, 25);&amp;quot; |&lt;br /&gt;
| DarkSaturatedReddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(90, 58, 32);&amp;quot; |&lt;br /&gt;
| DarkBrown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(132, 83, 47);&amp;quot; |&lt;br /&gt;
| ReddishBrown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(193, 146, 85);&amp;quot; |&lt;br /&gt;
| SandyBlonde&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(237, 202, 156);&amp;quot; |&lt;br /&gt;
| Blonde&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=96249</id>
		<title>Ideoligion</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=96249"/>
		<updated>2021-11-09T14:59:59Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: /* Apparel Preferences */ Added some info (table of colours)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}{{stub}}&lt;br /&gt;
&lt;br /&gt;
'''Ideoligions''' are both a system of mechanics introduced by, and the primary focus of, the [[Ideology DLC]]. They allow colonies to introduce a variety of new restrictions and capabilities to change gameplay, as well as new interactions with other factions.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
When starting a game, after choosing the world tile, the player can choose their starting ideologion. There are four options: You could choose to &amp;quot;Play Classic&amp;quot;, choose one of the prebuilt ideologions, or choose to form your own - if you choose to create your own, you have the choice between creating a fluid or static ideologion. You additionally have the ability to customise the ideologions of the factions, within some restrictions on the memes depending on their type of faction.&lt;br /&gt;
&lt;br /&gt;
Once the game begins, you can view your ideologions and those of other factions by clicking on the lightbulb icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
===Forming an Ideologion===&lt;br /&gt;
Forming an ideoligion begins with selecting a structure. Structures typically determine the default style and randomized content of your ideoligion, and may unlock certain rituals, but have no effect on what memes can be chosen. You can choose up to 4 memes, which establish the practical foundation of your ideoligion. The impact of memes varies across three tiers, with some not affecting gameplay much and others altering it drastically. Certain memes may unlock or require certain styles, rituals, and other features in the same vein as structures do. The primary effect of memes comes from precepts, however, as many memes similarly unlock or require specific precepts, which perform most of the gameplay alteration available within the expansion. Precepts can affect gameplay in a number of ways to varying degrees, as they change your colonists' expectations in accordance with the beliefs they represent. For example, an ideoligion with the Guilty and Animal Personhood memes requires that the precepts for charity and animal slaughter are set to some form of requirement and disapproval, respectively; meaning your colonists will gain a mood debuff if beggars are turned away or a colony animal is slaughtered.&lt;br /&gt;
&lt;br /&gt;
Beyond memes and precepts, there are also styles, roles, rituals, buildings, weapon and clothing preferences, venerated animals, and rules for types of hair and tattoo. Styles determine, in conjunction with structures, the overall &amp;quot;theme&amp;quot; of your ideoligion both in description and aesthetics; for example, a Christian-structured ideoligion will feature &amp;quot;God&amp;quot; as its sole deity and its artistic members will only produce Christian-themed sculptures. Roles serve a more practical purpose, and most require a specific meme to be unlocked; but every ideoligion will have a role for its leader and moral guide. Colonists assigned a specific role may be granted certain bonuses and powers, though often at the cost of being more difficult to keep happy and being unable to perform certain types of work. Rituals are specific social events of varying forms and themes which, depending on their quality, may provide a mood buff or debuff to the colonists participating in them. Successful, high-quality rituals may also grant an additional reward such as faction goodwill or the addition of a new pawn to your colony. Buildings may be required by certain rituals, such as the symbol burning ritual; there must to be a symbol to burn, of course. Otherwise, however, buildings are primarily an aesthetic choice and the only required buildings are one place of worship and a seat for it, such as an ideogram and kneel sheet.&lt;br /&gt;
&lt;br /&gt;
===Fluid ideoligions===&lt;br /&gt;
Fluid ideologions can only start with a single meme, but are otherwise formed in the same as static ideoligions.&lt;br /&gt;
&lt;br /&gt;
Every time you complete a ritual or convert a prisoner, you gain development points. The number of development points gained by ritual can vary with the quality of said ritual; a terrible ritual awards no points, a decent ritual awards 1 point, and an exceptional ritual awards 2 points. Once you gain 10 points you can change your ideology in some way, such as by adding or removing a meme, still up to a maximum of 4 memes. There is a point counter just below &amp;quot;styles&amp;quot; in the ideoligion tab. You can reform your ideoligion many times, although each time your points are reset to 0 and the cost goes up by 2 points - thus, the goal moves from 10, to 12, to 14, and so on.&lt;br /&gt;
&lt;br /&gt;
===Play Classic===&lt;br /&gt;
If you choose to &amp;quot;Play Classic&amp;quot;, your colonists with be given an ideologion with no memes, the Ideological structure, Astropolitan culture, and precepts reminiscent of base game Rimworld.&lt;br /&gt;
&lt;br /&gt;
The ideoligion will have the following precepts:&lt;br /&gt;
* [[#Corpses|Corpses: Ugly]]&lt;br /&gt;
* [[#Insect meat|Insect meat: Despised]]&lt;br /&gt;
* [[#Marriage name|Marriage name: Usually man's]]&lt;br /&gt;
* [[#Eating nutrient paste|Eating nutrient paste: Disgusting]]&lt;br /&gt;
* [[#Physical love|Physical love: Free]]&lt;br /&gt;
* [[#Women's spouses|Women's spouses: One only]]&lt;br /&gt;
* [[#Men's spouses|Men's spouses: One only]]&lt;br /&gt;
&lt;br /&gt;
It will have a leader and a moral guide, a funeral ritual and a random altar or ideogram, as well as 2-3 random relics.&lt;br /&gt;
&lt;br /&gt;
===Conversion===&lt;br /&gt;
{{Stub|section=1|reason=Exact mechanics}}&lt;br /&gt;
{{See also|Conversion Power}}&lt;br /&gt;
Colonists and other pawns of different ideoligions can be converted to whatever ideoligions the player has access to. Imprisoned pawns can be converted in the prisoner menu, as one might reduce resistance. Other pawns will typically have to be converted using a moral guide for the relevant ideoligion, either through the use of a conversion ritual, the Convert ability, or - most likely - both. Since moral guides cannot be selected without a minimum number of colonists of that ideoligion present, this route may be difficult for players attempting to cultivate a multi-ideoligion colony.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
Choosing your structure affects which symbols the game uses for your ideoligion. It does not affect gameplay.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Structure !! Description !! Styles !! Unlocked Rituals !! Chance to Have Precept&lt;br /&gt;
|- id=&amp;quot;Abstract theist&amp;quot;&lt;br /&gt;
| [[File:Abstract theist.png|64px]] || Abstract theist || The god(s) do not have physical form, but are everywhere at once. They know all, and can do anything. Their will defines the moral structure of the universe. ||  ||  || &lt;br /&gt;
|- id=&amp;quot;Animist&amp;quot;&lt;br /&gt;
| [[File:Animist.png|64px]] || Animist || Spirits live in everything around us. In the plants and animals, rivers and trees, sky and stars. The moral structure of the universe springs from the necessity of respecting them. || Animalist ||  || &lt;br /&gt;
|- id=&amp;quot;Archist&amp;quot;&lt;br /&gt;
| [[File:Archist.png|64px]] || Archist || Archotechs are the true gods. They know the moral structure of the universe, and serving them is how we will connect with it. ||  ||  || &lt;br /&gt;
|- id=&amp;quot;Buddhist origin&amp;quot;&lt;br /&gt;
| [[File:Buddhist origin.png|64px]] || Buddhist origin || This ideoligion is a descendant of ancient Buddhism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Buddhist || Smokeleaf circle ||  Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Christian origin&amp;quot;&lt;br /&gt;
| [[File:Christian origin.png|64px]] || Christian origin || This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Christianity. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Christian || Christmas tree party || Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Embodied theist&amp;quot;&lt;br /&gt;
| [[File:Embodied theist.png|64px]] || Embodied theist || The god(s) walk the planets like us, yet they are powerful and immortal as we are not. They decide the moral structure of the universe. ||  ||  || &lt;br /&gt;
|- id=&amp;quot;Hindu origin&amp;quot;&lt;br /&gt;
| [[File:Hindu origin.png|64px]] || Hindu origin || This is a variant of the embodied theist structure. This ideoligion is a descendant of ancient Hinduism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Hindu || Smokeleaf circle || Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Ideological&amp;quot;&lt;br /&gt;
| [[File:Ideological.png|64px]] || Ideological || There are no gods. The moral structure of the universe is found in our grand narrative of social forces. ||  || Symbol burning || &lt;br /&gt;
|- id=&amp;quot;Islamic origin&amp;quot;&lt;br /&gt;
| [[File:Islamic origin.png|64px]] || Islamic origin || This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Islam. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Islamic ||  || Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
Cultures affect names, appearances, and symbols.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Culture !! Factions Allowed !! Description&lt;br /&gt;
|- id=&amp;quot;Astropolitan&amp;quot;&lt;br /&gt;
|[[File:Astropolitan.png|32px]] || Astropolitan || New Arrivals  || A broad collection of cultures common among frequent space travelers.&lt;br /&gt;
|- id=&amp;quot;Rustican&amp;quot;&lt;br /&gt;
| || Rustican || Outlander Factions || A hardy industrial cultures common among rimworld outlanders.&lt;br /&gt;
|- id=&amp;quot;Corunan&amp;quot;&lt;br /&gt;
|[[File:GentleTribe.png|32px]] || Corunan || New Tribe&amp;lt;br&amp;gt;Tribal Factions || An ancient culture common among rimworld tribes.&lt;br /&gt;
|- id=&amp;quot;Kriminul&amp;quot;&lt;br /&gt;
|[[File:Pirate.png|32px]] || Kriminul || Pirate Factions || A broad category describing the styles and practices of many pirate groups.&lt;br /&gt;
|- id=&amp;quot;Sophian&amp;quot;&lt;br /&gt;
|[[File:Empire map marker.png|32px]] || Sophian {{RoyaltyIcon}} || [[Empire]] Faction&amp;lt;br&amp;gt;Ancient Factions || A techno-feudal culture centered on the planet Sophiamunda.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
An ideoligion can have 0-3 associated styles. People belonging to that ideoligion will apply those styles when making specific items. Colonists will get thoughts based on the styles of the objects around them, depending on their ideoligion's [[#Diversity of thought|diversity of thought]] precept either for having surroundings match or not match their ideoligion. Neutral surroundings produce no thought. If multiple styles of an ideoligion affect the same object, left-most applies.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Style !! New buildables !! Affects items !! Affects objects !! Affects ritual ambience sound&lt;br /&gt;
|-&lt;br /&gt;
| Hindu || || [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]] || Small sculpture, Large sculpture, Grand sculpture || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Christian || || || Small sculpture, Large sculpture, Grand sculpture || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Islamic || || || Small sculpture, Large sculpture, Grand sculpture || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Buddhist || || || Small sculpture, Large sculpture, Grand sculpture || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Morbid || [[Morbid carpet]], [[Morbid slab (broad)]], [[Morbid slab (medium)]], [[Morbid tile]] || [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]] || Small sculpture, Large sculpture, Grand sculpture, Stool, Table (1x2, 2x2, 2x4, 3x3), Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Column || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Totemic || [[Totemic boards]], [[Totemic slab (broad)]], [[Totemic slab (medium)]], [[Totemic tile]] || [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]] || Small sculpture, Large sculpture, Grand sculpture, Stool, Dining chair, Table (1x2, 2x2, 2x4, 3x3), Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Column || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Spikecore || [[Spikecore floor-star (broad)]], [[Spikecore floor-star (medium)]], [[Spikecore plates]], [[Spikecore tile]] || [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]], [[Flak jacket#Styles|Flak jacket]], [[Duster#Styles|Duster]], [[Jacket#Styles|Jacket]], [[Parka#Styles|Parka]] || Table (1x2, 2x2, 2x4, 3x3), Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Column || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Rustic || [[Rustic rug (broad)]], [[Rustic rug (medium)]] || [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]] || Column, Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Table (1x2, 2x2, 2x4, 3x3) || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Animalist || [[Animalist slab (broad)]], [[Animalist slab (medium)]] || [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]], [[War mask#Styles|War mask]] || Small sculpture, Large sculpture, Grand sculpture || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Techist || || || Column, Plant pot, Standing lamp (regular, red, green, blue, darklamp), Shelf, Autodoor, Table (1x2, 2x2, 2x4, 3x3) || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Style dominance ===&lt;br /&gt;
{{Stub|reason=An explanation of how style dominance works.}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Style dominance&lt;br /&gt;
|-&lt;br /&gt;
| Small sculpture&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Large sculpture&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Grand sculpture&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| Table (1x2)&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Table (2x2)&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Table (2x4)&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Table (3x3)&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Torch lamp&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Standing lamp (including colored variants)&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Column&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Morbid tile&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Morbid carpet&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Spikecore tile&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Spikecore plates&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Totemic boards&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Mindbend carpet&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Hex carpet&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Hex tile&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Small altar&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Medium altar&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Large altar&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| Grand altar&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| Ideogram&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Christmas tree&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal platter&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Effigy&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Sacrificial flag&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Pyre&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Burnbong&amp;lt;ref&amp;gt;Note that autobong does ''not'' have style dominance.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Incense shrine&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Pew&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Kneel sheet&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Kneel pillow&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Morbid slab (medium)&lt;br /&gt;
* Totemic slab (medium)&lt;br /&gt;
* Spikecore floor-star (medium)&lt;br /&gt;
* Rustic rug (medium)&lt;br /&gt;
* Animalist slab (medium)&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Morbid slab (broad)&lt;br /&gt;
* Totemic slab (broad)&lt;br /&gt;
* Spikecore floor-star (broad)&lt;br /&gt;
* Rustic rug (broad)&lt;br /&gt;
* Animalist slab (broad)&lt;br /&gt;
| 40&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Memes ==&lt;br /&gt;
&lt;br /&gt;
You must choose one to four memes at the beginning of your playthrough to form the foundational ideas of your ideoligion. Some have much more gameplay impact than others. Hovering over a meme will show you the information in this table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Meme !! Description !! Impact !! Incompatible Memes !! Required Precepts !! Chance to Have Precept !! Disabled Precepts !! Unlocked Roles !! Required Rituals !! Unlocked Rituals !! New Buildables !! Unlocked Craftables !! Start with Research !! Agreeing Traits !! Conflicting Traits !! Styles&lt;br /&gt;
|- id=&amp;quot;Animal personhood&amp;quot;&lt;br /&gt;
| [[File:Animal personhood.png|64px]] || '''Animal personhood''' || Animals have rights as humans do. ||data-sort-value=3|High || Rancher || '''Animal connection:''' Strong&amp;lt;br&amp;gt;'''Slaughtering animals:''' Prohibited, Horrible, or Disapproved&amp;lt;br&amp;gt;'''Meat eating:''' Abhorrent, Horrible, or Disapproved || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Blindsight&amp;quot;&lt;br /&gt;
| [[File:Blindsight.png|64px]] || '''[[Blindsight]]''' || Only those who are blind can perceive true reality. ||data-sort-value=3|High || Darkness || '''Blind psysense:''' Strong &amp;lt;br&amp;gt;'''Blindness:''' Respected, Elevated, or Sublime || - || '''Blindness:''' Horrible&amp;lt;br&amp;gt;'''Lighting:''' Darklight preferred&amp;lt;br&amp;gt;'''Combat in darkness:''' preferred || [[Ideoligion#Medical specialist|Medical specialist]] || Blinding || - || - || Blindfold || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Cannibal&amp;quot;&lt;br /&gt;
| [[File:Cannibal.png|64px]] || '''Cannibal''' || We must consume human flesh. ||data-sort-value=3|High || - || '''Organ use:''' Acceptable &amp;lt;br&amp;gt;'''Cannibalism:''' Preferred, Required (strong), or Required (ravenous) &amp;lt;br&amp;gt;'''Execution:''' Don't care, Respected if guilty, or Required || - || '''Execution:''' Always horrible or Horrible if innocent || - || - || Cannibal feast || - || - || - || Cannibal || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Collectivist&amp;quot;&lt;br /&gt;
| [[File:Collectivist.png|64px]] || '''Collectivist''' || Each person is part of a greater whole. People should work to play their part and help the group. ||data-sort-value=1|Low || Individualist || '''Work drive:''' Tripled || Visage mask: Relaxed || '''Marriage name:''' Keep names || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Darkness&amp;quot;&lt;br /&gt;
| [[File:Darkness.png|64px]] || '''Darkness''' || Bright light burns and destroys! Darkness nourishes and creates. People ought to live in darkness. ||data-sort-value=3|High || Blindsight || '''Lighting:''' Darklight preferred&amp;lt;br&amp;gt;'''Combat in darkness:''' Preferred || - || - || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Female supremacy&amp;quot;&lt;br /&gt;
| [[File:Female supremacy.png|64px]] || '''Female supremacy''' || Women are the superior gender and should rule. ||data-sort-value=2|Medium || Male supremacy || - || Burka: Relaxed&amp;lt;br&amp;gt;Veil: Strong || - || - || - || - || - || - || - || Misogynist || - || -&lt;br /&gt;
|- id=&amp;quot;Flesh purity&amp;quot;&lt;br /&gt;
| [[File:Flesh purity.png|64px]] || '''Flesh purity''' || The human body should not be debased. ||data-sort-value=2|Medium || High life&amp;lt;br&amp;gt;Transhumanist || '''Drug use:''' Prohibited&amp;lt;br&amp;gt;'''Biosculpting:''' Despised&amp;lt;br&amp;gt;'''Body modification:''' Abhorrent&amp;lt;br&amp;gt;'''Scarification:''' Horrible || - || '''Body modification:''' Approved&amp;lt;br&amp;gt;'''Physical love:''' Free and approved || [[Ideoligion#Medical specialist|Medical specialist]] || - || Symbol burning || - || - || - || Body purist&amp;lt;br&amp;gt;Nudist || Body modder || -&lt;br /&gt;
|- id=&amp;quot;Guilty&amp;quot;&lt;br /&gt;
| [[File:Guilty.png|64px]] || '''Guilty''' || Our people carry guilt from ages past. Others are more worthy. ||data-sort-value=1|Low || Supremacist&amp;lt;br&amp;gt;Loyalist || '''Pain:''' Idealized &amp;lt;br&amp;gt; '''Charity:''' Essential, Important, or Worthwhile || - || '''Apostasy:''' Abhorrent, Horrible, and Guilty&amp;lt;br&amp;gt;'''Slavery:''' Honorable || - || - || Symbol burning || - || Torture crown || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;High life&amp;quot;&lt;br /&gt;
| [[File:High life.png|64px]] || '''High life''' || Exotic states of mind are central to a good life. ||data-sort-value=2|Medium || Flesh purity || '''Drug use:''' Essential || Flophat: Relaxed || '''Drug use:''' Prohibited, Medical only, or Medical/social only || [[Ideoligion#Plants specialist|Plants specialist]] || Smokeleaf circle || Smokeleaf circle || Autobong&amp;lt;br&amp;gt;Mindbend carpet || - || - || Chemical interest&amp;lt;br&amp;gt;Chemical fascination || - || -&lt;br /&gt;
|- id=&amp;quot;Human primacy&amp;quot;&lt;br /&gt;
| [[File:Human primacy.png|64px]] || '''Human primacy''' || Humans are the moral center of the universe. ||data-sort-value=2|Medium || Nature primacy || '''Bonding:''' Disapproved || - || '''Slaughtering animals:''' Prohibited, Horrible, and Disapproved&amp;lt;br&amp;gt;'''Killing innocent animals:''' Abhorrent, Horrible, and Disapproved&amp;lt;br&amp;gt;'''Meat eating:''' Abhorrent, Horrible, Disapproved, Mildly required, Seriously required, and Strictly required&amp;lt;br&amp;gt;'''Mining:''' Prohibited, Horrible, and Disapproved&amp;lt;br&amp;gt;'''Cutting trees:''' Prohibited, Horrible, and Disapproved || [[Ideoligion#Production specialist|Production specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Individualist&amp;quot;&lt;br /&gt;
| [[File:Individualist.png|64px]] || '''Individualist''' || Each person is a free individual with the right to their own ideas and decisions. Nobody should be made to conform. ||data-sort-value=1|Low || Collectivist&amp;lt;br&amp;gt;Supremacist || - || - || '''Slavery:''' Honorable || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Loyalist&amp;quot;&lt;br /&gt;
| [[File:Loyalist.png|64px]] || '''Loyalist''' || We stand for our own before others. ||data-sort-value=1|Low || Supremacist&amp;lt;br&amp;gt;Guilty || - || - || - || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Male supremacy&amp;quot;&lt;br /&gt;
| [[File:Male supremacy.png|64px]] || '''Male supremacy''' || Men are the superior gender and should rule. ||data-sort-value=2|Medium || Female supremacy || - || Burka: Relaxed&amp;lt;br&amp;gt;Veil: Strong || - || - || - || - || - || - || - || Misandrist || - || -&lt;br /&gt;
|- id=&amp;quot;Nature primacy&amp;quot;&lt;br /&gt;
| [[File:Nature primacy.png|64px]] || '''Nature primacy''' || Man is a stain on nature's perfection. ||data-sort-value=2|Medium || Human primacy || - || - || - || [[Ideoligion#Plants specialist|Plants specialist]] || || - || - || - || - || - || - || Animalist&lt;br /&gt;
|- id=&amp;quot;Nudism&amp;quot;&lt;br /&gt;
| [[File:Nudism.png|64px]] || '''Nudism''' || Clothing binds, controls, and suffocates us. We should all hang free. ||data-sort-value=3|High || - || '''Male clothing:''' Fully nude or Pants at most &amp;lt;br&amp;gt;'''Female clothing:''' Fully nude or Pants at most || - || - || - || - || Symbol burning || - || - || - || Nudist || - || -&lt;br /&gt;
|- id=&amp;quot;Pain is virtue&amp;quot;&lt;br /&gt;
| [[File:Pain is virtue.png|64px]] || '''Pain is virtue''' || Virtue is shown through suffering of self and others. ||data-sort-value=3|High || - || '''Pain:''' Idealized&amp;lt;br&amp;gt;'''Comfort:''' Ignored&amp;lt;br&amp;gt;'''Slab bed:''' Preferred || - || '''Charity:''' Essential, Important, and Worthwhile&amp;lt;br&amp;gt;'''Execution:''' Always abhorrent and Always horrible&amp;lt;br&amp;gt;'''Scarification:''' Horrible&amp;lt;br&amp;gt;'''Skullspike:''' Disapproved || - || Scarification || Symbol burning || Slab bed&amp;lt;br&amp;gt;Slab double bed || Torture crown || - || Ascetic&amp;lt;br&amp;gt;Tortured artist&amp;lt;br&amp;gt;Masochist || Wimp&amp;lt;br&amp;gt;Gourmand || Morbid&lt;br /&gt;
|- id=&amp;quot;Proselytizer&amp;quot;&lt;br /&gt;
| [[File:Proselytizer.png|64px]] || '''Proselytizer''' || It is our duty to spread our beliefs. ||data-sort-value=2|Medium || - || '''Proselytizing:''' Occasional, Sometimes, or Frequent || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Raider&amp;quot;&lt;br /&gt;
| [[File:Raider.png|64px]] || '''Raider''' || The strong should take from the weak. ||data-sort-value=2|Medium || - || '''Raiding:''' Respected or Required &amp;lt;br&amp;gt;'''Execution:''' Horrible if innocent, Don't care, Respected if guilty, or Required || - || '''Skullspike:''' Disapproved&amp;lt;br&amp;gt;'''Slavery:''' Abhorrent, Horrible, and Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]]|| - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Rancher&amp;quot;&lt;br /&gt;
| [[File:Rancher.png|64px]] || '''Rancher''' || Raising animals is the right way; raising plants to eat is not. ||data-sort-value=3|High || Animal personhood || '''Ranching:''' Central &amp;lt;br&amp;gt;'''Meat eating:''' Mildly required, Seriously required, or Strictly required || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Supremacist&amp;quot;&lt;br /&gt;
| [[File:Supremacist.png|64px]] || '''Supremacist''' || Our people should dominate all others. ||data-sort-value=1|Low || Individualist&amp;lt;br&amp;gt;Loyalist&amp;lt;br&amp;gt;Guilty || '''Slavery:''' Acceptable or Honorable &amp;lt;br&amp;gt; '''Execution:''' Required, Respected if guilty, or Don't care || - || '''Charity:''' Essential, Important and Worthwhile&amp;lt;br&amp;gt;'''Skullspike:''' Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot;&lt;br /&gt;
| [[File:Transhumanist.png|64px]] || '''Transhumanist''' || Human progress means merging with technology. ||data-sort-value=2|Medium || Flesh purity || '''Sleep accelerator:''' Preferred&amp;lt;br&amp;gt;'''Neural supercharge:''' Preferred&amp;lt;br&amp;gt;'''Biosculpting:''' Accelerated&amp;lt;br&amp;gt;'''Age reversal:''' Demanded&amp;lt;br&amp;gt;'''Eating nutrient paste:''' Don't mind&amp;lt;br&amp;gt;'''Body modification:''' Approved || Slicecap: Relaxed || '''Body modification:''' Abhorrent or Disapproved || [[Ideoligion#Research specialist|Research specialist]] || - || - || Hex carpet&amp;lt;br&amp;gt;Hex tile&amp;lt;br&amp;gt;Neural supercharger&amp;lt;br&amp;gt;Sleep accelerator || - || - || Body modder || Body purist || Techist&lt;br /&gt;
|- id=&amp;quot;Tree connection&amp;quot;&lt;br /&gt;
| [[File:Tree connection.png|64px]] || '''Tree connection''' || Trees are the essence of life, and we must be near them. ||data-sort-value=3|High || - || '''Trees:''' Desired || - || - || [[Ideoligion#Plants specialist|Plants specialist]] || - || - || - || - || Tree sowing || - || - || -&lt;br /&gt;
|- id=&amp;quot;Tunneler&amp;quot;&lt;br /&gt;
| [[File:Tunneler.png|64px]] || '''Tunneler''' || Humans ought to live underground, and enjoy the succulent fruit of the depths. ||data-sort-value=3|High || - || '''Fungus:''' Preferred&amp;lt;br&amp;gt;'''Insect meat:''' Loved&amp;lt;br&amp;gt;'''Small spaces:''' Don't care || - || '''Mining:''' Prohibited, Horrible, or Disapproved || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || Fungal gravel || - || Stonecutting || Undergrounder || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other Faction Customization ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Meme !! Civil outlander !! Rough outlander !! Gentle tribe !! Fierce tribe !! Savage tribe !! Cannibal tribe !! Nudist tribe !! Pirate gang !! Pirate cannibal gang !! Shattered Empire !! Ancient faction&lt;br /&gt;
|-&lt;br /&gt;
| Supremacist || [[file:checkoff.png]] || '''Required''' || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]] || [[file:checkon.png]] || '''Required''' || '''Required''' || [[file:checkoff.png]]* || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Loyalist || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Guilty || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Individualist || '''Required**''' || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Collectivist || '''Required**''' || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Transhumanist || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Flesh purity || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Raider || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || '''Required''' || '''Required''' || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Proselytizer || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| High life || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Nature primacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Human primacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Female supremacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Male supremacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Animal personhood || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Rancher || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Pain is virtue || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Darkness || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Tunneler || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Tree connection || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Nudism || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Blindsight || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || '''Required''' || [[file:checkon.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*Appears on faction's options but conflicts with required meme&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**Individualist OR Collectivist must be chosen&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Natural goodwill with other factions ===&lt;br /&gt;
&lt;br /&gt;
Additionally, Supremacist and Raider have -50 with everyone, Loyalist -10 with everyone, and Guilty +10 with everyone. There is a +10 bonus for having the same ideoligion.&lt;br /&gt;
&lt;br /&gt;
Modifiers stack, but each pair only applies once; for example Flesh purity + Cannibal vs Flesh purity + Cannibal give +10 for Flesh purity/Flesh purity, +10 for Cannibal/Cannibal, and +10 for Flesh purity/Cannibal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Individualist !! Collectivist !! Transhumanist !! Flesh purity !! Proselytizer !! High life !! Nature primacy !! Human primacy !! Female supremacy !! Male supremacy !! Animal personhood !! Rancher !! Pain is virtue !! Nudism !! Cannibal&lt;br /&gt;
|-&lt;br /&gt;
! Individualist&lt;br /&gt;
| +10 || -10 || || || -10 || || || || -10 || -10 || || || || || -10&lt;br /&gt;
|-&lt;br /&gt;
! Collectivist&lt;br /&gt;
| -10 || +10 || || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Transhumanist&lt;br /&gt;
| || || +10 || -20 || || || -20 || +10 || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Flesh purity&lt;br /&gt;
| || || -20 || +10 || || -30 || || +10 || || || || || || || +10&lt;br /&gt;
|-&lt;br /&gt;
! Proselytizer&lt;br /&gt;
| -10 || || || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! High life&lt;br /&gt;
| || || || -30 || || +10 || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Nature primacy&lt;br /&gt;
| || || -20 || || || || +10 || -30 || || || +10 || -30 || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Human primacy&lt;br /&gt;
| || || +10 || +10 || || || -30 || +10 || || || -10 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Female supremacy&lt;br /&gt;
| -10 || || || || || || || || +10 || -30 || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Male supremacy&lt;br /&gt;
| -10 || || || || || || || || -30 || +10 || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Animal personhood&lt;br /&gt;
| || || || || || || +10 || -10 || || || +10 || -10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Rancher&lt;br /&gt;
| || || || || || || -30 || || || || -10 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Pain is virtue&lt;br /&gt;
| || || || || || || || || || || || || +10 || || +10&lt;br /&gt;
|-&lt;br /&gt;
! Nudism&lt;br /&gt;
| || || || || || || || || || || || || || +10 ||&lt;br /&gt;
|-&lt;br /&gt;
! Cannibal&lt;br /&gt;
| -10 || || || +10 || || || || || || || || || +10 || || +10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Precepts==&lt;br /&gt;
Associated precepts have a chance to appear if a meme is present, but can still be removed if not required.&lt;br /&gt;
&lt;br /&gt;
Some precepts are available to all ideologies, some require at least one of the enabling memes, and some may be unavailable if certain memes are present.&lt;br /&gt;
&lt;br /&gt;
===Present in every ideoligion===&lt;br /&gt;
There are 19 issues (precept categories) that are present in every ideoligion and may not be removed. However, their level may be changed. They include &amp;quot;basic&amp;quot; precepts from the base game, used in &amp;quot;Play Classic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Issue !! Precept !! Description !! Requirement !! Associated !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blindness&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| [[File:Blindness.png|64px]] || rowspan=&amp;quot;4&amp;quot;| Blindness&lt;br /&gt;
| Horrible || Blinding people for ideoligious reasons is horrible. || Not [[#Blindsight|Blindsight]] || || Colonists gain Mood: Someone got blinded: -2 unless they have the Psychopath or Bloodlust traits&lt;br /&gt;
|-&lt;br /&gt;
| Respected || To be blind is a moral thing worthy of respect. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Colonists gain Moods: Blind (+5), Vision Blocked (+2), or Was Blinded (+3). They also gain a +20 Opinion bonus towards blind pawns, or a -8 Opinion malus to sighted pawns.&lt;br /&gt;
|-&lt;br /&gt;
| Elevated || The blind stand pure above the sighted. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Moods as Respected, but Blind increases to +10 and Was Blinded to +5. Half-Blind (+1) and Not Blind (-3) are added. Opinion bonus towards blind pawns increases to +35 and malus towards sighted pawns increases to -10. Opinion bonus towards half-blind pawns is added (+10).&lt;br /&gt;
|-&lt;br /&gt;
| Sublime || Only the blind can be truly noble, for the sighted find their minds clouded by physical vision. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Moods as Elevated, but Blind increases to +15, Was Blinded to +6. Half-Blind drops to -1, and Not Blind to -6. Opinion bonus towards blind pawns increases to +50 and malus towards sighted pawns increases to -30.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cannibalism&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | [[File:Cannibalism.png|64px]] || rowspan=&amp;quot;7&amp;quot; | Cannibalism&lt;br /&gt;
|Abhorrent || Eating human flesh is a deeply abhorrent and disgusting act. || || || -20 mood for eating human meat&amp;lt;br&amp;gt;-12 mood for butchering a human&amp;lt;br&amp;gt;-5 mood for a human butchered in the colony&amp;lt;br&amp;gt;-20 opinion for butchering a human&amp;lt;br&amp;gt;-10 opinion for eating human meat&amp;lt;br&amp;gt;-2, -4, -6, -8 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
|Horrible || Eating human flesh is a horrible thing to do. || || || -12 mood for eating human meat&amp;lt;br&amp;gt;-6 mood for butchering a human&amp;lt;br&amp;gt;-3 mood for a human butchered in the colony&amp;lt;br&amp;gt;-10 opinion for butchering a human&amp;lt;br&amp;gt;-5 opinion for eating human meat&amp;lt;br&amp;gt;-2, -3, -5, -6 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
|Disapproved || Eating human flesh is an ugly thing to do. || || [[#Pain is virtue|Pain is virtue]] || -5 mood for eating human meat&amp;lt;br&amp;gt;-3 mood for butchering a human&amp;lt;br&amp;gt;-1 mood for a human butchered in the colony&amp;lt;br&amp;gt;-5 opinion for butchering a human&amp;lt;br&amp;gt;-3 opinion for eating human meat&amp;lt;br&amp;gt;-1, -2, -3, -4 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
|Acceptable || Human meat is just meat, like any other. || || [[#Pain is virtue|Pain is virtue]] ||&lt;br /&gt;
|-&lt;br /&gt;
|Preferred || To consume human meat is a noble and necessary part of life. || || [[#Cannibal|Cannibal]] || +2 mood for eating human meat&amp;lt;br&amp;gt;-2 mood for not eating human meat for ? days&amp;lt;br&amp;gt;+1, +2, +3, +4 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
|Required (strong) || Consuming human flesh is important. It should be in every meal. || [[#Cannibal|Cannibal]] || [[#Cannibal|Cannibal]] || -2 mood for eating food without human meat&amp;lt;br&amp;gt;-3 opinion for eating food without human meat&amp;lt;br&amp;gt;+4 mood for eating human meat&amp;lt;br&amp;gt;-4 mood for not eating human meat for ? days&amp;lt;br&amp;gt;+2, +3, +5, +6 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
|Required (ravenous) || Man-flesh is morality. To eat a meal without it is unthinkable. || [[#Cannibal|Cannibal]] || [[#Cannibal|Cannibal]] || -4 mood for eating food without human meat&amp;lt;br&amp;gt;-5 opinion for eating food without human meat&amp;lt;br&amp;gt;+6 mood for eating human meat&amp;lt;br&amp;gt;-8 mood for not eating human meat for ? days&amp;lt;br&amp;gt;+2, +4, +6, +8 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Corpses&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Precept corpses.png|64px]] || rowspan=&amp;quot;2&amp;quot; | Corpses&lt;br /&gt;
| Ugly || The sight of a dead person is horrible.&lt;br /&gt;
|-&lt;br /&gt;
| Don't care || The sight of a dead person is nothing to be concerned about. || [[#Pain is virtue|Pain is virtue]]&amp;lt;br&amp;gt;[[#Cannibal|Cannibal]]&amp;lt;br&amp;gt;[[#Supremacist|Supremacist]]&amp;lt;br&amp;gt;[[#Raider|Raider]] || [[#Pain is virtue|Pain is virtue]]&amp;lt;br&amp;gt;[[#Cannibal|Cannibal]]&amp;lt;br&amp;gt;[[#Raider|Raider]] || No saw corpse debuff. No saw rotting corpse debuff&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Diversity of thought&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | [[File:IdeoDiversity.png|64px]] || rowspan=&amp;quot;7&amp;quot; | Diversity of thought&lt;br /&gt;
|Intense bigotry || Other beliefs are evil deceptions ruining the world. It's totally unacceptable to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] || -3, -6, or -9 mood for having other ideologies in the colony&amp;lt;br&amp;gt;+3 for having all colonists of the same ideology&amp;lt;br&amp;gt;-25 opinion for different ideology&amp;lt;br&amp;gt;-5 mood for having a leader of a different ideoligion&amp;lt;br&amp;gt;-4 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br&amp;gt;+5 mood for matching style surroundings&amp;lt;br&amp;gt;-4 mood for mismatching style surroundings&amp;lt;br&amp;gt;-6 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
|Moderate bigotry || Other beliefs are immoral delusions which do real harm. It's bad to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] || -2, -4, or -6 mood for having other ideologies in the colony&amp;lt;br&amp;gt;+2 for having all colonists of the same ideology&amp;lt;br&amp;gt;-15 opinion for different ideology&amp;lt;br&amp;gt;-4 mood for having a leader of a different ideoligion&amp;lt;br&amp;gt;-2 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br&amp;gt;+4 mood for matching style surroundings&amp;lt;br&amp;gt;-3 mood for mismatching style surroundings&amp;lt;br&amp;gt;-4 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
|Mild bigotry || Other beliefs are clearly folly. It's not good to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] || -1, -2, or -3 mood for having other ideologies in the colony&amp;lt;br&amp;gt;+1 for having all colonists of the same ideology&amp;lt;br&amp;gt;-5 opinion for different ideology&amp;lt;br&amp;gt;-3 mood for having a leader of a different ideoligion&amp;lt;br&amp;gt;-1 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br&amp;gt;+3 mood for matching style surroundings&amp;lt;br&amp;gt;-2 mood for mismatching style surroundings&amp;lt;br&amp;gt;-3 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
|Neutral || Other beliefs are neither approved or disapproved. || || || -2 mood for having a leader of a different ideoligion&amp;lt;br&amp;gt;+2 mood for matching style surroundings&amp;lt;br&amp;gt;0 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
|Appreciated || Other beliefs are worth understanding. It's good to live with others who think differently. || || [[#Individualist|Individualist]] || +1, +2, or +3 mood for having other ideologies in the colony&amp;lt;br&amp;gt;0 mood for matching style surroundings&amp;lt;br&amp;gt;+2 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
|Highly appreciated || Other beliefs hold unique knowledge. It's great to live with others who think differently. || [[#Individualist|Individualist]] || [[#Individualist|Individualist]] || +2, +4, or +6 mood for having other ideologies in the colony&amp;lt;br&amp;gt;0 mood for matching style surroundings&amp;lt;br&amp;gt;+3 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
|Exalted || Working through disagreement is the height of morality. It's very moral to live with others who think differently. || [[#Individualist|Individualist]] || [[#Individualist|Individualist]] || +3, +6, or +9 mood for having other ideologies in the colony&amp;lt;br&amp;gt;0 mood for matching style surroundings&amp;lt;br&amp;gt;+4 mood for mismatching style surroundings&lt;br /&gt;
&lt;br /&gt;
|-  id=&amp;quot;Eating nutrient paste&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:EatingNutrientPaste.png|64px]] || rowspan=&amp;quot;2&amp;quot; | Eating Nutrient Paste&lt;br /&gt;
| Disgusting || Nutrient paste is disgusting. || || || -4 mood for eating nutrient paste&lt;br /&gt;
|-&lt;br /&gt;
| Don't mind || There's nothing wrong with a meal of efficient, healthy nutrient paste. || [[#Transhumanist|Transhumanist]] || [[#Transhumanist|Transhumanist]] || Nullifies mood penalty from eating nutrient paste. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|64px]] || Execution&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Fungus.png|64px]] || rowspan=&amp;quot;2&amp;quot; | Fungus&lt;br /&gt;
| Despised || That dark-grown fungus food is just disgusting || Not [[#Tunneler|Tunneler]] || || Ate fungus raw: -6&amp;lt;br&amp;gt;Ate fungus cooked: -3&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || Fungus is the right crop to eat. Crops of the light are poisoned by the air and sun. || [[#Tunneler|Tunneler]] || [[#Tunneler|Tunneler]] || Ate fungus: +3&amp;lt;br&amp;gt;Ate cooked fungus: +3&amp;lt;br&amp;gt;Ate non-fungus plant raw: -5&amp;lt;br&amp;gt;Ate non-fungus plant cooked: -3&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Insect meat&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:InsectMeat.png|64px]] || rowspan=&amp;quot;2&amp;quot; | Insect Meat&lt;br /&gt;
| Despised || Insect meat is disgusting to even look at, much less eat. Slimy!&lt;br /&gt;
|-&lt;br /&gt;
| Loved || There is nothing more divine than the succulent, slimy flesh of an insect || || [[#Tunneler|Tunneler]] || Gives a +6 moodlet when pawns eat meals with insect meat as an ingredient, duration 1 day.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | [[File:MarriageName.png|64px]] || rowspan=&amp;quot;6&amp;quot; | Marriage Name &lt;br /&gt;
|Always Man's || Couples must share the man's name. || || [[#Male Supremacy|Male Supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
|Usually Man's || Most couples share the man's name || || || 95% chance of couple refusing to take woman's name, 75% chance of couple refusing to keep names. &lt;br /&gt;
|-&lt;br /&gt;
|Random || Couples randomly choose whether to share a name, and which name to share. || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Keep Names || Both partners keep their names upon marriage. || Not [[#Collectivist|Collectivist]] ||&lt;br /&gt;
|-&lt;br /&gt;
|Usually Woman's || Most couples share the woman's name || || || 95% chance of couple refusing to take man's name, 75% chance of couple refusing to keep names. &lt;br /&gt;
|-&lt;br /&gt;
|Always Woman's || Couples must share the woman's name. || || [[#Female supremacy|Female Supremacy]] ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Nudity_Female.png|64px]]|| Female Clothing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Nudity_Male.png|64px]]|| Male Clothing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | [[File:OrganUse.png|64px]] || rowspan=4 | Organ use&lt;br /&gt;
| Totally abhorrent || Any harvesting, trading, or installing natural organs is an abhorrent evil. || || Flesh purity || -30 mood for harvesting someone's organ&amp;lt;br&amp;gt;-10 mood for organ harvested in the colony&amp;lt;br&amp;gt;-30 mood for trading an organ&amp;lt;br&amp;gt;-5 mood for organ traded in the colony&amp;lt;br&amp;gt;-30 mood for installing an organ&amp;lt;br&amp;gt;-4 mood for organ installed in the colony&amp;lt;br&amp;gt;-30 opinion for harvesting an organ&amp;lt;br&amp;gt;-30 opinion for trading an organ&amp;lt;br&amp;gt;-15 opinion for installing an organ&lt;br /&gt;
|-&lt;br /&gt;
| No harvest or sell || Harvesting organs is a horrible thing. Selling any natural organ is pretty bad too. However, it's okay to buy and install them. || || Flesh purity || -15 mood for harvesting someone's organ&amp;lt;br&amp;gt;-5 mood for organ harvested in the colony&amp;lt;br&amp;gt;-8 mood for selling an organ&amp;lt;br&amp;gt;-2 mood for organ sold in the colony&amp;lt;br&amp;gt;-20 opinion for harvesting an organ&amp;lt;br&amp;gt;-10 opinion for selling an organ&lt;br /&gt;
|-&lt;br /&gt;
| No harvest || Harvesting organs is a horrible thing. However, it's okay to buy, install, or sell them. || || Cannibal&amp;lt;br&amp;gt;Raider&amp;lt;br&amp;gt;Collectivist || -15 mood for harvesting someone's organ&amp;lt;br&amp;gt;-5 mood for organ harvested in the colony&amp;lt;br&amp;gt;-20 opinion for harvesting an organ&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || It's okay to harvest, buy, install, or sell organs. || || Cannibal&amp;lt;br&amp;gt;Raider&amp;lt;br&amp;gt;Collectivist ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PhysicalLove.png|64px]] || Physical Love&lt;br /&gt;
| Free || Physical intimacy is a natural part of life, with any partner, married or not. || || Individualist&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Research&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot;| [[File:Research.png|64px]]|| rowspan=&amp;quot;7&amp;quot;| Research&lt;br /&gt;
| Not allowed || To research technology is an immoral act. It is not to be done. || || || Pawns are unwilling to research.&lt;br /&gt;
|-&lt;br /&gt;
| Extremely slow || Research isn't a worthwhile activity at all. Why try hard at it? || || || 0.25x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Very slow || Research work is unworthy of serious respect. Better not to be seen trying hard at it. || || || 0.50x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Slow || Research work just isn't particularly meaningful. Why try hard at it? || || || 0.75x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Normal || Research is a worthwhile form of work that the community needs. || || || 1.00x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Fast || Research is an especially virtuous activity. || || || 1.25x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Very fast || Research is among the most meaningful acts a person can perform. || || || 1.50x [[Research Speed]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;|[[File:Scarification.png|64px]] || rowspan=&amp;quot;4&amp;quot;|Scarification&lt;br /&gt;
| Extreme || Every person ought to bear the ritual scars - all over. || [[#Pain is virtue|Pain is virtue]] || || +6 mood for getting scarified&amp;lt;br&amp;gt;+3 mood for having 5 scars&amp;lt;br&amp;gt;-3 mood for having fewer than 5 scars&amp;lt;br&amp;gt;+10 opinion for having 5 scars&amp;lt;br&amp;gt;-5 opinion for having 1-4 scars&amp;lt;br&amp;gt;-10 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || Every person ought to bear the ritual scars - many of them. || [[#Pain is virtue|Pain is virtue]] || || +5 mood for getting scarified&amp;lt;br&amp;gt;+2 mood for having 3 scars&amp;lt;br&amp;gt;-2 mood for having fewer than 3 scars&amp;lt;br&amp;gt;+5 opinion for having 3 scars&amp;lt;br&amp;gt;-3 opinion for having 1-2 scars&amp;lt;br&amp;gt;-5 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Minor || Every person ought to bear a ritual scar. || [[#Pain is virtue|Pain is virtue]] || || +3 mood for getting scarified&amp;lt;br&amp;gt;+1 mood for having a scar&amp;lt;br&amp;gt;-1 mood for having no scars&amp;lt;br&amp;gt;+3 opinion for having a scar&amp;lt;br&amp;gt;-3 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Scarifying people for ideoligious reasons is horrible. || Not [[#Pain is virtue|Pain is virtue]] || || -2 mood for scarification ceremony in the colony&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skullspike&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Precept skullspike.png|64px]] ||  rowspan=&amp;quot;2&amp;quot; | Skullspike&lt;br /&gt;
| Desired || A skull on a spike symbolizes our superiority. || || [[#Pain is virtue|Pain is virtue]]&amp;lt;br&amp;gt;[[#Supremacist|Supremacist]]&amp;lt;br&amp;gt;[[#Raider|Raider]] || Adds a mood increase of +1 for 1-3 skullspikes, +2 for 4-8 skullspikes, and +3 for 9+ skullspikes. &lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Putting skulls on spikes is a barbaric practice. || Not [[#Pain is virtue|Pain is virtue]]&amp;lt;br&amp;gt;Not [[#Supremacist|Supremacist]]&amp;lt;br&amp;gt;Not [[#Raider|Raider]] || || Adds a mood malus of -1 for 1-3 skullspikes, -2 for 4-8 skullspikes, and -3 for 9+ skullspikes.  &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slavery&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| [[File:Slavery.png|64px]]|| rowspan=&amp;quot;5&amp;quot;| Slavery&lt;br /&gt;
| Abhorrent || Owning or trading human beings is deeply evil. || Not [[#Raider|Raider]] || [[#Guilty|Guilty]]&amp;lt;br&amp;gt;[[#Individualist|Individualist]] || Pawns will refuse to sell [[slaves]] or enslave [[prisoners]]. -30 opinon, stacking up to 3 times and lasting 15 days, for anyone that has sold a slave, Adds mood penalties for slavery:  -3 mood for having a slave in the colony, -? mood for having enslaved a prisoner, -? mood for someone having sold a slave in the colony.&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]] || ?&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]] || ?&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || Slavery is a normal, unremarkable part of life. || || || ?&lt;br /&gt;
|-&lt;br /&gt;
| Honorable || One who owns and trades slaves should be honored and respected. || Not [[#Guilty|Guilty]]&amp;lt;br&amp;gt;Not [[#Individualist|Individualist]] || [[#Supremacist|Supremacist]]&amp;lt;br&amp;gt;[[#Collectivist|Collectivist]]&amp;lt;br&amp;gt;[[#Pain is virtue|Pain Is Virtue]] || ?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SpouseCountFemale.png|64px]] || Women's spouses&lt;br /&gt;
| One only || Women may have one spouse only.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SpouseCountMale.png|64px]] || Men's spouses&lt;br /&gt;
| One only || Men may have one spouse only.&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;
Not included in table:&lt;br /&gt;
* Killing innocent animals&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Issue !! Precept !! Description !! Requirement !! Associated !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal slaughter&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| [[File:AnimalSlaughter.png|64px]] || rowspan=&amp;quot;3&amp;quot;| Slaughtering animals&lt;br /&gt;
| Prohibited || Slaughtering animals is absolutely prohibited. || || [[#Animal personhood|Animal personhood]] || '''Prohibitions:'''&amp;lt;br&amp;gt;Slaughter animal&amp;lt;br&amp;gt;'''Mood:'''&amp;lt;br&amp;gt;Someone slaughtered an animal: -4&amp;lt;br&amp;gt;'''Opinions:'''&amp;lt;br&amp;gt;Slaughtered animal: -10&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To slaughter an animal is a horrible thing. || || [[#Animal personhood|Animal personhood]] || '''Mood:'''&amp;lt;br&amp;gt;Slaughtered animal: -15&amp;lt;br&amp;gt;Someone slaughtered an animal: -2&amp;lt;br&amp;gt;'''Opinions:'''&amp;lt;br&amp;gt;Slaughtered animal: -5&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To slaughter an animal is an ugly thing. || || [[#Animal personhood|Animal personhood]] || '''Mood:'''&amp;lt;br&amp;gt;Slaughtered animal: -5&amp;lt;br&amp;gt;Someone slaughtered an animal: -1&amp;lt;br&amp;gt;'''Opinions:'''&amp;lt;br&amp;gt;Slaughtered animal: -3&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Apostasy&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| [[File:Apostasy.png|64px]] || rowspan=&amp;quot;3&amp;quot;| Apostasy&lt;br /&gt;
| Abhorrent || To leave our ideoligion after having known it is the depth of immorality. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br&amp;gt;Changed ideoligion: -30&amp;lt;br&amp;gt;Apostate: -10&amp;lt;br&amp;gt;'''Global certainty loss factor:''' x40%&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To leave our ideoligion after having known it indicates deep moral flaws. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br&amp;gt;Changed ideoligion: -15&amp;lt;br&amp;gt;Apostate: -5&amp;lt;br&amp;gt;'''Global certainty loss factor:''' x60%&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To leave our ideoligion after having known it indicates character flaws. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br&amp;gt;Changed ideoligion: -8&amp;lt;br&amp;gt;Apostate: -3&amp;lt;br&amp;gt;'''Global certainty loss factor:''' x80%&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Autonomous weapons&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| [[File:AutonomousWeapons.png|64px]] || rowspan=&amp;quot;3&amp;quot;| Autonomous weapons&lt;br /&gt;
| Prohibited || Allowing a machine to decide to kill is an absolutely inhuman thing to do. || || [[#Nature primacy|Nature primacy]] || Cannot build Turrets&amp;lt;br&amp;gt;Colonists gain Mood: Automated Turret in Colony: -12&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Allowing a machine to decide to kill is a terrible thing. || || [[#Nature primacy|Nature primacy]] || Colonists gain Mood: Automated Turret in Colony: -8&lt;br /&gt;
|- &lt;br /&gt;
| Disapproved || Allowing a machine to decide to kill is an ugly thing. || || [[#Nature primacy|Nature primacy]] || Colonists gain Mood: Automated Turret in Colony: -4&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Body modification&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| [[File:BodyModifications.png|64px]] || rowspan=&amp;quot;3&amp;quot;| Body modification&lt;br /&gt;
| Abhorrent || To modify the natural human body is a flagrant violation of clear moral laws. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || Colonists gain a -30 mood penalty for a prosthetic, or -18 for an artificial part. They also have a -80 opinion malus towards any pawn with a prosthetic or artificial part. These do not apply if the pawn is not a Body Modder.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To modify the natural human body is an ugly, dirty act. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || As Abhorrent, but mood penalties are reduced to -5 and -4 respectively. Opinion maluses are reduced to -10. These do not apply if the pawn is not a Body Modder.&lt;br /&gt;
|-&lt;br /&gt;
| Approved || Humans should strive to reach our full potential by improving our flawed natural bodies. || Not [[#Flesh purity|Flesh purity]] || [[#Transhumanist|Transhumanist]] || Colonists gain a -3 mood penalty if they have no prosthetics or artificial parts unless expectations are below Moderate. They gain a bonus based on having prosthetics or artificial parts, and a -10 opinion malus towards any pawn ''without'' prosthetics or artificial parts. Values are adjusted for pawns with Body Purist and Body Modder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Charity.png|64px]] || Charity&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | [[File:DrugUse.png|64px]] || rowspan=4&amp;quot; | Drug use &lt;br /&gt;
| Prohibited&lt;br /&gt;
|- &lt;br /&gt;
| Medical only&lt;br /&gt;
|- &lt;br /&gt;
| Medical or social only&lt;br /&gt;
|-&lt;br /&gt;
| Essential&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cutting trees&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:Precept tree cutting.png|64px]] ||  rowspan=&amp;quot;3&amp;quot; | Cutting trees &lt;br /&gt;
| Prohibited || To violate the forest by cutting down a tree is a deeply abhorrent act and should never be done. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disallows logging camps.&amp;lt;br&amp;gt; Moodlets of blah for doing blah&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]] || Disallows logging camps.&amp;lt;br&amp;gt; Moodlets of blah for doing blah&lt;br /&gt;
|-&lt;br /&gt;
| Prohibited || To cut down a tree is a distasteful thing to do. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disallows logging camps.&amp;lt;br&amp;gt; Moodlets of blah for doing blah&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DarknessCombat.png|64px]]|| Combat in darkness|| Thoughts on fighting under darkness || Preferred - '''Required for Darkness Meme'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lighting.png|64px]] || Lighting || Darklight preferred|| Normal lights are too bright. Darklights are better. || [[#Darkness|Darkness]] (Associated, Required), [[#Blindsight|Blindsight]] (Conflicting) || +4 mood in the darkness, -4 mood in dim light, -8 mood in bright light. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MeatEating.png|64px]] || Meat eating || Feelings of eating meat, or any meals containing meat || Abhorrent - '''Required for Animal personhood Meme'''&lt;br /&gt;
&lt;br /&gt;
Horrible - '''Required for Animal personhood Meme'''&lt;br /&gt;
&lt;br /&gt;
Disapproved - '''Required for Animal personhood Meme'''&lt;br /&gt;
&lt;br /&gt;
Mildly Required - '''Required for Rancher Meme'''&lt;br /&gt;
&lt;br /&gt;
Seriously Required  - '''Required for Rancher Meme'''&lt;br /&gt;
&lt;br /&gt;
Strictly Required  - '''Required for Rancher Meme'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mining.png|64px]]|| Mining&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Raiding.png|64px]]|| Raiding || Feeling of raiding faction's minor and major bases || Respected - '''Required for Raider Meme'''&lt;br /&gt;
&lt;br /&gt;
Required - '''Required for Raider Meme'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trees.png|64px]]|| Trees || Desired || Tree connection (Associated) || It's essential to live surrounded by beautiful trees. || Gives a thought, scaling from -5 to +9 for having (or not having) many trees on the map&amp;lt;br&amp;gt;Gives a thought, scaling from 0 to -20 for the number of trees chopped in the last quadrum&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===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;
Not included in the table:&lt;br /&gt;
* Eclipse&lt;br /&gt;
* Slab bed &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Issue !! Precept !! Description !! Meme !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Age reversal&amp;quot;&lt;br /&gt;
| [[File:AgeReversal.png|64px]]|| Age reversal || Demanded || Why get old? One must have a once-yearly age reversal treatment in the biosculpter pod. || [[#Transhumanist|Transhumanist]] || Increasing -4/-7/-10 mood malus if pawn is not de-aged, +3 mood when pawn is de-aged. Reoccurs every 60 days unless under biologic age 25.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal connection&amp;quot;&lt;br /&gt;
| [[File:Precept animal connection.png|64px]] || Animal connection&lt;br /&gt;
| Strong || We have a strong connection to our animal friends || [[#Animal personhood|Animal personhood]] ||&lt;br /&gt;
* 2x [[Tame Animal Chance]]&lt;br /&gt;
* 2x Animal Bonding Chance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Biosculpting&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| [[File:Precept biosculpting.png|64px]]  || rowspan=&amp;quot;2&amp;quot;| Biosculpting&lt;br /&gt;
| Accelerated || All biosculpting cycles take half the usual time. || [[#Transhumanist|Transhumanist]] || All biosculpting cycles take half the usual time.&lt;br /&gt;
|-&lt;br /&gt;
| Despised || Biosculpter pods violate the purity human flesh and should never be used. || [[#Flesh purity|Flesh Purity]] || -8 mood penalty for using biosculpter pod. &amp;lt;insert link to moodlet here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BlindPsysense.png|64px]] ||  Blind psysense || Strong|| Our blind have special ways of connecting with the psychic aether || [[#Blindsight|Blindsight]] || Boosts Psychic Sensitivity by 30% for blind pawns. &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bonding&amp;quot;&lt;br /&gt;
| [[File:Bonding.png|64px]]|| Bonding || Disapproved || To emotionally bond with a lower being is a shameful act || [[#Human primacy|Human primacy]] || Appears to disable bonding event for pawns with ideology. &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Comfort&amp;quot;&lt;br /&gt;
| [[File:Comfort.png|64px]] || Comfort || Ignored || We should pay no attention to comfort || [[#Pain is virtue|Pain Is Virtue]] || Makes colonists prefer slab beds, and gives a moodlet of +2 when they sleep in slab beds. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:GauranlenConnection.png|64px]] || Gauranlen connection || Feelings of connection to the [[Gauranlen tree]] || Great - '''Needs, and required for Tree connection Meme'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MiningYield.png|64px]]|| Mining yield&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:NeuralSupercharger.png|64px]]|| Neural supercharger || Preferred || Having a neural supercharge is the new standard. Without it, you're obsolete. || [[#Transhumanist|Transhumanist]] || Causes a -6 mood penalty when not neurally supercharged. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Pain.png|64px]]|| Pain&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Proselytizing.png|64px]]|| Proselytizing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ranching.png|64px]]|| Ranching || Central || We must raise and consume many large animals, and we must not eat plants. || [[#Rancher|Rancher]] || Sets plant work speed to 90%, Tame Chance to 120%, Animal Gathering Yield to 120%, Butchery Efficiency to 120%, and Animal Learning Factor to 200%. Gives a 10% improvement to selling prices for animal products. Grants a -3 to +3 moodlet based upon animal population (more animals are  better), a -4 moodlet for sowing “human food plants,” and a -3 moodlet if the colony fails to slaughter animals regularly. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RoughLiving.png|64px]]|| Rough living &lt;br /&gt;
| Welcomed || We don't need to separate ourselves from the roughness of nature. || [[#Tree connection|Tree connection]]&amp;lt;br&amp;gt;[[#Pain is virtue|Pain Is Virtue]] || Nullifies: &lt;br /&gt;
* &amp;quot;Ate without table -3&amp;quot;&lt;br /&gt;
* &amp;quot;Slept outside -4&amp;quot; &lt;br /&gt;
* &amp;quot;Slept on ground -4&amp;quot; &lt;br /&gt;
* &amp;quot;Soaking wet -3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleep accelerator&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot;| [[File:Precept sleep accelerator.png|64px]]  || rowspan=&amp;quot;1&amp;quot;| Sleep accelerator&lt;br /&gt;
| Preferred || One should always use a sleep accelerator. Slow-sleeping is just foolishly wasting your potential. || [[#Transhumanist|Transhumanist]] || +3 Mood when using Sleep accelerator &amp;lt;insert link to moodlet here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallSpaces.png|64px]]|| Small spaces || Feelings of being inside a small space || Don't care - '''Needs, and required for Tunneler Meme'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Temperature&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot;| [[File:Precept temperature.png|64px]] || rowspan=&amp;quot;1&amp;quot;| Temperature &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]] || Nullifies: &lt;br /&gt;
* &amp;quot;Slept in the cold -4&amp;quot; &lt;br /&gt;
* &amp;quot;Slept in the heat -4&amp;quot; &lt;br /&gt;
Note: It doesn't appear to affect comfortable temperatures or the related [[hypothermia]]/[[heatstroke]] tolerances. It is only referenced for the above moodlets&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Work drive&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot;| [[File:Precept work drive.png|64px]] || rowspan=&amp;quot;1&amp;quot;| Work drive &lt;br /&gt;
| Tripled ||The duration of the leader's work drive ability is tripled. || [[#Collectivist|Collectivist]] || 3x Work Drive Duration&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Roles==&lt;br /&gt;
{{Move|destination=Roles|reason=Keep table as it is, link from here to separate page for proper analysis and summary like [[Persona weapon]]. See talk page to discuss &amp;amp; leave opinion}}&lt;br /&gt;
{{Stub|section=1|reason=Needs mechanical detail beyond just what the stats are and the tables cover}}&lt;br /&gt;
===General info===&lt;br /&gt;
Some factors are consistent across all roles.&lt;br /&gt;
&lt;br /&gt;
Roles can have assigned equipment that they will demand when they have the role - they get a -? Mood debuff without it and a +? mood buff with it. &lt;br /&gt;
&lt;br /&gt;
Only New Tribe colonies can select the [[War mask]] and [[Tribal headdress]] as options, while only New Arrivals colonies can select the [[Slicecap]] and [[Beret]] {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
[[File:Leader.png|left]]&lt;br /&gt;
A leader who holds the group together and represents your faction in diplomatic interactions.&lt;br /&gt;
&lt;br /&gt;
Will always be restricted to any [[Ideoligion#Supreme gender|Supreme gender]] selected.&lt;br /&gt;
{{clear}}&lt;br /&gt;
Leader abilities share a cooldown of {{ticks|600000}} or 10 in-game [[Time|days]].&lt;br /&gt;
&lt;br /&gt;
Leaders can select between these apparels as assigned equipment:&lt;br /&gt;
* [[Headwrap]]&lt;br /&gt;
* [[Broadwrap]]&lt;br /&gt;
* [[War mask]]&lt;br /&gt;
* [[Slicecap]]&lt;br /&gt;
* [[Visage mask]]&lt;br /&gt;
* [[Authority cap]]&lt;br /&gt;
* [[Cowboy hat]]&lt;br /&gt;
* [[Tribal headdress]]&lt;br /&gt;
* [[Beret]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ability Image !! Ability !! Abililty Desc || Ability Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LeaderSpeech.png|64px]] || Leader Speech || A rousing speech intended to improve morale. Colonists will gather, and the leader will speak for a few hours. If all goes well, listeners will feel inspired, and gain respect for the leader. If it goes poorly, the speech will do social damage. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:WorkDrive.png|64px]] || Work Drive || Call on a person to work harder for some time. || ''The sense of being called upon by a leader to work harder.''&lt;br /&gt;
* [[Global Work Speed]] +50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CombatCommand.png|64px]] || Combat Command || Create an aura that boosts the combat skills of everyone nearby. The effect lasts 24 hours and remains attached to the leader for the duration. || ''Combat abilities are boosted thanks to being near someone who is using the combat command ability.''&lt;br /&gt;
* [[Shooting Accuracy]] +3&lt;br /&gt;
* [[Melee Hit Chance]] +3&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trial.png|64px]] || Trial || A trial over some heinous accusation. The initiator will accuse someone of terrible wrongdoing and gather people for a trial. Spectators will listen as the accuser and accused argue back and forth, then decide if the accusation is true. If the accused is convicted, you can freely banish, arrest or execute them and nobody will mind. The chance of a conviction depends on the social abilities of the accused and accuser, and the number of spectators.|| If successful, you are allowed to execute, banish, or arrest a person without social consequences.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Moral Guides===&lt;br /&gt;
[[File:MoralGuide.png|left]]&lt;br /&gt;
A moral/spiritual leader who heads rituals and personally counsels believers&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
Moral Guide abilities share a cooldown of {{ticks|180000}} or 3 in-game [[Time|days]].&lt;br /&gt;
&lt;br /&gt;
Moral Guides can select between these apparels as assigned equipment:&lt;br /&gt;
* [[Cape]]&lt;br /&gt;
* [[Veil]]&lt;br /&gt;
* [[Hood]]&lt;br /&gt;
* [[Headwrap]]&lt;br /&gt;
* [[Broadwrap]]&lt;br /&gt;
* [[Burka]]&lt;br /&gt;
* [[Tribal headdress]], only for tribal factions&lt;br /&gt;
* [[War mask]], only for tribal factions&lt;br /&gt;
* [[Slicecap]], requires Transhumanist meme&lt;br /&gt;
* [[Visage mask]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ability Image !! Ability !! Abililty Desc || Ability Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Convert.png|64px]] || Convert || Attempt to convert someone to the speaker's ideoligion. This will reduce the target's certainty in their own beliefs. The certainty reduction depends on the speaker's negotiation ability. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Counsel.png|64px]] || Counsel || Offer counsel to a person to cancel the effects of a sad memory. The chance of success depends on the speaker's social skills and their relationship with the listener. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Reassure.png|64px]] || Reassure || Increase someone's certainty in their own beliefs. The regained certainty is based on the speaker's negotiation ability. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ConversionRitual.png|64px]] || Conversion Ritual || Try to persuade someone into joining your ideoligion. If it goes well, target's ideoligion certainty will be reduced or they will convert. If it goes badly, they will gain certainty in their old beliefs. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PreachHealth.png|64px]] || Preach Health || Preach moral strength to a sick or wounded person through the concepts of your ideology. This will improve their rate of wound healing and immunity gain. || ''This person's will to survive was reinforced by a talk with a moral guide of their ideoligion. That moral certainty has improved their healing and immunization gain rates.''&lt;br /&gt;
* [[Immunity Gain Speed]] +0.25%&lt;br /&gt;
* [[Injury Healing Factor]] +0.25%&lt;br /&gt;
* AoE: 1 target, touch range&lt;br /&gt;
* Cast time: 12s&lt;br /&gt;
* Duration: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
Can only be used on pawns with the same Ideoligion as the Moral Guide themselves.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Specialists===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Description !! Required Memes !! Pawn requirements !! Bonuses !!  Disabled Work Types !! Ability Image !! Ability !! Abililty Desc || Ability Effect || Required Equipment&lt;br /&gt;
|- id=&amp;quot;Shooting specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistShooting.png]] || Shooting Specialist || A special ideoligious status focusing on ranged combat to the exclusion of all else. This specialized role gives increased accuracy and the ability to boost the shooting abilities of nearby allies. Holders of this role will refuse to do many kinds of non-shooting-related work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Raider|Raider]]&lt;br /&gt;
*[[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Shooting|Shooting skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Shooting&lt;br /&gt;
**Violent&lt;br /&gt;
|&lt;br /&gt;
* [[Shooting Accuracy]] +7&lt;br /&gt;
* [[Aiming Time]] -50%&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
|| [[File:MarksmanCommand.png|64px]] || Marksman Command || Call out shots and boost the shooting skills of everyone nearby. The effect remains attached to the caster for 24 hours. || ''Someone is using the marksman command ability nearby, boosting this person's shooting abilities.''&lt;br /&gt;
* [[Shooting Accuracy]] +4&lt;br /&gt;
* [[Aiming Time]] -40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| {{Icon Small|Tailcap}} [[Tailcap]]&lt;br /&gt;
|- id=&amp;quot;Animals specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistAnimals.png]] || Animals Specialist || A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency, and the ability to boost the animals-related abilities of nearby allies. Holders of this role will refuse to perform some non-animals-related tasks.&amp;lt;&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Animal personhood|Animal personhood]]&lt;br /&gt;
*[[Ideoligion#Rancher|Rancher]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Animals|Animals skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Animals&lt;br /&gt;
|&lt;br /&gt;
* 2x [[Tame Animal Chance]]&lt;br /&gt;
* 2x [[Train Animal Chance]]&lt;br /&gt;
* 0.2x Animal revenge chance&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
|| [[File:AnimalCalm.png|64px]] || Animal Calm || Use unique methods of connecting with animals to calm a maddened beast.|| &lt;br /&gt;
* Hold animal stunned while casting, calms hostile animals if successful.&lt;br /&gt;
* Casting time: 1.5s&lt;br /&gt;
* AoE: Single target? Touch range.&lt;br /&gt;
* Duration: Instantaneous&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Medical specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistMedical.png]] || Medical Specialist || A special ideoligious status focusing on medicine to the exclusion of all else. This specialized role gives improved surgery and tending efficiency, and the ability to boost the medical abilities of nearby allies. Believers who receive care from one of this role will be happy about it. Holders of this role will refuse to do any kind of violence, and won't perform some non-medical tasks.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Flesh purity|Flesh purity]]&lt;br /&gt;
*[[Ideoligion#Blindsight|Blindsight]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Medicine|Medicine skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Caring&lt;br /&gt;
|&lt;br /&gt;
* 1.5x [[Medical Tend Quality]]&lt;br /&gt;
* 1.5x [[Medical Operation Speed]]&lt;br /&gt;
* 1.5x [[Medical Surgery Success Chance]]&lt;br /&gt;
* Mood buff to pawns treated by this specialist&lt;br /&gt;
|&lt;br /&gt;
* Violent&lt;br /&gt;
|| [[File:ImmunityDrive.png|64px]] || Immunity Drive || Offer moral support that energizes the body, boosting someone's immunity gain for one day.  || ''&amp;quot;This person has received moral support of an ideoligious nature. Their mental certainty has energized their body and boosted their immune system.&amp;quot;''&lt;br /&gt;
* 2x [[Immunity Gain Speed]]&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Melee specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistMelee.png]] || Melee Specialist || A special ideoligious status focusing on melee combat to the exclusion of all else. This specialized role gives increased dodge and hit chance in melee combat and ability to the boost melee abilites for nearby allies. Holders of this role will refuse to do many kinds of non-melee-related work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Raider|Raider]]&lt;br /&gt;
*[[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Melee|Melee skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Violent&lt;br /&gt;
|&lt;br /&gt;
* [[Melee Hit Chance]] +8&lt;br /&gt;
* [[Melee Dodge Chance]] +8&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
* Hunting&lt;br /&gt;
* Shooting&lt;br /&gt;
|| [[File:BerserkTrance.png|64px]] || Berserk Trance || The caster fills himself with anger over ideological grievances. This strengthens the body past normal limits, but also means losing control and attacking every enemy nearby in an unstoppable rage. The berserk state will last for 3 hours. || ''&amp;quot;Driven by fierce moral certainty and stories of ideoligious grievance, this person has driven him or herself into a rage. Every muscle is at peak performance, but it's hard to shut down the anger.&amp;quot;''&lt;br /&gt;
* [[Melee Hit Chance]] +8&lt;br /&gt;
* [[Melee Dodge Chance]] +8&lt;br /&gt;
* 0.1x [[Pain]] &lt;br /&gt;
* Puts user in Berserk Trance mental state (Unknown effects)&lt;br /&gt;
* Casting time: 1.5s&lt;br /&gt;
* AoE: Self&lt;br /&gt;
* Duration: {{ticks|7500}}&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Mining specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistMining.png]] || Mining Specialist || A special ideoligious status focusing on mining to the exclusion of all else. This specialized role gives increased mining speed, and the ability to boost the mining speed of nearby allies. Holders of this role will refuse to do some non-mining work. &lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Darkness|Darkness]]&lt;br /&gt;
*[[Ideoligion#Tunneler|Tunneler]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Mining|Mining skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Mining&lt;br /&gt;
|&lt;br /&gt;
* [[Mining Speed]] +70%&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Constructing&lt;br /&gt;
|| [[File:MiningCommand.png|64px]] || Mining Command || Offer guidance on mining techniques, boosting the mining speed for everyone nearby. The effect remains attached to the caster for 24 hours.|| ''&amp;quot;This person's mining speed is boosted thanks to being near someone who is using the mining command ability.&amp;quot;'''&lt;br /&gt;
* [[Mining Speed]] +40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Plants specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistPlants.png]] || Plants Specialist || A special ideoligious status focusing on planting to the exclusion of all else. This specialized role gives increased sowing and harvesting efficiency, and the ability to boost the farming speed of nearby allies. Holders of this role will refuse to perform some non-plants-related work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#High life|High life]]&lt;br /&gt;
*[[Ideoligion#Nature primacy|Nature primacy]]&lt;br /&gt;
*[[Ideoligion#Tree connection|Tree connection]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Plants|Plants skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Plantwork&lt;br /&gt;
|&lt;br /&gt;
* [[Plant Work Speed]] +70%&lt;br /&gt;
* [[Plant Harvest Yield]] +30%&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Constructing&lt;br /&gt;
* Mining&lt;br /&gt;
|| [[File:FarmingCommand.png|64px]] || Farming Command || Offer guidance on farming techniques, boosting the farming abilities for everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's farming abilities are boosted thanks to being near someone who is using the farming command ability.&amp;quot;'''&lt;br /&gt;
* [[Plant Work Speed]] +40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| {{Icon Small|Shadecone}} [[Shadecone]]&lt;br /&gt;
|- id=&amp;quot;Production specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistProduction.png]] || Production Specialist || A special ideoligious status focusing on crafting and construction to the exclusion of all else. This specialized role gives increased crafting and construction efficiency, and the ability to boost the production abilities of nearby allies. Holders of this role will refuse to do some non-production work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Human primacy|Human primacy]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Construction|Construction skill]] &amp;gt; 6 OR [[Skills#Crafting|Crafting skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Construction OR&lt;br /&gt;
**Crafting&lt;br /&gt;
|&lt;br /&gt;
* [[Construction Speed]] +50%&lt;br /&gt;
* [[General Labor Speed]] +50&lt;br /&gt;
* [[Quality]] +1 level&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
|| [[File:ProductionCommand.png|64px]] || Production Command || Offer guidance on construction techniques, boosting construction and crafting abilities for everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's construction and crafting speeds are boosted thanks to being near someone who is using the production command ability.&amp;quot;''&lt;br /&gt;
* [[Construction Speed]] +40%&lt;br /&gt;
* [[General Labor Speed]] +20&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Research specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistResearch.png]] || Research Specialist || A special ideoligious status focusing on research to the exclusion of all else. This specialized role gives increased research and hacking speed, and the ability to boost research abilities of nearby allies. Holders of this role will refuse to perform some non-research tasks.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Transhumanist|Transhumanist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Intelectual|Intelectual skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Intellectual&lt;br /&gt;
|&lt;br /&gt;
* [[Research Speed]] +70%&lt;br /&gt;
* [[Hacking Speed]] +70%&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
|| [[File:ResearchCommand.png|64px]] || Research Command || Provide suggestions and mental support, boosting the research speed of everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's research speed is boosted because they are near someone who is using the research command ability.&amp;quot;''&lt;br /&gt;
* [[Research Speed]] +30%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rituals ==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Ritual !! Factors !! Outcomes !! Notes&lt;br /&gt;
|- id=&amp;quot;Funeral&amp;quot;&lt;br /&gt;
| [[File:Ritual funeral.png|64px]] || Funeral || Participant count (10): +70%&amp;lt;br&amp;gt;Moral guide present: +30% || 5% Terrible: 3&amp;lt;br&amp;gt;15% Lackluster: -1&amp;lt;br&amp;gt;60% Good: +5&amp;lt;br&amp;gt;20% Heartwarming: +8 || If there is no corpse in the grave or sarcophagus, the ritual quality is only increased by 20% by the presence of the moral guide, and only by 60% by a full participant count.&lt;br /&gt;
|- id = &amp;quot;Social festival&amp;quot;&lt;br /&gt;
| || Social Festival || Participant count (10): +25%&amp;lt;br&amp;gt;Leader present: +25%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +20%&amp;lt;br&amp;gt;Seats for everyone: +20% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +5&amp;lt;br&amp;gt;20% Unforgettable: +8|| &lt;br /&gt;
|- id = &amp;quot;Dance party&amp;quot;&lt;br /&gt;
| || Dance party || Participant count (10): +30%&amp;lt;br&amp;gt;Started at lightball: +20%&amp;lt;br&amp;gt;Active loudspeakers (6): +30%&amp;lt;br&amp;gt;Room Impressiveness (120): +20%|| 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +8&amp;lt;br&amp;gt;20% Unforgettable: +16|| If the party is fun or unforgettable, there is a chance&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; that all participants will get +20% [[Global Work Speed]] for 24h. Only available to non-tribals.&lt;br /&gt;
|- id = &amp;quot;Drum party&amp;quot;&lt;br /&gt;
| || Drum party || Participant count (10): +30%&amp;lt;br&amp;gt;Started at campfire: 20%&amp;lt;br&amp;gt;Drums (6): +30%&amp;lt;br&amp;gt;Room Impressiveness (120): +20%|| 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +8&amp;lt;br&amp;gt;20% Unforgettable: +16|| If the party is fun or unforgettable, there is a chance&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; that all participants will get +20% [[Global Work Speed]] for 24h. Only available to tribals.&lt;br /&gt;
|- id = &amp;quot;Skylantern festival&amp;quot;&lt;br /&gt;
| [[File:Ritual skylantern festival.png|64px]] || Skylantern festival ||  Participant count (10): +100% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Unimpressive: -1&amp;lt;br&amp;gt;60% Beautiful: +6&amp;lt;br&amp;gt;20% Unforgettable: +10|| Each participant makes a skylantern out of {{icon small|wood}} 4 [[wood]]. If the festival is beautiful or unforgettable, friendly visitors might see them and arrive with a gift.&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- id = &amp;quot;Consumable&amp;quot;&lt;br /&gt;
| || Christmas tree&amp;lt;br&amp;gt;Symbol burning&amp;lt;br&amp;gt;Smokeleaf circle&amp;lt;br&amp;gt;Cannibal feast || Participant count (10): +80%&amp;lt;br&amp;gt;Room Impressiveness (120): +20% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +5&amp;lt;br&amp;gt;20% Unforgettable: +8||Destroys the ritual target.&lt;br /&gt;
|- id = &amp;quot;Scarification&amp;quot;&lt;br /&gt;
| [[File:Ritual scarification.png|64px]] || Scarification || Participant count (10): +25%&amp;lt;br&amp;gt; Moral guide present: +20%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +20%|| 5% Terrible: -2&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +1&amp;lt;br&amp;gt;20% Spectacular: +3||Scarifies the subject. Only available with the Pain is Virtue meme.&lt;br /&gt;
|- id = &amp;quot;Blinding ceremony&amp;quot;&lt;br /&gt;
| [[File:Ritual blinding.png|64px]] || Blinding ceremony || Participant count (10): +25%&amp;lt;br&amp;gt; Moral guide present: +20%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +20%|| 5% Terrible: -2&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +1&amp;lt;br&amp;gt;20% Spectacular: +3||Blinds the subject. If the ceremony is satisfying or spectacular, the blinded person may get a [[psycasts|psylink]] upgrade or unlock a new psychic power.&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; Only available with the Blindsight meme.&lt;br /&gt;
|- id = &amp;quot;Animal sacrifice&amp;quot;&lt;br /&gt;
| [[File:Ritual animal sacrifice.png|64px]] || Animal sacrifice || Participant count (10): +25%&amp;lt;br&amp;gt;Moral guide present: +25%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +15% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +5&amp;lt;br&amp;gt;20% Spectacular: +8|| If the sacrifice is satisfying or spectacular, there is a 5% (satisfying) or 10% (spectacular) chance that a random participant gains an [[inspiration]]. Only available with the Human Primacy meme.&lt;br /&gt;
|- id = &amp;quot;Gladiator duel&amp;quot;&lt;br /&gt;
| [[File:Ritual gladiator duel.png|64px]] || Gladiator duel || Participant count (10): +20%&amp;lt;br&amp;gt;Leader present: +20%&amp;lt;br&amp;gt;Duelist dies: +100%&amp;lt;br&amp;gt;Weapon used: +60% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Good: +5&amp;lt;br&amp;gt;20% Unforgettable: +8|| The two necessary escorts count towards the participant count. Spectators gain 1000 melee experience, gain a mood boost&amp;lt;sup&amp;gt;separate from the usual mood boost?&amp;lt;/sup&amp;gt;, and fill their recreation bars.&amp;lt;sup&amp;gt;verify&amp;lt;/sup&amp;gt; The duelists also gain the mood effect from ritual quality. Only available with the Pain is Virtue, Cannibal, Supremacist, or Raider memes.&lt;br /&gt;
|- id = &amp;quot;Prisoner execution&amp;quot;&lt;br /&gt;
|  [[File:Ritual public execution.png|64px]] || Prisoner execution || Participant count (10): +80%&amp;lt;br&amp;gt;Started at altar: +20% || 15% Awkward: -1&amp;lt;br&amp;gt;65% Satisfying: +6&amp;lt;br&amp;gt;20% Spectacular: +8 || Participating [[slaves]] are fully suppressed. Can be performed by all ideologions.&lt;br /&gt;
|- id = &amp;quot;Leader speech&amp;quot;&lt;br /&gt;
| || Leader speech || Participant count (10): +40%&amp;lt;br&amp;gt;Room impressiveness (120): +20&amp;lt;br&amp;gt;Leader's Social Impact (150%): +40% || 5% Terrible: -8&amp;lt;br&amp;gt;15% Uninspiring: -4&amp;lt;br&amp;gt;60% Encouraging: +5&amp;lt;br&amp;gt;20% Inspirational: +8 || The speech quality will also affect the listeners' opinions of the leader, with a terrible speech resulting in a -30 opinion, an uninspiring speech resulting in a -15 opinion, an encouraging speech in a +20 opinion, and an inspirational speech in a +40 opinion.&lt;br /&gt;
|- id = &amp;quot;Trial&amp;quot;&lt;br /&gt;
| || Trial || Participant count (20): +60%&amp;lt;br&amp;gt;Leader's Negotiation Ability * 0.25&amp;lt;br&amp;gt;Defendant's Negotiation Ability * -0.25|| 50% Exonerated&amp;lt;br&amp;gt;50% Convicted || If the defendant is convicted, they are considered guilty for the purpose of executions and other actions.&amp;lt;sup&amp;gt;what else?&amp;lt;/sup&amp;gt; If the defendant has a mental break during the trial, their [[Negotiation Ability]] is effectively set to 0.&lt;br /&gt;
|- id = &amp;quot;Conversion ritual&amp;quot;&lt;br /&gt;
| || Conversion ritual || Participant count (10): +40%&amp;lt;br&amp;gt;Room impressiveness (120): +20%&amp;lt;br&amp;gt;Moral guide's Social Impact (150%): +30%&amp;lt;br&amp;gt;Convertee's Expectations (Very Low): +10%, (Sky High): -30%|| 5% Terrible&amp;lt;br&amp;gt;15% Ineffective&amp;lt;br&amp;gt;60% Effective: +3&amp;lt;br&amp;gt;20% Masterful: +6 || The convertee's certainty is offset by an amount depending on ritual quality: terrible: +20%; ineffective: +12%; effective: -30%; masterful: -100%.&lt;br /&gt;
|- id = &amp;quot;Tree connection&amp;quot;&lt;br /&gt;
| || Tree connection || Participant count (10): +100% ||  || The connector will start with 25-45% connection strength, depending on ritual quality.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Relics==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
{{Main|Relic}}&lt;br /&gt;
Mood penalty for lost or destroyed &amp;lt;link to mood page here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
==Weapon Preferences==&lt;br /&gt;
Ideoligion can have one or several pairs of noble and despised weapons types. Weapon pairs can't be combined if they overlap.&lt;br /&gt;
&lt;br /&gt;
Wielding a noble weapon grants +3 mood while wielding a despised one grants -5.&lt;br /&gt;
&lt;br /&gt;
Killing any pawn (?) with a noble weapon grants +3 mood for 1 day while using a despised one to attack anything - including objects - grants -5 for 2 days.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pair !! First group !! Second group&lt;br /&gt;
|-&lt;br /&gt;
|Melee / Ranged || All melee weapons, including beer and wood || All ranged weapons, including grenades&lt;br /&gt;
|-&lt;br /&gt;
|Melee piercer / Melee blunt || [[Thrumbo horn]], [[Elephant tusk]], [[Breach axe]], [[Gladius]], [[Longsword]], [[Knife]], [[Ikwa]], [[Spear]], [[Persona monosword]], [[Monosword]], [[Plasmasword]], [[Persona plasmasword]] || [[Beer]], [[Wood]], [[Mace]], [[Club]], [[Persona zeushammer]], [[Axe]], [[Warhammer]], [[Zeushammer]], [[Eltex staff]]&lt;br /&gt;
|-&lt;br /&gt;
|Long shots / Short shots || [[Bolt-action rifle]], [[Sniper rifle]] || [[Machine pistol]], [[Pump shotgun]], [[Chain shotgun]], [[Heavy SMG]]&lt;br /&gt;
|-&lt;br /&gt;
|Ranged heavy / Ranged light || [[Incendiary launcher]], [[Smoke launcher]], [[EMP launcher]], [[Heavy SMG]], [[LMG]], [[Sniper rifle]], [[Minigun]], [[Triple rocket launcher]], [[Greatbow]], [[Charge lance]] || [[Revolver]], [[Autopistol]], [[Machine pistol]], [[Short bow]], [[Recurve bow]], [[Charge rifle]]&lt;br /&gt;
|-&lt;br /&gt;
|Neolithic / Ultratech || [[Wood]], [[Club]], [[Knife]], [[Ikwa]], [[Spear]], [[Short bow]], [[Pila]], [[Recurve bow]], [[Greatbow]] || [[Persona monosword]], [[Persona zeushammer]], [[Persona plasmasword]], [[Monosword]], [[Zeushammer]], [[Plasmasword]], [[Eltex staff]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Apparel Preferences==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
If at least 60% of a colonist's apparel is their favorite color or the color of their ideoligion, they will gain a small mood buff.&lt;br /&gt;
&lt;br /&gt;
The color of the ideoligion can be set at creation. The following colors are available:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25px;&amp;quot; | Color&lt;br /&gt;
! Name&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(26, 26, 26);&amp;quot; |&lt;br /&gt;
| Pitch black&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(51, 51, 51);&amp;quot; |&lt;br /&gt;
| Dark black&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(128, 128, 128);&amp;quot; |&lt;br /&gt;
| Dark grey&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(192, 192, 192);&amp;quot; |&lt;br /&gt;
| Grey&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(245, 245, 245);&amp;quot; |&lt;br /&gt;
| Light grey&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(148, 67, 67);&amp;quot; |&lt;br /&gt;
| Dark red&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(191, 86, 86);&amp;quot; |&lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(255, 115, 115);&amp;quot; |&lt;br /&gt;
| Light red&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(79, 71, 66);&amp;quot; |&lt;br /&gt;
| Mid black&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(90, 58, 32);&amp;quot; |&lt;br /&gt;
| Dark brown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(132, 83, 47);&amp;quot; |&lt;br /&gt;
| Reddish brown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(64, 51, 38);&amp;quot; |&lt;br /&gt;
| Dark reddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(77, 51, 26);&amp;quot; |&lt;br /&gt;
| Dark saturated reddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(193, 146, 85);&amp;quot; |&lt;br /&gt;
| Sandy blonde&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(237, 202, 156);&amp;quot; |&lt;br /&gt;
| Blonde&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(148, 115, 67);&amp;quot; |&lt;br /&gt;
| Dark orange&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(191, 149, 86);&amp;quot; |&lt;br /&gt;
| Orange&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(255, 199, 115);&amp;quot; |&lt;br /&gt;
| Light orange&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(132, 148, 67);&amp;quot; |&lt;br /&gt;
| Dark olive&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(170, 191, 86);&amp;quot; |&lt;br /&gt;
| Olive&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(227, 255, 115);&amp;quot; |&lt;br /&gt;
| Light olive&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(83, 148, 67);&amp;quot; |&lt;br /&gt;
| Dark green&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(107, 191, 86);&amp;quot; |&lt;br /&gt;
| Green&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(143, 255, 115);&amp;quot; |&lt;br /&gt;
| Light green&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(67, 148, 99);&amp;quot; |&lt;br /&gt;
| Dark teal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(86, 191, 128);&amp;quot; |&lt;br /&gt;
| Teal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(115, 255, 171);&amp;quot; |&lt;br /&gt;
| Light teal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(67, 148, 148);&amp;quot; |&lt;br /&gt;
| Dark blue&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(86, 191, 191);&amp;quot; |&lt;br /&gt;
| Blue&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(115, 255, 255);&amp;quot; |&lt;br /&gt;
| Light blue&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(67, 99, 148);&amp;quot; |&lt;br /&gt;
| Dark sapphire&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(86, 128, 191);&amp;quot; |&lt;br /&gt;
| Sapphire&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(115, 171, 255);&amp;quot; |&lt;br /&gt;
| Light sapphire&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(83, 67, 148);&amp;quot; |&lt;br /&gt;
| Dark mauve&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(107, 86, 191);&amp;quot; |&lt;br /&gt;
| Mauve&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(143, 115, 255);&amp;quot; |&lt;br /&gt;
| Light mauve&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(132, 67, 148);&amp;quot; |&lt;br /&gt;
| Dark purple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(170, 86, 191);&amp;quot; |&lt;br /&gt;
| Purple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(227, 115, 255);&amp;quot; |&lt;br /&gt;
| Light purple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(148, 67, 115);&amp;quot; |&lt;br /&gt;
| Dark pink&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(191, 86, 149);&amp;quot; |&lt;br /&gt;
| Pink&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: rgb(255, 115, 199);&amp;quot; |&lt;br /&gt;
| Light pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Venerated Animals==&lt;br /&gt;
{{Stub|section=1|reason=More details needed}}&lt;br /&gt;
Venerated animals are twice as easy to tame.&lt;br /&gt;
&lt;br /&gt;
== Tattoos ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Style !! Face !! Body&lt;br /&gt;
|-&lt;br /&gt;
| Tribal || tiger, cobweb, eclipse, line, oracle, pantheon, war paint, worried || tiger, buttons, rings&lt;br /&gt;
|-&lt;br /&gt;
| Punk || tear, headshot, double, love, stars || heart, cross, jester, moon, power, royal, wings&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal || skull, spider || scar, skeleton, spike&lt;br /&gt;
|-&lt;br /&gt;
| Misc || - || insect, sun&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version History==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fixed gender supremacy memes having opposite agreeing traits e.g. Female Supremacy inexplicably being agreed with by Misogynist traited pawns.&lt;br /&gt;
* [[Version/1.3.3069|1.3.3069]] - &lt;br /&gt;
** Adjust trees-related thoughts. Negatives for killing trees are reduced. Positives for seeing trees are amplified.&lt;br /&gt;
** Chance of resentment on failed conversion attempt reduced from 36% to 20%. Chance of fight reduced from 4% to 2%.&lt;br /&gt;
** If a pawn has sight under 50%, he should gain a psychic sensitivity bonus of up to 50%.&lt;br /&gt;
* [[Version/1.3.3069b|1.3.3069b]] - Added a feature that lets you save and load ideoligions within the ideoligion customization screen.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Desired apparel now uses the same faction restrictions as role apparel does. Tribal-Only: War mask, Tribal Headdress. Non-tribal only: Slicecap, Beret. Removed visage mask restriction to non-tribal only.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Tree connection pawns have a 25% boost to [[Pruning Speed]]. Added temperature tough issue and precept.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fixed Immunity Drive. Was previously targeting wrong stat and inoperative.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3101]] - Reduce production specialist crafting speed buffs from +70% to +50%.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3117]] - &lt;br /&gt;
**Improved viability of multi-ideo colonies. Pawns of pawns of any ideo can now spectate any ritual, even if it's not of their own ideo.&lt;br /&gt;
**Gaining, changing, or removing a role now requires a simple ritual.&lt;br /&gt;
**Added a precept related to Darkness meme that gives believers a positive thought during an eclipse.&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:WeirdMatter&amp;diff=96248</id>
		<title>User:WeirdMatter</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:WeirdMatter&amp;diff=96248"/>
		<updated>2021-11-09T14:41:06Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: /* Hair colours */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Links ==&lt;br /&gt;
* [[Template:About]]&lt;br /&gt;
* [[Template:Royalty]]&lt;br /&gt;
&lt;br /&gt;
== Redirects ==&lt;br /&gt;
=== Skills ===&lt;br /&gt;
# [[Shooting]]&lt;br /&gt;
# [[Melee]]&lt;br /&gt;
# [[Construction]]&lt;br /&gt;
# [[Mining]]&lt;br /&gt;
# [[Cooking]]&lt;br /&gt;
# [[Plants (skill)]]&lt;br /&gt;
# [[Animals]] - redirects to Animals article&lt;br /&gt;
# [[Crafting]]&lt;br /&gt;
# [[Artistic]]&lt;br /&gt;
# [[Medical]]&lt;br /&gt;
# [[Social]] - redirects to Social article&lt;br /&gt;
# [[Intellectual]]&lt;br /&gt;
&lt;br /&gt;
=== Memes ===&lt;br /&gt;
# [[Animal personhood]]&lt;br /&gt;
# [[Blindsight]] -- own article&lt;br /&gt;
# [[Cannibal]] -- possible disambig&lt;br /&gt;
# [[Collectivist]]&lt;br /&gt;
# [[Darkness]] -- possible disambig&lt;br /&gt;
# [[Female supremacy]]&lt;br /&gt;
# [[Flesh purity]]&lt;br /&gt;
# [[Guilty]] -- possible disambig&lt;br /&gt;
# [[High life]]&lt;br /&gt;
# [[Human primacy]]&lt;br /&gt;
# [[Individualist]]&lt;br /&gt;
# [[Loyalist]]&lt;br /&gt;
# [[Male supremacy]]&lt;br /&gt;
# [[Nature primacy]]&lt;br /&gt;
# [[Nudism]] -- possible disambig&lt;br /&gt;
# [[Pain is virtue]]&lt;br /&gt;
# [[Proselytizer]]&lt;br /&gt;
# [[Raider]] -- redirects to Raider page&lt;br /&gt;
# [[Rancher]]&lt;br /&gt;
# [[Supremacist]]&lt;br /&gt;
# [[Transhumanist]]&lt;br /&gt;
# [[Tree connection]]&lt;br /&gt;
# [[Tunneler]]&lt;br /&gt;
&lt;br /&gt;
== Royalty ==&lt;br /&gt;
{{Royalty navbox}}&lt;br /&gt;
&lt;br /&gt;
== Ideology ==&lt;br /&gt;
[[Ideology (DLC)]]&lt;br /&gt;
&lt;br /&gt;
=== Ancient ruins ===&lt;br /&gt;
==== Active ====&lt;br /&gt;
# [[Ancient comms console]]&lt;br /&gt;
# [[Ancient cryptosleep pod]]&lt;br /&gt;
# [[Ancient terminal]] ([[Ancient enemy terminal|enemy]])&lt;br /&gt;
# [[Ancient unstable fuel node]]&lt;br /&gt;
# [[Hermetic crate]]&lt;br /&gt;
# [[Security crate]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Indoors ====&lt;br /&gt;
# [[Ancient barrel]]&lt;br /&gt;
# [[Ancient bed]]&lt;br /&gt;
# [[Ancient crate]] ([[ancient military crate|military]]) ([[ancient spacer crate|spacer]])&lt;br /&gt;
# [[Ancient display bank]]&lt;br /&gt;
# [[Ancient equipment blocks]]&lt;br /&gt;
# [[Ancient generator]]&lt;br /&gt;
# [[Ancient lamp]]&lt;br /&gt;
# [[Ancient locker bank]]&lt;br /&gt;
# [[Ancient machine]]&lt;br /&gt;
# [[Ancient operating table]]&lt;br /&gt;
# [[Ancient storage cylinder]]&lt;br /&gt;
# [[Ancient system rack]]&lt;br /&gt;
&lt;br /&gt;
==== Outdoors ====&lt;br /&gt;
# [[Ancient air conditioner]]&lt;br /&gt;
# [[Ancient ATM]]&lt;br /&gt;
# [[Ancient mega-cannon platform]] ([[Ancient mega-cannon barrel|barrel]])&lt;br /&gt;
# [[Ancient car]] ([[Ancient car frame|frame]]) ([[Ancient pod car|pod]])&lt;br /&gt;
# [[Ancient container]]&lt;br /&gt;
# [[Ancient centipede shell]]&lt;br /&gt;
# [[Ancient dropship]] ([[Ancient dropship engine|engine]])&lt;br /&gt;
# [[Ancient engine block]] ([[Ancient macro-engine block|macro-engine]])&lt;br /&gt;
# [[Ancient fence]]&lt;br /&gt;
# [[Ancient hydrant]]&lt;br /&gt;
# [[Ancient jet engine]]&lt;br /&gt;
# [[Ancient kitchen sink]]&lt;br /&gt;
# [[Ancient mech drop beacon]]&lt;br /&gt;
# [[Ancient mechanoid shell]]&lt;br /&gt;
# [[Ancient microwave]]&lt;br /&gt;
# [[Ancient nav beacon]]&lt;br /&gt;
# [[Ancient oven]]&lt;br /&gt;
# [[Ancient pipes]] ([[Ancient pipeline section|pipeline section]])&lt;br /&gt;
# [[Ancient postbox]]&lt;br /&gt;
# [[Ancient razor wire]]&lt;br /&gt;
# [[Ancient refrigerator]]&lt;br /&gt;
# [[Ancient ruined APC]]&lt;br /&gt;
# [[Ancient ruined tank]]&lt;br /&gt;
# [[Ancient security turret]]&lt;br /&gt;
# [[Ancient shopping cart]]&lt;br /&gt;
# ([[Ancient small crate|small]]) ([[Ancient long crate|long]]) ([[Ancient large crate|large]])&lt;br /&gt;
# [[Ancient stove]]&lt;br /&gt;
# [[Ancient tank trap]]&lt;br /&gt;
# [[Ancient toilet]]&lt;br /&gt;
# [[Ancient troop carrier]]&lt;br /&gt;
# [[Ancient truck]]&lt;br /&gt;
# [[Ancient vending machine]]&lt;br /&gt;
# [[Ancient warspider remains]]&lt;br /&gt;
# [[Ancient warsprinter remains]]&lt;br /&gt;
# [[Ancient warwalker torso]] ([[Ancient warwalker claw|claw]]) ([[Ancient warwalker foot|foot]]) ([[Ancient warwalker leg|leg]]) ([[Ancient warwalker shell|shell]])&lt;br /&gt;
# [[Ancient washing machine]]&lt;br /&gt;
# [[Ancient wheel]] ([[Ancient giant wheel|giant]])&lt;br /&gt;
&lt;br /&gt;
=== Apparel ===&lt;br /&gt;
# [[Authority cap]]&lt;br /&gt;
# [[Blindfold]]&lt;br /&gt;
# [[Broadwrap]]&lt;br /&gt;
# [[Burka]]&lt;br /&gt;
# [[Flophat]]&lt;br /&gt;
# [[Headwrap]]&lt;br /&gt;
# [[Robe]]&lt;br /&gt;
# [[Shadecone]]&lt;br /&gt;
# [[Slave body strap]]&lt;br /&gt;
# [[Slave collar]]&lt;br /&gt;
# [[Slicecap]]&lt;br /&gt;
# [[Tailcap]]&lt;br /&gt;
# [[Torture crown]]&lt;br /&gt;
# [[Visage mask]]&lt;br /&gt;
&lt;br /&gt;
=== [[Dryads]] ===&lt;br /&gt;
# [[Barkskin]]&lt;br /&gt;
# [[Berrymaker]]&lt;br /&gt;
# [[Carrier]]&lt;br /&gt;
# [[Clawer]]&lt;br /&gt;
# [[Dryad cocoon]]&lt;br /&gt;
# [[Gaumaker]]&lt;br /&gt;
# [[Gauranlen tree]] ([[Gauranlen moss|moss]]) ([[Gauranlen pod|pod]]) ([[Gauranlen seed|seed]])&lt;br /&gt;
# [[Immature dryad]]&lt;br /&gt;
# [[Medicinemaker]]&lt;br /&gt;
# [[Woodmaker]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Floor ===&lt;br /&gt;
# [[Hex carpet]]&lt;br /&gt;
# [[Hex tile]]&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
# {{RoyaltyIcon}} [[Darklight brazier]]&lt;br /&gt;
# [[Darktorch]] ([[Fungus darktorch|fungus]])&lt;br /&gt;
# [[Kneel pillow]]&lt;br /&gt;
# [[Kneel sheet]]&lt;br /&gt;
# [[Slab bed]] ([[Slab double bed|double]])&lt;br /&gt;
# [[Standing darklamp]]&lt;br /&gt;
&lt;br /&gt;
=== Plants ===&lt;br /&gt;
# [[Fibercorn]]&lt;br /&gt;
# [[Nutrifungus]]&lt;br /&gt;
# [[Timbershroom]]&lt;br /&gt;
# [[Tinctoria]] ([[dye]])&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
more here (also check Royalty)&lt;br /&gt;
# [[Hacking Speed]]&lt;br /&gt;
# [[Pruning Speed]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rituals ===&lt;br /&gt;
# [[Cannibal platter]]&lt;br /&gt;
# [[Christmas tree]]&lt;br /&gt;
# [[Effigy]]&lt;br /&gt;
# [[Small altar]] ([[Medium altar|medium]]) ([[Large altar|large]]) ([[Grand altar|grand]])&lt;br /&gt;
# [[Ideogram]]&lt;br /&gt;
# [[Incense shrine]]&lt;br /&gt;
# [[Lightball]]&lt;br /&gt;
# [[Loudspeaker]]&lt;br /&gt;
# [[Pyre]]&lt;br /&gt;
# [[Ritual spot]]&lt;br /&gt;
# [[Sacrificial flag]]&lt;br /&gt;
&lt;br /&gt;
=== 1 ===&lt;br /&gt;
# [[Animalist slab (medium)]] ([[Animalist slab (broad)|broad]])&lt;br /&gt;
# [[Morbid slab (medium)]] ([[Morbid slab (broad)|broad]])&lt;br /&gt;
# [[Rustic rug (medium)]] ([[Rustic rug (broad)|broad]])&lt;br /&gt;
# [[Spikecore floor-star (medium)]] ([[Spikecore floor-star (broad)|broad]])&lt;br /&gt;
# [[Totemic slab (medium)]] ([[Totemic slab (broad)|broad]])&lt;br /&gt;
&lt;br /&gt;
=== 2 ===&lt;br /&gt;
# [[Archonexus core]]&lt;br /&gt;
&lt;br /&gt;
=== 3 ===&lt;br /&gt;
# [[Burnbong]] ([[autobong]])&lt;br /&gt;
&lt;br /&gt;
=== 4 ===&lt;br /&gt;
# [[Biosculpter pod]]&lt;br /&gt;
# [[Neural supercharger]]&lt;br /&gt;
# [[Sleep accelerator]]&lt;br /&gt;
&lt;br /&gt;
=== 5 ===&lt;br /&gt;
# [[Bonsai tree]] ([[Bonsai pot|pot]])&lt;br /&gt;
&lt;br /&gt;
=== 6 ===&lt;br /&gt;
# [[Gibbet cage]]&lt;br /&gt;
# [[Skullspike]] ([[skull]])&lt;br /&gt;
# [[Terror sculpture]]&lt;br /&gt;
&lt;br /&gt;
=== ? ===&lt;br /&gt;
# [[Archotech tower]]&lt;br /&gt;
# [[Gaumaker pod]]&lt;br /&gt;
# [[Grand archotech structure]]&lt;br /&gt;
# [[Lectern]]&lt;br /&gt;
# [[Major archotech structure]]&lt;br /&gt;
# [[Pew]]&lt;br /&gt;
# [[Spacedrone]]&lt;br /&gt;
&lt;br /&gt;
=== 7 ===&lt;br /&gt;
# [[Ideoligion]]&lt;br /&gt;
&lt;br /&gt;
# [[Relic]]&lt;br /&gt;
# [[Reliquary]]&lt;br /&gt;
&lt;br /&gt;
=== Unsorted ===&lt;br /&gt;
# [[Drum]]&lt;br /&gt;
* [[Fungal gravel]] ?&lt;br /&gt;
# [[Mindbend carpet]]&lt;br /&gt;
# [[Morbid carpet]]&lt;br /&gt;
# [[Morbid stone tile]]&lt;br /&gt;
# [[Spikecore plates]]&lt;br /&gt;
# [[Spikecore stone tile]]&lt;br /&gt;
# [[Styling station]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# [[Totemic boards]]&lt;br /&gt;
# [[Totemic stone tiles]]&lt;br /&gt;
&lt;br /&gt;
== Versions ==&lt;br /&gt;
=== Pre-alpha ===&lt;br /&gt;
* [[Version/0.0.232]]&lt;br /&gt;
* [[Version/0.0.245]]&lt;br /&gt;
* [[Version/0.0.250]]&lt;br /&gt;
* [[Version/0.0.254B]]&lt;br /&gt;
&lt;br /&gt;
=== Alpha ===&lt;br /&gt;
* [[Version/0.1.334|Alpha 1]]&lt;br /&gt;
* [[Version/0.2.363|Alpha 2 - Cannibal Modders]]&lt;br /&gt;
* [[Version/0.3.410|Alpha 3 - Factional Infighting]]&lt;br /&gt;
* [[Version/0.4.460|Alpha 4 - Giant Centipede Robots]]&lt;br /&gt;
* [[Version/0.5.492|Alpha 5 - Under Siege]]&lt;br /&gt;
* [[Version/0.6.532|Alpha 6 - Whole New World]]&lt;br /&gt;
* [[Version/0.7.581|Alpha 7 - Things Made of Stuff]]&lt;br /&gt;
* [[Version/0.8.657|Alpha 8 - Winter is Coming]]&lt;br /&gt;
* [[Version/0.9.722|Alpha 9 - Tales 'o' Drinking]]&lt;br /&gt;
* [[Version/0.10.785|Alpha 10 - Joy System]]&lt;br /&gt;
* [[Version/0.11.877|Alpha 11 - Sappers and Traps]]&lt;br /&gt;
* [[Version/0.12.906|Alpha 12 - Animal Taming]] ([[Version/0.12.910|b/c]]) ([[Version/0.12.914|d]])&lt;br /&gt;
* [[Version/0.13.1135|Alpha 13 - Trapped With Your Ex]]&lt;br /&gt;
* [[Version/0.14.1234|Alpha 14 - Scenario System]] ([[Version/0.14.1236|b]]) ([[Version/0.14.1238|c]]) ([[Version/0.14.1241|d]]) ([[Version/0.14.1249|e]])&lt;br /&gt;
* [[Version/0.15.1279|Alpha 15 - Tutorial and Drugs]] ([[Version/0.15.1280|b]]) ([[Version/0.15.1284|c]])&lt;br /&gt;
* [[Version/0.16.1393|Alpha 16 - Wanderlust]]&lt;br /&gt;
* [[Version/0.17.1546|Alpha 17 - On the Road]] ([[Version/0.17.1557|b]])&lt;br /&gt;
&lt;br /&gt;
=== Beta ===&lt;br /&gt;
* [[Version/0.18.1722|Beta 18 - A World of Story]]&lt;br /&gt;
* [[Version/0.19.2009|Beta 19 - Polish the Cannons]]&lt;br /&gt;
&lt;br /&gt;
=== Full release ===&lt;br /&gt;
* [[Version/1.0.0|1.0]]&lt;br /&gt;
** [[Version/1.0.2150]]&lt;br /&gt;
** [[Version/1.0.2282]]&lt;br /&gt;
** [[Version/1.0.2408]] -- wrong version in article?&lt;br /&gt;
** [[Version/1.0.2549]] -- see 1.0.2408&lt;br /&gt;
* [[Version/1.1.0|1.1]]&lt;br /&gt;
** [[Version/1.1.2257]]&lt;br /&gt;
** [[Version/1.1.2258]]&lt;br /&gt;
** [[Version/1.1.2559]]&lt;br /&gt;
** [[Version/1.1.2560]]&lt;br /&gt;
** [[Version/1.1.2562]]&lt;br /&gt;
** [[Version/1.1.2563]]&lt;br /&gt;
** [[Version/1.1.2564]]&lt;br /&gt;
** [[Version/1.1.2565]]&lt;br /&gt;
** [[Version/1.1.2566]]&lt;br /&gt;
** [[Version/1.1.2567]]&lt;br /&gt;
** [[Version/1.1.2571]]&lt;br /&gt;
** [[Version/1.1.2575]]&lt;br /&gt;
** [[Version/1.1.2579]]&lt;br /&gt;
** [[Version/1.1.2589]]&lt;br /&gt;
** [[Version/1.1.2598]]&lt;br /&gt;
** [[Version/1.1.2610]]&lt;br /&gt;
** [[Version/1.1.2618]]&lt;br /&gt;
** [[Version/1.1.2624]]&lt;br /&gt;
** [[Version/1.1.2647]]&lt;br /&gt;
** [[Version/1.1.2654]]&lt;br /&gt;
&lt;br /&gt;
=== Unsorted ===&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.2.2719]]&lt;br /&gt;
* [[Version/1.2.2753]]&lt;br /&gt;
* [[Version/1.2.2900]]&lt;br /&gt;
* [[Version/1.2.3005]]&lt;br /&gt;
* [[Version/1.3.3066]]&lt;br /&gt;
* [[Version/1.3.3067]]&lt;br /&gt;
* [[Version/1.3.3069]]&lt;br /&gt;
* [[Version/1.3.3069b]]&lt;br /&gt;
* [[Version/1.3.3072]]&lt;br /&gt;
* [[Version/1.3.3074]]&lt;br /&gt;
* [[Version/1.3.3076]]&lt;br /&gt;
* [[Version/1.3.3080]]&lt;br /&gt;
* [[Version/1.3.3087]]&lt;br /&gt;
* [[Version/1.3.3101]]&lt;br /&gt;
* [[Version/1.3.3117]]&lt;br /&gt;
* [[Version/1.3.3159]]&lt;br /&gt;
&lt;br /&gt;
== Hair colours ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Color&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(25, 25, 25);&amp;quot; |&lt;br /&gt;
| PitchBlack&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(79, 71, 66);&amp;quot; |&lt;br /&gt;
| MidBlack&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(63, 51, 38);&amp;quot; |&lt;br /&gt;
| DarkReddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(76, 51, 25);&amp;quot; |&lt;br /&gt;
| DarkSaturatedReddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(90, 58, 32);&amp;quot; |&lt;br /&gt;
| DarkBrown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(132, 83, 47);&amp;quot; |&lt;br /&gt;
| ReddishBrown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(193, 146, 85);&amp;quot; |&lt;br /&gt;
| SandyBlonde&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(237, 202, 156);&amp;quot; |&lt;br /&gt;
| Blonde&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:WeirdMatter&amp;diff=96247</id>
		<title>User:WeirdMatter</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:WeirdMatter&amp;diff=96247"/>
		<updated>2021-11-09T14:38:11Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Links ==&lt;br /&gt;
* [[Template:About]]&lt;br /&gt;
* [[Template:Royalty]]&lt;br /&gt;
&lt;br /&gt;
== Redirects ==&lt;br /&gt;
=== Skills ===&lt;br /&gt;
# [[Shooting]]&lt;br /&gt;
# [[Melee]]&lt;br /&gt;
# [[Construction]]&lt;br /&gt;
# [[Mining]]&lt;br /&gt;
# [[Cooking]]&lt;br /&gt;
# [[Plants (skill)]]&lt;br /&gt;
# [[Animals]] - redirects to Animals article&lt;br /&gt;
# [[Crafting]]&lt;br /&gt;
# [[Artistic]]&lt;br /&gt;
# [[Medical]]&lt;br /&gt;
# [[Social]] - redirects to Social article&lt;br /&gt;
# [[Intellectual]]&lt;br /&gt;
&lt;br /&gt;
=== Memes ===&lt;br /&gt;
# [[Animal personhood]]&lt;br /&gt;
# [[Blindsight]] -- own article&lt;br /&gt;
# [[Cannibal]] -- possible disambig&lt;br /&gt;
# [[Collectivist]]&lt;br /&gt;
# [[Darkness]] -- possible disambig&lt;br /&gt;
# [[Female supremacy]]&lt;br /&gt;
# [[Flesh purity]]&lt;br /&gt;
# [[Guilty]] -- possible disambig&lt;br /&gt;
# [[High life]]&lt;br /&gt;
# [[Human primacy]]&lt;br /&gt;
# [[Individualist]]&lt;br /&gt;
# [[Loyalist]]&lt;br /&gt;
# [[Male supremacy]]&lt;br /&gt;
# [[Nature primacy]]&lt;br /&gt;
# [[Nudism]] -- possible disambig&lt;br /&gt;
# [[Pain is virtue]]&lt;br /&gt;
# [[Proselytizer]]&lt;br /&gt;
# [[Raider]] -- redirects to Raider page&lt;br /&gt;
# [[Rancher]]&lt;br /&gt;
# [[Supremacist]]&lt;br /&gt;
# [[Transhumanist]]&lt;br /&gt;
# [[Tree connection]]&lt;br /&gt;
# [[Tunneler]]&lt;br /&gt;
&lt;br /&gt;
== Royalty ==&lt;br /&gt;
{{Royalty navbox}}&lt;br /&gt;
&lt;br /&gt;
== Ideology ==&lt;br /&gt;
[[Ideology (DLC)]]&lt;br /&gt;
&lt;br /&gt;
=== Ancient ruins ===&lt;br /&gt;
==== Active ====&lt;br /&gt;
# [[Ancient comms console]]&lt;br /&gt;
# [[Ancient cryptosleep pod]]&lt;br /&gt;
# [[Ancient terminal]] ([[Ancient enemy terminal|enemy]])&lt;br /&gt;
# [[Ancient unstable fuel node]]&lt;br /&gt;
# [[Hermetic crate]]&lt;br /&gt;
# [[Security crate]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Indoors ====&lt;br /&gt;
# [[Ancient barrel]]&lt;br /&gt;
# [[Ancient bed]]&lt;br /&gt;
# [[Ancient crate]] ([[ancient military crate|military]]) ([[ancient spacer crate|spacer]])&lt;br /&gt;
# [[Ancient display bank]]&lt;br /&gt;
# [[Ancient equipment blocks]]&lt;br /&gt;
# [[Ancient generator]]&lt;br /&gt;
# [[Ancient lamp]]&lt;br /&gt;
# [[Ancient locker bank]]&lt;br /&gt;
# [[Ancient machine]]&lt;br /&gt;
# [[Ancient operating table]]&lt;br /&gt;
# [[Ancient storage cylinder]]&lt;br /&gt;
# [[Ancient system rack]]&lt;br /&gt;
&lt;br /&gt;
==== Outdoors ====&lt;br /&gt;
# [[Ancient air conditioner]]&lt;br /&gt;
# [[Ancient ATM]]&lt;br /&gt;
# [[Ancient mega-cannon platform]] ([[Ancient mega-cannon barrel|barrel]])&lt;br /&gt;
# [[Ancient car]] ([[Ancient car frame|frame]]) ([[Ancient pod car|pod]])&lt;br /&gt;
# [[Ancient container]]&lt;br /&gt;
# [[Ancient centipede shell]]&lt;br /&gt;
# [[Ancient dropship]] ([[Ancient dropship engine|engine]])&lt;br /&gt;
# [[Ancient engine block]] ([[Ancient macro-engine block|macro-engine]])&lt;br /&gt;
# [[Ancient fence]]&lt;br /&gt;
# [[Ancient hydrant]]&lt;br /&gt;
# [[Ancient jet engine]]&lt;br /&gt;
# [[Ancient kitchen sink]]&lt;br /&gt;
# [[Ancient mech drop beacon]]&lt;br /&gt;
# [[Ancient mechanoid shell]]&lt;br /&gt;
# [[Ancient microwave]]&lt;br /&gt;
# [[Ancient nav beacon]]&lt;br /&gt;
# [[Ancient oven]]&lt;br /&gt;
# [[Ancient pipes]] ([[Ancient pipeline section|pipeline section]])&lt;br /&gt;
# [[Ancient postbox]]&lt;br /&gt;
# [[Ancient razor wire]]&lt;br /&gt;
# [[Ancient refrigerator]]&lt;br /&gt;
# [[Ancient ruined APC]]&lt;br /&gt;
# [[Ancient ruined tank]]&lt;br /&gt;
# [[Ancient security turret]]&lt;br /&gt;
# [[Ancient shopping cart]]&lt;br /&gt;
# ([[Ancient small crate|small]]) ([[Ancient long crate|long]]) ([[Ancient large crate|large]])&lt;br /&gt;
# [[Ancient stove]]&lt;br /&gt;
# [[Ancient tank trap]]&lt;br /&gt;
# [[Ancient toilet]]&lt;br /&gt;
# [[Ancient troop carrier]]&lt;br /&gt;
# [[Ancient truck]]&lt;br /&gt;
# [[Ancient vending machine]]&lt;br /&gt;
# [[Ancient warspider remains]]&lt;br /&gt;
# [[Ancient warsprinter remains]]&lt;br /&gt;
# [[Ancient warwalker torso]] ([[Ancient warwalker claw|claw]]) ([[Ancient warwalker foot|foot]]) ([[Ancient warwalker leg|leg]]) ([[Ancient warwalker shell|shell]])&lt;br /&gt;
# [[Ancient washing machine]]&lt;br /&gt;
# [[Ancient wheel]] ([[Ancient giant wheel|giant]])&lt;br /&gt;
&lt;br /&gt;
=== Apparel ===&lt;br /&gt;
# [[Authority cap]]&lt;br /&gt;
# [[Blindfold]]&lt;br /&gt;
# [[Broadwrap]]&lt;br /&gt;
# [[Burka]]&lt;br /&gt;
# [[Flophat]]&lt;br /&gt;
# [[Headwrap]]&lt;br /&gt;
# [[Robe]]&lt;br /&gt;
# [[Shadecone]]&lt;br /&gt;
# [[Slave body strap]]&lt;br /&gt;
# [[Slave collar]]&lt;br /&gt;
# [[Slicecap]]&lt;br /&gt;
# [[Tailcap]]&lt;br /&gt;
# [[Torture crown]]&lt;br /&gt;
# [[Visage mask]]&lt;br /&gt;
&lt;br /&gt;
=== [[Dryads]] ===&lt;br /&gt;
# [[Barkskin]]&lt;br /&gt;
# [[Berrymaker]]&lt;br /&gt;
# [[Carrier]]&lt;br /&gt;
# [[Clawer]]&lt;br /&gt;
# [[Dryad cocoon]]&lt;br /&gt;
# [[Gaumaker]]&lt;br /&gt;
# [[Gauranlen tree]] ([[Gauranlen moss|moss]]) ([[Gauranlen pod|pod]]) ([[Gauranlen seed|seed]])&lt;br /&gt;
# [[Immature dryad]]&lt;br /&gt;
# [[Medicinemaker]]&lt;br /&gt;
# [[Woodmaker]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Floor ===&lt;br /&gt;
# [[Hex carpet]]&lt;br /&gt;
# [[Hex tile]]&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
# {{RoyaltyIcon}} [[Darklight brazier]]&lt;br /&gt;
# [[Darktorch]] ([[Fungus darktorch|fungus]])&lt;br /&gt;
# [[Kneel pillow]]&lt;br /&gt;
# [[Kneel sheet]]&lt;br /&gt;
# [[Slab bed]] ([[Slab double bed|double]])&lt;br /&gt;
# [[Standing darklamp]]&lt;br /&gt;
&lt;br /&gt;
=== Plants ===&lt;br /&gt;
# [[Fibercorn]]&lt;br /&gt;
# [[Nutrifungus]]&lt;br /&gt;
# [[Timbershroom]]&lt;br /&gt;
# [[Tinctoria]] ([[dye]])&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
more here (also check Royalty)&lt;br /&gt;
# [[Hacking Speed]]&lt;br /&gt;
# [[Pruning Speed]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rituals ===&lt;br /&gt;
# [[Cannibal platter]]&lt;br /&gt;
# [[Christmas tree]]&lt;br /&gt;
# [[Effigy]]&lt;br /&gt;
# [[Small altar]] ([[Medium altar|medium]]) ([[Large altar|large]]) ([[Grand altar|grand]])&lt;br /&gt;
# [[Ideogram]]&lt;br /&gt;
# [[Incense shrine]]&lt;br /&gt;
# [[Lightball]]&lt;br /&gt;
# [[Loudspeaker]]&lt;br /&gt;
# [[Pyre]]&lt;br /&gt;
# [[Ritual spot]]&lt;br /&gt;
# [[Sacrificial flag]]&lt;br /&gt;
&lt;br /&gt;
=== 1 ===&lt;br /&gt;
# [[Animalist slab (medium)]] ([[Animalist slab (broad)|broad]])&lt;br /&gt;
# [[Morbid slab (medium)]] ([[Morbid slab (broad)|broad]])&lt;br /&gt;
# [[Rustic rug (medium)]] ([[Rustic rug (broad)|broad]])&lt;br /&gt;
# [[Spikecore floor-star (medium)]] ([[Spikecore floor-star (broad)|broad]])&lt;br /&gt;
# [[Totemic slab (medium)]] ([[Totemic slab (broad)|broad]])&lt;br /&gt;
&lt;br /&gt;
=== 2 ===&lt;br /&gt;
# [[Archonexus core]]&lt;br /&gt;
&lt;br /&gt;
=== 3 ===&lt;br /&gt;
# [[Burnbong]] ([[autobong]])&lt;br /&gt;
&lt;br /&gt;
=== 4 ===&lt;br /&gt;
# [[Biosculpter pod]]&lt;br /&gt;
# [[Neural supercharger]]&lt;br /&gt;
# [[Sleep accelerator]]&lt;br /&gt;
&lt;br /&gt;
=== 5 ===&lt;br /&gt;
# [[Bonsai tree]] ([[Bonsai pot|pot]])&lt;br /&gt;
&lt;br /&gt;
=== 6 ===&lt;br /&gt;
# [[Gibbet cage]]&lt;br /&gt;
# [[Skullspike]] ([[skull]])&lt;br /&gt;
# [[Terror sculpture]]&lt;br /&gt;
&lt;br /&gt;
=== ? ===&lt;br /&gt;
# [[Archotech tower]]&lt;br /&gt;
# [[Gaumaker pod]]&lt;br /&gt;
# [[Grand archotech structure]]&lt;br /&gt;
# [[Lectern]]&lt;br /&gt;
# [[Major archotech structure]]&lt;br /&gt;
# [[Pew]]&lt;br /&gt;
# [[Spacedrone]]&lt;br /&gt;
&lt;br /&gt;
=== 7 ===&lt;br /&gt;
# [[Ideoligion]]&lt;br /&gt;
&lt;br /&gt;
# [[Relic]]&lt;br /&gt;
# [[Reliquary]]&lt;br /&gt;
&lt;br /&gt;
=== Unsorted ===&lt;br /&gt;
# [[Drum]]&lt;br /&gt;
* [[Fungal gravel]] ?&lt;br /&gt;
# [[Mindbend carpet]]&lt;br /&gt;
# [[Morbid carpet]]&lt;br /&gt;
# [[Morbid stone tile]]&lt;br /&gt;
# [[Spikecore plates]]&lt;br /&gt;
# [[Spikecore stone tile]]&lt;br /&gt;
# [[Styling station]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# [[Totemic boards]]&lt;br /&gt;
# [[Totemic stone tiles]]&lt;br /&gt;
&lt;br /&gt;
== Versions ==&lt;br /&gt;
=== Pre-alpha ===&lt;br /&gt;
* [[Version/0.0.232]]&lt;br /&gt;
* [[Version/0.0.245]]&lt;br /&gt;
* [[Version/0.0.250]]&lt;br /&gt;
* [[Version/0.0.254B]]&lt;br /&gt;
&lt;br /&gt;
=== Alpha ===&lt;br /&gt;
* [[Version/0.1.334|Alpha 1]]&lt;br /&gt;
* [[Version/0.2.363|Alpha 2 - Cannibal Modders]]&lt;br /&gt;
* [[Version/0.3.410|Alpha 3 - Factional Infighting]]&lt;br /&gt;
* [[Version/0.4.460|Alpha 4 - Giant Centipede Robots]]&lt;br /&gt;
* [[Version/0.5.492|Alpha 5 - Under Siege]]&lt;br /&gt;
* [[Version/0.6.532|Alpha 6 - Whole New World]]&lt;br /&gt;
* [[Version/0.7.581|Alpha 7 - Things Made of Stuff]]&lt;br /&gt;
* [[Version/0.8.657|Alpha 8 - Winter is Coming]]&lt;br /&gt;
* [[Version/0.9.722|Alpha 9 - Tales 'o' Drinking]]&lt;br /&gt;
* [[Version/0.10.785|Alpha 10 - Joy System]]&lt;br /&gt;
* [[Version/0.11.877|Alpha 11 - Sappers and Traps]]&lt;br /&gt;
* [[Version/0.12.906|Alpha 12 - Animal Taming]] ([[Version/0.12.910|b/c]]) ([[Version/0.12.914|d]])&lt;br /&gt;
* [[Version/0.13.1135|Alpha 13 - Trapped With Your Ex]]&lt;br /&gt;
* [[Version/0.14.1234|Alpha 14 - Scenario System]] ([[Version/0.14.1236|b]]) ([[Version/0.14.1238|c]]) ([[Version/0.14.1241|d]]) ([[Version/0.14.1249|e]])&lt;br /&gt;
* [[Version/0.15.1279|Alpha 15 - Tutorial and Drugs]] ([[Version/0.15.1280|b]]) ([[Version/0.15.1284|c]])&lt;br /&gt;
* [[Version/0.16.1393|Alpha 16 - Wanderlust]]&lt;br /&gt;
* [[Version/0.17.1546|Alpha 17 - On the Road]] ([[Version/0.17.1557|b]])&lt;br /&gt;
&lt;br /&gt;
=== Beta ===&lt;br /&gt;
* [[Version/0.18.1722|Beta 18 - A World of Story]]&lt;br /&gt;
* [[Version/0.19.2009|Beta 19 - Polish the Cannons]]&lt;br /&gt;
&lt;br /&gt;
=== Full release ===&lt;br /&gt;
* [[Version/1.0.0|1.0]]&lt;br /&gt;
** [[Version/1.0.2150]]&lt;br /&gt;
** [[Version/1.0.2282]]&lt;br /&gt;
** [[Version/1.0.2408]] -- wrong version in article?&lt;br /&gt;
** [[Version/1.0.2549]] -- see 1.0.2408&lt;br /&gt;
* [[Version/1.1.0|1.1]]&lt;br /&gt;
** [[Version/1.1.2257]]&lt;br /&gt;
** [[Version/1.1.2258]]&lt;br /&gt;
** [[Version/1.1.2559]]&lt;br /&gt;
** [[Version/1.1.2560]]&lt;br /&gt;
** [[Version/1.1.2562]]&lt;br /&gt;
** [[Version/1.1.2563]]&lt;br /&gt;
** [[Version/1.1.2564]]&lt;br /&gt;
** [[Version/1.1.2565]]&lt;br /&gt;
** [[Version/1.1.2566]]&lt;br /&gt;
** [[Version/1.1.2567]]&lt;br /&gt;
** [[Version/1.1.2571]]&lt;br /&gt;
** [[Version/1.1.2575]]&lt;br /&gt;
** [[Version/1.1.2579]]&lt;br /&gt;
** [[Version/1.1.2589]]&lt;br /&gt;
** [[Version/1.1.2598]]&lt;br /&gt;
** [[Version/1.1.2610]]&lt;br /&gt;
** [[Version/1.1.2618]]&lt;br /&gt;
** [[Version/1.1.2624]]&lt;br /&gt;
** [[Version/1.1.2647]]&lt;br /&gt;
** [[Version/1.1.2654]]&lt;br /&gt;
&lt;br /&gt;
=== Unsorted ===&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.2.2719]]&lt;br /&gt;
* [[Version/1.2.2753]]&lt;br /&gt;
* [[Version/1.2.2900]]&lt;br /&gt;
* [[Version/1.2.3005]]&lt;br /&gt;
* [[Version/1.3.3066]]&lt;br /&gt;
* [[Version/1.3.3067]]&lt;br /&gt;
* [[Version/1.3.3069]]&lt;br /&gt;
* [[Version/1.3.3069b]]&lt;br /&gt;
* [[Version/1.3.3072]]&lt;br /&gt;
* [[Version/1.3.3074]]&lt;br /&gt;
* [[Version/1.3.3076]]&lt;br /&gt;
* [[Version/1.3.3080]]&lt;br /&gt;
* [[Version/1.3.3087]]&lt;br /&gt;
* [[Version/1.3.3101]]&lt;br /&gt;
* [[Version/1.3.3117]]&lt;br /&gt;
* [[Version/1.3.3159]]&lt;br /&gt;
&lt;br /&gt;
== Hair colours ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Color&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(25, 25, 25);&amp;quot; |&lt;br /&gt;
| PitchBlack&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(51, 51, 51);&amp;quot; |&lt;br /&gt;
| DarkBlack&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(79, 71, 66);&amp;quot; |&lt;br /&gt;
| MidBlack&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(63, 51, 38);&amp;quot; |&lt;br /&gt;
| DarkReddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(76, 51, 25);&amp;quot; |&lt;br /&gt;
| DarkSaturatedReddish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(90, 58, 32);&amp;quot; |&lt;br /&gt;
| DarkBrown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(132, 83, 47);&amp;quot; |&lt;br /&gt;
| ReddishBrown&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(193, 146, 85);&amp;quot; |&lt;br /&gt;
| SandyBlonde&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 2px; background-color: rgb(237, 202, 156);&amp;quot; |&lt;br /&gt;
| Blonde&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Styling_station&amp;diff=96245</id>
		<title>Styling station</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Styling_station&amp;diff=96245"/>
		<updated>2021-11-09T14:21:11Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: Not obvious how to use so added instructions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{infobox main|misc|&lt;br /&gt;
|name = Styling station&lt;br /&gt;
|image = Styling station.png|Styling station&lt;br /&gt;
|description = A table with a mirror and styling tools. People can use this to change their look.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Misc&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 50&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.5&lt;br /&gt;
|minifiable = true&lt;br /&gt;
|size = 3 ˣ 1&lt;br /&gt;
|mass base = 15&lt;br /&gt;
|flammability = 0.8&lt;br /&gt;
|hp = 120&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|terrain affordance = medium&lt;br /&gt;
|thingCategories = BuildingsFurniture&lt;br /&gt;
|work to make = 2000&lt;br /&gt;
|stuff tags = Metallic, Woody&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 80&lt;br /&gt;
|resource 2 = Steel&lt;br /&gt;
|resource 2 amount = 30&lt;br /&gt;
|page verified for version = 1.3.3069&lt;br /&gt;
}}&lt;br /&gt;
A '''Styling station''' is a station used to aesthetically edit your pawns added by the [[Ideology DLC]]. It allows the styling of hair and beards, as well as the dyeing of [[apparel]], hair and beards.&lt;br /&gt;
&lt;br /&gt;
To use the styling station, select the pawn then right click on the styling station, selecting the &amp;quot;Change style&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
In the Architect tab, under the Misc category.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
You will need to grow [[Tinctoria]] to get [[Dye]] to change color of your pawn's apparel and hair. Some pawns have a favorite color, and [[ideoligion]]s have an associated color - dying more than 60% of a pawn's equipped clothing items in either of these colors will give them a [[mood]] boost of +1. Which specific items are dyed is not important, only the total number of items equipped and how many of them are dyed.&lt;br /&gt;
&lt;br /&gt;
If a pawn has the same favorite color as their ideoligion color, they will get both buffs.&lt;br /&gt;
&lt;br /&gt;
It is unknown if the base color of items counts i.e. if a Red-preferring pawn will be satisfied by [[Devilstrand]] clothing.{{Check Tag|Detail Needed}}&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
?&lt;br /&gt;
{{Building Material Table}}&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Dying hair now requires dye&lt;br /&gt;
* [[Version/1.3.3074|1.3.3072]] - You can no longer change the color of lodgers' apparel if they refuse to change their apparel at all. Added darker black hair color option.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Allow black color to be selected for apparel coloring.&lt;br /&gt;
{{nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:WeirdMatter&amp;diff=96217</id>
		<title>User:WeirdMatter</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:WeirdMatter&amp;diff=96217"/>
		<updated>2021-11-09T09:25:51Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: /* Versions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Links ==&lt;br /&gt;
* [[Template:About]]&lt;br /&gt;
* [[Template:Royalty]]&lt;br /&gt;
&lt;br /&gt;
== Redirects ==&lt;br /&gt;
=== Skills ===&lt;br /&gt;
# [[Shooting]]&lt;br /&gt;
# [[Melee]]&lt;br /&gt;
# [[Construction]]&lt;br /&gt;
# [[Mining]]&lt;br /&gt;
# [[Cooking]]&lt;br /&gt;
# [[Plants (skill)]]&lt;br /&gt;
# [[Animals]] - redirects to Animals article&lt;br /&gt;
# [[Crafting]]&lt;br /&gt;
# [[Artistic]]&lt;br /&gt;
# [[Medical]]&lt;br /&gt;
# [[Social]] - redirects to Social article&lt;br /&gt;
# [[Intellectual]]&lt;br /&gt;
&lt;br /&gt;
=== Memes ===&lt;br /&gt;
# [[Animal personhood]]&lt;br /&gt;
# [[Blindsight]] -- own article&lt;br /&gt;
# [[Cannibal]] -- possible disambig&lt;br /&gt;
# [[Collectivist]]&lt;br /&gt;
# [[Darkness]] -- possible disambig&lt;br /&gt;
# [[Female supremacy]]&lt;br /&gt;
# [[Flesh purity]]&lt;br /&gt;
# [[Guilty]] -- possible disambig&lt;br /&gt;
# [[High life]]&lt;br /&gt;
# [[Human primacy]]&lt;br /&gt;
# [[Individualist]]&lt;br /&gt;
# [[Loyalist]]&lt;br /&gt;
# [[Male supremacy]]&lt;br /&gt;
# [[Nature primacy]]&lt;br /&gt;
# [[Nudism]] -- possible disambig&lt;br /&gt;
# [[Pain is virtue]]&lt;br /&gt;
# [[Proselytizer]]&lt;br /&gt;
# [[Raider]] -- redirects to Raider page&lt;br /&gt;
# [[Rancher]]&lt;br /&gt;
# [[Supremacist]]&lt;br /&gt;
# [[Transhumanist]]&lt;br /&gt;
# [[Tree connection]]&lt;br /&gt;
# [[Tunneler]]&lt;br /&gt;
&lt;br /&gt;
== Royalty ==&lt;br /&gt;
{{Royalty navbox}}&lt;br /&gt;
&lt;br /&gt;
== Ideology ==&lt;br /&gt;
[[Ideology (DLC)]]&lt;br /&gt;
&lt;br /&gt;
=== Ancient ruins ===&lt;br /&gt;
==== Active ====&lt;br /&gt;
# [[Ancient comms console]]&lt;br /&gt;
# [[Ancient cryptosleep pod]]&lt;br /&gt;
# [[Ancient terminal]] ([[Ancient enemy terminal|enemy]])&lt;br /&gt;
# [[Ancient unstable fuel node]]&lt;br /&gt;
# [[Hermetic crate]]&lt;br /&gt;
# [[Security crate]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Indoors ====&lt;br /&gt;
# [[Ancient barrel]]&lt;br /&gt;
# [[Ancient bed]]&lt;br /&gt;
# [[Ancient crate]] ([[ancient military crate|military]]) ([[ancient spacer crate|spacer]])&lt;br /&gt;
# [[Ancient display bank]]&lt;br /&gt;
# [[Ancient equipment blocks]]&lt;br /&gt;
# [[Ancient generator]]&lt;br /&gt;
# [[Ancient lamp]]&lt;br /&gt;
# [[Ancient locker bank]]&lt;br /&gt;
# [[Ancient machine]]&lt;br /&gt;
# [[Ancient operating table]]&lt;br /&gt;
# [[Ancient storage cylinder]]&lt;br /&gt;
# [[Ancient system rack]]&lt;br /&gt;
&lt;br /&gt;
==== Outdoors ====&lt;br /&gt;
# [[Ancient air conditioner]]&lt;br /&gt;
# [[Ancient ATM]]&lt;br /&gt;
# [[Ancient mega-cannon platform]] ([[Ancient mega-cannon barrel|barrel]])&lt;br /&gt;
# [[Ancient car]] ([[Ancient car frame|frame]]) ([[Ancient pod car|pod]])&lt;br /&gt;
# [[Ancient container]]&lt;br /&gt;
# [[Ancient centipede shell]]&lt;br /&gt;
# [[Ancient dropship]] ([[Ancient dropship engine|engine]])&lt;br /&gt;
# [[Ancient engine block]] ([[Ancient macro-engine block|macro-engine]])&lt;br /&gt;
# [[Ancient fence]]&lt;br /&gt;
# [[Ancient hydrant]]&lt;br /&gt;
# [[Ancient jet engine]]&lt;br /&gt;
# [[Ancient kitchen sink]]&lt;br /&gt;
# [[Ancient mech drop beacon]]&lt;br /&gt;
# [[Ancient mechanoid shell]]&lt;br /&gt;
# [[Ancient microwave]]&lt;br /&gt;
# [[Ancient nav beacon]]&lt;br /&gt;
# [[Ancient oven]]&lt;br /&gt;
# [[Ancient pipes]] ([[Ancient pipeline section|pipeline section]])&lt;br /&gt;
# [[Ancient postbox]]&lt;br /&gt;
# [[Ancient razor wire]]&lt;br /&gt;
# [[Ancient refrigerator]]&lt;br /&gt;
# [[Ancient ruined APC]]&lt;br /&gt;
# [[Ancient ruined tank]]&lt;br /&gt;
# [[Ancient security turret]]&lt;br /&gt;
# [[Ancient shopping cart]]&lt;br /&gt;
# ([[Ancient small crate|small]]) ([[Ancient long crate|long]]) ([[Ancient large crate|large]])&lt;br /&gt;
# [[Ancient stove]]&lt;br /&gt;
# [[Ancient tank trap]]&lt;br /&gt;
# [[Ancient toilet]]&lt;br /&gt;
# [[Ancient troop carrier]]&lt;br /&gt;
# [[Ancient truck]]&lt;br /&gt;
# [[Ancient vending machine]]&lt;br /&gt;
# [[Ancient warspider remains]]&lt;br /&gt;
# [[Ancient warsprinter remains]]&lt;br /&gt;
# [[Ancient warwalker torso]] ([[Ancient warwalker claw|claw]]) ([[Ancient warwalker foot|foot]]) ([[Ancient warwalker leg|leg]]) ([[Ancient warwalker shell|shell]])&lt;br /&gt;
# [[Ancient washing machine]]&lt;br /&gt;
# [[Ancient wheel]] ([[Ancient giant wheel|giant]])&lt;br /&gt;
&lt;br /&gt;
=== Apparel ===&lt;br /&gt;
# [[Authority cap]]&lt;br /&gt;
# [[Blindfold]]&lt;br /&gt;
# [[Broadwrap]]&lt;br /&gt;
# [[Burka]]&lt;br /&gt;
# [[Flophat]]&lt;br /&gt;
# [[Headwrap]]&lt;br /&gt;
# [[Robe]]&lt;br /&gt;
# [[Shadecone]]&lt;br /&gt;
# [[Slave body strap]]&lt;br /&gt;
# [[Slave collar]]&lt;br /&gt;
# [[Slicecap]]&lt;br /&gt;
# [[Tailcap]]&lt;br /&gt;
# [[Torture crown]]&lt;br /&gt;
# [[Visage mask]]&lt;br /&gt;
&lt;br /&gt;
=== [[Dryads]] ===&lt;br /&gt;
# [[Barkskin]]&lt;br /&gt;
# [[Berrymaker]]&lt;br /&gt;
# [[Carrier]]&lt;br /&gt;
# [[Clawer]]&lt;br /&gt;
# [[Dryad cocoon]]&lt;br /&gt;
# [[Gaumaker]]&lt;br /&gt;
# [[Gauranlen tree]] ([[Gauranlen moss|moss]]) ([[Gauranlen pod|pod]]) ([[Gauranlen seed|seed]])&lt;br /&gt;
# [[Immature dryad]]&lt;br /&gt;
# [[Medicinemaker]]&lt;br /&gt;
# [[Woodmaker]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Floor ===&lt;br /&gt;
# [[Hex carpet]]&lt;br /&gt;
# [[Hex tile]]&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
# {{RoyaltyIcon}} [[Darklight brazier]]&lt;br /&gt;
# [[Darktorch]] ([[Fungus darktorch|fungus]])&lt;br /&gt;
# [[Kneel pillow]]&lt;br /&gt;
# [[Kneel sheet]]&lt;br /&gt;
# [[Slab bed]] ([[Slab double bed|double]])&lt;br /&gt;
# [[Standing darklamp]]&lt;br /&gt;
&lt;br /&gt;
=== Plants ===&lt;br /&gt;
# [[Fibercorn]]&lt;br /&gt;
# [[Nutrifungus]]&lt;br /&gt;
# [[Timbershroom]]&lt;br /&gt;
# [[Tinctoria]] ([[dye]])&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
more here (also check Royalty)&lt;br /&gt;
# [[Hacking Speed]]&lt;br /&gt;
# [[Pruning Speed]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rituals ===&lt;br /&gt;
# [[Cannibal platter]]&lt;br /&gt;
# [[Christmas tree]]&lt;br /&gt;
# [[Effigy]]&lt;br /&gt;
# [[Small altar]] ([[Medium altar|medium]]) ([[Large altar|large]]) ([[Grand altar|grand]])&lt;br /&gt;
# [[Ideogram]]&lt;br /&gt;
# [[Incense shrine]]&lt;br /&gt;
# [[Lightball]]&lt;br /&gt;
# [[Loudspeaker]]&lt;br /&gt;
# [[Pyre]]&lt;br /&gt;
# [[Ritual spot]]&lt;br /&gt;
# [[Sacrificial flag]]&lt;br /&gt;
&lt;br /&gt;
=== 1 ===&lt;br /&gt;
# [[Animalist slab (medium)]] ([[Animalist slab (broad)|broad]])&lt;br /&gt;
# [[Morbid slab (medium)]] ([[Morbid slab (broad)|broad]])&lt;br /&gt;
# [[Rustic rug (medium)]] ([[Rustic rug (broad)|broad]])&lt;br /&gt;
# [[Spikecore floor-star (medium)]] ([[Spikecore floor-star (broad)|broad]])&lt;br /&gt;
# [[Totemic slab (medium)]] ([[Totemic slab (broad)|broad]])&lt;br /&gt;
&lt;br /&gt;
=== 2 ===&lt;br /&gt;
# [[Archonexus core]]&lt;br /&gt;
&lt;br /&gt;
=== 3 ===&lt;br /&gt;
# [[Burnbong]] ([[autobong]])&lt;br /&gt;
&lt;br /&gt;
=== 4 ===&lt;br /&gt;
# [[Biosculpter pod]]&lt;br /&gt;
# [[Neural supercharger]]&lt;br /&gt;
# [[Sleep accelerator]]&lt;br /&gt;
&lt;br /&gt;
=== 5 ===&lt;br /&gt;
# [[Bonsai tree]] ([[Bonsai pot|pot]])&lt;br /&gt;
&lt;br /&gt;
=== 6 ===&lt;br /&gt;
# [[Gibbet cage]]&lt;br /&gt;
# [[Skullspike]] ([[skull]])&lt;br /&gt;
# [[Terror sculpture]]&lt;br /&gt;
&lt;br /&gt;
=== ? ===&lt;br /&gt;
# [[Archotech tower]]&lt;br /&gt;
# [[Gaumaker pod]]&lt;br /&gt;
# [[Grand archotech structure]]&lt;br /&gt;
# [[Lectern]]&lt;br /&gt;
# [[Major archotech structure]]&lt;br /&gt;
# [[Pew]]&lt;br /&gt;
# [[Spacedrone]]&lt;br /&gt;
&lt;br /&gt;
=== 7 ===&lt;br /&gt;
# [[Ideoligion]]&lt;br /&gt;
&lt;br /&gt;
# [[Relic]]&lt;br /&gt;
# [[Reliquary]]&lt;br /&gt;
&lt;br /&gt;
=== Unsorted ===&lt;br /&gt;
# [[Drum]]&lt;br /&gt;
* [[Fungal gravel]] ?&lt;br /&gt;
# [[Mindbend carpet]]&lt;br /&gt;
# [[Morbid carpet]]&lt;br /&gt;
# [[Morbid stone tile]]&lt;br /&gt;
# [[Spikecore plates]]&lt;br /&gt;
# [[Spikecore stone tile]]&lt;br /&gt;
# [[Styling station]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# [[Totemic boards]]&lt;br /&gt;
# [[Totemic stone tiles]]&lt;br /&gt;
&lt;br /&gt;
== Versions ==&lt;br /&gt;
=== Pre-alpha ===&lt;br /&gt;
* [[Version/0.0.232]]&lt;br /&gt;
* [[Version/0.0.245]]&lt;br /&gt;
* [[Version/0.0.250]]&lt;br /&gt;
* [[Version/0.0.254B]]&lt;br /&gt;
&lt;br /&gt;
=== Alpha ===&lt;br /&gt;
* [[Version/0.1.334|Alpha 1]]&lt;br /&gt;
* [[Version/0.2.363|Alpha 2 - Cannibal Modders]]&lt;br /&gt;
* [[Version/0.3.410|Alpha 3 - Factional Infighting]]&lt;br /&gt;
* [[Version/0.4.460|Alpha 4 - Giant Centipede Robots]]&lt;br /&gt;
* [[Version/0.5.492|Alpha 5 - Under Siege]]&lt;br /&gt;
* [[Version/0.6.532|Alpha 6 - Whole New World]]&lt;br /&gt;
* [[Version/0.7.581|Alpha 7 - Things Made of Stuff]]&lt;br /&gt;
* [[Version/0.8.657|Alpha 8 - Winter is Coming]]&lt;br /&gt;
* [[Version/0.9.722|Alpha 9 - Tales 'o' Drinking]]&lt;br /&gt;
* [[Version/0.10.785|Alpha 10 - Joy System]]&lt;br /&gt;
* [[Version/0.11.877|Alpha 11 - Sappers and Traps]]&lt;br /&gt;
* [[Version/0.12.906|Alpha 12 - Animal Taming]] ([[Version/0.12.910|b/c]]) ([[Version/0.12.914|d]])&lt;br /&gt;
* [[Version/0.13.1135|Alpha 13 - Trapped With Your Ex]]&lt;br /&gt;
* [[Version/0.14.1234|Alpha 14 - Scenario System]] ([[Version/0.14.1236|b]]) ([[Version/0.14.1238|c]]) ([[Version/0.14.1241|d]]) ([[Version/0.14.1249|e]])&lt;br /&gt;
* [[Version/0.15.1279|Alpha 15 - Tutorial and Drugs]] ([[Version/0.15.1280|b]]) ([[Version/0.15.1284|c]])&lt;br /&gt;
* [[Version/0.16.1393|Alpha 16 - Wanderlust]]&lt;br /&gt;
* [[Version/0.17.1546|Alpha 17 - On the Road]] ([[Version/0.17.1557|b]])&lt;br /&gt;
&lt;br /&gt;
=== Beta ===&lt;br /&gt;
* [[Version/0.18.1722|Beta 18 - A World of Story]]&lt;br /&gt;
* [[Version/0.19.2009|Beta 19 - Polish the Cannons]]&lt;br /&gt;
&lt;br /&gt;
=== Full release ===&lt;br /&gt;
* [[Version/1.0.0|1.0]]&lt;br /&gt;
** [[Version/1.0.2150]]&lt;br /&gt;
** [[Version/1.0.2282]]&lt;br /&gt;
** [[Version/1.0.2408]] -- wrong version in article?&lt;br /&gt;
** [[Version/1.0.2549]] -- see 1.0.2408&lt;br /&gt;
* [[Version/1.1.0|1.1]]&lt;br /&gt;
** [[Version/1.1.2257]]&lt;br /&gt;
** [[Version/1.1.2258]]&lt;br /&gt;
** [[Version/1.1.2559]]&lt;br /&gt;
** [[Version/1.1.2560]]&lt;br /&gt;
** [[Version/1.1.2562]]&lt;br /&gt;
** [[Version/1.1.2563]]&lt;br /&gt;
** [[Version/1.1.2564]]&lt;br /&gt;
** [[Version/1.1.2565]]&lt;br /&gt;
** [[Version/1.1.2566]]&lt;br /&gt;
** [[Version/1.1.2567]]&lt;br /&gt;
** [[Version/1.1.2571]]&lt;br /&gt;
** [[Version/1.1.2575]]&lt;br /&gt;
** [[Version/1.1.2579]]&lt;br /&gt;
** [[Version/1.1.2589]]&lt;br /&gt;
** [[Version/1.1.2598]]&lt;br /&gt;
** [[Version/1.1.2610]]&lt;br /&gt;
** [[Version/1.1.2618]]&lt;br /&gt;
** [[Version/1.1.2624]]&lt;br /&gt;
** [[Version/1.1.2647]]&lt;br /&gt;
** [[Version/1.1.2654]]&lt;br /&gt;
&lt;br /&gt;
=== Unsorted ===&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.2.2719]]&lt;br /&gt;
* [[Version/1.2.2753]]&lt;br /&gt;
* [[Version/1.2.2900]]&lt;br /&gt;
* [[Version/1.2.3005]]&lt;br /&gt;
* [[Version/1.3.3066]]&lt;br /&gt;
* [[Version/1.3.3067]]&lt;br /&gt;
* [[Version/1.3.3069]]&lt;br /&gt;
* [[Version/1.3.3069b]]&lt;br /&gt;
* [[Version/1.3.3072]]&lt;br /&gt;
* [[Version/1.3.3074]]&lt;br /&gt;
* [[Version/1.3.3076]]&lt;br /&gt;
* [[Version/1.3.3080]]&lt;br /&gt;
* [[Version/1.3.3087]]&lt;br /&gt;
* [[Version/1.3.3101]]&lt;br /&gt;
* [[Version/1.3.3117]]&lt;br /&gt;
* [[Version/1.3.3159]]&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:WeirdMatter&amp;diff=96216</id>
		<title>User:WeirdMatter</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:WeirdMatter&amp;diff=96216"/>
		<updated>2021-11-09T09:03:08Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Links ==&lt;br /&gt;
* [[Template:About]]&lt;br /&gt;
* [[Template:Royalty]]&lt;br /&gt;
&lt;br /&gt;
== Redirects ==&lt;br /&gt;
=== Skills ===&lt;br /&gt;
# [[Shooting]]&lt;br /&gt;
# [[Melee]]&lt;br /&gt;
# [[Construction]]&lt;br /&gt;
# [[Mining]]&lt;br /&gt;
# [[Cooking]]&lt;br /&gt;
# [[Plants (skill)]]&lt;br /&gt;
# [[Animals]] - redirects to Animals article&lt;br /&gt;
# [[Crafting]]&lt;br /&gt;
# [[Artistic]]&lt;br /&gt;
# [[Medical]]&lt;br /&gt;
# [[Social]] - redirects to Social article&lt;br /&gt;
# [[Intellectual]]&lt;br /&gt;
&lt;br /&gt;
=== Memes ===&lt;br /&gt;
# [[Animal personhood]]&lt;br /&gt;
# [[Blindsight]] -- own article&lt;br /&gt;
# [[Cannibal]] -- possible disambig&lt;br /&gt;
# [[Collectivist]]&lt;br /&gt;
# [[Darkness]] -- possible disambig&lt;br /&gt;
# [[Female supremacy]]&lt;br /&gt;
# [[Flesh purity]]&lt;br /&gt;
# [[Guilty]] -- possible disambig&lt;br /&gt;
# [[High life]]&lt;br /&gt;
# [[Human primacy]]&lt;br /&gt;
# [[Individualist]]&lt;br /&gt;
# [[Loyalist]]&lt;br /&gt;
# [[Male supremacy]]&lt;br /&gt;
# [[Nature primacy]]&lt;br /&gt;
# [[Nudism]] -- possible disambig&lt;br /&gt;
# [[Pain is virtue]]&lt;br /&gt;
# [[Proselytizer]]&lt;br /&gt;
# [[Raider]] -- redirects to Raider page&lt;br /&gt;
# [[Rancher]]&lt;br /&gt;
# [[Supremacist]]&lt;br /&gt;
# [[Transhumanist]]&lt;br /&gt;
# [[Tree connection]]&lt;br /&gt;
# [[Tunneler]]&lt;br /&gt;
&lt;br /&gt;
== Royalty ==&lt;br /&gt;
{{Royalty navbox}}&lt;br /&gt;
&lt;br /&gt;
== Ideology ==&lt;br /&gt;
[[Ideology (DLC)]]&lt;br /&gt;
&lt;br /&gt;
=== Ancient ruins ===&lt;br /&gt;
==== Active ====&lt;br /&gt;
# [[Ancient comms console]]&lt;br /&gt;
# [[Ancient cryptosleep pod]]&lt;br /&gt;
# [[Ancient terminal]] ([[Ancient enemy terminal|enemy]])&lt;br /&gt;
# [[Ancient unstable fuel node]]&lt;br /&gt;
# [[Hermetic crate]]&lt;br /&gt;
# [[Security crate]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Indoors ====&lt;br /&gt;
# [[Ancient barrel]]&lt;br /&gt;
# [[Ancient bed]]&lt;br /&gt;
# [[Ancient crate]] ([[ancient military crate|military]]) ([[ancient spacer crate|spacer]])&lt;br /&gt;
# [[Ancient display bank]]&lt;br /&gt;
# [[Ancient equipment blocks]]&lt;br /&gt;
# [[Ancient generator]]&lt;br /&gt;
# [[Ancient lamp]]&lt;br /&gt;
# [[Ancient locker bank]]&lt;br /&gt;
# [[Ancient machine]]&lt;br /&gt;
# [[Ancient operating table]]&lt;br /&gt;
# [[Ancient storage cylinder]]&lt;br /&gt;
# [[Ancient system rack]]&lt;br /&gt;
&lt;br /&gt;
==== Outdoors ====&lt;br /&gt;
# [[Ancient air conditioner]]&lt;br /&gt;
# [[Ancient ATM]]&lt;br /&gt;
# [[Ancient mega-cannon platform]] ([[Ancient mega-cannon barrel|barrel]])&lt;br /&gt;
# [[Ancient car]] ([[Ancient car frame|frame]]) ([[Ancient pod car|pod]])&lt;br /&gt;
# [[Ancient container]]&lt;br /&gt;
# [[Ancient centipede shell]]&lt;br /&gt;
# [[Ancient dropship]] ([[Ancient dropship engine|engine]])&lt;br /&gt;
# [[Ancient engine block]] ([[Ancient macro-engine block|macro-engine]])&lt;br /&gt;
# [[Ancient fence]]&lt;br /&gt;
# [[Ancient hydrant]]&lt;br /&gt;
# [[Ancient jet engine]]&lt;br /&gt;
# [[Ancient kitchen sink]]&lt;br /&gt;
# [[Ancient mech drop beacon]]&lt;br /&gt;
# [[Ancient mechanoid shell]]&lt;br /&gt;
# [[Ancient microwave]]&lt;br /&gt;
# [[Ancient nav beacon]]&lt;br /&gt;
# [[Ancient oven]]&lt;br /&gt;
# [[Ancient pipes]] ([[Ancient pipeline section|pipeline section]])&lt;br /&gt;
# [[Ancient postbox]]&lt;br /&gt;
# [[Ancient razor wire]]&lt;br /&gt;
# [[Ancient refrigerator]]&lt;br /&gt;
# [[Ancient ruined APC]]&lt;br /&gt;
# [[Ancient ruined tank]]&lt;br /&gt;
# [[Ancient security turret]]&lt;br /&gt;
# [[Ancient shopping cart]]&lt;br /&gt;
# ([[Ancient small crate|small]]) ([[Ancient long crate|long]]) ([[Ancient large crate|large]])&lt;br /&gt;
# [[Ancient stove]]&lt;br /&gt;
# [[Ancient tank trap]]&lt;br /&gt;
# [[Ancient toilet]]&lt;br /&gt;
# [[Ancient troop carrier]]&lt;br /&gt;
# [[Ancient truck]]&lt;br /&gt;
# [[Ancient vending machine]]&lt;br /&gt;
# [[Ancient warspider remains]]&lt;br /&gt;
# [[Ancient warsprinter remains]]&lt;br /&gt;
# [[Ancient warwalker torso]] ([[Ancient warwalker claw|claw]]) ([[Ancient warwalker foot|foot]]) ([[Ancient warwalker leg|leg]]) ([[Ancient warwalker shell|shell]])&lt;br /&gt;
# [[Ancient washing machine]]&lt;br /&gt;
# [[Ancient wheel]] ([[Ancient giant wheel|giant]])&lt;br /&gt;
&lt;br /&gt;
=== Apparel ===&lt;br /&gt;
# [[Authority cap]]&lt;br /&gt;
# [[Blindfold]]&lt;br /&gt;
# [[Broadwrap]]&lt;br /&gt;
# [[Burka]]&lt;br /&gt;
# [[Flophat]]&lt;br /&gt;
# [[Headwrap]]&lt;br /&gt;
# [[Robe]]&lt;br /&gt;
# [[Shadecone]]&lt;br /&gt;
# [[Slave body strap]]&lt;br /&gt;
# [[Slave collar]]&lt;br /&gt;
# [[Slicecap]]&lt;br /&gt;
# [[Tailcap]]&lt;br /&gt;
# [[Torture crown]]&lt;br /&gt;
# [[Visage mask]]&lt;br /&gt;
&lt;br /&gt;
=== [[Dryads]] ===&lt;br /&gt;
# [[Barkskin]]&lt;br /&gt;
# [[Berrymaker]]&lt;br /&gt;
# [[Carrier]]&lt;br /&gt;
# [[Clawer]]&lt;br /&gt;
# [[Dryad cocoon]]&lt;br /&gt;
# [[Gaumaker]]&lt;br /&gt;
# [[Gauranlen tree]] ([[Gauranlen moss|moss]]) ([[Gauranlen pod|pod]]) ([[Gauranlen seed|seed]])&lt;br /&gt;
# [[Immature dryad]]&lt;br /&gt;
# [[Medicinemaker]]&lt;br /&gt;
# [[Woodmaker]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Floor ===&lt;br /&gt;
# [[Hex carpet]]&lt;br /&gt;
# [[Hex tile]]&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
# {{RoyaltyIcon}} [[Darklight brazier]]&lt;br /&gt;
# [[Darktorch]] ([[Fungus darktorch|fungus]])&lt;br /&gt;
# [[Kneel pillow]]&lt;br /&gt;
# [[Kneel sheet]]&lt;br /&gt;
# [[Slab bed]] ([[Slab double bed|double]])&lt;br /&gt;
# [[Standing darklamp]]&lt;br /&gt;
&lt;br /&gt;
=== Plants ===&lt;br /&gt;
# [[Fibercorn]]&lt;br /&gt;
# [[Nutrifungus]]&lt;br /&gt;
# [[Timbershroom]]&lt;br /&gt;
# [[Tinctoria]] ([[dye]])&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
more here (also check Royalty)&lt;br /&gt;
# [[Hacking Speed]]&lt;br /&gt;
# [[Pruning Speed]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rituals ===&lt;br /&gt;
# [[Cannibal platter]]&lt;br /&gt;
# [[Christmas tree]]&lt;br /&gt;
# [[Effigy]]&lt;br /&gt;
# [[Small altar]] ([[Medium altar|medium]]) ([[Large altar|large]]) ([[Grand altar|grand]])&lt;br /&gt;
# [[Ideogram]]&lt;br /&gt;
# [[Incense shrine]]&lt;br /&gt;
# [[Lightball]]&lt;br /&gt;
# [[Loudspeaker]]&lt;br /&gt;
# [[Pyre]]&lt;br /&gt;
# [[Ritual spot]]&lt;br /&gt;
# [[Sacrificial flag]]&lt;br /&gt;
&lt;br /&gt;
=== 1 ===&lt;br /&gt;
# [[Animalist slab (medium)]] ([[Animalist slab (broad)|broad]])&lt;br /&gt;
# [[Morbid slab (medium)]] ([[Morbid slab (broad)|broad]])&lt;br /&gt;
# [[Rustic rug (medium)]] ([[Rustic rug (broad)|broad]])&lt;br /&gt;
# [[Spikecore floor-star (medium)]] ([[Spikecore floor-star (broad)|broad]])&lt;br /&gt;
# [[Totemic slab (medium)]] ([[Totemic slab (broad)|broad]])&lt;br /&gt;
&lt;br /&gt;
=== 2 ===&lt;br /&gt;
# [[Archonexus core]]&lt;br /&gt;
&lt;br /&gt;
=== 3 ===&lt;br /&gt;
# [[Burnbong]] ([[autobong]])&lt;br /&gt;
&lt;br /&gt;
=== 4 ===&lt;br /&gt;
# [[Biosculpter pod]]&lt;br /&gt;
# [[Neural supercharger]]&lt;br /&gt;
# [[Sleep accelerator]]&lt;br /&gt;
&lt;br /&gt;
=== 5 ===&lt;br /&gt;
# [[Bonsai tree]] ([[Bonsai pot|pot]])&lt;br /&gt;
&lt;br /&gt;
=== 6 ===&lt;br /&gt;
# [[Gibbet cage]]&lt;br /&gt;
# [[Skullspike]] ([[skull]])&lt;br /&gt;
# [[Terror sculpture]]&lt;br /&gt;
&lt;br /&gt;
=== ? ===&lt;br /&gt;
# [[Archotech tower]]&lt;br /&gt;
# [[Gaumaker pod]]&lt;br /&gt;
# [[Grand archotech structure]]&lt;br /&gt;
# [[Lectern]]&lt;br /&gt;
# [[Major archotech structure]]&lt;br /&gt;
# [[Pew]]&lt;br /&gt;
# [[Spacedrone]]&lt;br /&gt;
&lt;br /&gt;
=== 7 ===&lt;br /&gt;
# [[Ideoligion]]&lt;br /&gt;
&lt;br /&gt;
# [[Relic]]&lt;br /&gt;
# [[Reliquary]]&lt;br /&gt;
&lt;br /&gt;
=== Unsorted ===&lt;br /&gt;
# [[Drum]]&lt;br /&gt;
* [[Fungal gravel]] ?&lt;br /&gt;
# [[Mindbend carpet]]&lt;br /&gt;
# [[Morbid carpet]]&lt;br /&gt;
# [[Morbid stone tile]]&lt;br /&gt;
# [[Spikecore plates]]&lt;br /&gt;
# [[Spikecore stone tile]]&lt;br /&gt;
# [[Styling station]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# [[Totemic boards]]&lt;br /&gt;
# [[Totemic stone tiles]]&lt;br /&gt;
&lt;br /&gt;
== Versions ==&lt;br /&gt;
* [[Version/0.0.232]]&lt;br /&gt;
* [[Version/0.0.245]]&lt;br /&gt;
* [[Version/0.0.250]]&lt;br /&gt;
* [[Version/0.0.254B]]&lt;br /&gt;
* [[Version/0.1.334]]&lt;br /&gt;
* [[Version/0.10.785]]&lt;br /&gt;
* [[Version/0.11.877]]&lt;br /&gt;
* [[Version/0.12.906]]&lt;br /&gt;
* [[Version/0.12.910]]&lt;br /&gt;
* [[Version/0.12.914]]&lt;br /&gt;
* [[Version/0.13.1135]]&lt;br /&gt;
* [[Version/0.14.1234]]&lt;br /&gt;
* [[Version/0.14.1236]]&lt;br /&gt;
* [[Version/0.14.1238]]&lt;br /&gt;
* [[Version/0.14.1241]]&lt;br /&gt;
* [[Version/0.14.1249]]&lt;br /&gt;
* [[Version/0.15.1279]]&lt;br /&gt;
* [[Version/0.15.1280]]&lt;br /&gt;
* [[Version/0.15.1284]]&lt;br /&gt;
* [[Version/0.16.1393]]&lt;br /&gt;
* [[Version/0.17.1546]]&lt;br /&gt;
* [[Version/0.17.1557]]&lt;br /&gt;
* [[Version/0.18.1722]]&lt;br /&gt;
* [[Version/0.19.2009]]&lt;br /&gt;
* [[Version/0.2.363]]&lt;br /&gt;
* [[Version/0.3.410]]&lt;br /&gt;
* [[Version/0.4.460]]&lt;br /&gt;
* [[Version/0.5.492]]&lt;br /&gt;
* [[Version/0.6.532]]&lt;br /&gt;
* [[Version/0.7.581]]&lt;br /&gt;
* [[Version/0.8.657]]&lt;br /&gt;
* [[Version/0.9.722]]&lt;br /&gt;
* [[Version/1.0.0]]&lt;br /&gt;
* [[Version/1.0.2150]]&lt;br /&gt;
* [[Version/1.0.2282]]&lt;br /&gt;
* [[Version/1.0.2408]]&lt;br /&gt;
* [[Version/1.1.0]]&lt;br /&gt;
* [[Version/1.1.2257]]&lt;br /&gt;
* [[Version/1.1.2258]]&lt;br /&gt;
* [[Version/1.1.2559]]&lt;br /&gt;
* [[Version/1.1.2560]]&lt;br /&gt;
* [[Version/1.1.2562]]&lt;br /&gt;
* [[Version/1.1.2563]]&lt;br /&gt;
* [[Version/1.1.2564]]&lt;br /&gt;
* [[Version/1.1.2565]]&lt;br /&gt;
* [[Version/1.1.2566]]&lt;br /&gt;
* [[Version/1.1.2567]]&lt;br /&gt;
* [[Version/1.1.2571]]&lt;br /&gt;
* [[Version/1.1.2575]]&lt;br /&gt;
* [[Version/1.1.2579]]&lt;br /&gt;
* [[Version/1.1.2589]]&lt;br /&gt;
* [[Version/1.1.2598]]&lt;br /&gt;
* [[Version/1.1.2610]]&lt;br /&gt;
* [[Version/1.1.2618]]&lt;br /&gt;
* [[Version/1.1.2624]]&lt;br /&gt;
* [[Version/1.1.2647]]&lt;br /&gt;
* [[Version/1.1.2654]]&lt;br /&gt;
* [[Version/1.2.2719]]&lt;br /&gt;
* [[Version/1.2.2753]]&lt;br /&gt;
* [[Version/1.2.2900]]&lt;br /&gt;
* [[Version/1.2.3005]]&lt;br /&gt;
* [[Version/1.3.3066]]&lt;br /&gt;
* [[Version/1.3.3067]]&lt;br /&gt;
* [[Version/1.3.3069]]&lt;br /&gt;
* [[Version/1.3.3069b]]&lt;br /&gt;
* [[Version/1.3.3072]]&lt;br /&gt;
* [[Version/1.3.3074]]&lt;br /&gt;
* [[Version/1.3.3076]]&lt;br /&gt;
* [[Version/1.3.3080]]&lt;br /&gt;
* [[Version/1.3.3087]]&lt;br /&gt;
* [[Version/1.3.3101]]&lt;br /&gt;
* [[Version/1.3.3117]]&lt;br /&gt;
* [[Version/1.3.3159]]&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=96166</id>
		<title>Ideoligion</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=96166"/>
		<updated>2021-11-07T22:37:33Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: /* Optional precepts */ Separate into meme-specific and optional. Added list for missing precepts that should be in table(s). Removed &amp;quot;slave trading&amp;quot; precept (could not find in game files).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}{{stub}}&lt;br /&gt;
&lt;br /&gt;
'''Ideoligions''' are both a system of mechanics introduced by, and the primary focus of, the [[Ideology DLC]]. They allow colonies to introduce a variety of new restrictions and capabilities to change gameplay, as well as new interactions with other factions.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
When starting a game, after choosing the world tile, the player can choose their starting ideologion. There are four options: You could choose to &amp;quot;Play Classic&amp;quot;, choose one of the prebuilt ideologions, or choose to form your own - if you choose to create your own, you have the choice between creating a fluid or static ideologion. You additionally have the ability to customise the ideologions of the factions, within some restrictions on the memes depending on their type of faction.&lt;br /&gt;
&lt;br /&gt;
Once the game begins, you can view your ideologions and those of other factions by clicking on the lightbulb icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
===Forming an Ideologion===&lt;br /&gt;
Forming an ideoligion begins with selecting a structure. Structures typically determine the default style and randomized content of your ideoligion, and may unlock certain rituals, but have no effect on what memes can be chosen. You can choose up to 4 memes, which establish the practical foundation of your ideoligion. The impact of memes varies across three tiers, with some not affecting gameplay much and others altering it drastically. Certain memes may unlock or require certain styles, rituals, and other features in the same vein as structures do. The primary effect of memes comes from precepts, however, as many memes similarly unlock or require specific precepts, which perform most of the gameplay alteration available within the expansion. Precepts can affect gameplay in a number of ways to varying degrees, as they change your colonists' expectations in accordance with the beliefs they represent. For example, an ideoligion with the Guilty and Animal Personhood memes requires that the precepts for charity and animal slaughter are set to some form of requirement and disapproval, respectively; meaning your colonists will gain a mood debuff if beggars are turned away or a colony animal is slaughtered.&lt;br /&gt;
&lt;br /&gt;
Beyond memes and precepts, there are also styles, roles, rituals, buildings, weapon and clothing preferences, venerated animals, and rules for types of hair and tattoo. Styles determine, in conjunction with structures, the overall &amp;quot;theme&amp;quot; of your ideoligion both in description and aesthetics; for example, a Christian-structured ideoligion will feature &amp;quot;God&amp;quot; as its sole deity and its artistic members will only produce Christian-themed sculptures. Roles serve a more practical purpose, and most require a specific meme to be unlocked; but every ideoligion will have a role for its leader and moral guide. Colonists assigned a specific role may be granted certain bonuses and powers, though often at the cost of being more difficult to keep happy and being unable to perform certain types of work. Rituals are specific social events of varying forms and themes which, depending on their quality, may provide a mood buff or debuff to the colonists participating in them. Successful, high-quality rituals may also grant an additional reward such as faction goodwill or the addition of a new pawn to your colony. Buildings may be required by certain rituals, such as the symbol burning ritual; there must to be a symbol to burn, of course. Otherwise, however, buildings are primarily an aesthetic choice and the only required buildings are one place of worship and a seat for it, such as an ideogram and kneel sheet.&lt;br /&gt;
&lt;br /&gt;
===Fluid ideoligions===&lt;br /&gt;
Fluid ideologions can only start with a single meme, but are otherwise formed in the same as static ideoligions.&lt;br /&gt;
&lt;br /&gt;
Every time you complete a ritual or convert a prisoner, you gain development points. The number of development points gained by ritual can vary with the quality of said ritual; a terrible ritual awards no points, a decent ritual awards 1 point, and an exceptional ritual awards 2 points. Once you gain 10 points you can change your ideology in some way, such as by adding or removing a meme, still up to a maximum of 4 memes. There is a point counter just below &amp;quot;styles&amp;quot; in the ideoligion tab. You can reform your ideoligion many times, although each time your points are reset to 0 and the cost goes up by 2 points - thus, the goal moves from 10, to 12, to 14, and so on.&lt;br /&gt;
&lt;br /&gt;
===Play Classic===&lt;br /&gt;
{{Stub|section=1|reason=Specifics}}&lt;br /&gt;
If you choose to &amp;quot;Play Classic&amp;quot;, your colonists with be given an ideologion with no memes, the Ideological structure, Astropolitan culture, and precepts reminiscent of base game Rimworld.&lt;br /&gt;
&lt;br /&gt;
===Conversion===&lt;br /&gt;
{{Stub|section=1|reason=Exact mechanics}}&lt;br /&gt;
{{See also|Conversion Power}}&lt;br /&gt;
Colonists and other pawns of different ideoligions can be converted to whatever ideoligions the player has access to. Imprisoned pawns can be converted in the prisoner menu, as one might reduce resistance. Other pawns will typically have to be converted using a moral guide for the relevant ideoligion, either through the use of a conversion ritual, the Convert ability, or - most likely - both. Since moral guides cannot be selected without a minimum number of colonists of that ideoligion present, this route may be difficult for players attempting to cultivate a multi-ideoligion colony.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
Choosing your structure affects which symbols the game uses for your ideoligion. It does not affect gameplay.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Structure !! Description !! Styles !! Unlocked Rituals !! Chance to Have Precept&lt;br /&gt;
|- id=&amp;quot;Abstract theist&amp;quot;&lt;br /&gt;
| [[File:Abstract theist.png|64px]] || Abstract theist || The god(s) do not have physical form, but are everywhere at once. They know all, and can do anything. Their will defines the moral structure of the universe. ||  ||  || &lt;br /&gt;
|- id=&amp;quot;Animist&amp;quot;&lt;br /&gt;
| [[File:Animist.png|64px]] || Animist || Spirits live in everything around us. In the plants and animals, rivers and trees, sky and stars. The moral structure of the universe springs from the necessity of respecting them. || Animalist ||  || &lt;br /&gt;
|- id=&amp;quot;Archist&amp;quot;&lt;br /&gt;
| [[File:Archist.png|64px]] || Archist || Archotechs are the true gods. They know the moral structure of the universe, and serving them is how we will connect with it. ||  ||  || &lt;br /&gt;
|- id=&amp;quot;Buddhist origin&amp;quot;&lt;br /&gt;
| [[File:Buddhist origin.png|64px]] || Buddhist origin || This ideoligion is a descendant of ancient Buddhism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Buddhist || Smokeleaf circle ||  Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Christian origin&amp;quot;&lt;br /&gt;
| [[File:Christian origin.png|64px]] || Christian origin || This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Christianity. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Christian || Christmas tree party || Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Embodied theist&amp;quot;&lt;br /&gt;
| [[File:Embodied theist.png|64px]] || Embodied theist || The god(s) walk the planets like us, yet they are powerful and immortal as we are not. They decide the moral structure of the universe. ||  ||  || &lt;br /&gt;
|- id=&amp;quot;Hindu origin&amp;quot;&lt;br /&gt;
| [[File:Hindu origin.png|64px]] || Hindu origin || This is a variant of the embodied theist structure. This ideoligion is a descendant of ancient Hinduism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Hindu || Smokeleaf circle || Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Ideological&amp;quot;&lt;br /&gt;
| [[File:Ideological.png|64px]] || Ideological || There are no gods. The moral structure of the universe is found in our grand narrative of social forces. ||  || Symbol burning || &lt;br /&gt;
|- id=&amp;quot;Islamic origin&amp;quot;&lt;br /&gt;
| [[File:Islamic origin.png|64px]] || Islamic origin || This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Islam. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Islamic ||  || Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
Cultures affect names, appearances, and symbols.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Culture !! Factions Allowed !! Description&lt;br /&gt;
|- id=&amp;quot;Astropolitan&amp;quot;&lt;br /&gt;
|[[File:Astropolitan.png|32px]] || Astropolitan || New Arrivals  || A broad collection of cultures common among frequent space travelers.&lt;br /&gt;
|- id=&amp;quot;Rustican&amp;quot;&lt;br /&gt;
| || Rustican || Outlander Factions || A hardy industrial cultures common among rimworld outlanders.&lt;br /&gt;
|- id=&amp;quot;Corunan&amp;quot;&lt;br /&gt;
|[[File:GentleTribe.png|32px]] || Corunan || New Tribe&amp;lt;br&amp;gt;Tribal Factions || An ancient culture common among rimworld tribes.&lt;br /&gt;
|- id=&amp;quot;Kriminul&amp;quot;&lt;br /&gt;
|[[File:Pirate.png|32px]] || Kriminul || Pirate Factions || A broad category describing the styles and practices of many pirate groups.&lt;br /&gt;
|- id=&amp;quot;Sophian&amp;quot;&lt;br /&gt;
|[[File:Empire map marker.png|32px]] || Sophian {{RoyaltyIcon}} || [[Empire]] Faction&amp;lt;br&amp;gt;Ancient Factions || A techno-feudal culture centered on the planet Sophiamunda.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
An ideoligion can have 0-3 associated styles. People belonging to that ideoligion will apply those styles when making specific items. Colonists will get a happy thought if around objects of their ideoligion's styles. If multiple styles of an ideoligion affect the same object, left-most applies.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Style !! New buildables !! Affects items !! Affects objects !! Affects ritual ambience sound&lt;br /&gt;
|-&lt;br /&gt;
| Hindu || || [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]] || Small sculpture, Large sculpture, Grand sculpture || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Christian || || || Small sculpture, Large sculpture, Grand sculpture || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Islamic || || || Small sculpture, Large sculpture, Grand sculpture || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Buddhist || || || Small sculpture, Large sculpture, Grand sculpture || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Morbid || [[Morbid carpet]], [[Morbid slab (broad)]], [[Morbid slab (medium)]], [[Morbid tile]] || [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]] || Small sculpture, Large sculpture, Grand sculpture, Stool, Table (1x2, 2x2, 2x4, 3x3), Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Column || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Totemic || [[Totemic boards]], [[Totemic slab (broad)]], [[Totemic slab (medium)]], [[Totemic tile]] || [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]] || Small sculpture, Large sculpture, Grand sculpture, Stool, Dining chair, Table (1x2, 2x2, 2x4, 3x3), Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Column || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Spikecore || [[Spikecore floor-star (broad)]], [[Spikecore floor-star (medium)]], [[Spikecore plates]], [[Spikecore tile]] || [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]], [[Flak jacket#Styles|Flak jacket]], [[Duster#Styles|Duster]], [[Jacket#Styles|Jacket]], [[Parka#Styles|Parka]] || Table (1x2, 2x2, 2x4, 3x3), Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Column || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Rustic || [[Rustic rug (broad)]], [[Rustic rug (medium)]] || [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]] || Column, Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Table (1x2, 2x2, 2x4, 3x3) || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Animalist || [[Animalist slab (broad)]], [[Animalist slab (medium)]] || [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]], [[War mask#Styles|War mask]] || Small sculpture, Large sculpture, Grand sculpture || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Techist || || || Column, Plant pot, Standing lamp (regular, red, green, blue, darklamp), Shelf, Autodoor, Table (1x2, 2x2, 2x4, 3x3) || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Style dominance ===&lt;br /&gt;
{{Stub|reason=An explanation of how style dominance works.}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Style dominance&lt;br /&gt;
|-&lt;br /&gt;
| Small sculpture&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Large sculpture&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Grand sculpture&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| Table (1x2)&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Table (2x2)&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Table (2x4)&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Table (3x3)&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Torch lamp&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Standing lamp (including colored variants)&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Column&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Morbid tile&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Morbid carpet&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Spikecore tile&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Spikecore plates&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Totemic boards&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Mindbend carpet&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Hex carpet&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Hex tile&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Small altar&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Medium altar&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Large altar&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| Grand altar&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| Ideogram&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Christmas tree&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal platter&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Effigy&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Sacrificial flag&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Pyre&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Burnbong&amp;lt;ref&amp;gt;Note that autobong does ''not'' have style dominance.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Incense shrine&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Pew&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Kneel sheet&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Kneel pillow&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Morbid slab (medium)&lt;br /&gt;
* Totemic slab (medium)&lt;br /&gt;
* Spikecore floor-star (medium)&lt;br /&gt;
* Rustic rug (medium)&lt;br /&gt;
* Animalist slab (medium)&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Morbid slab (broad)&lt;br /&gt;
* Totemic slab (broad)&lt;br /&gt;
* Spikecore floor-star (broad)&lt;br /&gt;
* Rustic rug (broad)&lt;br /&gt;
* Animalist slab (broad)&lt;br /&gt;
| 40&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Memes ==&lt;br /&gt;
&lt;br /&gt;
You must choose one to four memes at the beginning of your playthrough to form the foundational ideas of your ideoligion. Some have much more gameplay impact than others. Hovering over a meme will show you the information in this table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Meme !! Description !! Impact !! Required Precepts !! Chance to Have Precept !! Disabled Precepts !! Unlocked Roles !! Required Rituals !! Unlocked Rituals !! New Buildables !! Unlocked Craftables !! Start with Research !! Agreeing Traits !! Conflicting Traits !! Styles&lt;br /&gt;
|- id=&amp;quot;Animal personhood&amp;quot;&lt;br /&gt;
| [[File:Animal personhood.png|64px]] || '''Animal personhood''' || Animals have rights as humans do. || High || '''Animal connection:''' Strong&amp;lt;br&amp;gt;'''Slaughtering animals:''' Prohibited, Horrible, or Disapproved&amp;lt;br&amp;gt;'''Meat eating:''' Abhorrent, Horrible, or Disapproved || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Blindsight&amp;quot;&lt;br /&gt;
| [[File:Blindsight.png|64px]] || '''[[Blindsight]]''' || Only those who are blind can perceive true reality. || High || '''Blind psysense:''' Strong &amp;lt;br&amp;gt;'''Blindness:''' Respected, Elevated, or Sublime || - || '''Blindness:''' Horrible&amp;lt;br&amp;gt;'''Lighting:''' Darklight preferred&amp;lt;br&amp;gt;'''Combat in darkness:''' preferred || [[Ideoligion#Medical specialist|Medical specialist]] || Blinding || - || - || Blindfold || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Cannibal&amp;quot;&lt;br /&gt;
| [[File:Cannibal.png|64px]] || '''Cannibal''' || We must consume human flesh. || High || '''Organ use:''' Acceptable &amp;lt;br&amp;gt;'''Cannibalism:''' Preferred, Required (strong), or Required (ravenous) &amp;lt;br&amp;gt;'''Execution:''' Don't care, Respected if guilty, or Required || - || '''Execution:''' Always horrible or Horrible if innocent || - || - || Cannibal feast || - || - || - || Cannibal || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Collectivist&amp;quot;&lt;br /&gt;
| [[File:Collectivist.png|64px]] || '''Collectivist''' || Each person is part of a greater whole. People should work to play their part and help the group. || Low || '''Work drive:''' Tripled || Visage mask: Relaxed || '''Marriage name:''' Keep names || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Darkness&amp;quot;&lt;br /&gt;
| [[File:Darkness.png|64px]] || '''Darkness''' || Bright light burns and destroys! Darkness nourishes and creates. People ought to live in darkness. || High || '''Lighting:''' Darklight preferred&amp;lt;br&amp;gt;'''Combat in darkness:''' Preferred || - || - || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Female supremacy&amp;quot;&lt;br /&gt;
| [[File:Female supremacy.png|64px]] || '''Female supremacy''' || Women are the superior gender and should rule. || Medium || - || Burka: Relaxed&amp;lt;br&amp;gt;Veil: Strong || - || - || - || - || - || - || - || Misogynist || - || -&lt;br /&gt;
|- id=&amp;quot;Flesh purity&amp;quot;&lt;br /&gt;
| [[File:Flesh purity.png|64px]] || '''Flesh purity''' || The human body should not be debased. || Medium || '''Drug use:''' Prohibited&amp;lt;br&amp;gt;'''Biosculpting:''' Despised&amp;lt;br&amp;gt;'''Body modification:''' Abhorrent&amp;lt;br&amp;gt;'''Scarification:''' Horrible || - || '''Body modification:''' Approved&amp;lt;br&amp;gt;'''Physical love:''' Free and approved || [[Ideoligion#Medical specialist|Medical specialist]] || - || Symbol burning || - || - || - || Body purist&amp;lt;br&amp;gt;Nudist || Body modder || -&lt;br /&gt;
|- id=&amp;quot;Guilty&amp;quot;&lt;br /&gt;
| [[File:Guilty.png|64px]] || '''Guilty''' || Our people carry guilt from ages past. Others are more worthy. || Low || '''Pain:''' Idealized &amp;lt;br&amp;gt; '''Charity:''' Essential, Important, or Worthwhile || - || '''Apostasy:''' Abhorrent, Horrible, and Guilty&amp;lt;br&amp;gt;'''Slavery:''' Honorable || - || - || Symbol burning || - || Torture crown || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;High life&amp;quot;&lt;br /&gt;
| [[File:High life.png|64px]] || '''High life''' || Exotic states of mind are central to a good life. || Medium || '''Drug use:''' Essential || Flophat: Relaxed || '''Drug use:''' Prohibited, Medical only, or Medical/social only || [[Ideoligion#Plants specialist|Plants specialist]] || Smokeleaf circle || Smokeleaf circle || Autobong&amp;lt;br&amp;gt;Mindbend carpet || - || - || Chemical interest&amp;lt;br&amp;gt;Chemical fascination || - || -&lt;br /&gt;
|- id=&amp;quot;Human primacy&amp;quot;&lt;br /&gt;
| [[File:Human primacy.png|64px]] || '''Human primacy''' || Humans are the moral center of the universe. || Medium || '''Bonding:''' Disapproved || - || '''Slaughtering animals:''' Prohibited, Horrible, and Disapproved&amp;lt;br&amp;gt;'''Killing innocent animals:''' Abhorrent, Horrible, and Disapproved&amp;lt;br&amp;gt;'''Meat eating:''' Abhorrent, Horrible, Disapproved, Mildly required, Seriously required, and Strictly required&amp;lt;br&amp;gt;'''Mining:''' Prohibited, Horrible, and Disapproved&amp;lt;br&amp;gt;'''Cutting trees:''' Prohibited, Horrible, and Disapproved || [[Ideoligion#Production specialist|Production specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Individualist&amp;quot;&lt;br /&gt;
| [[File:Individualist.png|64px]] || '''Individualist''' || Each person is a free individual with the right to their own ideas and decisions. Nobody should be made to conform. || Low || - || - || '''Slavery:''' Honorable || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Loyalist&amp;quot;&lt;br /&gt;
| [[File:Loyalist.png|64px]] || '''Loyalist''' || We stand for our own before others. || Low || - || - || - || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Male supremacy&amp;quot;&lt;br /&gt;
| [[File:Male supremacy.png|64px]] || '''Male supremacy''' || Men are the superior gender and should rule. || Medium || - || Burka: Relaxed&amp;lt;br&amp;gt;Veil: Strong || - || - || - || - || - || - || - || Misandrist || - || -&lt;br /&gt;
|- id=&amp;quot;Nature primacy&amp;quot;&lt;br /&gt;
| [[File:Nature primacy.png|64px]] || '''Nature primacy''' || Man is a stain on nature's perfection. || Medium || - || - || - || [[Ideoligion#Plants specialist|Plants specialist]] || || - || - || - || - || - || - || Animalist&lt;br /&gt;
|- id=&amp;quot;Nudism&amp;quot;&lt;br /&gt;
| [[File:Nudism.png|64px]] || '''Nudism''' || Clothing binds, controls, and suffocates us. We should all hang free. || High || '''Male clothing:''' Fully nude or Pants at most &amp;lt;br&amp;gt;'''Female clothing:''' Fully nude or Pants at most || - || - || - || - || Symbol burning || - || - || - || Nudist || - || -&lt;br /&gt;
|- id=&amp;quot;Pain is virtue&amp;quot;&lt;br /&gt;
| [[File:Pain is virtue.png|64px]] || '''Pain is virtue''' || Virtue is shown through suffering of self and others. || High || '''Pain:''' Idealized&amp;lt;br&amp;gt;'''Comfort:''' Ignored&amp;lt;br&amp;gt;'''Slab bed:''' Preferred || - || '''Charity:''' Essential, Important, and Worthwhile&amp;lt;br&amp;gt;'''Execution:''' Always abhorrent and Always horrible&amp;lt;br&amp;gt;'''Scarification:''' Horrible&amp;lt;br&amp;gt;'''Skullspike:''' Disapproved || - || Scarification || Symbol burning || Slab bed&amp;lt;br&amp;gt;Slab double bed || Torture crown || - || Ascetic&amp;lt;br&amp;gt;Tortured artist&amp;lt;br&amp;gt;Masochist || Wimp&amp;lt;br&amp;gt;Gourmand || Morbid&lt;br /&gt;
|- id=&amp;quot;Proselytizer&amp;quot;&lt;br /&gt;
| [[File:Proselytizer.png|64px]] || '''Proselytizer''' || It is our duty to spread our beliefs. || Medium || '''Proselytizing:''' Occasional, Sometimes, or Frequent || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Raider&amp;quot;&lt;br /&gt;
| [[File:Raider.png|64px]] || '''Raider''' || The strong should take from the weak. || Medium || '''Raiding:''' Respected or Required &amp;lt;br&amp;gt;'''Execution:''' Horrible if innocent, Don't care, Respected if guilty, or Required || - || '''Skullspike:''' Disapproved&amp;lt;br&amp;gt;'''Slavery:''' Abhorrent, Horrible, and Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]]|| - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Rancher&amp;quot;&lt;br /&gt;
| [[File:Rancher.png|64px]] || '''Rancher''' || Raising animals is the right way; raising plants to eat is not. || High || '''Ranching:''' Central &amp;lt;br&amp;gt;'''Meat eating:''' Mildly required, Seriously required, or Strictly required || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Supremacist&amp;quot;&lt;br /&gt;
| [[File:Supremacist.png|64px]] || '''Supremacist''' || Our people should dominate all others. || Low || '''Slavery:''' Acceptable or Honorable &amp;lt;br&amp;gt; '''Execution:''' Required, Respected if guilty, or Don't care || - || '''Charity:''' Essential, Important and Worthwhile&amp;lt;br&amp;gt;'''Skullspike:''' Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot;&lt;br /&gt;
| [[File:Transhumanist.png|64px]] || '''Transhumanist''' || Human progress means merging with technology. || Medium || '''Sleep accelerator:''' Preferred&amp;lt;br&amp;gt;'''Neural supercharge:''' Preferred&amp;lt;br&amp;gt;'''Biosculpting:''' Accelerated&amp;lt;br&amp;gt;'''Age reversal:''' Demanded&amp;lt;br&amp;gt;'''Eating nutrient paste:''' Dont{{Sic}} mind&amp;lt;br&amp;gt;'''Body modification:''' Approved || Slicecap: Relaxed || '''Body modification:''' Abhorrent or Disapproved || [[Ideoligion#Research specialist|Research specialist]] || - || - || Hex carpet&amp;lt;br&amp;gt;Hex tile&amp;lt;br&amp;gt;Neural supercharger&amp;lt;br&amp;gt;Sleep accelerator || - || - || Body modder || Body purist || Techist&lt;br /&gt;
|- id=&amp;quot;Tree connection&amp;quot;&lt;br /&gt;
| [[File:Tree connection.png|64px]] || '''Tree connection''' || Trees are the essence of life, and we must be near them. || High || '''Trees:''' Desired || - || - || [[Ideoligion#Plants specialist|Plants specialist]] || - || - || - || - || Tree sowing || - || - || -&lt;br /&gt;
|- id=&amp;quot;Tunneler&amp;quot;&lt;br /&gt;
| [[File:Tunneler.png|64px]] || '''Tunneler''' || Humans ought to live underground, and enjoy the succulent fruit of the depths. || High || '''Fungus:''' Preferred&amp;lt;br&amp;gt;'''Insect meat:''' Loved&amp;lt;br&amp;gt;'''Small spaces:''' Don't care || - || '''Mining:''' Prohibited, Horrible, or Disapproved || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || Fungal gravel || - || Stonecutting || Undergrounder || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other Faction Customization ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Meme !! Civil outlander !! Rough outlander !! Gentle tribe !! Fierce tribe !! Savage tribe !! Cannibal tribe !! Nudist tribe !! Pirate gang !! Pirate cannibal gang !! Shattered Empire !! Ancient faction&lt;br /&gt;
|-&lt;br /&gt;
| Supremacist || [[file:checkoff.png]] || '''Required''' || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]] || [[file:checkon.png]] || '''Required''' || '''Required''' || [[file:checkoff.png]]* || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Loyalist || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Guilty || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Individualist || '''Required**''' || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Collectivist || '''Required**''' || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Transhumanist || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Flesh purity || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Raider || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || '''Required''' || '''Required''' || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Proselytizer || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| High life || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Nature primacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Human primacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Female supremacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Male supremacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Animal personhood || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Rancher || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Pain is virtue || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Darkness || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Tunneler || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Tree connection || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Nudism || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Blindsight || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || '''Required''' || [[file:checkon.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*Appears on faction's options but conflicts with required meme&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**Individualist OR Collectivist must be chosen&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Natural goodwill with other factions ===&lt;br /&gt;
&lt;br /&gt;
Additionally, Supremacist and Raider have -50 with everyone, Loyalist -10 with everyone, and Guilty +10 with everyone. There is a +10 bonus for having the same ideoligion.&lt;br /&gt;
&lt;br /&gt;
Modifiers stack, but each pair only applies once; for example Flesh purity + Cannibal vs Flesh purity + Cannibal give +10 for Flesh purity/Flesh purity, +10 for Cannibal/Cannibal, and +10 for Flesh purity/Cannibal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Individualist !! Collectivist !! Transhumanist !! Flesh purity !! Proselytizer !! High life !! Nature primacy !! Human primacy !! Female supremacy !! Male supremacy !! Animal personhood !! Rancher !! Pain is virtue !! Nudism !! Cannibal&lt;br /&gt;
|-&lt;br /&gt;
! Individualist&lt;br /&gt;
| +10 || -10 || || || -10 || || || || -10 || -10 || || || || || -10&lt;br /&gt;
|-&lt;br /&gt;
! Collectivist&lt;br /&gt;
| -10 || +10 || || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Transhumanist&lt;br /&gt;
| || || +10 || -20 || || || -20 || +10 || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Flesh purity&lt;br /&gt;
| || || -20 || +10 || || -30 || || +10 || || || || || || || +10&lt;br /&gt;
|-&lt;br /&gt;
! Proselytizer&lt;br /&gt;
| -10 || || || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! High life&lt;br /&gt;
| || || || -30 || || +10 || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Nature primacy&lt;br /&gt;
| || || -20 || || || || +10 || -30 || || || +10 || -30 || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Human primacy&lt;br /&gt;
| || || +10 || +10 || || || -30 || +10 || || || -10 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Female supremacy&lt;br /&gt;
| -10 || || || || || || || || +10 || -30 || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Male supremacy&lt;br /&gt;
| -10 || || || || || || || || -30 || +10 || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Animal personhood&lt;br /&gt;
| || || || || || || +10 || -10 || || || +10 || -10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Rancher&lt;br /&gt;
| || || || || || || -30 || || || || -10 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Pain is virtue&lt;br /&gt;
| || || || || || || || || || || || || +10 || || +10&lt;br /&gt;
|-&lt;br /&gt;
! Nudism&lt;br /&gt;
| || || || || || || || || || || || || || +10 ||&lt;br /&gt;
|-&lt;br /&gt;
! Cannibal&lt;br /&gt;
| -10 || || || +10 || || || || || || || || || +10 || || +10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Precepts==&lt;br /&gt;
Associated precepts have a chance to appear if a meme is present, but can still be removed if not required.&lt;br /&gt;
&lt;br /&gt;
Required precepts must be present if a meme is present.&lt;br /&gt;
&lt;br /&gt;
Unlocked precepts are unavailable without one of the unlocking memes.&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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Issue !! Precept !! Description !! Memes !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blindness&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| [[File:Blindness.png|64px]] || rowspan=&amp;quot;4&amp;quot;| Blindness&lt;br /&gt;
| Horrible || Blinding people for ideoligious reasons is horrible. || [[#Blindsight|Blindsight]] (Conflicting) || 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]] (Required) || Colonists gain Moods: Blind (+5), Vision Blocked (+2), or Was Blinded (+3). They also gain a +20 Opinion bonus towards blind pawns, or a -8 Opinion malus to sighted pawns.&lt;br /&gt;
|-&lt;br /&gt;
| Elevated || The blind stand pure above the sighted. || [[#Blindsight|Blindsight]] (Required) || 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]] (Required) || Moods as Elevated, but Blind increases to +15, Was Blinded to +6. Half-Blind drops to -1, and Not Blind to -6. Opinion bonus towards blind pawns increases to +50 and malus towards sighted pawns increases to -30.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cannibalism&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | [[File:Cannibalism.png|64px]] || rowspan=&amp;quot;7&amp;quot; | Cannibalism&lt;br /&gt;
|Abhorrent || Eating human flesh is a deeply abhorrent and disgusting act.&lt;br /&gt;
|-&lt;br /&gt;
|Horrible || Eating human flesh is a horrible thing to do.&lt;br /&gt;
|-&lt;br /&gt;
|Disapproved || Eating human flesh is an ugly thing to do. || [[#Pain is virtue|Pain is virtue]] (Associated)&lt;br /&gt;
|-&lt;br /&gt;
|Acceptable || Human meat is just meat, like any other. || [[#Pain is virtue|Pain is virtue]] (Associated)&lt;br /&gt;
|-&lt;br /&gt;
|Preferred || To consume human meat is a noble and necessary part of life. || [[#Cannibal|Cannibal]] (Required)&lt;br /&gt;
|-&lt;br /&gt;
|Required (strong) || Consuming human flesh is important. It should be in every meal. || [[#Cannibal|Cannibal]] (Unlocked, Required)&lt;br /&gt;
|-&lt;br /&gt;
|Required (ravenous) || Man-flesh is morality. To eat a meal without it is unthinkable. || [[#Cannibal|Cannibal]] (Unlocked, Required)&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Corpses&amp;quot;&lt;br /&gt;
| [[File:Precept corpses.png|64px]] || Corpses&lt;br /&gt;
| Don't care || The sight of a dead person is nothing to be concerned about. || [[#Pain is virtue|Pain Is Virtue]] (Associated, Required) &amp;lt;br&amp;gt; [[#Cannibal|Cannibal]] (Associated, Required) &amp;lt;br&amp;gt; [[#Raider|Raider]] (Associated, Required) &amp;lt;br&amp;gt; [[#Supremacist|Supremacist]] (Associated) &amp;lt;br&amp;gt; || No saw corpse debuff. No saw rotting corpse debuff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IdeoDiversity.png|64px]] || Diversity of thought&lt;br /&gt;
&lt;br /&gt;
|-  id=&amp;quot;Eating nutrient paste&amp;quot;&lt;br /&gt;
| [[File:EatingNutrientPaste.png|64px]] || Eating Nutrient Paste || Don't mind || There's nothing wrong with a meal of efficient, healthy nutrient paste. || [[#Transhumanist|Transhumanist]] (Associated, Required) || Nullifies mood penalty from eating nutrient paste. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|64px]] || Execution&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Fungus.png|64px]] || rowspan=&amp;quot;2&amp;quot; | Fungus&lt;br /&gt;
| Despised || That dark-grown fungus food is just disgusting || || Ate fungus raw: -6&amp;lt;br&amp;gt;Ate fungus cooked: -3&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || Fungus is the right crop to eat. Crops of the light are poisoned by the air and sun. || [[#Tunneler|Tunneler]] (Associated, Required) || Ate fungus: +3&amp;lt;br&amp;gt;Ate cooked fungus: +3&amp;lt;br&amp;gt;Ate non-fungus plant raw: -5&amp;lt;br&amp;gt;Ate non-fungus plant cooked: -3&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Insect meat&amp;quot;&lt;br /&gt;
| [[File:InsectMeat.png|64px]] || Insect Meat || Loved || There is nothing more divine than the succulent, slimy flesh of an insect || [[#Tunneler|Tunneler]] (Associated, required for Tunneler Meme) || Gives a +6 moodlet when pawns eat meals with insect meat as an ingredient, duration 1 day.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | [[File:MarriageName.png|64px]] || rowspan=&amp;quot;6&amp;quot; | Marriage Name &lt;br /&gt;
|Always Man's || Couples must share the man's name. || [[#Male Supremacy|Male Supremacy]] (Associated) || &amp;quot; &amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||Usually Man's || Most couples share the man's name || N/A|| 95% chance of couple refusing to take woman's name, 75% chance of couple refusing to keep names. &lt;br /&gt;
|-&lt;br /&gt;
|Random || Couples randomly choose whether to share a name, and which name to share. || N/A || &amp;quot; &amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Keep Names || Both partners keep their names upon marriage. || [[#Collectivist|Collectivist]] (Conflicts) || &amp;quot; &amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||Usually Woman's || Most couples share the woman's name || N/A|| 95% chance of couple refusing to take man's name, 75% chance of couple refusing to keep names. &lt;br /&gt;
|-&lt;br /&gt;
||Always Woman's || Couples must share the woman's name. || [[#Female supremacy|Female Supremacy]] (Associated) || &amp;quot; &amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Nudity_Female.png|64px]]|| Female Clothing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Nudity_Male.png|64px]]|| Male Clothing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:OrganUse.png|64px]]|| Organ use&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PhysicalLove.png|64px]]|| Physical Love&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Research&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot;| [[File:Research.png|64px]]|| rowspan=&amp;quot;7&amp;quot;| Research&lt;br /&gt;
| Not allowed || To research technology is an immoral act. It is not to be done. || N/A ||&lt;br /&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? || N/A ||&lt;br /&gt;
* 0.25x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Very slow || Research work is unworthy of serious respect. Better not to be seen trying hard at it. || N/A ||&lt;br /&gt;
* 0.50x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Slow || Research work just isn't particularly meaningful. Why try hard at it? || N/A ||&lt;br /&gt;
* 0.75x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Normal || Research is a worthwhile form of work that the community needs. || N/A ||&lt;br /&gt;
* 1.00x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Fast || Research is an especially virtuous activity.|| N/A ||&lt;br /&gt;
* 1.25x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Very fast || Research is among the most meaningful acts a person can perform. || N/A ||&lt;br /&gt;
* 1.50x [[Research Speed]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Scarification.png|64px]]|| Scarification&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skullspike&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Precept skullspike.png|64px]] ||  rowspan=&amp;quot;2&amp;quot; | Skullspike&lt;br /&gt;
| Desired || A skull on a spike symbolizes our superiority. || [[#Pain is virtue|Pain Is Virtue]] (associated), [[#Supremacist|Supremacist]] (Associated), [[#Raider|Raider]] (Associated) || Adds a mood increase of +1 for 1-3 skullspikes, +2 for 4-8 skullspikes, and +3 for 9+ skullspikes. &lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Putting skulls on spikes is a barbaric practice. || [[#Pain is virtue|Pain Is Virtue]] (disallowed), [[#Supremacist|Supremacist]] (disallowed), [[#Raider|Raider]] (disallowed) || Adds a mood malus of -1 for 1-3 skullspikes, -2 for 4-8 skullspikes, and -3 for 9+ skullspikes.  &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slavery&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| [[File:Slavery.png|64px]]|| rowspan=&amp;quot;5&amp;quot;| Slavery&lt;br /&gt;
| Abhorrent || Owning or trading human beings is deeply evil. || [[#Raider|Raider]] (Conflicting) &amp;lt;br&amp;gt; [[#Guilty|Guilty]] (Associated) &amp;lt;br&amp;gt; [[#Individualist|Individualist]] (Associated) || Pawns will refuse to sell [[slaves]] or enslave [[prisoners]]. -30 opinon, stacking up to 3 times and lasting 15 days, for anyone that has sold a slave, Adds mood penalties for slavery:  -3 mood for having a slave in the colony, -? mood for having enslaved a prisoner, -? mood for someone having sold a slave in the colony.&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Owning or trading human beings is a horrible thing. ||[[#Raider|Raider]] (Conflicting) &amp;lt;br&amp;gt; [[#Guilty|Guilty]] (Associated) &amp;lt;br&amp;gt; [[#Individualist|Individualist]] (Associated)|| ?&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Slavery is part of life, though it is extremely distasteful. ||[[#Raider|Raider]] (Conflicting) &amp;lt;br&amp;gt; [[#Guilty|Guilty]] (Associated) &amp;lt;br&amp;gt; [[#Individualist|Individualist]] (Associated)|| ?&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || Slavery is a normal, unremarkable part of life. || - || ?&lt;br /&gt;
|-&lt;br /&gt;
| Honorable || One who owns and trades slaves should be honored and respected. ||[[#Supremacist|Supremacist]] (Associated) &amp;lt;br&amp;gt; [[#Collectivist|Collectivist]] (Associated) &amp;lt;br&amp;gt; [[#Pain is virtue|Pain Is Virtue]] (Associated) &amp;lt;br&amp;gt; [[#Guilty|Guilty]] (Conflicting) &amp;lt;br&amp;gt; [[#Individualist|Individualist]] (Conflicting)|| ?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SpouseCountFemale.png|64px]]|| Women's spouses&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SpouseCountMale.png|64px]]|| Men's spouses&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Meme-unique===&lt;br /&gt;
These issues and their precepts can only be added through memes.&lt;br /&gt;
&lt;br /&gt;
Not included in the table:&lt;br /&gt;
* Eclipse&lt;br /&gt;
* Slab bed &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Issue !! Precept !! Description !! Memes !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Age reversal&amp;quot;&lt;br /&gt;
| [[File:AgeReversal.png|64px]]|| Age reversal || Demanded || Why get old? One must have a once-yearly age reversal treatment in the biosculpter pod. || [[#Transhumanist|Transhumanist]] (Unlocked, Required) || Increasing -4/-7/-10 mood malus if pawn is not de-aged, +3 mood when pawn is de-aged. Reoccurs every 60 days unless under biologic age 25.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal connection&amp;quot;&lt;br /&gt;
| [[File:Precept animal connection.png|64px]] || Animal connection&lt;br /&gt;
| Strong || We have a strong connection to our animal friends || [[#Animal personhood|Animal personhood]] (Unlocked, Required) ||&lt;br /&gt;
* 2x [[Tame Animal Chance]]&lt;br /&gt;
* 2x Animal Bonding Chance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Biosculpting&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| [[File:Precept biosculpting.png|64px]]  || rowspan=&amp;quot;2&amp;quot;| Biosculpting&lt;br /&gt;
| Accelerated || All biosculpting cycles take half the usual time. || [[#Transhumanist|Transhumanist]] (Required) || All biosculpting cycles take half the usual time.&lt;br /&gt;
|-&lt;br /&gt;
| Despised || Biosculpter pods violate the purity human flesh and should never be used. || [[#Flesh purity|Flesh Purity]] (Required) || -8 mood penalty for using biosculpter pod. &amp;lt;insert link to moodlet here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BlindPsysense.png|64px]] ||  Blind psysense || Strong|| Our blind have special ways of connecting with the psychic aether || [[#Blindsight|Blindsight]] (Associated, Required) || Boosts Psychic Sensitivity by 30% for blind pawns. &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bonding&amp;quot;&lt;br /&gt;
| [[File:Bonding.png|64px]]|| Bonding || Disapproved || To emotionally bond with a lower being is a shameful act || [[#Human primacy|Human primacy]] (Required) || Appears to disable bonding event for pawns with ideology. &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Comfort&amp;quot;&lt;br /&gt;
| [[File:Comfort.png|64px]] || Comfort || Ignored || We should pay no attention to comfort || [[#Pain is virtue|Pain Is Virtue]] (Associated, Required) || Makes colonists prefer slab beds, and gives a moodlet of +2 when they sleep in slab beds. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:GauranlenConnection.png|64px]] || Gauranlen connection || Feelings of connection to the [[Gauranlen tree]] || Great - '''Needs, and required for Tree connection Meme'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MiningYield.png|64px]]|| Mining yield&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:NeuralSupercharger.png|64px]]|| Neural supercharger || Preferred || Having a neural supercharge is the new standard. Without it, you're obsolete. || [[#Transhumanist|Transhumanist]] (Associated, Required) || Causes a -6 mood penalty when not neurally supercharged. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Pain.png|64px]]|| Pain&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Proselytizing.png|64px]]|| Proselytizing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ranching.png|64px]]|| Ranching || Central || We must raise and consume many large animals, and we must not eat plants. || [[#Rancher|Rancher]] (Associated, Required) || Sets plant work speed to 90%, Tame Chance to 120%, Animal Gathering Yield to 120%, Butchery Efficiency to 120%, and Animal Learning Factor to 200%. Gives a 10% improvement to selling prices for animal products. Grants a -3 to +3 moodlet based upon animal population (more animals are  better), a -4 moodlet for sowing “human food plants,” and a -3 moodlet if the colony fails to slaughter animals regularly. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RoughLiving.png|64px]]|| Rough living &lt;br /&gt;
| Welcomed || We don't need to separate ourselves from the roughness of nature. || [[#Tree connection|Tree connection]] (Associated, Required)&amp;lt;br&amp;gt;[[#Pain is virtue|Pain Is Virtue]] (Associated, Required)|| Nullifies: &lt;br /&gt;
* &amp;quot;Ate without table -3&amp;quot;&lt;br /&gt;
* &amp;quot;Slept outside -4&amp;quot; &lt;br /&gt;
* &amp;quot;Slept on ground -4&amp;quot; &lt;br /&gt;
* &amp;quot;Soaking wet -3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleep accelerator&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot;| [[File:Precept sleep accelerator.png|64px]]  || rowspan=&amp;quot;1&amp;quot;| Sleep accelerator&lt;br /&gt;
| Preferred || One should always use a sleep accelerator. Slow-sleeping is just foolishly wasting your potential. || [[#Transhumanist|Transhumanist]] (Required) || +3 Mood when using Sleep accelerator &amp;lt;insert link to moodlet here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallSpaces.png|64px]]|| Small spaces || Feelings of being inside a small space || Don't care - '''Needs, and required for Tunneler Meme'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Temperature&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot;| [[File:Precept temperature.png|64px]] || rowspan=&amp;quot;1&amp;quot;| Temperature &lt;br /&gt;
| Tough || Extreme temperatures don't bother us as much. || [[#Tree connection|Tree Connection]] (Associated, Required) &amp;lt;br&amp;gt; [[#Pain is virtue|Pain Is Virtue]] (Associated, Required) || Nullifies: &lt;br /&gt;
* &amp;quot;Slept in the cold -4&amp;quot; &lt;br /&gt;
* &amp;quot;Slept in the heat -4&amp;quot; &lt;br /&gt;
Note: It doesn't appear to affect comfortable temperatures or the related [[hypothermia]]/[[heatstroke]] tolerances. It is only referenced for the above moodlets&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Work drive&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot;| [[File:Precept work drive.png|64px]] || rowspan=&amp;quot;1&amp;quot;| Work drive &lt;br /&gt;
| Tripled ||The duration of the leader's work drive ability is tripled. || [[#Collectivist|Collectivist]] (Required) || 3x Work Drive Duration&lt;br /&gt;
|}&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;
Not included in table:&lt;br /&gt;
* Killing innocent animals&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Issue !! Precept !! Description !! Memes !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal slaughter&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| [[File:AnimalSlaughter.png|64px]] || rowspan=&amp;quot;3&amp;quot;| Slaughtering animals&lt;br /&gt;
| Prohibited || Slaughtering animals is absolutely prohibited. || [[#Animal personhood|Animal personhood]] (Required) || '''Prohibitions:'''&amp;lt;br&amp;gt;Slaughter animal&amp;lt;br&amp;gt;'''Mood:'''&amp;lt;br&amp;gt;Someone slaughtered an animal: -4&amp;lt;br&amp;gt;'''Opinions:'''&amp;lt;br&amp;gt;Slaughtered animal: -10&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To slaughter an animal is a horrible thing. || [[#Animal personhood|Animal personhood]] (Required) || '''Mood:'''&amp;lt;br&amp;gt;Slaughtered animal: -15&amp;lt;br&amp;gt;Someone slaughtered an animal: -2&amp;lt;br&amp;gt;'''Opinions:'''&amp;lt;br&amp;gt;Slaughtered animal: -5&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To slaughter an animal is an ugly thing. || [[#Animal personhood|Animal personhood]] (Required) || '''Mood:'''&amp;lt;br&amp;gt;Slaughtered animal: -5&amp;lt;br&amp;gt;Someone slaughtered an animal: -1&amp;lt;br&amp;gt;'''Opinions:'''&amp;lt;br&amp;gt;Slaughtered animal: -3&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Apostasy&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| [[File:Apostasy.png|64px]] || rowspan=&amp;quot;3&amp;quot;| Apostasy&lt;br /&gt;
| Abhorrent || To leave our ideoligion after having known it is the depth of immorality. || [[#Guilty|Guilty]] (Conflicting)&amp;lt;br&amp;gt;[[#Loyalist|Loyalist]] (Associated)&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] (Associated) || '''Opinions:'''&amp;lt;br&amp;gt;Changed ideoligion: -30&amp;lt;br&amp;gt;Apostate: -10&amp;lt;br&amp;gt;'''Global certainty loss factor:''' x40%&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To leave our ideoligion after having known it indicates deep moral flaws. || [[#Guilty|Guilty]] (Conflicting)&amp;lt;br&amp;gt;[[#Loyalist|Loyalist]] (Associated)&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] (Associated) || '''Opinions:'''&amp;lt;br&amp;gt;Changed ideoligion: -15&amp;lt;br&amp;gt;Apostate: -5&amp;lt;br&amp;gt;'''Global certainty loss factor:''' x60%&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To leave our ideoligion after having known it indicates character flaws. || [[#Guilty|Guilty]] (Conflicting)&amp;lt;br&amp;gt;[[#Loyalist|Loyalist]] (Associated)&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] (Associated) || '''Opinions:'''&amp;lt;br&amp;gt;Changed ideoligion: -8&amp;lt;br&amp;gt;Apostate: -3&amp;lt;br&amp;gt;'''Global certainty loss factor:''' x80%&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Autonomous weapons&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| [[File:AutonomousWeapons.png|64px]] || rowspan=&amp;quot;3&amp;quot;| Autonomous weapons&lt;br /&gt;
| Prohibited || Allowing a machine to decide to kill is an absolutely inhuman thing to do. || [[#Nature primacy|Nature primacy]] (Associated) || Cannot build Turrets&amp;lt;br&amp;gt;Colonists gain Mood: Automated Turret in Colony: -12&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Allowing a machine to decide to kill is a terrible thing. || [[#Nature primacy|Nature primacy]] (Associated) || Colonists gain Mood: Automated Turret in Colony: -8&lt;br /&gt;
|- &lt;br /&gt;
| Disapproved || Allowing a machine to decide to kill is an ugly thing. ||[[#Nature primacy|Nature primacy]] (Associated) || Colonists gain Mood: Automated Turret in Colony: -4&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Body modification&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| [[File:BodyModifications.png|64px]] || rowspan=&amp;quot;3&amp;quot;| Body modification&lt;br /&gt;
| Abhorrent || To modify the natural human body is a flagrant violation of clear moral laws. || [[#Transhumanist|Transhumanist]] (Conflicting)&amp;lt;br&amp;gt;[[#Flesh purity|Flesh purity]] (Associated) || Colonists gain a -30 mood penalty for a prosthetic, or -18 for an artificial part. They also have a -80 opinion malus towards any pawn with a prosthetic or artificial part. These do not apply if the pawn is not a Body Modder.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To modify the natural human body is an ugly, dirty act. || [[#Transhumanist|Transhumanist]] (Conflicting)&amp;lt;br&amp;gt;[[#Flesh purity|Flesh purity]] (Associated) || As Abhorrent, but mood penalties are reduced to -5 and -4 respectively. Opinion maluses are reduced to -10. These do not apply if the pawn is not a Body Modder.&lt;br /&gt;
|-&lt;br /&gt;
| Approved || Humans should strive to reach our full potential by improving our flawed natural bodies. || [[#Transhumanist|Transhumanist]] (Associated)&amp;lt;br&amp;gt;[[#Flesh purity|Flesh purity]] (Conflicting) || Colonists gain a -3 mood penalty if they have no prosthetics or artificial parts unless expectations are below Moderate. They gain a bonus based on having prosthetics or artificial parts, and a -10 opinion malus towards any pawn ''without'' prosthetics or artificial parts. Values are adjusted for pawns with Body Purist and Body Modder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Charity.png|64px]] || Charity&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | [[File:DrugUse.png|64px]] || rowspan=4&amp;quot; | Drug use &lt;br /&gt;
| Prohibited&lt;br /&gt;
|- &lt;br /&gt;
| Medical only&lt;br /&gt;
|- &lt;br /&gt;
| Medical or social only&lt;br /&gt;
|-&lt;br /&gt;
| Essential&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cutting trees&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:Precept tree cutting.png|64px]] ||  rowspan=&amp;quot;3&amp;quot; | Cutting trees &lt;br /&gt;
| Prohibited || To violate the forest by cutting down a tree is a deeply abhorrent act and should never be done. || [[#Human primacy|Human primacy]] (Disallowed) &amp;lt;br&amp;gt; [[#Nature primacy|Nature primacy]] (Associated) || Disallows logging camps.&amp;lt;br&amp;gt; Moodlets of blah for doing blah&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To cut down a tree is a horrible act. || [[#Human primacy|Human primacy]] (Disallowed) &amp;lt;br&amp;gt; [[#Nature primacy|Nature primacy]] (Associated) || Disallows logging camps.&amp;lt;br&amp;gt; Moodlets of blah for doing blah&lt;br /&gt;
|-&lt;br /&gt;
| Prohibited || To cut down a tree is a distasteful thing to do. || [[#Human primacy|Human primacy]] (Disallowed) &amp;lt;br&amp;gt; [[#Nature primacy|Nature primacy]] (Associated) || Disallows logging camps.&amp;lt;br&amp;gt; Moodlets of blah for doing blah&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DarknessCombat.png|64px]]|| Combat in darkness|| Thoughts on fighting under darkness || Preferred - '''Required for Darkness Meme'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lighting.png|64px]] || Lighting || Darklight preferred|| Normal lights are too bright. Darklights are better. || [[#Darkness|Darkness]] (Associated, Required), [[#Blindsight|Blindsight]] (Conflicting) || +4 mood in the darkness, -4 mood in dim light, -8 mood in bright light. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MeatEating.png|64px]] || Meat eating || Feelings of eating meat, or any meals containing meat || Abhorrent - '''Required for Animal personhood Meme'''&lt;br /&gt;
&lt;br /&gt;
Horrible - '''Required for Animal personhood Meme'''&lt;br /&gt;
&lt;br /&gt;
Disapproved - '''Required for Animal personhood Meme'''&lt;br /&gt;
&lt;br /&gt;
Mildly Required - '''Required for Rancher Meme'''&lt;br /&gt;
&lt;br /&gt;
Seriously Required  - '''Required for Rancher Meme'''&lt;br /&gt;
&lt;br /&gt;
Strictly Required  - '''Required for Rancher Meme'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mining.png|64px]]|| Mining&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Raiding.png|64px]]|| Raiding || Feeling of raiding faction's minor and major bases || Respected - '''Required for Raider Meme'''&lt;br /&gt;
&lt;br /&gt;
Required - '''Required for Raider Meme'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trees.png|64px]]|| Trees || Desired || Tree connection (Associated) || It's essential to live surrounded by beautiful trees. || Gives a thought, scaling from -5 to +9 for having (or not having) many trees on the map&amp;lt;br&amp;gt;Gives a thought, scaling from 0 to -20 for the number of trees chopped in the last quadrum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Roles==&lt;br /&gt;
{{Move|destination=Roles|reason=Keep table as it is, link from here to separate page for proper analysis and summary like [[Persona weapon]]. See talk page to discuss &amp;amp; leave opinion}}&lt;br /&gt;
{{Stub|section=1|reason=Needs mechanical detail beyond just what the stats are and the tables cover}}&lt;br /&gt;
===General info===&lt;br /&gt;
Some factors are consistent across all roles.&lt;br /&gt;
&lt;br /&gt;
Roles can have assigned equipment that they will demand when they have the role - they get a -? Mood debuff without it and a +? mood buff with it. &lt;br /&gt;
&lt;br /&gt;
Only New Tribe colonies can select the [[War mask]] and [[Tribal headdress]] as options, while only New Arrivals colonies can select the [[Slicecap]] and [[Beret]] {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
[[File:Leader.png|left]]&lt;br /&gt;
A leader who holds the group together and represents your faction in diplomatic interactions.&lt;br /&gt;
&lt;br /&gt;
Will always be restricted to any [[Ideoligion#Supreme gender|Supreme gender]] selected.&lt;br /&gt;
{{clear}}&lt;br /&gt;
Leader abilities share a cooldown of {{ticks|600000}} or 10 in-game [[Time|days]].&lt;br /&gt;
&lt;br /&gt;
Leaders can select between these apparels as assigned equipment:&lt;br /&gt;
* [[Headwrap]]&lt;br /&gt;
* [[Broadwrap]]&lt;br /&gt;
* [[War mask]]&lt;br /&gt;
* [[Slicecap]]&lt;br /&gt;
* [[Visage mask]]&lt;br /&gt;
* [[Authority cap]]&lt;br /&gt;
* [[Cowboy hat]]&lt;br /&gt;
* [[Tribal headdress]]&lt;br /&gt;
* [[Beret]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ability Image !! Ability !! Abililty Desc || Ability Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LeaderSpeech.png|64px]] || Leader Speech || A rousing speech intended to improve morale. Colonists will gather, and the leader will speak for a few hours. If all goes well, listeners will feel inspired, and gain respect for the leader. If it goes poorly, the speech will do social damage. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:WorkDrive.png|64px]] || Work Drive || Call on a person to work harder for some time. || ''The sense of being called upon by a leader to work harder.''&lt;br /&gt;
* [[Global Work Speed]] +50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CombatCommand.png|64px]] || Combat Command || Create an aura that boosts the combat skills of everyone nearby. The effect lasts 24 hours and remains attached to the leader for the duration. || ''Combat abilities are boosted thanks to being near someone who is using the combat command ability.''&lt;br /&gt;
* [[Shooting Accuracy]] +3&lt;br /&gt;
* [[Melee Hit Chance]] +3&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trial.png|64px]] || Trial || A trial over some heinous accusation. The initiator will accuse someone of terrible wrongdoing and gather people for a trial. Spectators will listen as the accuser and accused argue back and forth, then decide if the accusation is true. If the accused is convicted, you can freely banish, arrest or execute them and nobody will mind. The chance of a conviction depends on the social abilities of the accused and accuser, and the number of spectators.|| If successful, you are allowed to execute, banish, or arrest a person without social consequences.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Moral Guides===&lt;br /&gt;
[[File:MoralGuide.png|left]]&lt;br /&gt;
A moral/spiritual leader who heads rituals and personally counsels believers&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
Moral Guide abilities share a cooldown of {{ticks|180000}} or 3 in-game [[Time|days]].&lt;br /&gt;
&lt;br /&gt;
Moral Guides can select between these apparels as assigned equipment:&lt;br /&gt;
* [[Cape]]&lt;br /&gt;
* [[Veil]]&lt;br /&gt;
* [[Hood]]&lt;br /&gt;
* [[Headwrap]]&lt;br /&gt;
* [[Broadwrap]]&lt;br /&gt;
* [[Burka]]&lt;br /&gt;
* [[Tribal headdress]], only for tribal factions&lt;br /&gt;
* [[War mask]], only for tribal factions&lt;br /&gt;
* [[Slicecap]], requires Transhumanist meme&lt;br /&gt;
* [[Visage mask]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ability Image !! Ability !! Abililty Desc || Ability Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Convert.png|64px]] || Convert || Attempt to convert someone to the speaker's ideoligion. This will reduce the target's certainty in their own beliefs. The certainty reduction depends on the speaker's negotiation ability. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Counsel.png|64px]] || Counsel || Offer counsel to a person to cancel the effects of a sad memory. The chance of success depends on the speaker's social skills and their relationship with the listener. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Reassure.png|64px]] || Reassure || Increase someone's certainty in their own beliefs. The regained certainty is based on the speaker's negotiation ability. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ConversionRitual.png|64px]] || Conversion Ritual || Try to persuade someone into joining your ideoligion. If it goes well, target's ideoligion certainty will be reduced or they will convert. If it goes badly, they will gain certainty in their old beliefs. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PreachHealth.png|64px]] || Preach Health || Preach moral strength to a sick or wounded person through the concepts of your ideology. This will improve their rate of wound healing and immunity gain. || ''This person's will to survive was reinforced by a talk with a moral guide of their ideoligion. That moral certainty has improved their healing and immunization gain rates.''&lt;br /&gt;
* [[Immunity Gain Speed]] +0.25%&lt;br /&gt;
* [[Injury Healing Factor]] +0.25%&lt;br /&gt;
* AoE: 1 target, touch range&lt;br /&gt;
* Cast time: 12s&lt;br /&gt;
* Duration: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
Can only be used on pawns with the same Ideoligion as the Moral Guide themselves.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Specialists===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Description !! Required Memes !! Pawn requirements !! Bonuses !!  Disabled Work Types !! Ability Image !! Ability !! Abililty Desc || Ability Effect || Required Equipment&lt;br /&gt;
|- id=&amp;quot;Shooting specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistShooting.png]] || Shooting Specialist || A special ideoligious status focusing on ranged combat to the exclusion of all else. This specialized role gives increased accuracy and the ability to boost the shooting abilities of nearby allies. Holders of this role will refuse to do many kinds of non-shooting-related work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Raider|Raider]]&lt;br /&gt;
*[[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Shooting|Shooting skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Shooting&lt;br /&gt;
**Violent&lt;br /&gt;
|&lt;br /&gt;
* [[Shooting Accuracy]] +7&lt;br /&gt;
* [[Aiming Time]] -50%&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
|| [[File:MarksmanCommand.png|64px]] || Marksman Command || Call out shots and boost the shooting skills of everyone nearby. The effect remains attached to the caster for 24 hours. || ''Someone is using the marksman command ability nearby, boosting this person's shooting abilities.''&lt;br /&gt;
* [[Shooting Accuracy]] +4&lt;br /&gt;
* [[Aiming Time]] -40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| {{Icon Small|Tailcap}} [[Tailcap]]&lt;br /&gt;
|- id=&amp;quot;Animals specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistAnimals.png]] || Animals Specialist || A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency, and the ability to boost the animals-related abilities of nearby allies. Holders of this role will refuse to perform some non-animals-related tasks.&amp;lt;&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Animal personhood|Animal personhood]]&lt;br /&gt;
*[[Ideoligion#Rancher|Rancher]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Animals|Animals skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Animals&lt;br /&gt;
|&lt;br /&gt;
* 2x [[Tame Animal Chance]]&lt;br /&gt;
* 2x [[Train Animal Chance]]&lt;br /&gt;
* 0.2x Animal revenge chance&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
|| [[File:AnimalCalm.png|64px]] || Animal Calm || Use unique methods of connecting with animals to calm a maddened beast.|| &lt;br /&gt;
* Hold animal stunned while casting, calms hostile animals if successful.&lt;br /&gt;
* Casting time: 1.5s&lt;br /&gt;
* AoE: Single target? Touch range.&lt;br /&gt;
* Duration: Instantaneous&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Medical specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistMedical.png]] || Medical Specialist || A special ideoligious status focusing on medicine to the exclusion of all else. This specialized role gives improved surgery and tending efficiency, and the ability to boost the medical abilities of nearby allies. Believers who receive care from one of this role will be happy about it. Holders of this role will refuse to do any kind of violence, and won't perform some non-medical tasks.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Flesh purity|Flesh purity]]&lt;br /&gt;
*[[Ideoligion#Blindsight|Blindsight]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Medicine|Medicine skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Caring&lt;br /&gt;
|&lt;br /&gt;
* 1.5x [[Medical Tend Quality]]&lt;br /&gt;
* 1.5x [[Medical Operation Speed]]&lt;br /&gt;
* 1.5x [[Medical Surgery Success Chance]]&lt;br /&gt;
* Mood buff to pawns treated by this specialist&lt;br /&gt;
|&lt;br /&gt;
* Violent&lt;br /&gt;
|| [[File:ImmunityDrive.png|64px]] || Immunity Drive || Offer moral support that energizes the body, boosting someone's immunity gain for one day.  || ''&amp;quot;This person has received moral support of an ideoligious nature. Their mental certainty has energized their body and boosted their immune system.&amp;quot;''&lt;br /&gt;
* 2x [[Immunity Gain Speed]]&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Melee specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistMelee.png]] || Melee Specialist || A special ideoligious status focusing on melee combat to the exclusion of all else. This specialized role gives increased dodge and hit chance in melee combat and ability to the boost melee abilites for nearby allies. Holders of this role will refuse to do many kinds of non-melee-related work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Raider|Raider]]&lt;br /&gt;
*[[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Melee|Melee skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Violent&lt;br /&gt;
|&lt;br /&gt;
* [[Melee Hit Chance]] +8&lt;br /&gt;
* [[Melee Dodge Chance]] +8&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
* Hunting&lt;br /&gt;
* Shooting&lt;br /&gt;
|| [[File:BerserkTrance.png|64px]] || Berserk Trance || The caster fills himself with anger over ideological grievances. This strengthens the body past normal limits, but also means losing control and attacking every enemy nearby in an unstoppable rage. The berserk state will last for 3 hours. || ''&amp;quot;Driven by fierce moral certainty and stories of ideoligious grievance, this person has driven him or herself into a rage. Every muscle is at peak performance, but it's hard to shut down the anger.&amp;quot;''&lt;br /&gt;
* [[Melee Hit Chance]] +8&lt;br /&gt;
* [[Melee Dodge Chance]] +8&lt;br /&gt;
* 0.1x [[Pain]] &lt;br /&gt;
* Puts user in Berserk Trance mental state (Unknown effects)&lt;br /&gt;
* Casting time: 1.5s&lt;br /&gt;
* AoE: Self&lt;br /&gt;
* Duration: {{ticks|7500}}&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Mining specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistMining.png]] || Mining Specialist || A special ideoligious status focusing on mining to the exclusion of all else. This specialized role gives increased mining speed, and the ability to boost the mining speed of nearby allies. Holders of this role will refuse to do some non-mining work. &lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Darkness|Darkness]]&lt;br /&gt;
*[[Ideoligion#Tunneler|Tunneler]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Mining|Mining skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Mining&lt;br /&gt;
|&lt;br /&gt;
* [[Mining Speed]] +70%&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Constructing&lt;br /&gt;
|| [[File:MiningCommand.png|64px]] || Mining Command || Offer guidance on mining techniques, boosting the mining speed for everyone nearby. The effect remains attached to the caster for 24 hours.|| ''&amp;quot;This person's mining speed is boosted thanks to being near someone who is using the mining command ability.&amp;quot;'''&lt;br /&gt;
* [[Mining Speed]] +40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Plants specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistPlants.png]] || Plants Specialist || A special ideoligious status focusing on planting to the exclusion of all else. This specialized role gives increased sowing and harvesting efficiency, and the ability to boost the farming speed of nearby allies. Holders of this role will refuse to perform some non-plants-related work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#High life|High life]]&lt;br /&gt;
*[[Ideoligion#Nature primacy|Nature primacy]]&lt;br /&gt;
*[[Ideoligion#Tree connection|Tree connection]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Plants|Plants skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Plantwork&lt;br /&gt;
|&lt;br /&gt;
* [[Plant Work Speed]] +70%&lt;br /&gt;
* [[Plant Harvest Yield]] +30%&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Constructing&lt;br /&gt;
* Mining&lt;br /&gt;
|| [[File:FarmingCommand.png|64px]] || Farming Command || Offer guidance on farming techniques, boosting the farming abilities for everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's farming abilities are boosted thanks to being near someone who is using the farming command ability.&amp;quot;'''&lt;br /&gt;
* [[Plant Work Speed]] +40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| {{Icon Small|Shadecone}} [[Shadecone]]&lt;br /&gt;
|- id=&amp;quot;Production specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistProduction.png]] || Production Specialist || A special ideoligious status focusing on crafting and construction to the exclusion of all else. This specialized role gives increased crafting and construction efficiency, and the ability to boost the production abilities of nearby allies. Holders of this role will refuse to do some non-production work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Human primacy|Human primacy]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Construction|Construction skill]] &amp;gt; 6 OR [[Skills#Crafting|Crafting skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Construction OR&lt;br /&gt;
**Crafting&lt;br /&gt;
|&lt;br /&gt;
* [[Construction Speed]] +50%&lt;br /&gt;
* [[General Labor Speed]] +50&lt;br /&gt;
* [[Quality]] +1 level&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
|| [[File:ProductionCommand.png|64px]] || Production Command || Offer guidance on construction techniques, boosting construction and crafting abilities for everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's construction and crafting speeds are boosted thanks to being near someone who is using the production command ability.&amp;quot;''&lt;br /&gt;
* [[Construction Speed]] +40%&lt;br /&gt;
* [[General Labor Speed]] +20&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Research specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistResearch.png]] || Research Specialist || A special ideoligious status focusing on research to the exclusion of all else. This specialized role gives increased research and hacking speed, and the ability to boost research abilities of nearby allies. Holders of this role will refuse to perform some non-research tasks.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Transhumanist|Transhumanist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Intelectual|Intelectual skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Intellectual&lt;br /&gt;
|&lt;br /&gt;
* [[Research Speed]] +70%&lt;br /&gt;
* [[Hacking Speed]] +70%&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
|| [[File:ResearchCommand.png|64px]] || Research Command || Provide suggestions and mental support, boosting the research speed of everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's research speed is boosted because they are near someone who is using the research command ability.&amp;quot;''&lt;br /&gt;
* [[Research Speed]] +30%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rituals ==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Ritual !! Factors !! Outcomes !! Notes&lt;br /&gt;
|- id=&amp;quot;Funeral&amp;quot;&lt;br /&gt;
| [[File:Ritual funeral.png|64px]] || Funeral || Participant count (10): +70%&amp;lt;br&amp;gt;Moral guide present: +30% || 5% Terrible: 3&amp;lt;br&amp;gt;15% Lackluster: -1&amp;lt;br&amp;gt;60% Good: +5&amp;lt;br&amp;gt;20% Heartwarming: +8 || If there is no corpse in the grave or sarcophagus, the ritual quality is only increased by 20% by the presence of the moral guide, and only by 60% by a full participant count.&lt;br /&gt;
|- id = &amp;quot;Social festival&amp;quot;&lt;br /&gt;
| || Social Festival || Participant count (10): +25%&amp;lt;br&amp;gt;Leader present: +25%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +20%&amp;lt;br&amp;gt;Seats for everyone: +20% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +5&amp;lt;br&amp;gt;20% Unforgettable: +8|| &lt;br /&gt;
|- id = &amp;quot;Dance party&amp;quot;&lt;br /&gt;
| || Dance party || Participant count (10): +30%&amp;lt;br&amp;gt;Started at lightball: +20%&amp;lt;br&amp;gt;Active loudspeakers (6): +30%&amp;lt;br&amp;gt;Room Impressiveness (120): +20%|| 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +8&amp;lt;br&amp;gt;20% Unforgettable: +16|| If the party is fun or unforgettable, there is a chance&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; that all participants will get +20% [[Global Work Speed]] for 24h. Only available to non-tribals.&lt;br /&gt;
|- id = &amp;quot;Drum party&amp;quot;&lt;br /&gt;
| || Drum party || Participant count (10): +30%&amp;lt;br&amp;gt;Started at campfire: 20%&amp;lt;br&amp;gt;Drums (6): +30%&amp;lt;br&amp;gt;Room Impressiveness (120): +20%|| 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +8&amp;lt;br&amp;gt;20% Unforgettable: +16|| If the party is fun or unforgettable, there is a chance&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; that all participants will get +20% [[Global Work Speed]] for 24h. Only available to tribals.&lt;br /&gt;
|- id = &amp;quot;Skylantern festival&amp;quot;&lt;br /&gt;
| [[File:Ritual skylantern festival.png|64px]] || Skylantern festival ||  Participant count (10): +100% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Unimpressive: -1&amp;lt;br&amp;gt;60% Beautiful: +6&amp;lt;br&amp;gt;20% Unforgettable: +10|| Each participant makes a skylantern out of {{icon small|wood}} 4 [[wood]]. If the festival is beautiful or unforgettable, friendly visitors might see them and arrive with a gift.&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- id = &amp;quot;Consumable&amp;quot;&lt;br /&gt;
| || Christmas tree&amp;lt;br&amp;gt;Symbol burning&amp;lt;br&amp;gt;Smokeleaf circle&amp;lt;br&amp;gt;Cannibal feast || Participant count (10): +80%&amp;lt;br&amp;gt;Room Impressiveness (120): +20% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +5&amp;lt;br&amp;gt;20% Unforgettable: +8||Destroys the ritual target.&lt;br /&gt;
|- id = &amp;quot;Scarification&amp;quot;&lt;br /&gt;
| [[File:Ritual scarification.png|64px]] || Scarification || Participant count (10): +25%&amp;lt;br&amp;gt; Moral guide present: +20%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +20%|| 5% Terrible: -2&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +1&amp;lt;br&amp;gt;20% Spectacular: +3||Scarifies the subject. Only available with the Pain is Virtue meme.&lt;br /&gt;
|- id = &amp;quot;Blinding ceremony&amp;quot;&lt;br /&gt;
| [[File:Ritual blinding.png|64px]] || Blinding ceremony || Participant count (10): +25%&amp;lt;br&amp;gt; Moral guide present: +20%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +20%|| 5% Terrible: -2&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +1&amp;lt;br&amp;gt;20% Spectacular: +3||Blinds the subject. If the ceremony is satisfying or spectacular, the blinded person may get a [[psycasts|psylink]] upgrade or unlock a new psychic power.&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; Only available with the Blindsight meme.&lt;br /&gt;
|- id = &amp;quot;Animal sacrifice&amp;quot;&lt;br /&gt;
| [[File:Ritual animal sacrifice.png|64px]] || Animal sacrifice || Participant count (10): +25%&amp;lt;br&amp;gt;Moral guide present: +25%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +15% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +5&amp;lt;br&amp;gt;20% Spectacular: +8|| If the sacrifice is satisfying or spectacular, there is a 5% (satisfying) or 10% (spectacular) chance that a random participant gains an [[inspiration]]. Only available with the Human Primacy meme.&lt;br /&gt;
|- id = &amp;quot;Gladiator duel&amp;quot;&lt;br /&gt;
| [[File:Ritual gladiator duel.png|64px]] || Gladiator duel || Participant count (10): +20%&amp;lt;br&amp;gt;Leader present: +20%&amp;lt;br&amp;gt;Duelist dies: +100%&amp;lt;br&amp;gt;Weapon used: +60% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Good: +5&amp;lt;br&amp;gt;20% Unforgettable: +8|| The two necessary escorts count towards the participant count. Spectators gain 1000 melee experience, gain a mood boost&amp;lt;sup&amp;gt;separate from the usual mood boost?&amp;lt;/sup&amp;gt;, and fill their recreation bars.&amp;lt;sup&amp;gt;verify&amp;lt;/sup&amp;gt; The duelists also gain the mood effect from ritual quality. Only available with the Pain is Virtue, Cannibal, Supremacist, or Raider memes.&lt;br /&gt;
|- id = &amp;quot;Prisoner execution&amp;quot;&lt;br /&gt;
|  [[File:Ritual public execution.png|64px]] || Prisoner execution || Participant count (10): +80%&amp;lt;br&amp;gt;Started at altar: +20% || 15% Awkward: -1&amp;lt;br&amp;gt;65% Satisfying: +6&amp;lt;br&amp;gt;20% Spectacular: +8 || Participating [[slaves]] are fully suppressed. Can be performed by all ideologions.&lt;br /&gt;
|- id = &amp;quot;Leader speech&amp;quot;&lt;br /&gt;
| || Leader speech || Participant count (10): +40%&amp;lt;br&amp;gt;Room impressiveness (120): +20&amp;lt;br&amp;gt;Leader's Social Impact (150%): +40% || 5% Terrible: -8&amp;lt;br&amp;gt;15% Uninspiring: -4&amp;lt;br&amp;gt;60% Encouraging: +5&amp;lt;br&amp;gt;20% Inspirational: +8 || The speech quality will also affect the listeners' opinions of the leader, with a terrible speech resulting in a -30 opinion, an uninspiring speech resulting in a -15 opinion, an encouraging speech in a +20 opinion, and an inspirational speech in a +40 opinion.&lt;br /&gt;
|- id = &amp;quot;Trial&amp;quot;&lt;br /&gt;
| || Trial || Participant count (20): +60%&amp;lt;br&amp;gt;Leader's Negotiation Ability * 0.25&amp;lt;br&amp;gt;Defendant's Negotiation Ability * -0.25|| 50% Exonerated&amp;lt;br&amp;gt;50% Convicted || If the defendant is convicted, they are considered guilty for the purpose of executions and other actions.&amp;lt;sup&amp;gt;what else?&amp;lt;/sup&amp;gt; If the defendant has a mental break during the trial, their [[Negotiation Ability]] is effectively set to 0.&lt;br /&gt;
|- id = &amp;quot;Conversion ritual&amp;quot;&lt;br /&gt;
| || Conversion ritual || Participant count (10): +40%&amp;lt;br&amp;gt;Room impressiveness (120): +20%&amp;lt;br&amp;gt;Moral guide's Social Impact (150%): +30%&amp;lt;br&amp;gt;Convertee's Expectations (Very Low): +10%, (Sky High): -30%|| 5% Terrible&amp;lt;br&amp;gt;15% Ineffective&amp;lt;br&amp;gt;60% Effective: +3&amp;lt;br&amp;gt;20% Masterful: +6 || The convertee's certainty is offset by an amount depending on ritual quality: terrible: +20%; ineffective: +12%; effective: -30%; masterful: -100%.&lt;br /&gt;
|- id = &amp;quot;Tree connection&amp;quot;&lt;br /&gt;
| || Tree connection || Participant count (10): +100% ||  || The connector will start with 25-45% connection strength, depending on ritual quality.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Relics==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
{{Main|Relic}}&lt;br /&gt;
Mood penalty for lost or destroyed &amp;lt;link to mood page here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
==Weapon Preferences==&lt;br /&gt;
Ideoligion can have one or several pairs of noble and despised weapons types. Weapon pairs can't be combined if they overlap.&lt;br /&gt;
&lt;br /&gt;
Wielding a noble weapon grants +3 mood while wielding a despised one grants -5.&lt;br /&gt;
&lt;br /&gt;
Killing any pawn (?) with a noble weapon grants +3 mood for 1 day while using a despised one to attack anything - including objects - grants -5 for 2 days.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pair !! First group !! Second group&lt;br /&gt;
|-&lt;br /&gt;
|Melee / Ranged || All melee weapons, including beer and wood || All ranged weapons, including grenades&lt;br /&gt;
|-&lt;br /&gt;
|Melee piercer / Melee blunt || [[Thrumbo horn]], [[Elephant tusk]], [[Breach axe]], [[Gladius]], [[Longsword]], [[Knife]], [[Ikwa]], [[Spear]], [[Persona monosword]], [[Monosword]], [[Plasmasword]], [[Persona plasmasword]] || [[Beer]], [[Wood]], [[Mace]], [[Club]], [[Persona zeushammer]], [[Axe]], [[Warhammer]], [[Zeushammer]], [[Eltex staff]]&lt;br /&gt;
|-&lt;br /&gt;
|Long shots / Short shots || [[Bolt-action rifle]], [[Sniper rifle]] || [[Machine pistol]], [[Pump shotgun]], [[Chain shotgun]], [[Heavy SMG]]&lt;br /&gt;
|-&lt;br /&gt;
|Ranged heavy / Ranged light || [[Incendiary launcher]], [[Smoke launcher]], [[EMP launcher]], [[Heavy SMG]], [[LMG]], [[Sniper rifle]], [[Minigun]], [[Triple rocket launcher]], [[Greatbow]], [[Charge lance]] || [[Revolver]], [[Autopistol]], [[Machine pistol]], [[Short bow]], [[Recurve bow]], [[Charge rifle]]&lt;br /&gt;
|-&lt;br /&gt;
|Neolithic / Ultratech || [[Wood]], [[Club]], [[Knife]], [[Ikwa]], [[Spear]], [[Short bow]], [[Pila]], [[Recurve bow]], [[Greatbow]] || [[Persona monosword]], [[Persona zeushammer]], [[Persona plasmasword]], [[Monosword]], [[Zeushammer]], [[Plasmasword]], [[Eltex staff]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Apparel Preferences==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
==Venerated Animals==&lt;br /&gt;
{{Stub|section=1|reason=More details needed}}&lt;br /&gt;
Venerated animals are twice as easy to tame.&lt;br /&gt;
&lt;br /&gt;
== Tattoos ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Style !! Face !! Body&lt;br /&gt;
|-&lt;br /&gt;
| Tribal || tiger, cobweb, eclipse, line, oracle, pantheon, war paint, worried || tiger, buttons, rings&lt;br /&gt;
|-&lt;br /&gt;
| Punk || tear, headshot, double, love, stars || heart, cross, jester, moon, power, royal, wings&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal || skull, spider || scar, skeleton, spike&lt;br /&gt;
|-&lt;br /&gt;
| Misc || - || insect, sun&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version History==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fixed gender supremacy memes having opposite agreeing traits e.g. Female Supremacy inexplicably being agreed with by Misogynist traited pawns.&lt;br /&gt;
* [[Version/1.3.3069|1.3.3069]] - &lt;br /&gt;
** Adjust trees-related thoughts. Negatives for killing trees are reduced. Positives for seeing trees are amplified.&lt;br /&gt;
** Chance of resentment on failed conversion attempt reduced from 36% to 20%. Chance of fight reduced from 4% to 2%.&lt;br /&gt;
** If a pawn has sight under 50%, he should gain a psychic sensitivity bonus of up to 50%.&lt;br /&gt;
* [[Version/1.3.3069b|1.3.3069b]] - Added a feature that lets you save and load ideoligions within the ideoligion customization screen.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Desired apparel now uses the same faction restrictions as role apparel does. Tribal-Only: War mask, Tribal Headdress. Non-tribal only: Slicecap, Beret. Removed visage mask restriction to non-tribal only.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Tree connection pawns have a 25% boost to [[Pruning Speed]]. Added temperature tough issue and precept.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fixed Immunity Drive. Was previously targeting wrong stat and inoperative.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3101]] - Reduce production specialist crafting speed buffs from +70% to +50%.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3117]] - &lt;br /&gt;
**Improved viability of multi-ideo colonies. Pawns of pawns of any ideo can now spectate any ritual, even if it's not of their own ideo.&lt;br /&gt;
**Gaining, changing, or removing a role now requires a simple ritual.&lt;br /&gt;
**Added a precept related to Darkness meme that gives believers a positive thought during an eclipse.&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=96165</id>
		<title>Ideoligion</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=96165"/>
		<updated>2021-11-07T22:16:26Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: /* Present in every ideoligion */ Wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}{{stub}}&lt;br /&gt;
&lt;br /&gt;
'''Ideoligions''' are both a system of mechanics introduced by, and the primary focus of, the [[Ideology DLC]]. They allow colonies to introduce a variety of new restrictions and capabilities to change gameplay, as well as new interactions with other factions.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
When starting a game, after choosing the world tile, the player can choose their starting ideologion. There are four options: You could choose to &amp;quot;Play Classic&amp;quot;, choose one of the prebuilt ideologions, or choose to form your own - if you choose to create your own, you have the choice between creating a fluid or static ideologion. You additionally have the ability to customise the ideologions of the factions, within some restrictions on the memes depending on their type of faction.&lt;br /&gt;
&lt;br /&gt;
Once the game begins, you can view your ideologions and those of other factions by clicking on the lightbulb icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
===Forming an Ideologion===&lt;br /&gt;
Forming an ideoligion begins with selecting a structure. Structures typically determine the default style and randomized content of your ideoligion, and may unlock certain rituals, but have no effect on what memes can be chosen. You can choose up to 4 memes, which establish the practical foundation of your ideoligion. The impact of memes varies across three tiers, with some not affecting gameplay much and others altering it drastically. Certain memes may unlock or require certain styles, rituals, and other features in the same vein as structures do. The primary effect of memes comes from precepts, however, as many memes similarly unlock or require specific precepts, which perform most of the gameplay alteration available within the expansion. Precepts can affect gameplay in a number of ways to varying degrees, as they change your colonists' expectations in accordance with the beliefs they represent. For example, an ideoligion with the Guilty and Animal Personhood memes requires that the precepts for charity and animal slaughter are set to some form of requirement and disapproval, respectively; meaning your colonists will gain a mood debuff if beggars are turned away or a colony animal is slaughtered.&lt;br /&gt;
&lt;br /&gt;
Beyond memes and precepts, there are also styles, roles, rituals, buildings, weapon and clothing preferences, venerated animals, and rules for types of hair and tattoo. Styles determine, in conjunction with structures, the overall &amp;quot;theme&amp;quot; of your ideoligion both in description and aesthetics; for example, a Christian-structured ideoligion will feature &amp;quot;God&amp;quot; as its sole deity and its artistic members will only produce Christian-themed sculptures. Roles serve a more practical purpose, and most require a specific meme to be unlocked; but every ideoligion will have a role for its leader and moral guide. Colonists assigned a specific role may be granted certain bonuses and powers, though often at the cost of being more difficult to keep happy and being unable to perform certain types of work. Rituals are specific social events of varying forms and themes which, depending on their quality, may provide a mood buff or debuff to the colonists participating in them. Successful, high-quality rituals may also grant an additional reward such as faction goodwill or the addition of a new pawn to your colony. Buildings may be required by certain rituals, such as the symbol burning ritual; there must to be a symbol to burn, of course. Otherwise, however, buildings are primarily an aesthetic choice and the only required buildings are one place of worship and a seat for it, such as an ideogram and kneel sheet.&lt;br /&gt;
&lt;br /&gt;
===Fluid ideoligions===&lt;br /&gt;
Fluid ideologions can only start with a single meme, but are otherwise formed in the same as static ideoligions.&lt;br /&gt;
&lt;br /&gt;
Every time you complete a ritual or convert a prisoner, you gain development points. The number of development points gained by ritual can vary with the quality of said ritual; a terrible ritual awards no points, a decent ritual awards 1 point, and an exceptional ritual awards 2 points. Once you gain 10 points you can change your ideology in some way, such as by adding or removing a meme, still up to a maximum of 4 memes. There is a point counter just below &amp;quot;styles&amp;quot; in the ideoligion tab. You can reform your ideoligion many times, although each time your points are reset to 0 and the cost goes up by 2 points - thus, the goal moves from 10, to 12, to 14, and so on.&lt;br /&gt;
&lt;br /&gt;
===Play Classic===&lt;br /&gt;
{{Stub|section=1|reason=Specifics}}&lt;br /&gt;
If you choose to &amp;quot;Play Classic&amp;quot;, your colonists with be given an ideologion with no memes, the Ideological structure, Astropolitan culture, and precepts reminiscent of base game Rimworld.&lt;br /&gt;
&lt;br /&gt;
===Conversion===&lt;br /&gt;
{{Stub|section=1|reason=Exact mechanics}}&lt;br /&gt;
{{See also|Conversion Power}}&lt;br /&gt;
Colonists and other pawns of different ideoligions can be converted to whatever ideoligions the player has access to. Imprisoned pawns can be converted in the prisoner menu, as one might reduce resistance. Other pawns will typically have to be converted using a moral guide for the relevant ideoligion, either through the use of a conversion ritual, the Convert ability, or - most likely - both. Since moral guides cannot be selected without a minimum number of colonists of that ideoligion present, this route may be difficult for players attempting to cultivate a multi-ideoligion colony.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
Choosing your structure affects which symbols the game uses for your ideoligion. It does not affect gameplay.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Structure !! Description !! Styles !! Unlocked Rituals !! Chance to Have Precept&lt;br /&gt;
|- id=&amp;quot;Abstract theist&amp;quot;&lt;br /&gt;
| [[File:Abstract theist.png|64px]] || Abstract theist || The god(s) do not have physical form, but are everywhere at once. They know all, and can do anything. Their will defines the moral structure of the universe. ||  ||  || &lt;br /&gt;
|- id=&amp;quot;Animist&amp;quot;&lt;br /&gt;
| [[File:Animist.png|64px]] || Animist || Spirits live in everything around us. In the plants and animals, rivers and trees, sky and stars. The moral structure of the universe springs from the necessity of respecting them. || Animalist ||  || &lt;br /&gt;
|- id=&amp;quot;Archist&amp;quot;&lt;br /&gt;
| [[File:Archist.png|64px]] || Archist || Archotechs are the true gods. They know the moral structure of the universe, and serving them is how we will connect with it. ||  ||  || &lt;br /&gt;
|- id=&amp;quot;Buddhist origin&amp;quot;&lt;br /&gt;
| [[File:Buddhist origin.png|64px]] || Buddhist origin || This ideoligion is a descendant of ancient Buddhism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Buddhist || Smokeleaf circle ||  Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Christian origin&amp;quot;&lt;br /&gt;
| [[File:Christian origin.png|64px]] || Christian origin || This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Christianity. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Christian || Christmas tree party || Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Embodied theist&amp;quot;&lt;br /&gt;
| [[File:Embodied theist.png|64px]] || Embodied theist || The god(s) walk the planets like us, yet they are powerful and immortal as we are not. They decide the moral structure of the universe. ||  ||  || &lt;br /&gt;
|- id=&amp;quot;Hindu origin&amp;quot;&lt;br /&gt;
| [[File:Hindu origin.png|64px]] || Hindu origin || This is a variant of the embodied theist structure. This ideoligion is a descendant of ancient Hinduism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Hindu || Smokeleaf circle || Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Ideological&amp;quot;&lt;br /&gt;
| [[File:Ideological.png|64px]] || Ideological || There are no gods. The moral structure of the universe is found in our grand narrative of social forces. ||  || Symbol burning || &lt;br /&gt;
|- id=&amp;quot;Islamic origin&amp;quot;&lt;br /&gt;
| [[File:Islamic origin.png|64px]] || Islamic origin || This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Islam. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Islamic ||  || Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
Cultures affect names, appearances, and symbols.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Culture !! Factions Allowed !! Description&lt;br /&gt;
|- id=&amp;quot;Astropolitan&amp;quot;&lt;br /&gt;
|[[File:Astropolitan.png|32px]] || Astropolitan || New Arrivals  || A broad collection of cultures common among frequent space travelers.&lt;br /&gt;
|- id=&amp;quot;Rustican&amp;quot;&lt;br /&gt;
| || Rustican || Outlander Factions || A hardy industrial cultures common among rimworld outlanders.&lt;br /&gt;
|- id=&amp;quot;Corunan&amp;quot;&lt;br /&gt;
|[[File:GentleTribe.png|32px]] || Corunan || New Tribe&amp;lt;br&amp;gt;Tribal Factions || An ancient culture common among rimworld tribes.&lt;br /&gt;
|- id=&amp;quot;Kriminul&amp;quot;&lt;br /&gt;
|[[File:Pirate.png|32px]] || Kriminul || Pirate Factions || A broad category describing the styles and practices of many pirate groups.&lt;br /&gt;
|- id=&amp;quot;Sophian&amp;quot;&lt;br /&gt;
|[[File:Empire map marker.png|32px]] || Sophian {{RoyaltyIcon}} || [[Empire]] Faction&amp;lt;br&amp;gt;Ancient Factions || A techno-feudal culture centered on the planet Sophiamunda.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
An ideoligion can have 0-3 associated styles. People belonging to that ideoligion will apply those styles when making specific items. Colonists will get a happy thought if around objects of their ideoligion's styles. If multiple styles of an ideoligion affect the same object, left-most applies.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Style !! New buildables !! Affects items !! Affects objects !! Affects ritual ambience sound&lt;br /&gt;
|-&lt;br /&gt;
| Hindu || || [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]] || Small sculpture, Large sculpture, Grand sculpture || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Christian || || || Small sculpture, Large sculpture, Grand sculpture || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Islamic || || || Small sculpture, Large sculpture, Grand sculpture || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Buddhist || || || Small sculpture, Large sculpture, Grand sculpture || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Morbid || [[Morbid carpet]], [[Morbid slab (broad)]], [[Morbid slab (medium)]], [[Morbid tile]] || [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]] || Small sculpture, Large sculpture, Grand sculpture, Stool, Table (1x2, 2x2, 2x4, 3x3), Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Column || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Totemic || [[Totemic boards]], [[Totemic slab (broad)]], [[Totemic slab (medium)]], [[Totemic tile]] || [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]] || Small sculpture, Large sculpture, Grand sculpture, Stool, Dining chair, Table (1x2, 2x2, 2x4, 3x3), Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Column || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Spikecore || [[Spikecore floor-star (broad)]], [[Spikecore floor-star (medium)]], [[Spikecore plates]], [[Spikecore tile]] || [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]], [[Flak jacket#Styles|Flak jacket]], [[Duster#Styles|Duster]], [[Jacket#Styles|Jacket]], [[Parka#Styles|Parka]] || Table (1x2, 2x2, 2x4, 3x3), Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Column || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Rustic || [[Rustic rug (broad)]], [[Rustic rug (medium)]] || [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]] || Column, Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Table (1x2, 2x2, 2x4, 3x3) || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Animalist || [[Animalist slab (broad)]], [[Animalist slab (medium)]] || [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]], [[War mask#Styles|War mask]] || Small sculpture, Large sculpture, Grand sculpture || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Techist || || || Column, Plant pot, Standing lamp (regular, red, green, blue, darklamp), Shelf, Autodoor, Table (1x2, 2x2, 2x4, 3x3) || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Style dominance ===&lt;br /&gt;
{{Stub|reason=An explanation of how style dominance works.}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Style dominance&lt;br /&gt;
|-&lt;br /&gt;
| Small sculpture&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Large sculpture&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Grand sculpture&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| Table (1x2)&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Table (2x2)&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Table (2x4)&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Table (3x3)&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Torch lamp&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Standing lamp (including colored variants)&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Column&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Morbid tile&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Morbid carpet&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Spikecore tile&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Spikecore plates&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Totemic boards&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Mindbend carpet&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Hex carpet&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Hex tile&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Small altar&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Medium altar&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Large altar&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| Grand altar&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| Ideogram&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Christmas tree&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal platter&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Effigy&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Sacrificial flag&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Pyre&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Burnbong&amp;lt;ref&amp;gt;Note that autobong does ''not'' have style dominance.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Incense shrine&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Pew&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Kneel sheet&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Kneel pillow&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Morbid slab (medium)&lt;br /&gt;
* Totemic slab (medium)&lt;br /&gt;
* Spikecore floor-star (medium)&lt;br /&gt;
* Rustic rug (medium)&lt;br /&gt;
* Animalist slab (medium)&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Morbid slab (broad)&lt;br /&gt;
* Totemic slab (broad)&lt;br /&gt;
* Spikecore floor-star (broad)&lt;br /&gt;
* Rustic rug (broad)&lt;br /&gt;
* Animalist slab (broad)&lt;br /&gt;
| 40&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Memes ==&lt;br /&gt;
&lt;br /&gt;
You must choose one to four memes at the beginning of your playthrough to form the foundational ideas of your ideoligion. Some have much more gameplay impact than others. Hovering over a meme will show you the information in this table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Meme !! Description !! Impact !! Required Precepts !! Chance to Have Precept !! Disabled Precepts !! Unlocked Roles !! Required Rituals !! Unlocked Rituals !! New Buildables !! Unlocked Craftables !! Start with Research !! Agreeing Traits !! Conflicting Traits !! Styles&lt;br /&gt;
|- id=&amp;quot;Animal personhood&amp;quot;&lt;br /&gt;
| [[File:Animal personhood.png|64px]] || '''Animal personhood''' || Animals have rights as humans do. || High || '''Animal connection:''' Strong&amp;lt;br&amp;gt;'''Slaughtering animals:''' Prohibited, Horrible, or Disapproved&amp;lt;br&amp;gt;'''Meat eating:''' Abhorrent, Horrible, or Disapproved || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Blindsight&amp;quot;&lt;br /&gt;
| [[File:Blindsight.png|64px]] || '''[[Blindsight]]''' || Only those who are blind can perceive true reality. || High || '''Blind psysense:''' Strong &amp;lt;br&amp;gt;'''Blindness:''' Respected, Elevated, or Sublime || - || '''Blindness:''' Horrible&amp;lt;br&amp;gt;'''Lighting:''' Darklight preferred&amp;lt;br&amp;gt;'''Combat in darkness:''' preferred || [[Ideoligion#Medical specialist|Medical specialist]] || Blinding || - || - || Blindfold || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Cannibal&amp;quot;&lt;br /&gt;
| [[File:Cannibal.png|64px]] || '''Cannibal''' || We must consume human flesh. || High || '''Organ use:''' Acceptable &amp;lt;br&amp;gt;'''Cannibalism:''' Preferred, Required (strong), or Required (ravenous) &amp;lt;br&amp;gt;'''Execution:''' Don't care, Respected if guilty, or Required || - || '''Execution:''' Always horrible or Horrible if innocent || - || - || Cannibal feast || - || - || - || Cannibal || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Collectivist&amp;quot;&lt;br /&gt;
| [[File:Collectivist.png|64px]] || '''Collectivist''' || Each person is part of a greater whole. People should work to play their part and help the group. || Low || '''Work drive:''' Tripled || Visage mask: Relaxed || '''Marriage name:''' Keep names || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Darkness&amp;quot;&lt;br /&gt;
| [[File:Darkness.png|64px]] || '''Darkness''' || Bright light burns and destroys! Darkness nourishes and creates. People ought to live in darkness. || High || '''Lighting:''' Darklight preferred&amp;lt;br&amp;gt;'''Combat in darkness:''' Preferred || - || - || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Female supremacy&amp;quot;&lt;br /&gt;
| [[File:Female supremacy.png|64px]] || '''Female supremacy''' || Women are the superior gender and should rule. || Medium || - || Burka: Relaxed&amp;lt;br&amp;gt;Veil: Strong || - || - || - || - || - || - || - || Misogynist || - || -&lt;br /&gt;
|- id=&amp;quot;Flesh purity&amp;quot;&lt;br /&gt;
| [[File:Flesh purity.png|64px]] || '''Flesh purity''' || The human body should not be debased. || Medium || '''Drug use:''' Prohibited&amp;lt;br&amp;gt;'''Biosculpting:''' Despised&amp;lt;br&amp;gt;'''Body modification:''' Abhorrent&amp;lt;br&amp;gt;'''Scarification:''' Horrible || - || '''Body modification:''' Approved&amp;lt;br&amp;gt;'''Physical love:''' Free and approved || [[Ideoligion#Medical specialist|Medical specialist]] || - || Symbol burning || - || - || - || Body purist&amp;lt;br&amp;gt;Nudist || Body modder || -&lt;br /&gt;
|- id=&amp;quot;Guilty&amp;quot;&lt;br /&gt;
| [[File:Guilty.png|64px]] || '''Guilty''' || Our people carry guilt from ages past. Others are more worthy. || Low || '''Pain:''' Idealized &amp;lt;br&amp;gt; '''Charity:''' Essential, Important, or Worthwhile || - || '''Apostasy:''' Abhorrent, Horrible, and Guilty&amp;lt;br&amp;gt;'''Slavery:''' Honorable || - || - || Symbol burning || - || Torture crown || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;High life&amp;quot;&lt;br /&gt;
| [[File:High life.png|64px]] || '''High life''' || Exotic states of mind are central to a good life. || Medium || '''Drug use:''' Essential || Flophat: Relaxed || '''Drug use:''' Prohibited, Medical only, or Medical/social only || [[Ideoligion#Plants specialist|Plants specialist]] || Smokeleaf circle || Smokeleaf circle || Autobong&amp;lt;br&amp;gt;Mindbend carpet || - || - || Chemical interest&amp;lt;br&amp;gt;Chemical fascination || - || -&lt;br /&gt;
|- id=&amp;quot;Human primacy&amp;quot;&lt;br /&gt;
| [[File:Human primacy.png|64px]] || '''Human primacy''' || Humans are the moral center of the universe. || Medium || '''Bonding:''' Disapproved || - || '''Slaughtering animals:''' Prohibited, Horrible, and Disapproved&amp;lt;br&amp;gt;'''Killing innocent animals:''' Abhorrent, Horrible, and Disapproved&amp;lt;br&amp;gt;'''Meat eating:''' Abhorrent, Horrible, Disapproved, Mildly required, Seriously required, and Strictly required&amp;lt;br&amp;gt;'''Mining:''' Prohibited, Horrible, and Disapproved&amp;lt;br&amp;gt;'''Cutting trees:''' Prohibited, Horrible, and Disapproved || [[Ideoligion#Production specialist|Production specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Individualist&amp;quot;&lt;br /&gt;
| [[File:Individualist.png|64px]] || '''Individualist''' || Each person is a free individual with the right to their own ideas and decisions. Nobody should be made to conform. || Low || - || - || '''Slavery:''' Honorable || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Loyalist&amp;quot;&lt;br /&gt;
| [[File:Loyalist.png|64px]] || '''Loyalist''' || We stand for our own before others. || Low || - || - || - || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Male supremacy&amp;quot;&lt;br /&gt;
| [[File:Male supremacy.png|64px]] || '''Male supremacy''' || Men are the superior gender and should rule. || Medium || - || Burka: Relaxed&amp;lt;br&amp;gt;Veil: Strong || - || - || - || - || - || - || - || Misandrist || - || -&lt;br /&gt;
|- id=&amp;quot;Nature primacy&amp;quot;&lt;br /&gt;
| [[File:Nature primacy.png|64px]] || '''Nature primacy''' || Man is a stain on nature's perfection. || Medium || - || - || - || [[Ideoligion#Plants specialist|Plants specialist]] || || - || - || - || - || - || - || Animalist&lt;br /&gt;
|- id=&amp;quot;Nudism&amp;quot;&lt;br /&gt;
| [[File:Nudism.png|64px]] || '''Nudism''' || Clothing binds, controls, and suffocates us. We should all hang free. || High || '''Male clothing:''' Fully nude or Pants at most &amp;lt;br&amp;gt;'''Female clothing:''' Fully nude or Pants at most || - || - || - || - || Symbol burning || - || - || - || Nudist || - || -&lt;br /&gt;
|- id=&amp;quot;Pain is virtue&amp;quot;&lt;br /&gt;
| [[File:Pain is virtue.png|64px]] || '''Pain is virtue''' || Virtue is shown through suffering of self and others. || High || '''Pain:''' Idealized&amp;lt;br&amp;gt;'''Comfort:''' Ignored&amp;lt;br&amp;gt;'''Slab bed:''' Preferred || - || '''Charity:''' Essential, Important, and Worthwhile&amp;lt;br&amp;gt;'''Execution:''' Always abhorrent and Always horrible&amp;lt;br&amp;gt;'''Scarification:''' Horrible&amp;lt;br&amp;gt;'''Skullspike:''' Disapproved || - || Scarification || Symbol burning || Slab bed&amp;lt;br&amp;gt;Slab double bed || Torture crown || - || Ascetic&amp;lt;br&amp;gt;Tortured artist&amp;lt;br&amp;gt;Masochist || Wimp&amp;lt;br&amp;gt;Gourmand || Morbid&lt;br /&gt;
|- id=&amp;quot;Proselytizer&amp;quot;&lt;br /&gt;
| [[File:Proselytizer.png|64px]] || '''Proselytizer''' || It is our duty to spread our beliefs. || Medium || '''Proselytizing:''' Occasional, Sometimes, or Frequent || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Raider&amp;quot;&lt;br /&gt;
| [[File:Raider.png|64px]] || '''Raider''' || The strong should take from the weak. || Medium || '''Raiding:''' Respected or Required &amp;lt;br&amp;gt;'''Execution:''' Horrible if innocent, Don't care, Respected if guilty, or Required || - || '''Skullspike:''' Disapproved&amp;lt;br&amp;gt;'''Slavery:''' Abhorrent, Horrible, and Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]]|| - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Rancher&amp;quot;&lt;br /&gt;
| [[File:Rancher.png|64px]] || '''Rancher''' || Raising animals is the right way; raising plants to eat is not. || High || '''Ranching:''' Central &amp;lt;br&amp;gt;'''Meat eating:''' Mildly required, Seriously required, or Strictly required || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Supremacist&amp;quot;&lt;br /&gt;
| [[File:Supremacist.png|64px]] || '''Supremacist''' || Our people should dominate all others. || Low || '''Slavery:''' Acceptable or Honorable &amp;lt;br&amp;gt; '''Execution:''' Required, Respected if guilty, or Don't care || - || '''Charity:''' Essential, Important and Worthwhile&amp;lt;br&amp;gt;'''Skullspike:''' Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot;&lt;br /&gt;
| [[File:Transhumanist.png|64px]] || '''Transhumanist''' || Human progress means merging with technology. || Medium || '''Sleep accelerator:''' Preferred&amp;lt;br&amp;gt;'''Neural supercharge:''' Preferred&amp;lt;br&amp;gt;'''Biosculpting:''' Accelerated&amp;lt;br&amp;gt;'''Age reversal:''' Demanded&amp;lt;br&amp;gt;'''Eating nutrient paste:''' Dont{{Sic}} mind&amp;lt;br&amp;gt;'''Body modification:''' Approved || Slicecap: Relaxed || '''Body modification:''' Abhorrent or Disapproved || [[Ideoligion#Research specialist|Research specialist]] || - || - || Hex carpet&amp;lt;br&amp;gt;Hex tile&amp;lt;br&amp;gt;Neural supercharger&amp;lt;br&amp;gt;Sleep accelerator || - || - || Body modder || Body purist || Techist&lt;br /&gt;
|- id=&amp;quot;Tree connection&amp;quot;&lt;br /&gt;
| [[File:Tree connection.png|64px]] || '''Tree connection''' || Trees are the essence of life, and we must be near them. || High || '''Trees:''' Desired || - || - || [[Ideoligion#Plants specialist|Plants specialist]] || - || - || - || - || Tree sowing || - || - || -&lt;br /&gt;
|- id=&amp;quot;Tunneler&amp;quot;&lt;br /&gt;
| [[File:Tunneler.png|64px]] || '''Tunneler''' || Humans ought to live underground, and enjoy the succulent fruit of the depths. || High || '''Fungus:''' Preferred&amp;lt;br&amp;gt;'''Insect meat:''' Loved&amp;lt;br&amp;gt;'''Small spaces:''' Don't care || - || '''Mining:''' Prohibited, Horrible, or Disapproved || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || Fungal gravel || - || Stonecutting || Undergrounder || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other Faction Customization ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Meme !! Civil outlander !! Rough outlander !! Gentle tribe !! Fierce tribe !! Savage tribe !! Cannibal tribe !! Nudist tribe !! Pirate gang !! Pirate cannibal gang !! Shattered Empire !! Ancient faction&lt;br /&gt;
|-&lt;br /&gt;
| Supremacist || [[file:checkoff.png]] || '''Required''' || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]] || [[file:checkon.png]] || '''Required''' || '''Required''' || [[file:checkoff.png]]* || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Loyalist || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Guilty || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Individualist || '''Required**''' || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Collectivist || '''Required**''' || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Transhumanist || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Flesh purity || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Raider || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || '''Required''' || '''Required''' || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Proselytizer || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| High life || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Nature primacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Human primacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Female supremacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Male supremacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Animal personhood || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Rancher || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Pain is virtue || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Darkness || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Tunneler || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Tree connection || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Nudism || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Blindsight || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || '''Required''' || [[file:checkon.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*Appears on faction's options but conflicts with required meme&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**Individualist OR Collectivist must be chosen&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Natural goodwill with other factions ===&lt;br /&gt;
&lt;br /&gt;
Additionally, Supremacist and Raider have -50 with everyone, Loyalist -10 with everyone, and Guilty +10 with everyone. There is a +10 bonus for having the same ideoligion.&lt;br /&gt;
&lt;br /&gt;
Modifiers stack, but each pair only applies once; for example Flesh purity + Cannibal vs Flesh purity + Cannibal give +10 for Flesh purity/Flesh purity, +10 for Cannibal/Cannibal, and +10 for Flesh purity/Cannibal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Individualist !! Collectivist !! Transhumanist !! Flesh purity !! Proselytizer !! High life !! Nature primacy !! Human primacy !! Female supremacy !! Male supremacy !! Animal personhood !! Rancher !! Pain is virtue !! Nudism !! Cannibal&lt;br /&gt;
|-&lt;br /&gt;
! Individualist&lt;br /&gt;
| +10 || -10 || || || -10 || || || || -10 || -10 || || || || || -10&lt;br /&gt;
|-&lt;br /&gt;
! Collectivist&lt;br /&gt;
| -10 || +10 || || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Transhumanist&lt;br /&gt;
| || || +10 || -20 || || || -20 || +10 || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Flesh purity&lt;br /&gt;
| || || -20 || +10 || || -30 || || +10 || || || || || || || +10&lt;br /&gt;
|-&lt;br /&gt;
! Proselytizer&lt;br /&gt;
| -10 || || || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! High life&lt;br /&gt;
| || || || -30 || || +10 || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Nature primacy&lt;br /&gt;
| || || -20 || || || || +10 || -30 || || || +10 || -30 || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Human primacy&lt;br /&gt;
| || || +10 || +10 || || || -30 || +10 || || || -10 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Female supremacy&lt;br /&gt;
| -10 || || || || || || || || +10 || -30 || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Male supremacy&lt;br /&gt;
| -10 || || || || || || || || -30 || +10 || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Animal personhood&lt;br /&gt;
| || || || || || || +10 || -10 || || || +10 || -10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Rancher&lt;br /&gt;
| || || || || || || -30 || || || || -10 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Pain is virtue&lt;br /&gt;
| || || || || || || || || || || || || +10 || || +10&lt;br /&gt;
|-&lt;br /&gt;
! Nudism&lt;br /&gt;
| || || || || || || || || || || || || || +10 ||&lt;br /&gt;
|-&lt;br /&gt;
! Cannibal&lt;br /&gt;
| -10 || || || +10 || || || || || || || || || +10 || || +10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Precepts==&lt;br /&gt;
Associated precepts have a chance to appear if a meme is present, but can still be removed if not required.&lt;br /&gt;
&lt;br /&gt;
Required precepts must be present if a meme is present.&lt;br /&gt;
&lt;br /&gt;
Unlocked precepts are unavailable without one of the unlocking memes.&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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Issue !! Precept !! Description !! Memes !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blindness&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| [[File:Blindness.png|64px]] || rowspan=&amp;quot;4&amp;quot;| Blindness&lt;br /&gt;
| Horrible || Blinding people for ideoligious reasons is horrible. || [[#Blindsight|Blindsight]] (Conflicting) || 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]] (Required) || Colonists gain Moods: Blind (+5), Vision Blocked (+2), or Was Blinded (+3). They also gain a +20 Opinion bonus towards blind pawns, or a -8 Opinion malus to sighted pawns.&lt;br /&gt;
|-&lt;br /&gt;
| Elevated || The blind stand pure above the sighted. || [[#Blindsight|Blindsight]] (Required) || 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]] (Required) || Moods as Elevated, but Blind increases to +15, Was Blinded to +6. Half-Blind drops to -1, and Not Blind to -6. Opinion bonus towards blind pawns increases to +50 and malus towards sighted pawns increases to -30.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cannibalism&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | [[File:Cannibalism.png|64px]] || rowspan=&amp;quot;7&amp;quot; | Cannibalism&lt;br /&gt;
|Abhorrent || Eating human flesh is a deeply abhorrent and disgusting act.&lt;br /&gt;
|-&lt;br /&gt;
|Horrible || Eating human flesh is a horrible thing to do.&lt;br /&gt;
|-&lt;br /&gt;
|Disapproved || Eating human flesh is an ugly thing to do. || [[#Pain is virtue|Pain is virtue]] (Associated)&lt;br /&gt;
|-&lt;br /&gt;
|Acceptable || Human meat is just meat, like any other. || [[#Pain is virtue|Pain is virtue]] (Associated)&lt;br /&gt;
|-&lt;br /&gt;
|Preferred || To consume human meat is a noble and necessary part of life. || [[#Cannibal|Cannibal]] (Required)&lt;br /&gt;
|-&lt;br /&gt;
|Required (strong) || Consuming human flesh is important. It should be in every meal. || [[#Cannibal|Cannibal]] (Unlocked, Required)&lt;br /&gt;
|-&lt;br /&gt;
|Required (ravenous) || Man-flesh is morality. To eat a meal without it is unthinkable. || [[#Cannibal|Cannibal]] (Unlocked, Required)&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Corpses&amp;quot;&lt;br /&gt;
| [[File:Precept corpses.png|64px]] || Corpses&lt;br /&gt;
| Don't care || The sight of a dead person is nothing to be concerned about. || [[#Pain is virtue|Pain Is Virtue]] (Associated, Required) &amp;lt;br&amp;gt; [[#Cannibal|Cannibal]] (Associated, Required) &amp;lt;br&amp;gt; [[#Raider|Raider]] (Associated, Required) &amp;lt;br&amp;gt; [[#Supremacist|Supremacist]] (Associated) &amp;lt;br&amp;gt; || No saw corpse debuff. No saw rotting corpse debuff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IdeoDiversity.png|64px]] || Diversity of thought&lt;br /&gt;
&lt;br /&gt;
|-  id=&amp;quot;Eating nutrient paste&amp;quot;&lt;br /&gt;
| [[File:EatingNutrientPaste.png|64px]] || Eating Nutrient Paste || Don't mind || There's nothing wrong with a meal of efficient, healthy nutrient paste. || [[#Transhumanist|Transhumanist]] (Associated, Required) || Nullifies mood penalty from eating nutrient paste. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|64px]] || Execution&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Fungus.png|64px]] || rowspan=&amp;quot;2&amp;quot; | Fungus&lt;br /&gt;
| Despised || That dark-grown fungus food is just disgusting || || Ate fungus raw: -6&amp;lt;br&amp;gt;Ate fungus cooked: -3&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || Fungus is the right crop to eat. Crops of the light are poisoned by the air and sun. || [[#Tunneler|Tunneler]] (Associated, Required) || Ate fungus: +3&amp;lt;br&amp;gt;Ate cooked fungus: +3&amp;lt;br&amp;gt;Ate non-fungus plant raw: -5&amp;lt;br&amp;gt;Ate non-fungus plant cooked: -3&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Insect meat&amp;quot;&lt;br /&gt;
| [[File:InsectMeat.png|64px]] || Insect Meat || Loved || There is nothing more divine than the succulent, slimy flesh of an insect || [[#Tunneler|Tunneler]] (Associated, required for Tunneler Meme) || Gives a +6 moodlet when pawns eat meals with insect meat as an ingredient, duration 1 day.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | [[File:MarriageName.png|64px]] || rowspan=&amp;quot;6&amp;quot; | Marriage Name &lt;br /&gt;
|Always Man's || Couples must share the man's name. || [[#Male Supremacy|Male Supremacy]] (Associated) || &amp;quot; &amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||Usually Man's || Most couples share the man's name || N/A|| 95% chance of couple refusing to take woman's name, 75% chance of couple refusing to keep names. &lt;br /&gt;
|-&lt;br /&gt;
|Random || Couples randomly choose whether to share a name, and which name to share. || N/A || &amp;quot; &amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Keep Names || Both partners keep their names upon marriage. || [[#Collectivist|Collectivist]] (Conflicts) || &amp;quot; &amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||Usually Woman's || Most couples share the woman's name || N/A|| 95% chance of couple refusing to take man's name, 75% chance of couple refusing to keep names. &lt;br /&gt;
|-&lt;br /&gt;
||Always Woman's || Couples must share the woman's name. || [[#Female supremacy|Female Supremacy]] (Associated) || &amp;quot; &amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Nudity_Female.png|64px]]|| Female Clothing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Nudity_Male.png|64px]]|| Male Clothing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:OrganUse.png|64px]]|| Organ use&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PhysicalLove.png|64px]]|| Physical Love&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Research&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot;| [[File:Research.png|64px]]|| rowspan=&amp;quot;7&amp;quot;| Research&lt;br /&gt;
| Not allowed || To research technology is an immoral act. It is not to be done. || N/A ||&lt;br /&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? || N/A ||&lt;br /&gt;
* 0.25x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Very slow || Research work is unworthy of serious respect. Better not to be seen trying hard at it. || N/A ||&lt;br /&gt;
* 0.50x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Slow || Research work just isn't particularly meaningful. Why try hard at it? || N/A ||&lt;br /&gt;
* 0.75x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Normal || Research is a worthwhile form of work that the community needs. || N/A ||&lt;br /&gt;
* 1.00x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Fast || Research is an especially virtuous activity.|| N/A ||&lt;br /&gt;
* 1.25x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Very fast || Research is among the most meaningful acts a person can perform. || N/A ||&lt;br /&gt;
* 1.50x [[Research Speed]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Scarification.png|64px]]|| Scarification&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skullspike&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Precept skullspike.png|64px]] ||  rowspan=&amp;quot;2&amp;quot; | Skullspike&lt;br /&gt;
| Desired || A skull on a spike symbolizes our superiority. || [[#Pain is virtue|Pain Is Virtue]] (associated), [[#Supremacist|Supremacist]] (Associated), [[#Raider|Raider]] (Associated) || Adds a mood increase of +1 for 1-3 skullspikes, +2 for 4-8 skullspikes, and +3 for 9+ skullspikes. &lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Putting skulls on spikes is a barbaric practice. || [[#Pain is virtue|Pain Is Virtue]] (disallowed), [[#Supremacist|Supremacist]] (disallowed), [[#Raider|Raider]] (disallowed) || Adds a mood malus of -1 for 1-3 skullspikes, -2 for 4-8 skullspikes, and -3 for 9+ skullspikes.  &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slavery&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| [[File:Slavery.png|64px]]|| rowspan=&amp;quot;5&amp;quot;| Slavery&lt;br /&gt;
| Abhorrent || Owning or trading human beings is deeply evil. || [[#Raider|Raider]] (Conflicting) &amp;lt;br&amp;gt; [[#Guilty|Guilty]] (Associated) &amp;lt;br&amp;gt; [[#Individualist|Individualist]] (Associated) || Pawns will refuse to sell [[slaves]] or enslave [[prisoners]]. -30 opinon, stacking up to 3 times and lasting 15 days, for anyone that has sold a slave, Adds mood penalties for slavery:  -3 mood for having a slave in the colony, -? mood for having enslaved a prisoner, -? mood for someone having sold a slave in the colony.&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Owning or trading human beings is a horrible thing. ||[[#Raider|Raider]] (Conflicting) &amp;lt;br&amp;gt; [[#Guilty|Guilty]] (Associated) &amp;lt;br&amp;gt; [[#Individualist|Individualist]] (Associated)|| ?&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Slavery is part of life, though it is extremely distasteful. ||[[#Raider|Raider]] (Conflicting) &amp;lt;br&amp;gt; [[#Guilty|Guilty]] (Associated) &amp;lt;br&amp;gt; [[#Individualist|Individualist]] (Associated)|| ?&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || Slavery is a normal, unremarkable part of life. || - || ?&lt;br /&gt;
|-&lt;br /&gt;
| Honorable || One who owns and trades slaves should be honored and respected. ||[[#Supremacist|Supremacist]] (Associated) &amp;lt;br&amp;gt; [[#Collectivist|Collectivist]] (Associated) &amp;lt;br&amp;gt; [[#Pain is virtue|Pain Is Virtue]] (Associated) &amp;lt;br&amp;gt; [[#Guilty|Guilty]] (Conflicting) &amp;lt;br&amp;gt; [[#Individualist|Individualist]] (Conflicting)|| ?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SpouseCountFemale.png|64px]]|| Women's spouses&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SpouseCountMale.png|64px]]|| Men's spouses&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Optional precepts===&lt;br /&gt;
These precepts can be added through memes or by player choice.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Issue !! Precept !! Description !! Memes !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Age reversal&amp;quot;&lt;br /&gt;
| [[File:AgeReversal.png|64px]]|| Age reversal || Demanded || Why get old? One must have a once-yearly age reversal treatment in the biosculpter pod. || [[#Transhumanist|Transhumanist]] (Unlocked, Required) || Increasing -4/-7/-10 mood malus if pawn is not de-aged, +3 mood when pawn is de-aged. Reoccurs every 60 days unless under biologic age 25.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal connection&amp;quot;&lt;br /&gt;
| [[File:Precept animal connection.png|64px]] || Animal connection&lt;br /&gt;
| Strong || We have a strong connection to our animal friends || [[#Animal personhood|Animal personhood]] (Unlocked, Required) ||&lt;br /&gt;
* 2x [[Tame Animal Chance]]&lt;br /&gt;
* 2x Animal Bonding Chance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal slaughter&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| [[File:AnimalSlaughter.png|64px]] || rowspan=&amp;quot;3&amp;quot;| Slaughtering animals&lt;br /&gt;
| Prohibited || Slaughtering animals is absolutely prohibited. || [[#Animal personhood|Animal personhood]] (Required) || '''Prohibitions:'''&amp;lt;br&amp;gt;Slaughter animal&amp;lt;br&amp;gt;'''Mood:'''&amp;lt;br&amp;gt;Someone slaughtered an animal: -4&amp;lt;br&amp;gt;'''Opinions:'''&amp;lt;br&amp;gt;Slaughtered animal: -10&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To slaughter an animal is a horrible thing. || [[#Animal personhood|Animal personhood]] (Required) || '''Mood:'''&amp;lt;br&amp;gt;Slaughtered animal: -15&amp;lt;br&amp;gt;Someone slaughtered an animal: -2&amp;lt;br&amp;gt;'''Opinions:'''&amp;lt;br&amp;gt;Slaughtered animal: -5&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To slaughter an animal is an ugly thing. || [[#Animal personhood|Animal personhood]] (Required) || '''Mood:'''&amp;lt;br&amp;gt;Slaughtered animal: -5&amp;lt;br&amp;gt;Someone slaughtered an animal: -1&amp;lt;br&amp;gt;'''Opinions:'''&amp;lt;br&amp;gt;Slaughtered animal: -3&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Apostasy&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| [[File:Apostasy.png|64px]] || rowspan=&amp;quot;3&amp;quot;| Apostasy&lt;br /&gt;
| Abhorrent || To leave our ideoligion after having known it is the depth of immorality. || [[#Guilty|Guilty]] (Conflicting)&amp;lt;br&amp;gt;[[#Loyalist|Loyalist]] (Associated)&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] (Associated) || '''Opinions:'''&amp;lt;br&amp;gt;Changed ideoligion: -30&amp;lt;br&amp;gt;Apostate: -10&amp;lt;br&amp;gt;'''Global certainty loss factor:''' x40%&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To leave our ideoligion after having known it indicates deep moral flaws. || [[#Guilty|Guilty]] (Conflicting)&amp;lt;br&amp;gt;[[#Loyalist|Loyalist]] (Associated)&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] (Associated) || '''Opinions:'''&amp;lt;br&amp;gt;Changed ideoligion: -15&amp;lt;br&amp;gt;Apostate: -5&amp;lt;br&amp;gt;'''Global certainty loss factor:''' x60%&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To leave our ideoligion after having known it indicates character flaws. || [[#Guilty|Guilty]] (Conflicting)&amp;lt;br&amp;gt;[[#Loyalist|Loyalist]] (Associated)&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] (Associated) || '''Opinions:'''&amp;lt;br&amp;gt;Changed ideoligion: -8&amp;lt;br&amp;gt;Apostate: -3&amp;lt;br&amp;gt;'''Global certainty loss factor:''' x80%&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Autonomous weapons&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| [[File:AutonomousWeapons.png|64px]] || rowspan=&amp;quot;3&amp;quot;| Autonomous weapons&lt;br /&gt;
| Prohibited || Allowing a machine to decide to kill is an absolutely inhuman thing to do. || [[#Nature primacy|Nature primacy]] (Associated) || Cannot build Turrets&amp;lt;br&amp;gt;Colonists gain Mood: Automated Turret in Colony: -12&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Allowing a machine to decide to kill is a terrible thing. || [[#Nature primacy|Nature primacy]] (Associated) || Colonists gain Mood: Automated Turret in Colony: -8&lt;br /&gt;
|- &lt;br /&gt;
| Disapproved || Allowing a machine to decide to kill is an ugly thing. ||[[#Nature primacy|Nature primacy]] (Associated) || Colonists gain Mood: Automated Turret in Colony: -4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Biosculpting&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| [[File:Precept biosculpting.png|64px]]  || rowspan=&amp;quot;2&amp;quot;| Biosculpting&lt;br /&gt;
| Accelerated || All biosculpting cycles take half the usual time. || [[#Transhumanist|Transhumanist]] (Required) || All biosculpting cycles take half the usual time.&lt;br /&gt;
|-&lt;br /&gt;
| Despised || Biosculpter pods violate the purity human flesh and should never be used. || [[#Flesh purity|Flesh Purity]] (Required) || -8 mood penalty for using biosculpter pod. &amp;lt;insert link to moodlet here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BlindPsysense.png|64px]] ||  Blind psysense || Strong|| Our blind have special ways of connecting with the psychic aether || [[#Blindsight|Blindsight]] (Associated, Required) || Boosts Psychic Sensitivity by 30% for blind pawns. &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Body modification&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| [[File:BodyModifications.png|64px]] || rowspan=&amp;quot;3&amp;quot;| Body modification&lt;br /&gt;
| Abhorrent || To modify the natural human body is a flagrant violation of clear moral laws. || [[#Transhumanist|Transhumanist]] (Conflicting)&amp;lt;br&amp;gt;[[#Flesh purity|Flesh purity]] (Associated) || Colonists gain a -30 mood penalty for a prosthetic, or -18 for an artificial part. They also have a -80 opinion malus towards any pawn with a prosthetic or artificial part. These do not apply if the pawn is not a Body Modder.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To modify the natural human body is an ugly, dirty act. || [[#Transhumanist|Transhumanist]] (Conflicting)&amp;lt;br&amp;gt;[[#Flesh purity|Flesh purity]] (Associated) || As Abhorrent, but mood penalties are reduced to -5 and -4 respectively. Opinion maluses are reduced to -10. These do not apply if the pawn is not a Body Modder.&lt;br /&gt;
|-&lt;br /&gt;
| Approved || Humans should strive to reach our full potential by improving our flawed natural bodies. || [[#Transhumanist|Transhumanist]] (Associated)&amp;lt;br&amp;gt;[[#Flesh purity|Flesh purity]] (Conflicting) || Colonists gain a -3 mood penalty if they have no prosthetics or artificial parts unless expectations are below Moderate. They gain a bonus based on having prosthetics or artificial parts, and a -10 opinion malus towards any pawn ''without'' prosthetics or artificial parts. Values are adjusted for pawns with Body Purist and Body Modder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bonding&amp;quot;&lt;br /&gt;
| [[File:Bonding.png|64px]]|| Bonding || Disapproved || To emotionally bond with a lower being is a shameful act || [[#Human primacy|Human primacy]] (Required) || Appears to disable bonding event for pawns with ideology. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Charity.png|64px]] || Charity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Comfort&amp;quot;&lt;br /&gt;
| [[File:Comfort.png|64px]] || Comfort || Ignored || We should pay no attention to comfort || [[#Pain is virtue|Pain Is Virtue]] (Associated, Required) || Makes colonists prefer slab beds, and gives a moodlet of +2 when they sleep in slab beds. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DarknessCombat.png|64px]]|| Combat in darkness|| Thoughts on fighting under darkness || Preferred - '''Required for Darkness Meme'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | [[File:DrugUse.png|64px]] || rowspan=4&amp;quot; | Drug use &lt;br /&gt;
| Prohibited&lt;br /&gt;
|- &lt;br /&gt;
| Medical only&lt;br /&gt;
|- &lt;br /&gt;
| Medical or social only&lt;br /&gt;
|-&lt;br /&gt;
| Essential&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cutting trees&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:Precept tree cutting.png|64px]] ||  rowspan=&amp;quot;3&amp;quot; | Cutting trees &lt;br /&gt;
| Prohibited || To violate the forest by cutting down a tree is a deeply abhorrent act and should never be done. || [[#Human primacy|Human primacy]] (Disallowed) &amp;lt;br&amp;gt; [[#Nature primacy|Nature primacy]] (Associated) || Disallows logging camps.&amp;lt;br&amp;gt; Moodlets of blah for doing blah&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To cut down a tree is a horrible act. || [[#Human primacy|Human primacy]] (Disallowed) &amp;lt;br&amp;gt; [[#Nature primacy|Nature primacy]] (Associated) || Disallows logging camps.&amp;lt;br&amp;gt; Moodlets of blah for doing blah&lt;br /&gt;
|-&lt;br /&gt;
| Prohibited || To cut down a tree is a distasteful thing to do. || [[#Human primacy|Human primacy]] (Disallowed) &amp;lt;br&amp;gt; [[#Nature primacy|Nature primacy]] (Associated) || Disallows logging camps.&amp;lt;br&amp;gt; Moodlets of blah for doing blah&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:GauranlenConnection.png|64px]] || Gauranlen connection || Feelings of connection to the [[Gauranlen tree]] || Great - '''Needs, and required for Tree connection Meme'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lighting.png|64px]] || Lighting || Darklight preferred|| Normal lights are too bright. Darklights are better. || [[#Darkness|Darkness]] (Associated, Required), [[#Blindsight|Blindsight]] (Conflicting) || +4 mood in the darkness, -4 mood in dim light, -8 mood in bright light. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MeatEating.png|64px]] || Meat eating || Feelings of eating meat, or any meals containing meat || Abhorrent - '''Required for Animal personhood Meme'''&lt;br /&gt;
&lt;br /&gt;
Horrible - '''Required for Animal personhood Meme'''&lt;br /&gt;
&lt;br /&gt;
Disapproved - '''Required for Animal personhood Meme'''&lt;br /&gt;
&lt;br /&gt;
Mildly Required - '''Required for Rancher Meme'''&lt;br /&gt;
&lt;br /&gt;
Seriously Required  - '''Required for Rancher Meme'''&lt;br /&gt;
&lt;br /&gt;
Strictly Required  - '''Required for Rancher Meme'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mining.png|64px]]|| Mining&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MiningYield.png|64px]]|| Mining yield&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:NeuralSupercharger.png|64px]]|| Neural supercharger || Preferred || Having a neural supercharge is the new standard. Without it, you're obsolete. || [[#Transhumanist|Transhumanist]] (Associated, Required) || Causes a -6 mood penalty when not neurally supercharged. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Pain.png|64px]]|| Pain&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Proselytizing.png|64px]]|| Proselytizing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Raiding.png|64px]]|| Raiding || Feeling of raiding faction's minor and major bases || Respected - '''Required for Raider Meme'''&lt;br /&gt;
&lt;br /&gt;
Required - '''Required for Raider Meme'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ranching.png|64px]]|| Ranching || Central || We must raise and consume many large animals, and we must not eat plants. || [[#Rancher|Rancher]] (Associated, Required) || Sets plant work speed to 90%, Tame Chance to 120%, Animal Gathering Yield to 120%, Butchery Efficiency to 120%, and Animal Learning Factor to 200%. Gives a 10% improvement to selling prices for animal products. Grants a -3 to +3 moodlet based upon animal population (more animals are  better), a -4 moodlet for sowing “human food plants,” and a -3 moodlet if the colony fails to slaughter animals regularly. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RoughLiving.png|64px]]|| Rough living &lt;br /&gt;
| Welcomed || We don't need to separate ourselves from the roughness of nature. || [[#Tree connection|Tree connection]] (Associated, Required)&amp;lt;br&amp;gt;[[#Pain is virtue|Pain Is Virtue]] (Associated, Required)|| Nullifies: &lt;br /&gt;
* &amp;quot;Ate without table -3&amp;quot;&lt;br /&gt;
* &amp;quot;Slept outside -4&amp;quot; &lt;br /&gt;
* &amp;quot;Slept on ground -4&amp;quot; &lt;br /&gt;
* &amp;quot;Soaking wet -3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SlaveTrading.png|64px]]|| Slave trading&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleep accelerator&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot;| [[File:Precept sleep accelerator.png|64px]]  || rowspan=&amp;quot;1&amp;quot;| Sleep accelerator&lt;br /&gt;
| Preferred || One should always use a sleep accelerator. Slow-sleeping is just foolishly wasting your potential. || [[#Transhumanist|Transhumanist]] (Required) || +3 Mood when using Sleep accelerator &amp;lt;insert link to moodlet here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallSpaces.png|64px]]|| Small spaces || Feelings of being inside a small space || Don't care - '''Needs, and required for Tunneler Meme'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trees.png|64px]]|| Trees || Desired || Tree connection (Associated) || It's essential to live surrounded by beautiful trees. || Gives a thought, scaling from -5 to +9 for having (or not having) many trees on the map&amp;lt;br&amp;gt;Gives a thought, scaling from 0 to -20 for the number of trees chopped in the last quadrum&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Temperature&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot;| [[File:Precept temperature.png|64px]] || rowspan=&amp;quot;1&amp;quot;| Temperature &lt;br /&gt;
| Tough || Extreme temperatures don't bother us as much. || [[#Tree connection|Tree Connection]] (Associated, Required) &amp;lt;br&amp;gt; [[#Pain is virtue|Pain Is Virtue]] (Associated, Required) || Nullifies: &lt;br /&gt;
* &amp;quot;Slept in the cold -4&amp;quot; &lt;br /&gt;
* &amp;quot;Slept in the heat -4&amp;quot; &lt;br /&gt;
Note: It doesn't appear to affect comfortable temperatures or the related [[hypothermia]]/[[heatstroke]] tolerances. It is only referenced for the above moodlets&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Work drive&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot;| [[File:Precept work drive.png|64px]] || rowspan=&amp;quot;1&amp;quot;| Work drive &lt;br /&gt;
| Tripled ||The duration of the leader's work drive ability is tripled. || [[#Collectivist|Collectivist]] (Required) || 3x Work Drive Duration&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Roles==&lt;br /&gt;
{{Move|destination=Roles|reason=Keep table as it is, link from here to separate page for proper analysis and summary like [[Persona weapon]]. See talk page to discuss &amp;amp; leave opinion}}&lt;br /&gt;
{{Stub|section=1|reason=Needs mechanical detail beyond just what the stats are and the tables cover}}&lt;br /&gt;
===General info===&lt;br /&gt;
Some factors are consistent across all roles.&lt;br /&gt;
&lt;br /&gt;
Roles can have assigned equipment that they will demand when they have the role - they get a -? Mood debuff without it and a +? mood buff with it. &lt;br /&gt;
&lt;br /&gt;
Only New Tribe colonies can select the [[War mask]] and [[Tribal headdress]] as options, while only New Arrivals colonies can select the [[Slicecap]] and [[Beret]] {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
[[File:Leader.png|left]]&lt;br /&gt;
A leader who holds the group together and represents your faction in diplomatic interactions.&lt;br /&gt;
&lt;br /&gt;
Will always be restricted to any [[Ideoligion#Supreme gender|Supreme gender]] selected.&lt;br /&gt;
{{clear}}&lt;br /&gt;
Leader abilities share a cooldown of {{ticks|600000}} or 10 in-game [[Time|days]].&lt;br /&gt;
&lt;br /&gt;
Leaders can select between these apparels as assigned equipment:&lt;br /&gt;
* [[Headwrap]]&lt;br /&gt;
* [[Broadwrap]]&lt;br /&gt;
* [[War mask]]&lt;br /&gt;
* [[Slicecap]]&lt;br /&gt;
* [[Visage mask]]&lt;br /&gt;
* [[Authority cap]]&lt;br /&gt;
* [[Cowboy hat]]&lt;br /&gt;
* [[Tribal headdress]]&lt;br /&gt;
* [[Beret]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ability Image !! Ability !! Abililty Desc || Ability Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LeaderSpeech.png|64px]] || Leader Speech || A rousing speech intended to improve morale. Colonists will gather, and the leader will speak for a few hours. If all goes well, listeners will feel inspired, and gain respect for the leader. If it goes poorly, the speech will do social damage. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:WorkDrive.png|64px]] || Work Drive || Call on a person to work harder for some time. || ''The sense of being called upon by a leader to work harder.''&lt;br /&gt;
* [[Global Work Speed]] +50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CombatCommand.png|64px]] || Combat Command || Create an aura that boosts the combat skills of everyone nearby. The effect lasts 24 hours and remains attached to the leader for the duration. || ''Combat abilities are boosted thanks to being near someone who is using the combat command ability.''&lt;br /&gt;
* [[Shooting Accuracy]] +3&lt;br /&gt;
* [[Melee Hit Chance]] +3&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trial.png|64px]] || Trial || A trial over some heinous accusation. The initiator will accuse someone of terrible wrongdoing and gather people for a trial. Spectators will listen as the accuser and accused argue back and forth, then decide if the accusation is true. If the accused is convicted, you can freely banish, arrest or execute them and nobody will mind. The chance of a conviction depends on the social abilities of the accused and accuser, and the number of spectators.|| If successful, you are allowed to execute, banish, or arrest a person without social consequences.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Moral Guides===&lt;br /&gt;
[[File:MoralGuide.png|left]]&lt;br /&gt;
A moral/spiritual leader who heads rituals and personally counsels believers&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
Moral Guide abilities share a cooldown of {{ticks|180000}} or 3 in-game [[Time|days]].&lt;br /&gt;
&lt;br /&gt;
Moral Guides can select between these apparels as assigned equipment:&lt;br /&gt;
* [[Cape]]&lt;br /&gt;
* [[Veil]]&lt;br /&gt;
* [[Hood]]&lt;br /&gt;
* [[Headwrap]]&lt;br /&gt;
* [[Broadwrap]]&lt;br /&gt;
* [[Burka]]&lt;br /&gt;
* [[Tribal headdress]], only for tribal factions&lt;br /&gt;
* [[War mask]], only for tribal factions&lt;br /&gt;
* [[Slicecap]], requires Transhumanist meme&lt;br /&gt;
* [[Visage mask]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ability Image !! Ability !! Abililty Desc || Ability Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Convert.png|64px]] || Convert || Attempt to convert someone to the speaker's ideoligion. This will reduce the target's certainty in their own beliefs. The certainty reduction depends on the speaker's negotiation ability. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Counsel.png|64px]] || Counsel || Offer counsel to a person to cancel the effects of a sad memory. The chance of success depends on the speaker's social skills and their relationship with the listener. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Reassure.png|64px]] || Reassure || Increase someone's certainty in their own beliefs. The regained certainty is based on the speaker's negotiation ability. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ConversionRitual.png|64px]] || Conversion Ritual || Try to persuade someone into joining your ideoligion. If it goes well, target's ideoligion certainty will be reduced or they will convert. If it goes badly, they will gain certainty in their old beliefs. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PreachHealth.png|64px]] || Preach Health || Preach moral strength to a sick or wounded person through the concepts of your ideology. This will improve their rate of wound healing and immunity gain. || ''This person's will to survive was reinforced by a talk with a moral guide of their ideoligion. That moral certainty has improved their healing and immunization gain rates.''&lt;br /&gt;
* [[Immunity Gain Speed]] +0.25%&lt;br /&gt;
* [[Injury Healing Factor]] +0.25%&lt;br /&gt;
* AoE: 1 target, touch range&lt;br /&gt;
* Cast time: 12s&lt;br /&gt;
* Duration: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
Can only be used on pawns with the same Ideoligion as the Moral Guide themselves.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Specialists===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Description !! Required Memes !! Pawn requirements !! Bonuses !!  Disabled Work Types !! Ability Image !! Ability !! Abililty Desc || Ability Effect || Required Equipment&lt;br /&gt;
|- id=&amp;quot;Shooting specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistShooting.png]] || Shooting Specialist || A special ideoligious status focusing on ranged combat to the exclusion of all else. This specialized role gives increased accuracy and the ability to boost the shooting abilities of nearby allies. Holders of this role will refuse to do many kinds of non-shooting-related work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Raider|Raider]]&lt;br /&gt;
*[[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Shooting|Shooting skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Shooting&lt;br /&gt;
**Violent&lt;br /&gt;
|&lt;br /&gt;
* [[Shooting Accuracy]] +7&lt;br /&gt;
* [[Aiming Time]] -50%&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
|| [[File:MarksmanCommand.png|64px]] || Marksman Command || Call out shots and boost the shooting skills of everyone nearby. The effect remains attached to the caster for 24 hours. || ''Someone is using the marksman command ability nearby, boosting this person's shooting abilities.''&lt;br /&gt;
* [[Shooting Accuracy]] +4&lt;br /&gt;
* [[Aiming Time]] -40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| {{Icon Small|Tailcap}} [[Tailcap]]&lt;br /&gt;
|- id=&amp;quot;Animals specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistAnimals.png]] || Animals Specialist || A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency, and the ability to boost the animals-related abilities of nearby allies. Holders of this role will refuse to perform some non-animals-related tasks.&amp;lt;&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Animal personhood|Animal personhood]]&lt;br /&gt;
*[[Ideoligion#Rancher|Rancher]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Animals|Animals skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Animals&lt;br /&gt;
|&lt;br /&gt;
* 2x [[Tame Animal Chance]]&lt;br /&gt;
* 2x [[Train Animal Chance]]&lt;br /&gt;
* 0.2x Animal revenge chance&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
|| [[File:AnimalCalm.png|64px]] || Animal Calm || Use unique methods of connecting with animals to calm a maddened beast.|| &lt;br /&gt;
* Hold animal stunned while casting, calms hostile animals if successful.&lt;br /&gt;
* Casting time: 1.5s&lt;br /&gt;
* AoE: Single target? Touch range.&lt;br /&gt;
* Duration: Instantaneous&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Medical specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistMedical.png]] || Medical Specialist || A special ideoligious status focusing on medicine to the exclusion of all else. This specialized role gives improved surgery and tending efficiency, and the ability to boost the medical abilities of nearby allies. Believers who receive care from one of this role will be happy about it. Holders of this role will refuse to do any kind of violence, and won't perform some non-medical tasks.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Flesh purity|Flesh purity]]&lt;br /&gt;
*[[Ideoligion#Blindsight|Blindsight]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Medicine|Medicine skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Caring&lt;br /&gt;
|&lt;br /&gt;
* 1.5x [[Medical Tend Quality]]&lt;br /&gt;
* 1.5x [[Medical Operation Speed]]&lt;br /&gt;
* 1.5x [[Medical Surgery Success Chance]]&lt;br /&gt;
* Mood buff to pawns treated by this specialist&lt;br /&gt;
|&lt;br /&gt;
* Violent&lt;br /&gt;
|| [[File:ImmunityDrive.png|64px]] || Immunity Drive || Offer moral support that energizes the body, boosting someone's immunity gain for one day.  || ''&amp;quot;This person has received moral support of an ideoligious nature. Their mental certainty has energized their body and boosted their immune system.&amp;quot;''&lt;br /&gt;
* 2x [[Immunity Gain Speed]]&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Melee specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistMelee.png]] || Melee Specialist || A special ideoligious status focusing on melee combat to the exclusion of all else. This specialized role gives increased dodge and hit chance in melee combat and ability to the boost melee abilites for nearby allies. Holders of this role will refuse to do many kinds of non-melee-related work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Raider|Raider]]&lt;br /&gt;
*[[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Melee|Melee skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Violent&lt;br /&gt;
|&lt;br /&gt;
* [[Melee Hit Chance]] +8&lt;br /&gt;
* [[Melee Dodge Chance]] +8&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
* Hunting&lt;br /&gt;
* Shooting&lt;br /&gt;
|| [[File:BerserkTrance.png|64px]] || Berserk Trance || The caster fills himself with anger over ideological grievances. This strengthens the body past normal limits, but also means losing control and attacking every enemy nearby in an unstoppable rage. The berserk state will last for 3 hours. || ''&amp;quot;Driven by fierce moral certainty and stories of ideoligious grievance, this person has driven him or herself into a rage. Every muscle is at peak performance, but it's hard to shut down the anger.&amp;quot;''&lt;br /&gt;
* [[Melee Hit Chance]] +8&lt;br /&gt;
* [[Melee Dodge Chance]] +8&lt;br /&gt;
* 0.1x [[Pain]] &lt;br /&gt;
* Puts user in Berserk Trance mental state (Unknown effects)&lt;br /&gt;
* Casting time: 1.5s&lt;br /&gt;
* AoE: Self&lt;br /&gt;
* Duration: {{ticks|7500}}&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Mining specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistMining.png]] || Mining Specialist || A special ideoligious status focusing on mining to the exclusion of all else. This specialized role gives increased mining speed, and the ability to boost the mining speed of nearby allies. Holders of this role will refuse to do some non-mining work. &lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Darkness|Darkness]]&lt;br /&gt;
*[[Ideoligion#Tunneler|Tunneler]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Mining|Mining skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Mining&lt;br /&gt;
|&lt;br /&gt;
* [[Mining Speed]] +70%&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Constructing&lt;br /&gt;
|| [[File:MiningCommand.png|64px]] || Mining Command || Offer guidance on mining techniques, boosting the mining speed for everyone nearby. The effect remains attached to the caster for 24 hours.|| ''&amp;quot;This person's mining speed is boosted thanks to being near someone who is using the mining command ability.&amp;quot;'''&lt;br /&gt;
* [[Mining Speed]] +40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Plants specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistPlants.png]] || Plants Specialist || A special ideoligious status focusing on planting to the exclusion of all else. This specialized role gives increased sowing and harvesting efficiency, and the ability to boost the farming speed of nearby allies. Holders of this role will refuse to perform some non-plants-related work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#High life|High life]]&lt;br /&gt;
*[[Ideoligion#Nature primacy|Nature primacy]]&lt;br /&gt;
*[[Ideoligion#Tree connection|Tree connection]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Plants|Plants skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Plantwork&lt;br /&gt;
|&lt;br /&gt;
* [[Plant Work Speed]] +70%&lt;br /&gt;
* [[Plant Harvest Yield]] +30%&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Constructing&lt;br /&gt;
* Mining&lt;br /&gt;
|| [[File:FarmingCommand.png|64px]] || Farming Command || Offer guidance on farming techniques, boosting the farming abilities for everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's farming abilities are boosted thanks to being near someone who is using the farming command ability.&amp;quot;'''&lt;br /&gt;
* [[Plant Work Speed]] +40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| {{Icon Small|Shadecone}} [[Shadecone]]&lt;br /&gt;
|- id=&amp;quot;Production specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistProduction.png]] || Production Specialist || A special ideoligious status focusing on crafting and construction to the exclusion of all else. This specialized role gives increased crafting and construction efficiency, and the ability to boost the production abilities of nearby allies. Holders of this role will refuse to do some non-production work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Human primacy|Human primacy]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Construction|Construction skill]] &amp;gt; 6 OR [[Skills#Crafting|Crafting skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Construction OR&lt;br /&gt;
**Crafting&lt;br /&gt;
|&lt;br /&gt;
* [[Construction Speed]] +50%&lt;br /&gt;
* [[General Labor Speed]] +50&lt;br /&gt;
* [[Quality]] +1 level&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
|| [[File:ProductionCommand.png|64px]] || Production Command || Offer guidance on construction techniques, boosting construction and crafting abilities for everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's construction and crafting speeds are boosted thanks to being near someone who is using the production command ability.&amp;quot;''&lt;br /&gt;
* [[Construction Speed]] +40%&lt;br /&gt;
* [[General Labor Speed]] +20&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Research specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistResearch.png]] || Research Specialist || A special ideoligious status focusing on research to the exclusion of all else. This specialized role gives increased research and hacking speed, and the ability to boost research abilities of nearby allies. Holders of this role will refuse to perform some non-research tasks.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Transhumanist|Transhumanist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Intelectual|Intelectual skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Intellectual&lt;br /&gt;
|&lt;br /&gt;
* [[Research Speed]] +70%&lt;br /&gt;
* [[Hacking Speed]] +70%&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
|| [[File:ResearchCommand.png|64px]] || Research Command || Provide suggestions and mental support, boosting the research speed of everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's research speed is boosted because they are near someone who is using the research command ability.&amp;quot;''&lt;br /&gt;
* [[Research Speed]] +30%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rituals ==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Ritual !! Factors !! Outcomes !! Notes&lt;br /&gt;
|- id=&amp;quot;Funeral&amp;quot;&lt;br /&gt;
| [[File:Ritual funeral.png|64px]] || Funeral || Participant count (10): +70%&amp;lt;br&amp;gt;Moral guide present: +30% || 5% Terrible: 3&amp;lt;br&amp;gt;15% Lackluster: -1&amp;lt;br&amp;gt;60% Good: +5&amp;lt;br&amp;gt;20% Heartwarming: +8 || If there is no corpse in the grave or sarcophagus, the ritual quality is only increased by 20% by the presence of the moral guide, and only by 60% by a full participant count.&lt;br /&gt;
|- id = &amp;quot;Social festival&amp;quot;&lt;br /&gt;
| || Social Festival || Participant count (10): +25%&amp;lt;br&amp;gt;Leader present: +25%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +20%&amp;lt;br&amp;gt;Seats for everyone: +20% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +5&amp;lt;br&amp;gt;20% Unforgettable: +8|| &lt;br /&gt;
|- id = &amp;quot;Dance party&amp;quot;&lt;br /&gt;
| || Dance party || Participant count (10): +30%&amp;lt;br&amp;gt;Started at lightball: +20%&amp;lt;br&amp;gt;Active loudspeakers (6): +30%&amp;lt;br&amp;gt;Room Impressiveness (120): +20%|| 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +8&amp;lt;br&amp;gt;20% Unforgettable: +16|| If the party is fun or unforgettable, there is a chance&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; that all participants will get +20% [[Global Work Speed]] for 24h. Only available to non-tribals.&lt;br /&gt;
|- id = &amp;quot;Drum party&amp;quot;&lt;br /&gt;
| || Drum party || Participant count (10): +30%&amp;lt;br&amp;gt;Started at campfire: 20%&amp;lt;br&amp;gt;Drums (6): +30%&amp;lt;br&amp;gt;Room Impressiveness (120): +20%|| 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +8&amp;lt;br&amp;gt;20% Unforgettable: +16|| If the party is fun or unforgettable, there is a chance&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; that all participants will get +20% [[Global Work Speed]] for 24h. Only available to tribals.&lt;br /&gt;
|- id = &amp;quot;Skylantern festival&amp;quot;&lt;br /&gt;
| [[File:Ritual skylantern festival.png|64px]] || Skylantern festival ||  Participant count (10): +100% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Unimpressive: -1&amp;lt;br&amp;gt;60% Beautiful: +6&amp;lt;br&amp;gt;20% Unforgettable: +10|| Each participant makes a skylantern out of {{icon small|wood}} 4 [[wood]]. If the festival is beautiful or unforgettable, friendly visitors might see them and arrive with a gift.&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- id = &amp;quot;Consumable&amp;quot;&lt;br /&gt;
| || Christmas tree&amp;lt;br&amp;gt;Symbol burning&amp;lt;br&amp;gt;Smokeleaf circle&amp;lt;br&amp;gt;Cannibal feast || Participant count (10): +80%&amp;lt;br&amp;gt;Room Impressiveness (120): +20% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +5&amp;lt;br&amp;gt;20% Unforgettable: +8||Destroys the ritual target.&lt;br /&gt;
|- id = &amp;quot;Scarification&amp;quot;&lt;br /&gt;
| [[File:Ritual scarification.png|64px]] || Scarification || Participant count (10): +25%&amp;lt;br&amp;gt; Moral guide present: +20%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +20%|| 5% Terrible: -2&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +1&amp;lt;br&amp;gt;20% Spectacular: +3||Scarifies the subject. Only available with the Pain is Virtue meme.&lt;br /&gt;
|- id = &amp;quot;Blinding ceremony&amp;quot;&lt;br /&gt;
| [[File:Ritual blinding.png|64px]] || Blinding ceremony || Participant count (10): +25%&amp;lt;br&amp;gt; Moral guide present: +20%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +20%|| 5% Terrible: -2&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +1&amp;lt;br&amp;gt;20% Spectacular: +3||Blinds the subject. If the ceremony is satisfying or spectacular, the blinded person may get a [[psycasts|psylink]] upgrade or unlock a new psychic power.&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; Only available with the Blindsight meme.&lt;br /&gt;
|- id = &amp;quot;Animal sacrifice&amp;quot;&lt;br /&gt;
| [[File:Ritual animal sacrifice.png|64px]] || Animal sacrifice || Participant count (10): +25%&amp;lt;br&amp;gt;Moral guide present: +25%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +15% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +5&amp;lt;br&amp;gt;20% Spectacular: +8|| If the sacrifice is satisfying or spectacular, there is a 5% (satisfying) or 10% (spectacular) chance that a random participant gains an [[inspiration]]. Only available with the Human Primacy meme.&lt;br /&gt;
|- id = &amp;quot;Gladiator duel&amp;quot;&lt;br /&gt;
| [[File:Ritual gladiator duel.png|64px]] || Gladiator duel || Participant count (10): +20%&amp;lt;br&amp;gt;Leader present: +20%&amp;lt;br&amp;gt;Duelist dies: +100%&amp;lt;br&amp;gt;Weapon used: +60% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Good: +5&amp;lt;br&amp;gt;20% Unforgettable: +8|| The two necessary escorts count towards the participant count. Spectators gain 1000 melee experience, gain a mood boost&amp;lt;sup&amp;gt;separate from the usual mood boost?&amp;lt;/sup&amp;gt;, and fill their recreation bars.&amp;lt;sup&amp;gt;verify&amp;lt;/sup&amp;gt; The duelists also gain the mood effect from ritual quality. Only available with the Pain is Virtue, Cannibal, Supremacist, or Raider memes.&lt;br /&gt;
|- id = &amp;quot;Prisoner execution&amp;quot;&lt;br /&gt;
|  [[File:Ritual public execution.png|64px]] || Prisoner execution || Participant count (10): +80%&amp;lt;br&amp;gt;Started at altar: +20% || 15% Awkward: -1&amp;lt;br&amp;gt;65% Satisfying: +6&amp;lt;br&amp;gt;20% Spectacular: +8 || Participating [[slaves]] are fully suppressed. Can be performed by all ideologions.&lt;br /&gt;
|- id = &amp;quot;Leader speech&amp;quot;&lt;br /&gt;
| || Leader speech || Participant count (10): +40%&amp;lt;br&amp;gt;Room impressiveness (120): +20&amp;lt;br&amp;gt;Leader's Social Impact (150%): +40% || 5% Terrible: -8&amp;lt;br&amp;gt;15% Uninspiring: -4&amp;lt;br&amp;gt;60% Encouraging: +5&amp;lt;br&amp;gt;20% Inspirational: +8 || The speech quality will also affect the listeners' opinions of the leader, with a terrible speech resulting in a -30 opinion, an uninspiring speech resulting in a -15 opinion, an encouraging speech in a +20 opinion, and an inspirational speech in a +40 opinion.&lt;br /&gt;
|- id = &amp;quot;Trial&amp;quot;&lt;br /&gt;
| || Trial || Participant count (20): +60%&amp;lt;br&amp;gt;Leader's Negotiation Ability * 0.25&amp;lt;br&amp;gt;Defendant's Negotiation Ability * -0.25|| 50% Exonerated&amp;lt;br&amp;gt;50% Convicted || If the defendant is convicted, they are considered guilty for the purpose of executions and other actions.&amp;lt;sup&amp;gt;what else?&amp;lt;/sup&amp;gt; If the defendant has a mental break during the trial, their [[Negotiation Ability]] is effectively set to 0.&lt;br /&gt;
|- id = &amp;quot;Conversion ritual&amp;quot;&lt;br /&gt;
| || Conversion ritual || Participant count (10): +40%&amp;lt;br&amp;gt;Room impressiveness (120): +20%&amp;lt;br&amp;gt;Moral guide's Social Impact (150%): +30%&amp;lt;br&amp;gt;Convertee's Expectations (Very Low): +10%, (Sky High): -30%|| 5% Terrible&amp;lt;br&amp;gt;15% Ineffective&amp;lt;br&amp;gt;60% Effective: +3&amp;lt;br&amp;gt;20% Masterful: +6 || The convertee's certainty is offset by an amount depending on ritual quality: terrible: +20%; ineffective: +12%; effective: -30%; masterful: -100%.&lt;br /&gt;
|- id = &amp;quot;Tree connection&amp;quot;&lt;br /&gt;
| || Tree connection || Participant count (10): +100% ||  || The connector will start with 25-45% connection strength, depending on ritual quality.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Relics==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
{{Main|Relic}}&lt;br /&gt;
Mood penalty for lost or destroyed &amp;lt;link to mood page here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
==Weapon Preferences==&lt;br /&gt;
Ideoligion can have one or several pairs of noble and despised weapons types. Weapon pairs can't be combined if they overlap.&lt;br /&gt;
&lt;br /&gt;
Wielding a noble weapon grants +3 mood while wielding a despised one grants -5.&lt;br /&gt;
&lt;br /&gt;
Killing any pawn (?) with a noble weapon grants +3 mood for 1 day while using a despised one to attack anything - including objects - grants -5 for 2 days.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pair !! First group !! Second group&lt;br /&gt;
|-&lt;br /&gt;
|Melee / Ranged || All melee weapons, including beer and wood || All ranged weapons, including grenades&lt;br /&gt;
|-&lt;br /&gt;
|Melee piercer / Melee blunt || [[Thrumbo horn]], [[Elephant tusk]], [[Breach axe]], [[Gladius]], [[Longsword]], [[Knife]], [[Ikwa]], [[Spear]], [[Persona monosword]], [[Monosword]], [[Plasmasword]], [[Persona plasmasword]] || [[Beer]], [[Wood]], [[Mace]], [[Club]], [[Persona zeushammer]], [[Axe]], [[Warhammer]], [[Zeushammer]], [[Eltex staff]]&lt;br /&gt;
|-&lt;br /&gt;
|Long shots / Short shots || [[Bolt-action rifle]], [[Sniper rifle]] || [[Machine pistol]], [[Pump shotgun]], [[Chain shotgun]], [[Heavy SMG]]&lt;br /&gt;
|-&lt;br /&gt;
|Ranged heavy / Ranged light || [[Incendiary launcher]], [[Smoke launcher]], [[EMP launcher]], [[Heavy SMG]], [[LMG]], [[Sniper rifle]], [[Minigun]], [[Triple rocket launcher]], [[Greatbow]], [[Charge lance]] || [[Revolver]], [[Autopistol]], [[Machine pistol]], [[Short bow]], [[Recurve bow]], [[Charge rifle]]&lt;br /&gt;
|-&lt;br /&gt;
|Neolithic / Ultratech || [[Wood]], [[Club]], [[Knife]], [[Ikwa]], [[Spear]], [[Short bow]], [[Pila]], [[Recurve bow]], [[Greatbow]] || [[Persona monosword]], [[Persona zeushammer]], [[Persona plasmasword]], [[Monosword]], [[Zeushammer]], [[Plasmasword]], [[Eltex staff]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Apparel Preferences==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
==Venerated Animals==&lt;br /&gt;
{{Stub|section=1|reason=More details needed}}&lt;br /&gt;
Venerated animals are twice as easy to tame.&lt;br /&gt;
&lt;br /&gt;
== Tattoos ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Style !! Face !! Body&lt;br /&gt;
|-&lt;br /&gt;
| Tribal || tiger, cobweb, eclipse, line, oracle, pantheon, war paint, worried || tiger, buttons, rings&lt;br /&gt;
|-&lt;br /&gt;
| Punk || tear, headshot, double, love, stars || heart, cross, jester, moon, power, royal, wings&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal || skull, spider || scar, skeleton, spike&lt;br /&gt;
|-&lt;br /&gt;
| Misc || - || insect, sun&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version History==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fixed gender supremacy memes having opposite agreeing traits e.g. Female Supremacy inexplicably being agreed with by Misogynist traited pawns.&lt;br /&gt;
* [[Version/1.3.3069|1.3.3069]] - &lt;br /&gt;
** Adjust trees-related thoughts. Negatives for killing trees are reduced. Positives for seeing trees are amplified.&lt;br /&gt;
** Chance of resentment on failed conversion attempt reduced from 36% to 20%. Chance of fight reduced from 4% to 2%.&lt;br /&gt;
** If a pawn has sight under 50%, he should gain a psychic sensitivity bonus of up to 50%.&lt;br /&gt;
* [[Version/1.3.3069b|1.3.3069b]] - Added a feature that lets you save and load ideoligions within the ideoligion customization screen.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Desired apparel now uses the same faction restrictions as role apparel does. Tribal-Only: War mask, Tribal Headdress. Non-tribal only: Slicecap, Beret. Removed visage mask restriction to non-tribal only.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Tree connection pawns have a 25% boost to [[Pruning Speed]]. Added temperature tough issue and precept.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fixed Immunity Drive. Was previously targeting wrong stat and inoperative.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3101]] - Reduce production specialist crafting speed buffs from +70% to +50%.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3117]] - &lt;br /&gt;
**Improved viability of multi-ideo colonies. Pawns of pawns of any ideo can now spectate any ritual, even if it's not of their own ideo.&lt;br /&gt;
**Gaining, changing, or removing a role now requires a simple ritual.&lt;br /&gt;
**Added a precept related to Darkness meme that gives believers a positive thought during an eclipse.&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=96164</id>
		<title>Ideoligion</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=96164"/>
		<updated>2021-11-07T22:01:23Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: /* Precepts */ Split big table into two (compulsory vs. optional); sentence case for precepts as in-game; wiki formatting for table entries.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}{{stub}}&lt;br /&gt;
&lt;br /&gt;
'''Ideoligions''' are both a system of mechanics introduced by, and the primary focus of, the [[Ideology DLC]]. They allow colonies to introduce a variety of new restrictions and capabilities to change gameplay, as well as new interactions with other factions.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
When starting a game, after choosing the world tile, the player can choose their starting ideologion. There are four options: You could choose to &amp;quot;Play Classic&amp;quot;, choose one of the prebuilt ideologions, or choose to form your own - if you choose to create your own, you have the choice between creating a fluid or static ideologion. You additionally have the ability to customise the ideologions of the factions, within some restrictions on the memes depending on their type of faction.&lt;br /&gt;
&lt;br /&gt;
Once the game begins, you can view your ideologions and those of other factions by clicking on the lightbulb icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
===Forming an Ideologion===&lt;br /&gt;
Forming an ideoligion begins with selecting a structure. Structures typically determine the default style and randomized content of your ideoligion, and may unlock certain rituals, but have no effect on what memes can be chosen. You can choose up to 4 memes, which establish the practical foundation of your ideoligion. The impact of memes varies across three tiers, with some not affecting gameplay much and others altering it drastically. Certain memes may unlock or require certain styles, rituals, and other features in the same vein as structures do. The primary effect of memes comes from precepts, however, as many memes similarly unlock or require specific precepts, which perform most of the gameplay alteration available within the expansion. Precepts can affect gameplay in a number of ways to varying degrees, as they change your colonists' expectations in accordance with the beliefs they represent. For example, an ideoligion with the Guilty and Animal Personhood memes requires that the precepts for charity and animal slaughter are set to some form of requirement and disapproval, respectively; meaning your colonists will gain a mood debuff if beggars are turned away or a colony animal is slaughtered.&lt;br /&gt;
&lt;br /&gt;
Beyond memes and precepts, there are also styles, roles, rituals, buildings, weapon and clothing preferences, venerated animals, and rules for types of hair and tattoo. Styles determine, in conjunction with structures, the overall &amp;quot;theme&amp;quot; of your ideoligion both in description and aesthetics; for example, a Christian-structured ideoligion will feature &amp;quot;God&amp;quot; as its sole deity and its artistic members will only produce Christian-themed sculptures. Roles serve a more practical purpose, and most require a specific meme to be unlocked; but every ideoligion will have a role for its leader and moral guide. Colonists assigned a specific role may be granted certain bonuses and powers, though often at the cost of being more difficult to keep happy and being unable to perform certain types of work. Rituals are specific social events of varying forms and themes which, depending on their quality, may provide a mood buff or debuff to the colonists participating in them. Successful, high-quality rituals may also grant an additional reward such as faction goodwill or the addition of a new pawn to your colony. Buildings may be required by certain rituals, such as the symbol burning ritual; there must to be a symbol to burn, of course. Otherwise, however, buildings are primarily an aesthetic choice and the only required buildings are one place of worship and a seat for it, such as an ideogram and kneel sheet.&lt;br /&gt;
&lt;br /&gt;
===Fluid ideoligions===&lt;br /&gt;
Fluid ideologions can only start with a single meme, but are otherwise formed in the same as static ideoligions.&lt;br /&gt;
&lt;br /&gt;
Every time you complete a ritual or convert a prisoner, you gain development points. The number of development points gained by ritual can vary with the quality of said ritual; a terrible ritual awards no points, a decent ritual awards 1 point, and an exceptional ritual awards 2 points. Once you gain 10 points you can change your ideology in some way, such as by adding or removing a meme, still up to a maximum of 4 memes. There is a point counter just below &amp;quot;styles&amp;quot; in the ideoligion tab. You can reform your ideoligion many times, although each time your points are reset to 0 and the cost goes up by 2 points - thus, the goal moves from 10, to 12, to 14, and so on.&lt;br /&gt;
&lt;br /&gt;
===Play Classic===&lt;br /&gt;
{{Stub|section=1|reason=Specifics}}&lt;br /&gt;
If you choose to &amp;quot;Play Classic&amp;quot;, your colonists with be given an ideologion with no memes, the Ideological structure, Astropolitan culture, and precepts reminiscent of base game Rimworld.&lt;br /&gt;
&lt;br /&gt;
===Conversion===&lt;br /&gt;
{{Stub|section=1|reason=Exact mechanics}}&lt;br /&gt;
{{See also|Conversion Power}}&lt;br /&gt;
Colonists and other pawns of different ideoligions can be converted to whatever ideoligions the player has access to. Imprisoned pawns can be converted in the prisoner menu, as one might reduce resistance. Other pawns will typically have to be converted using a moral guide for the relevant ideoligion, either through the use of a conversion ritual, the Convert ability, or - most likely - both. Since moral guides cannot be selected without a minimum number of colonists of that ideoligion present, this route may be difficult for players attempting to cultivate a multi-ideoligion colony.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
Choosing your structure affects which symbols the game uses for your ideoligion. It does not affect gameplay.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Structure !! Description !! Styles !! Unlocked Rituals !! Chance to Have Precept&lt;br /&gt;
|- id=&amp;quot;Abstract theist&amp;quot;&lt;br /&gt;
| [[File:Abstract theist.png|64px]] || Abstract theist || The god(s) do not have physical form, but are everywhere at once. They know all, and can do anything. Their will defines the moral structure of the universe. ||  ||  || &lt;br /&gt;
|- id=&amp;quot;Animist&amp;quot;&lt;br /&gt;
| [[File:Animist.png|64px]] || Animist || Spirits live in everything around us. In the plants and animals, rivers and trees, sky and stars. The moral structure of the universe springs from the necessity of respecting them. || Animalist ||  || &lt;br /&gt;
|- id=&amp;quot;Archist&amp;quot;&lt;br /&gt;
| [[File:Archist.png|64px]] || Archist || Archotechs are the true gods. They know the moral structure of the universe, and serving them is how we will connect with it. ||  ||  || &lt;br /&gt;
|- id=&amp;quot;Buddhist origin&amp;quot;&lt;br /&gt;
| [[File:Buddhist origin.png|64px]] || Buddhist origin || This ideoligion is a descendant of ancient Buddhism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Buddhist || Smokeleaf circle ||  Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Christian origin&amp;quot;&lt;br /&gt;
| [[File:Christian origin.png|64px]] || Christian origin || This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Christianity. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Christian || Christmas tree party || Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Embodied theist&amp;quot;&lt;br /&gt;
| [[File:Embodied theist.png|64px]] || Embodied theist || The god(s) walk the planets like us, yet they are powerful and immortal as we are not. They decide the moral structure of the universe. ||  ||  || &lt;br /&gt;
|- id=&amp;quot;Hindu origin&amp;quot;&lt;br /&gt;
| [[File:Hindu origin.png|64px]] || Hindu origin || This is a variant of the embodied theist structure. This ideoligion is a descendant of ancient Hinduism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Hindu || Smokeleaf circle || Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Ideological&amp;quot;&lt;br /&gt;
| [[File:Ideological.png|64px]] || Ideological || There are no gods. The moral structure of the universe is found in our grand narrative of social forces. ||  || Symbol burning || &lt;br /&gt;
|- id=&amp;quot;Islamic origin&amp;quot;&lt;br /&gt;
| [[File:Islamic origin.png|64px]] || Islamic origin || This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Islam. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Islamic ||  || Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
Cultures affect names, appearances, and symbols.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Culture !! Factions Allowed !! Description&lt;br /&gt;
|- id=&amp;quot;Astropolitan&amp;quot;&lt;br /&gt;
|[[File:Astropolitan.png|32px]] || Astropolitan || New Arrivals  || A broad collection of cultures common among frequent space travelers.&lt;br /&gt;
|- id=&amp;quot;Rustican&amp;quot;&lt;br /&gt;
| || Rustican || Outlander Factions || A hardy industrial cultures common among rimworld outlanders.&lt;br /&gt;
|- id=&amp;quot;Corunan&amp;quot;&lt;br /&gt;
|[[File:GentleTribe.png|32px]] || Corunan || New Tribe&amp;lt;br&amp;gt;Tribal Factions || An ancient culture common among rimworld tribes.&lt;br /&gt;
|- id=&amp;quot;Kriminul&amp;quot;&lt;br /&gt;
|[[File:Pirate.png|32px]] || Kriminul || Pirate Factions || A broad category describing the styles and practices of many pirate groups.&lt;br /&gt;
|- id=&amp;quot;Sophian&amp;quot;&lt;br /&gt;
|[[File:Empire map marker.png|32px]] || Sophian {{RoyaltyIcon}} || [[Empire]] Faction&amp;lt;br&amp;gt;Ancient Factions || A techno-feudal culture centered on the planet Sophiamunda.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
An ideoligion can have 0-3 associated styles. People belonging to that ideoligion will apply those styles when making specific items. Colonists will get a happy thought if around objects of their ideoligion's styles. If multiple styles of an ideoligion affect the same object, left-most applies.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Style !! New buildables !! Affects items !! Affects objects !! Affects ritual ambience sound&lt;br /&gt;
|-&lt;br /&gt;
| Hindu || || [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]] || Small sculpture, Large sculpture, Grand sculpture || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Christian || || || Small sculpture, Large sculpture, Grand sculpture || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Islamic || || || Small sculpture, Large sculpture, Grand sculpture || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Buddhist || || || Small sculpture, Large sculpture, Grand sculpture || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Morbid || [[Morbid carpet]], [[Morbid slab (broad)]], [[Morbid slab (medium)]], [[Morbid tile]] || [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]] || Small sculpture, Large sculpture, Grand sculpture, Stool, Table (1x2, 2x2, 2x4, 3x3), Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Column || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Totemic || [[Totemic boards]], [[Totemic slab (broad)]], [[Totemic slab (medium)]], [[Totemic tile]] || [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]] || Small sculpture, Large sculpture, Grand sculpture, Stool, Dining chair, Table (1x2, 2x2, 2x4, 3x3), Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Column || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Spikecore || [[Spikecore floor-star (broad)]], [[Spikecore floor-star (medium)]], [[Spikecore plates]], [[Spikecore tile]] || [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]], [[Flak jacket#Styles|Flak jacket]], [[Duster#Styles|Duster]], [[Jacket#Styles|Jacket]], [[Parka#Styles|Parka]] || Table (1x2, 2x2, 2x4, 3x3), Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Column || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Rustic || [[Rustic rug (broad)]], [[Rustic rug (medium)]] || [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]] || Column, Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Table (1x2, 2x2, 2x4, 3x3) || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Animalist || [[Animalist slab (broad)]], [[Animalist slab (medium)]] || [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]], [[War mask#Styles|War mask]] || Small sculpture, Large sculpture, Grand sculpture || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Techist || || || Column, Plant pot, Standing lamp (regular, red, green, blue, darklamp), Shelf, Autodoor, Table (1x2, 2x2, 2x4, 3x3) || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Style dominance ===&lt;br /&gt;
{{Stub|reason=An explanation of how style dominance works.}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Style dominance&lt;br /&gt;
|-&lt;br /&gt;
| Small sculpture&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Large sculpture&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Grand sculpture&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| Table (1x2)&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Table (2x2)&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Table (2x4)&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Table (3x3)&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Torch lamp&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Standing lamp (including colored variants)&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Column&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Morbid tile&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Morbid carpet&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Spikecore tile&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Spikecore plates&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Totemic boards&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Mindbend carpet&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Hex carpet&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Hex tile&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Small altar&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Medium altar&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Large altar&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| Grand altar&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| Ideogram&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Christmas tree&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal platter&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Effigy&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Sacrificial flag&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Pyre&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Burnbong&amp;lt;ref&amp;gt;Note that autobong does ''not'' have style dominance.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Incense shrine&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Pew&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Kneel sheet&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Kneel pillow&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Morbid slab (medium)&lt;br /&gt;
* Totemic slab (medium)&lt;br /&gt;
* Spikecore floor-star (medium)&lt;br /&gt;
* Rustic rug (medium)&lt;br /&gt;
* Animalist slab (medium)&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Morbid slab (broad)&lt;br /&gt;
* Totemic slab (broad)&lt;br /&gt;
* Spikecore floor-star (broad)&lt;br /&gt;
* Rustic rug (broad)&lt;br /&gt;
* Animalist slab (broad)&lt;br /&gt;
| 40&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Memes ==&lt;br /&gt;
&lt;br /&gt;
You must choose one to four memes at the beginning of your playthrough to form the foundational ideas of your ideoligion. Some have much more gameplay impact than others. Hovering over a meme will show you the information in this table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Meme !! Description !! Impact !! Required Precepts !! Chance to Have Precept !! Disabled Precepts !! Unlocked Roles !! Required Rituals !! Unlocked Rituals !! New Buildables !! Unlocked Craftables !! Start with Research !! Agreeing Traits !! Conflicting Traits !! Styles&lt;br /&gt;
|- id=&amp;quot;Animal personhood&amp;quot;&lt;br /&gt;
| [[File:Animal personhood.png|64px]] || '''Animal personhood''' || Animals have rights as humans do. || High || '''Animal connection:''' Strong&amp;lt;br&amp;gt;'''Slaughtering animals:''' Prohibited, Horrible, or Disapproved&amp;lt;br&amp;gt;'''Meat eating:''' Abhorrent, Horrible, or Disapproved || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Blindsight&amp;quot;&lt;br /&gt;
| [[File:Blindsight.png|64px]] || '''[[Blindsight]]''' || Only those who are blind can perceive true reality. || High || '''Blind psysense:''' Strong &amp;lt;br&amp;gt;'''Blindness:''' Respected, Elevated, or Sublime || - || '''Blindness:''' Horrible&amp;lt;br&amp;gt;'''Lighting:''' Darklight preferred&amp;lt;br&amp;gt;'''Combat in darkness:''' preferred || [[Ideoligion#Medical specialist|Medical specialist]] || Blinding || - || - || Blindfold || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Cannibal&amp;quot;&lt;br /&gt;
| [[File:Cannibal.png|64px]] || '''Cannibal''' || We must consume human flesh. || High || '''Organ use:''' Acceptable &amp;lt;br&amp;gt;'''Cannibalism:''' Preferred, Required (strong), or Required (ravenous) &amp;lt;br&amp;gt;'''Execution:''' Don't care, Respected if guilty, or Required || - || '''Execution:''' Always horrible or Horrible if innocent || - || - || Cannibal feast || - || - || - || Cannibal || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Collectivist&amp;quot;&lt;br /&gt;
| [[File:Collectivist.png|64px]] || '''Collectivist''' || Each person is part of a greater whole. People should work to play their part and help the group. || Low || '''Work drive:''' Tripled || Visage mask: Relaxed || '''Marriage name:''' Keep names || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Darkness&amp;quot;&lt;br /&gt;
| [[File:Darkness.png|64px]] || '''Darkness''' || Bright light burns and destroys! Darkness nourishes and creates. People ought to live in darkness. || High || '''Lighting:''' Darklight preferred&amp;lt;br&amp;gt;'''Combat in darkness:''' Preferred || - || - || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Female supremacy&amp;quot;&lt;br /&gt;
| [[File:Female supremacy.png|64px]] || '''Female supremacy''' || Women are the superior gender and should rule. || Medium || - || Burka: Relaxed&amp;lt;br&amp;gt;Veil: Strong || - || - || - || - || - || - || - || Misogynist || - || -&lt;br /&gt;
|- id=&amp;quot;Flesh purity&amp;quot;&lt;br /&gt;
| [[File:Flesh purity.png|64px]] || '''Flesh purity''' || The human body should not be debased. || Medium || '''Drug use:''' Prohibited&amp;lt;br&amp;gt;'''Biosculpting:''' Despised&amp;lt;br&amp;gt;'''Body modification:''' Abhorrent&amp;lt;br&amp;gt;'''Scarification:''' Horrible || - || '''Body modification:''' Approved&amp;lt;br&amp;gt;'''Physical love:''' Free and approved || [[Ideoligion#Medical specialist|Medical specialist]] || - || Symbol burning || - || - || - || Body purist&amp;lt;br&amp;gt;Nudist || Body modder || -&lt;br /&gt;
|- id=&amp;quot;Guilty&amp;quot;&lt;br /&gt;
| [[File:Guilty.png|64px]] || '''Guilty''' || Our people carry guilt from ages past. Others are more worthy. || Low || '''Pain:''' Idealized &amp;lt;br&amp;gt; '''Charity:''' Essential, Important, or Worthwhile || - || '''Apostasy:''' Abhorrent, Horrible, and Guilty&amp;lt;br&amp;gt;'''Slavery:''' Honorable || - || - || Symbol burning || - || Torture crown || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;High life&amp;quot;&lt;br /&gt;
| [[File:High life.png|64px]] || '''High life''' || Exotic states of mind are central to a good life. || Medium || '''Drug use:''' Essential || Flophat: Relaxed || '''Drug use:''' Prohibited, Medical only, or Medical/social only || [[Ideoligion#Plants specialist|Plants specialist]] || Smokeleaf circle || Smokeleaf circle || Autobong&amp;lt;br&amp;gt;Mindbend carpet || - || - || Chemical interest&amp;lt;br&amp;gt;Chemical fascination || - || -&lt;br /&gt;
|- id=&amp;quot;Human primacy&amp;quot;&lt;br /&gt;
| [[File:Human primacy.png|64px]] || '''Human primacy''' || Humans are the moral center of the universe. || Medium || '''Bonding:''' Disapproved || - || '''Slaughtering animals:''' Prohibited, Horrible, and Disapproved&amp;lt;br&amp;gt;'''Killing innocent animals:''' Abhorrent, Horrible, and Disapproved&amp;lt;br&amp;gt;'''Meat eating:''' Abhorrent, Horrible, Disapproved, Mildly required, Seriously required, and Strictly required&amp;lt;br&amp;gt;'''Mining:''' Prohibited, Horrible, and Disapproved&amp;lt;br&amp;gt;'''Cutting trees:''' Prohibited, Horrible, and Disapproved || [[Ideoligion#Production specialist|Production specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Individualist&amp;quot;&lt;br /&gt;
| [[File:Individualist.png|64px]] || '''Individualist''' || Each person is a free individual with the right to their own ideas and decisions. Nobody should be made to conform. || Low || - || - || '''Slavery:''' Honorable || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Loyalist&amp;quot;&lt;br /&gt;
| [[File:Loyalist.png|64px]] || '''Loyalist''' || We stand for our own before others. || Low || - || - || - || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Male supremacy&amp;quot;&lt;br /&gt;
| [[File:Male supremacy.png|64px]] || '''Male supremacy''' || Men are the superior gender and should rule. || Medium || - || Burka: Relaxed&amp;lt;br&amp;gt;Veil: Strong || - || - || - || - || - || - || - || Misandrist || - || -&lt;br /&gt;
|- id=&amp;quot;Nature primacy&amp;quot;&lt;br /&gt;
| [[File:Nature primacy.png|64px]] || '''Nature primacy''' || Man is a stain on nature's perfection. || Medium || - || - || - || [[Ideoligion#Plants specialist|Plants specialist]] || || - || - || - || - || - || - || Animalist&lt;br /&gt;
|- id=&amp;quot;Nudism&amp;quot;&lt;br /&gt;
| [[File:Nudism.png|64px]] || '''Nudism''' || Clothing binds, controls, and suffocates us. We should all hang free. || High || '''Male clothing:''' Fully nude or Pants at most &amp;lt;br&amp;gt;'''Female clothing:''' Fully nude or Pants at most || - || - || - || - || Symbol burning || - || - || - || Nudist || - || -&lt;br /&gt;
|- id=&amp;quot;Pain is virtue&amp;quot;&lt;br /&gt;
| [[File:Pain is virtue.png|64px]] || '''Pain is virtue''' || Virtue is shown through suffering of self and others. || High || '''Pain:''' Idealized&amp;lt;br&amp;gt;'''Comfort:''' Ignored&amp;lt;br&amp;gt;'''Slab bed:''' Preferred || - || '''Charity:''' Essential, Important, and Worthwhile&amp;lt;br&amp;gt;'''Execution:''' Always abhorrent and Always horrible&amp;lt;br&amp;gt;'''Scarification:''' Horrible&amp;lt;br&amp;gt;'''Skullspike:''' Disapproved || - || Scarification || Symbol burning || Slab bed&amp;lt;br&amp;gt;Slab double bed || Torture crown || - || Ascetic&amp;lt;br&amp;gt;Tortured artist&amp;lt;br&amp;gt;Masochist || Wimp&amp;lt;br&amp;gt;Gourmand || Morbid&lt;br /&gt;
|- id=&amp;quot;Proselytizer&amp;quot;&lt;br /&gt;
| [[File:Proselytizer.png|64px]] || '''Proselytizer''' || It is our duty to spread our beliefs. || Medium || '''Proselytizing:''' Occasional, Sometimes, or Frequent || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Raider&amp;quot;&lt;br /&gt;
| [[File:Raider.png|64px]] || '''Raider''' || The strong should take from the weak. || Medium || '''Raiding:''' Respected or Required &amp;lt;br&amp;gt;'''Execution:''' Horrible if innocent, Don't care, Respected if guilty, or Required || - || '''Skullspike:''' Disapproved&amp;lt;br&amp;gt;'''Slavery:''' Abhorrent, Horrible, and Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]]|| - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Rancher&amp;quot;&lt;br /&gt;
| [[File:Rancher.png|64px]] || '''Rancher''' || Raising animals is the right way; raising plants to eat is not. || High || '''Ranching:''' Central &amp;lt;br&amp;gt;'''Meat eating:''' Mildly required, Seriously required, or Strictly required || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Supremacist&amp;quot;&lt;br /&gt;
| [[File:Supremacist.png|64px]] || '''Supremacist''' || Our people should dominate all others. || Low || '''Slavery:''' Acceptable or Honorable &amp;lt;br&amp;gt; '''Execution:''' Required, Respected if guilty, or Don't care || - || '''Charity:''' Essential, Important and Worthwhile&amp;lt;br&amp;gt;'''Skullspike:''' Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot;&lt;br /&gt;
| [[File:Transhumanist.png|64px]] || '''Transhumanist''' || Human progress means merging with technology. || Medium || '''Sleep accelerator:''' Preferred&amp;lt;br&amp;gt;'''Neural supercharge:''' Preferred&amp;lt;br&amp;gt;'''Biosculpting:''' Accelerated&amp;lt;br&amp;gt;'''Age reversal:''' Demanded&amp;lt;br&amp;gt;'''Eating nutrient paste:''' Dont{{Sic}} mind&amp;lt;br&amp;gt;'''Body modification:''' Approved || Slicecap: Relaxed || '''Body modification:''' Abhorrent or Disapproved || [[Ideoligion#Research specialist|Research specialist]] || - || - || Hex carpet&amp;lt;br&amp;gt;Hex tile&amp;lt;br&amp;gt;Neural supercharger&amp;lt;br&amp;gt;Sleep accelerator || - || - || Body modder || Body purist || Techist&lt;br /&gt;
|- id=&amp;quot;Tree connection&amp;quot;&lt;br /&gt;
| [[File:Tree connection.png|64px]] || '''Tree connection''' || Trees are the essence of life, and we must be near them. || High || '''Trees:''' Desired || - || - || [[Ideoligion#Plants specialist|Plants specialist]] || - || - || - || - || Tree sowing || - || - || -&lt;br /&gt;
|- id=&amp;quot;Tunneler&amp;quot;&lt;br /&gt;
| [[File:Tunneler.png|64px]] || '''Tunneler''' || Humans ought to live underground, and enjoy the succulent fruit of the depths. || High || '''Fungus:''' Preferred&amp;lt;br&amp;gt;'''Insect meat:''' Loved&amp;lt;br&amp;gt;'''Small spaces:''' Don't care || - || '''Mining:''' Prohibited, Horrible, or Disapproved || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || Fungal gravel || - || Stonecutting || Undergrounder || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other Faction Customization ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Meme !! Civil outlander !! Rough outlander !! Gentle tribe !! Fierce tribe !! Savage tribe !! Cannibal tribe !! Nudist tribe !! Pirate gang !! Pirate cannibal gang !! Shattered Empire !! Ancient faction&lt;br /&gt;
|-&lt;br /&gt;
| Supremacist || [[file:checkoff.png]] || '''Required''' || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]] || [[file:checkon.png]] || '''Required''' || '''Required''' || [[file:checkoff.png]]* || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Loyalist || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Guilty || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Individualist || '''Required**''' || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Collectivist || '''Required**''' || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Transhumanist || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Flesh purity || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Raider || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || '''Required''' || '''Required''' || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Proselytizer || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| High life || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Nature primacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Human primacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Female supremacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Male supremacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Animal personhood || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Rancher || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Pain is virtue || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Darkness || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Tunneler || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Tree connection || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Nudism || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Blindsight || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || '''Required''' || [[file:checkon.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*Appears on faction's options but conflicts with required meme&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**Individualist OR Collectivist must be chosen&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Natural goodwill with other factions ===&lt;br /&gt;
&lt;br /&gt;
Additionally, Supremacist and Raider have -50 with everyone, Loyalist -10 with everyone, and Guilty +10 with everyone. There is a +10 bonus for having the same ideoligion.&lt;br /&gt;
&lt;br /&gt;
Modifiers stack, but each pair only applies once; for example Flesh purity + Cannibal vs Flesh purity + Cannibal give +10 for Flesh purity/Flesh purity, +10 for Cannibal/Cannibal, and +10 for Flesh purity/Cannibal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Individualist !! Collectivist !! Transhumanist !! Flesh purity !! Proselytizer !! High life !! Nature primacy !! Human primacy !! Female supremacy !! Male supremacy !! Animal personhood !! Rancher !! Pain is virtue !! Nudism !! Cannibal&lt;br /&gt;
|-&lt;br /&gt;
! Individualist&lt;br /&gt;
| +10 || -10 || || || -10 || || || || -10 || -10 || || || || || -10&lt;br /&gt;
|-&lt;br /&gt;
! Collectivist&lt;br /&gt;
| -10 || +10 || || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Transhumanist&lt;br /&gt;
| || || +10 || -20 || || || -20 || +10 || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Flesh purity&lt;br /&gt;
| || || -20 || +10 || || -30 || || +10 || || || || || || || +10&lt;br /&gt;
|-&lt;br /&gt;
! Proselytizer&lt;br /&gt;
| -10 || || || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! High life&lt;br /&gt;
| || || || -30 || || +10 || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Nature primacy&lt;br /&gt;
| || || -20 || || || || +10 || -30 || || || +10 || -30 || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Human primacy&lt;br /&gt;
| || || +10 || +10 || || || -30 || +10 || || || -10 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Female supremacy&lt;br /&gt;
| -10 || || || || || || || || +10 || -30 || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Male supremacy&lt;br /&gt;
| -10 || || || || || || || || -30 || +10 || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Animal personhood&lt;br /&gt;
| || || || || || || +10 || -10 || || || +10 || -10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Rancher&lt;br /&gt;
| || || || || || || -30 || || || || -10 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Pain is virtue&lt;br /&gt;
| || || || || || || || || || || || || +10 || || +10&lt;br /&gt;
|-&lt;br /&gt;
! Nudism&lt;br /&gt;
| || || || || || || || || || || || || || +10 ||&lt;br /&gt;
|-&lt;br /&gt;
! Cannibal&lt;br /&gt;
| -10 || || || +10 || || || || || || || || || +10 || || +10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Precepts==&lt;br /&gt;
Associated precepts have a chance to appear if a meme is present, but can still be removed if not required.&lt;br /&gt;
&lt;br /&gt;
Required precepts must be present if a meme is present.&lt;br /&gt;
&lt;br /&gt;
Unlocked precepts are unavailable without one of the unlocking memes.&lt;br /&gt;
&lt;br /&gt;
===Present in every ideoligion===&lt;br /&gt;
There are 19 precepts that are present in every ideoligion and may not be removed, though their level may be changed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Issue !! Precept !! Description !! Memes !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blindness&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| [[File:Blindness.png|64px]] || rowspan=&amp;quot;4&amp;quot;| Blindness&lt;br /&gt;
| Horrible || Blinding people for ideoligious reasons is horrible. || [[#Blindsight|Blindsight]] (Conflicting) || 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]] (Required) || Colonists gain Moods: Blind (+5), Vision Blocked (+2), or Was Blinded (+3). They also gain a +20 Opinion bonus towards blind pawns, or a -8 Opinion malus to sighted pawns.&lt;br /&gt;
|-&lt;br /&gt;
| Elevated || The blind stand pure above the sighted. || [[#Blindsight|Blindsight]] (Required) || 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]] (Required) || Moods as Elevated, but Blind increases to +15, Was Blinded to +6. Half-Blind drops to -1, and Not Blind to -6. Opinion bonus towards blind pawns increases to +50 and malus towards sighted pawns increases to -30.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cannibalism&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | [[File:Cannibalism.png|64px]] || rowspan=&amp;quot;7&amp;quot; | Cannibalism&lt;br /&gt;
|Abhorrent || Eating human flesh is a deeply abhorrent and disgusting act.&lt;br /&gt;
|-&lt;br /&gt;
|Horrible || Eating human flesh is a horrible thing to do.&lt;br /&gt;
|-&lt;br /&gt;
|Disapproved || Eating human flesh is an ugly thing to do. || [[#Pain is virtue|Pain is virtue]] (Associated)&lt;br /&gt;
|-&lt;br /&gt;
|Acceptable || Human meat is just meat, like any other. || [[#Pain is virtue|Pain is virtue]] (Associated)&lt;br /&gt;
|-&lt;br /&gt;
|Preferred || To consume human meat is a noble and necessary part of life. || [[#Cannibal|Cannibal]] (Required)&lt;br /&gt;
|-&lt;br /&gt;
|Required (strong) || Consuming human flesh is important. It should be in every meal. || [[#Cannibal|Cannibal]] (Unlocked, Required)&lt;br /&gt;
|-&lt;br /&gt;
|Required (ravenous) || Man-flesh is morality. To eat a meal without it is unthinkable. || [[#Cannibal|Cannibal]] (Unlocked, Required)&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Corpses&amp;quot;&lt;br /&gt;
| [[File:Precept corpses.png|64px]] || Corpses&lt;br /&gt;
| Don't care || The sight of a dead person is nothing to be concerned about. || [[#Pain is virtue|Pain Is Virtue]] (Associated, Required) &amp;lt;br&amp;gt; [[#Cannibal|Cannibal]] (Associated, Required) &amp;lt;br&amp;gt; [[#Raider|Raider]] (Associated, Required) &amp;lt;br&amp;gt; [[#Supremacist|Supremacist]] (Associated) &amp;lt;br&amp;gt; || No saw corpse debuff. No saw rotting corpse debuff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IdeoDiversity.png|64px]] || Diversity of thought&lt;br /&gt;
&lt;br /&gt;
|-  id=&amp;quot;Eating nutrient paste&amp;quot;&lt;br /&gt;
| [[File:EatingNutrientPaste.png|64px]] || Eating Nutrient Paste || Don't mind || There's nothing wrong with a meal of efficient, healthy nutrient paste. || [[#Transhumanist|Transhumanist]] (Associated, Required) || Nullifies mood penalty from eating nutrient paste. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|64px]] || Execution&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Fungus.png|64px]] || rowspan=&amp;quot;2&amp;quot; | Fungus&lt;br /&gt;
| Despised || That dark-grown fungus food is just disgusting || || Ate fungus raw: -6&amp;lt;br&amp;gt;Ate fungus cooked: -3&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || Fungus is the right crop to eat. Crops of the light are poisoned by the air and sun. || [[#Tunneler|Tunneler]] (Associated, Required) || Ate fungus: +3&amp;lt;br&amp;gt;Ate cooked fungus: +3&amp;lt;br&amp;gt;Ate non-fungus plant raw: -5&amp;lt;br&amp;gt;Ate non-fungus plant cooked: -3&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Insect meat&amp;quot;&lt;br /&gt;
| [[File:InsectMeat.png|64px]] || Insect Meat || Loved || There is nothing more divine than the succulent, slimy flesh of an insect || [[#Tunneler|Tunneler]] (Associated, required for Tunneler Meme) || Gives a +6 moodlet when pawns eat meals with insect meat as an ingredient, duration 1 day.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | [[File:MarriageName.png|64px]] || rowspan=&amp;quot;6&amp;quot; | Marriage Name &lt;br /&gt;
|Always Man's || Couples must share the man's name. || [[#Male Supremacy|Male Supremacy]] (Associated) || &amp;quot; &amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||Usually Man's || Most couples share the man's name || N/A|| 95% chance of couple refusing to take woman's name, 75% chance of couple refusing to keep names. &lt;br /&gt;
|-&lt;br /&gt;
|Random || Couples randomly choose whether to share a name, and which name to share. || N/A || &amp;quot; &amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Keep Names || Both partners keep their names upon marriage. || [[#Collectivist|Collectivist]] (Conflicts) || &amp;quot; &amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||Usually Woman's || Most couples share the woman's name || N/A|| 95% chance of couple refusing to take man's name, 75% chance of couple refusing to keep names. &lt;br /&gt;
|-&lt;br /&gt;
||Always Woman's || Couples must share the woman's name. || [[#Female supremacy|Female Supremacy]] (Associated) || &amp;quot; &amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Nudity_Female.png|64px]]|| Female Clothing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Nudity_Male.png|64px]]|| Male Clothing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:OrganUse.png|64px]]|| Organ use&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PhysicalLove.png|64px]]|| Physical Love&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Research&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot;| [[File:Research.png|64px]]|| rowspan=&amp;quot;7&amp;quot;| Research&lt;br /&gt;
| Not allowed || To research technology is an immoral act. It is not to be done. || N/A ||&lt;br /&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? || N/A ||&lt;br /&gt;
* 0.25x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Very slow || Research work is unworthy of serious respect. Better not to be seen trying hard at it. || N/A ||&lt;br /&gt;
* 0.50x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Slow || Research work just isn't particularly meaningful. Why try hard at it? || N/A ||&lt;br /&gt;
* 0.75x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Normal || Research is a worthwhile form of work that the community needs. || N/A ||&lt;br /&gt;
* 1.00x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Fast || Research is an especially virtuous activity.|| N/A ||&lt;br /&gt;
* 1.25x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Very fast || Research is among the most meaningful acts a person can perform. || N/A ||&lt;br /&gt;
* 1.50x [[Research Speed]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Scarification.png|64px]]|| Scarification&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skullspike&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Precept skullspike.png|64px]] ||  rowspan=&amp;quot;2&amp;quot; | Skullspike&lt;br /&gt;
| Desired || A skull on a spike symbolizes our superiority. || [[#Pain is virtue|Pain Is Virtue]] (associated), [[#Supremacist|Supremacist]] (Associated), [[#Raider|Raider]] (Associated) || Adds a mood increase of +1 for 1-3 skullspikes, +2 for 4-8 skullspikes, and +3 for 9+ skullspikes. &lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Putting skulls on spikes is a barbaric practice. || [[#Pain is virtue|Pain Is Virtue]] (disallowed), [[#Supremacist|Supremacist]] (disallowed), [[#Raider|Raider]] (disallowed) || Adds a mood malus of -1 for 1-3 skullspikes, -2 for 4-8 skullspikes, and -3 for 9+ skullspikes.  &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slavery&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| [[File:Slavery.png|64px]]|| rowspan=&amp;quot;5&amp;quot;| Slavery&lt;br /&gt;
| Abhorrent || Owning or trading human beings is deeply evil. || [[#Raider|Raider]] (Conflicting) &amp;lt;br&amp;gt; [[#Guilty|Guilty]] (Associated) &amp;lt;br&amp;gt; [[#Individualist|Individualist]] (Associated) || Pawns will refuse to sell [[slaves]] or enslave [[prisoners]]. -30 opinon, stacking up to 3 times and lasting 15 days, for anyone that has sold a slave, Adds mood penalties for slavery:  -3 mood for having a slave in the colony, -? mood for having enslaved a prisoner, -? mood for someone having sold a slave in the colony.&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Owning or trading human beings is a horrible thing. ||[[#Raider|Raider]] (Conflicting) &amp;lt;br&amp;gt; [[#Guilty|Guilty]] (Associated) &amp;lt;br&amp;gt; [[#Individualist|Individualist]] (Associated)|| ?&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Slavery is part of life, though it is extremely distasteful. ||[[#Raider|Raider]] (Conflicting) &amp;lt;br&amp;gt; [[#Guilty|Guilty]] (Associated) &amp;lt;br&amp;gt; [[#Individualist|Individualist]] (Associated)|| ?&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || Slavery is a normal, unremarkable part of life. || - || ?&lt;br /&gt;
|-&lt;br /&gt;
| Honorable || One who owns and trades slaves should be honored and respected. ||[[#Supremacist|Supremacist]] (Associated) &amp;lt;br&amp;gt; [[#Collectivist|Collectivist]] (Associated) &amp;lt;br&amp;gt; [[#Pain is virtue|Pain Is Virtue]] (Associated) &amp;lt;br&amp;gt; [[#Guilty|Guilty]] (Conflicting) &amp;lt;br&amp;gt; [[#Individualist|Individualist]] (Conflicting)|| ?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SpouseCountFemale.png|64px]]|| Women's spouses&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SpouseCountMale.png|64px]]|| Men's spouses&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Optional precepts===&lt;br /&gt;
These precepts can be added through memes or by player choice.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Issue !! Precept !! Description !! Memes !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Age reversal&amp;quot;&lt;br /&gt;
| [[File:AgeReversal.png|64px]]|| Age reversal || Demanded || Why get old? One must have a once-yearly age reversal treatment in the biosculpter pod. || [[#Transhumanist|Transhumanist]] (Unlocked, Required) || Increasing -4/-7/-10 mood malus if pawn is not de-aged, +3 mood when pawn is de-aged. Reoccurs every 60 days unless under biologic age 25.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal connection&amp;quot;&lt;br /&gt;
| [[File:Precept animal connection.png|64px]] || Animal connection&lt;br /&gt;
| Strong || We have a strong connection to our animal friends || [[#Animal personhood|Animal personhood]] (Unlocked, Required) ||&lt;br /&gt;
* 2x [[Tame Animal Chance]]&lt;br /&gt;
* 2x Animal Bonding Chance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal slaughter&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| [[File:AnimalSlaughter.png|64px]] || rowspan=&amp;quot;3&amp;quot;| Slaughtering animals&lt;br /&gt;
| Prohibited || Slaughtering animals is absolutely prohibited. || [[#Animal personhood|Animal personhood]] (Required) || '''Prohibitions:'''&amp;lt;br&amp;gt;Slaughter animal&amp;lt;br&amp;gt;'''Mood:'''&amp;lt;br&amp;gt;Someone slaughtered an animal: -4&amp;lt;br&amp;gt;'''Opinions:'''&amp;lt;br&amp;gt;Slaughtered animal: -10&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To slaughter an animal is a horrible thing. || [[#Animal personhood|Animal personhood]] (Required) || '''Mood:'''&amp;lt;br&amp;gt;Slaughtered animal: -15&amp;lt;br&amp;gt;Someone slaughtered an animal: -2&amp;lt;br&amp;gt;'''Opinions:'''&amp;lt;br&amp;gt;Slaughtered animal: -5&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To slaughter an animal is an ugly thing. || [[#Animal personhood|Animal personhood]] (Required) || '''Mood:'''&amp;lt;br&amp;gt;Slaughtered animal: -5&amp;lt;br&amp;gt;Someone slaughtered an animal: -1&amp;lt;br&amp;gt;'''Opinions:'''&amp;lt;br&amp;gt;Slaughtered animal: -3&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Apostasy&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| [[File:Apostasy.png|64px]] || rowspan=&amp;quot;3&amp;quot;| Apostasy&lt;br /&gt;
| Abhorrent || To leave our ideoligion after having known it is the depth of immorality. || [[#Guilty|Guilty]] (Conflicting)&amp;lt;br&amp;gt;[[#Loyalist|Loyalist]] (Associated)&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] (Associated) || '''Opinions:'''&amp;lt;br&amp;gt;Changed ideoligion: -30&amp;lt;br&amp;gt;Apostate: -10&amp;lt;br&amp;gt;'''Global certainty loss factor:''' x40%&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To leave our ideoligion after having known it indicates deep moral flaws. || [[#Guilty|Guilty]] (Conflicting)&amp;lt;br&amp;gt;[[#Loyalist|Loyalist]] (Associated)&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] (Associated) || '''Opinions:'''&amp;lt;br&amp;gt;Changed ideoligion: -15&amp;lt;br&amp;gt;Apostate: -5&amp;lt;br&amp;gt;'''Global certainty loss factor:''' x60%&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To leave our ideoligion after having known it indicates character flaws. || [[#Guilty|Guilty]] (Conflicting)&amp;lt;br&amp;gt;[[#Loyalist|Loyalist]] (Associated)&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] (Associated) || '''Opinions:'''&amp;lt;br&amp;gt;Changed ideoligion: -8&amp;lt;br&amp;gt;Apostate: -3&amp;lt;br&amp;gt;'''Global certainty loss factor:''' x80%&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Autonomous weapons&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| [[File:AutonomousWeapons.png|64px]] || rowspan=&amp;quot;3&amp;quot;| Autonomous weapons&lt;br /&gt;
| Prohibited || Allowing a machine to decide to kill is an absolutely inhuman thing to do. || [[#Nature primacy|Nature primacy]] (Associated) || Cannot build Turrets&amp;lt;br&amp;gt;Colonists gain Mood: Automated Turret in Colony: -12&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Allowing a machine to decide to kill is a terrible thing. || [[#Nature primacy|Nature primacy]] (Associated) || Colonists gain Mood: Automated Turret in Colony: -8&lt;br /&gt;
|- &lt;br /&gt;
| Disapproved || Allowing a machine to decide to kill is an ugly thing. ||[[#Nature primacy|Nature primacy]] (Associated) || Colonists gain Mood: Automated Turret in Colony: -4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Biosculpting&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| [[File:Precept biosculpting.png|64px]]  || rowspan=&amp;quot;2&amp;quot;| Biosculpting&lt;br /&gt;
| Accelerated || All biosculpting cycles take half the usual time. || [[#Transhumanist|Transhumanist]] (Required) || All biosculpting cycles take half the usual time.&lt;br /&gt;
|-&lt;br /&gt;
| Despised || Biosculpter pods violate the purity human flesh and should never be used. || [[#Flesh purity|Flesh Purity]] (Required) || -8 mood penalty for using biosculpter pod. &amp;lt;insert link to moodlet here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BlindPsysense.png|64px]] ||  Blind psysense || Strong|| Our blind have special ways of connecting with the psychic aether || [[#Blindsight|Blindsight]] (Associated, Required) || Boosts Psychic Sensitivity by 30% for blind pawns. &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Body modification&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| [[File:BodyModifications.png|64px]] || rowspan=&amp;quot;3&amp;quot;| Body modification&lt;br /&gt;
| Abhorrent || To modify the natural human body is a flagrant violation of clear moral laws. || [[#Transhumanist|Transhumanist]] (Conflicting)&amp;lt;br&amp;gt;[[#Flesh purity|Flesh purity]] (Associated) || Colonists gain a -30 mood penalty for a prosthetic, or -18 for an artificial part. They also have a -80 opinion malus towards any pawn with a prosthetic or artificial part. These do not apply if the pawn is not a Body Modder.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To modify the natural human body is an ugly, dirty act. || [[#Transhumanist|Transhumanist]] (Conflicting)&amp;lt;br&amp;gt;[[#Flesh purity|Flesh purity]] (Associated) || As Abhorrent, but mood penalties are reduced to -5 and -4 respectively. Opinion maluses are reduced to -10. These do not apply if the pawn is not a Body Modder.&lt;br /&gt;
|-&lt;br /&gt;
| Approved || Humans should strive to reach our full potential by improving our flawed natural bodies. || [[#Transhumanist|Transhumanist]] (Associated)&amp;lt;br&amp;gt;[[#Flesh purity|Flesh purity]] (Conflicting) || Colonists gain a -3 mood penalty if they have no prosthetics or artificial parts unless expectations are below Moderate. They gain a bonus based on having prosthetics or artificial parts, and a -10 opinion malus towards any pawn ''without'' prosthetics or artificial parts. Values are adjusted for pawns with Body Purist and Body Modder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bonding&amp;quot;&lt;br /&gt;
| [[File:Bonding.png|64px]]|| Bonding || Disapproved || To emotionally bond with a lower being is a shameful act || [[#Human primacy|Human primacy]] (Required) || Appears to disable bonding event for pawns with ideology. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Charity.png|64px]] || Charity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Comfort&amp;quot;&lt;br /&gt;
| [[File:Comfort.png|64px]] || Comfort || Ignored || We should pay no attention to comfort || [[#Pain is virtue|Pain Is Virtue]] (Associated, Required) || Makes colonists prefer slab beds, and gives a moodlet of +2 when they sleep in slab beds. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DarknessCombat.png|64px]]|| Combat in darkness|| Thoughts on fighting under darkness || Preferred - '''Required for Darkness Meme'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | [[File:DrugUse.png|64px]] || rowspan=4&amp;quot; | Drug use &lt;br /&gt;
| Prohibited&lt;br /&gt;
|- &lt;br /&gt;
| Medical only&lt;br /&gt;
|- &lt;br /&gt;
| Medical or social only&lt;br /&gt;
|-&lt;br /&gt;
| Essential&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cutting trees&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:Precept tree cutting.png|64px]] ||  rowspan=&amp;quot;3&amp;quot; | Cutting trees &lt;br /&gt;
| Prohibited || To violate the forest by cutting down a tree is a deeply abhorrent act and should never be done. || [[#Human primacy|Human primacy]] (Disallowed) &amp;lt;br&amp;gt; [[#Nature primacy|Nature primacy]] (Associated) || Disallows logging camps.&amp;lt;br&amp;gt; Moodlets of blah for doing blah&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To cut down a tree is a horrible act. || [[#Human primacy|Human primacy]] (Disallowed) &amp;lt;br&amp;gt; [[#Nature primacy|Nature primacy]] (Associated) || Disallows logging camps.&amp;lt;br&amp;gt; Moodlets of blah for doing blah&lt;br /&gt;
|-&lt;br /&gt;
| Prohibited || To cut down a tree is a distasteful thing to do. || [[#Human primacy|Human primacy]] (Disallowed) &amp;lt;br&amp;gt; [[#Nature primacy|Nature primacy]] (Associated) || Disallows logging camps.&amp;lt;br&amp;gt; Moodlets of blah for doing blah&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:GauranlenConnection.png|64px]] || Gauranlen connection || Feelings of connection to the [[Gauranlen tree]] || Great - '''Needs, and required for Tree connection Meme'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lighting.png|64px]] || Lighting || Darklight preferred|| Normal lights are too bright. Darklights are better. || [[#Darkness|Darkness]] (Associated, Required), [[#Blindsight|Blindsight]] (Conflicting) || +4 mood in the darkness, -4 mood in dim light, -8 mood in bright light. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MeatEating.png|64px]] || Meat eating || Feelings of eating meat, or any meals containing meat || Abhorrent - '''Required for Animal personhood Meme'''&lt;br /&gt;
&lt;br /&gt;
Horrible - '''Required for Animal personhood Meme'''&lt;br /&gt;
&lt;br /&gt;
Disapproved - '''Required for Animal personhood Meme'''&lt;br /&gt;
&lt;br /&gt;
Mildly Required - '''Required for Rancher Meme'''&lt;br /&gt;
&lt;br /&gt;
Seriously Required  - '''Required for Rancher Meme'''&lt;br /&gt;
&lt;br /&gt;
Strictly Required  - '''Required for Rancher Meme'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mining.png|64px]]|| Mining&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MiningYield.png|64px]]|| Mining yield&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:NeuralSupercharger.png|64px]]|| Neural supercharger || Preferred || Having a neural supercharge is the new standard. Without it, you're obsolete. || [[#Transhumanist|Transhumanist]] (Associated, Required) || Causes a -6 mood penalty when not neurally supercharged. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Pain.png|64px]]|| Pain&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Proselytizing.png|64px]]|| Proselytizing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Raiding.png|64px]]|| Raiding || Feeling of raiding faction's minor and major bases || Respected - '''Required for Raider Meme'''&lt;br /&gt;
&lt;br /&gt;
Required - '''Required for Raider Meme'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ranching.png|64px]]|| Ranching || Central || We must raise and consume many large animals, and we must not eat plants. || [[#Rancher|Rancher]] (Associated, Required) || Sets plant work speed to 90%, Tame Chance to 120%, Animal Gathering Yield to 120%, Butchery Efficiency to 120%, and Animal Learning Factor to 200%. Gives a 10% improvement to selling prices for animal products. Grants a -3 to +3 moodlet based upon animal population (more animals are  better), a -4 moodlet for sowing “human food plants,” and a -3 moodlet if the colony fails to slaughter animals regularly. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RoughLiving.png|64px]]|| Rough living &lt;br /&gt;
| Welcomed || We don't need to separate ourselves from the roughness of nature. || [[#Tree connection|Tree connection]] (Associated, Required)&amp;lt;br&amp;gt;[[#Pain is virtue|Pain Is Virtue]] (Associated, Required)|| Nullifies: &lt;br /&gt;
* &amp;quot;Ate without table -3&amp;quot;&lt;br /&gt;
* &amp;quot;Slept outside -4&amp;quot; &lt;br /&gt;
* &amp;quot;Slept on ground -4&amp;quot; &lt;br /&gt;
* &amp;quot;Soaking wet -3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SlaveTrading.png|64px]]|| Slave trading&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleep accelerator&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot;| [[File:Precept sleep accelerator.png|64px]]  || rowspan=&amp;quot;1&amp;quot;| Sleep accelerator&lt;br /&gt;
| Preferred || One should always use a sleep accelerator. Slow-sleeping is just foolishly wasting your potential. || [[#Transhumanist|Transhumanist]] (Required) || +3 Mood when using Sleep accelerator &amp;lt;insert link to moodlet here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallSpaces.png|64px]]|| Small spaces || Feelings of being inside a small space || Don't care - '''Needs, and required for Tunneler Meme'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trees.png|64px]]|| Trees || Desired || Tree connection (Associated) || It's essential to live surrounded by beautiful trees. || Gives a thought, scaling from -5 to +9 for having (or not having) many trees on the map&amp;lt;br&amp;gt;Gives a thought, scaling from 0 to -20 for the number of trees chopped in the last quadrum&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Temperature&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot;| [[File:Precept temperature.png|64px]] || rowspan=&amp;quot;1&amp;quot;| Temperature &lt;br /&gt;
| Tough || Extreme temperatures don't bother us as much. || [[#Tree connection|Tree Connection]] (Associated, Required) &amp;lt;br&amp;gt; [[#Pain is virtue|Pain Is Virtue]] (Associated, Required) || Nullifies: &lt;br /&gt;
* &amp;quot;Slept in the cold -4&amp;quot; &lt;br /&gt;
* &amp;quot;Slept in the heat -4&amp;quot; &lt;br /&gt;
Note: It doesn't appear to affect comfortable temperatures or the related [[hypothermia]]/[[heatstroke]] tolerances. It is only referenced for the above moodlets&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Work drive&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot;| [[File:Precept work drive.png|64px]] || rowspan=&amp;quot;1&amp;quot;| Work drive &lt;br /&gt;
| Tripled ||The duration of the leader's work drive ability is tripled. || [[#Collectivist|Collectivist]] (Required) || 3x Work Drive Duration&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Roles==&lt;br /&gt;
{{Move|destination=Roles|reason=Keep table as it is, link from here to separate page for proper analysis and summary like [[Persona weapon]]. See talk page to discuss &amp;amp; leave opinion}}&lt;br /&gt;
{{Stub|section=1|reason=Needs mechanical detail beyond just what the stats are and the tables cover}}&lt;br /&gt;
===General info===&lt;br /&gt;
Some factors are consistent across all roles.&lt;br /&gt;
&lt;br /&gt;
Roles can have assigned equipment that they will demand when they have the role - they get a -? Mood debuff without it and a +? mood buff with it. &lt;br /&gt;
&lt;br /&gt;
Only New Tribe colonies can select the [[War mask]] and [[Tribal headdress]] as options, while only New Arrivals colonies can select the [[Slicecap]] and [[Beret]] {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
[[File:Leader.png|left]]&lt;br /&gt;
A leader who holds the group together and represents your faction in diplomatic interactions.&lt;br /&gt;
&lt;br /&gt;
Will always be restricted to any [[Ideoligion#Supreme gender|Supreme gender]] selected.&lt;br /&gt;
{{clear}}&lt;br /&gt;
Leader abilities share a cooldown of {{ticks|600000}} or 10 in-game [[Time|days]].&lt;br /&gt;
&lt;br /&gt;
Leaders can select between these apparels as assigned equipment:&lt;br /&gt;
* [[Headwrap]]&lt;br /&gt;
* [[Broadwrap]]&lt;br /&gt;
* [[War mask]]&lt;br /&gt;
* [[Slicecap]]&lt;br /&gt;
* [[Visage mask]]&lt;br /&gt;
* [[Authority cap]]&lt;br /&gt;
* [[Cowboy hat]]&lt;br /&gt;
* [[Tribal headdress]]&lt;br /&gt;
* [[Beret]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ability Image !! Ability !! Abililty Desc || Ability Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LeaderSpeech.png|64px]] || Leader Speech || A rousing speech intended to improve morale. Colonists will gather, and the leader will speak for a few hours. If all goes well, listeners will feel inspired, and gain respect for the leader. If it goes poorly, the speech will do social damage. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:WorkDrive.png|64px]] || Work Drive || Call on a person to work harder for some time. || ''The sense of being called upon by a leader to work harder.''&lt;br /&gt;
* [[Global Work Speed]] +50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CombatCommand.png|64px]] || Combat Command || Create an aura that boosts the combat skills of everyone nearby. The effect lasts 24 hours and remains attached to the leader for the duration. || ''Combat abilities are boosted thanks to being near someone who is using the combat command ability.''&lt;br /&gt;
* [[Shooting Accuracy]] +3&lt;br /&gt;
* [[Melee Hit Chance]] +3&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trial.png|64px]] || Trial || A trial over some heinous accusation. The initiator will accuse someone of terrible wrongdoing and gather people for a trial. Spectators will listen as the accuser and accused argue back and forth, then decide if the accusation is true. If the accused is convicted, you can freely banish, arrest or execute them and nobody will mind. The chance of a conviction depends on the social abilities of the accused and accuser, and the number of spectators.|| If successful, you are allowed to execute, banish, or arrest a person without social consequences.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Moral Guides===&lt;br /&gt;
[[File:MoralGuide.png|left]]&lt;br /&gt;
A moral/spiritual leader who heads rituals and personally counsels believers&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
Moral Guide abilities share a cooldown of {{ticks|180000}} or 3 in-game [[Time|days]].&lt;br /&gt;
&lt;br /&gt;
Moral Guides can select between these apparels as assigned equipment:&lt;br /&gt;
* [[Cape]]&lt;br /&gt;
* [[Veil]]&lt;br /&gt;
* [[Hood]]&lt;br /&gt;
* [[Headwrap]]&lt;br /&gt;
* [[Broadwrap]]&lt;br /&gt;
* [[Burka]]&lt;br /&gt;
* [[Tribal headdress]], only for tribal factions&lt;br /&gt;
* [[War mask]], only for tribal factions&lt;br /&gt;
* [[Slicecap]], requires Transhumanist meme&lt;br /&gt;
* [[Visage mask]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ability Image !! Ability !! Abililty Desc || Ability Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Convert.png|64px]] || Convert || Attempt to convert someone to the speaker's ideoligion. This will reduce the target's certainty in their own beliefs. The certainty reduction depends on the speaker's negotiation ability. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Counsel.png|64px]] || Counsel || Offer counsel to a person to cancel the effects of a sad memory. The chance of success depends on the speaker's social skills and their relationship with the listener. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Reassure.png|64px]] || Reassure || Increase someone's certainty in their own beliefs. The regained certainty is based on the speaker's negotiation ability. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ConversionRitual.png|64px]] || Conversion Ritual || Try to persuade someone into joining your ideoligion. If it goes well, target's ideoligion certainty will be reduced or they will convert. If it goes badly, they will gain certainty in their old beliefs. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PreachHealth.png|64px]] || Preach Health || Preach moral strength to a sick or wounded person through the concepts of your ideology. This will improve their rate of wound healing and immunity gain. || ''This person's will to survive was reinforced by a talk with a moral guide of their ideoligion. That moral certainty has improved their healing and immunization gain rates.''&lt;br /&gt;
* [[Immunity Gain Speed]] +0.25%&lt;br /&gt;
* [[Injury Healing Factor]] +0.25%&lt;br /&gt;
* AoE: 1 target, touch range&lt;br /&gt;
* Cast time: 12s&lt;br /&gt;
* Duration: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
Can only be used on pawns with the same Ideoligion as the Moral Guide themselves.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Specialists===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Description !! Required Memes !! Pawn requirements !! Bonuses !!  Disabled Work Types !! Ability Image !! Ability !! Abililty Desc || Ability Effect || Required Equipment&lt;br /&gt;
|- id=&amp;quot;Shooting specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistShooting.png]] || Shooting Specialist || A special ideoligious status focusing on ranged combat to the exclusion of all else. This specialized role gives increased accuracy and the ability to boost the shooting abilities of nearby allies. Holders of this role will refuse to do many kinds of non-shooting-related work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Raider|Raider]]&lt;br /&gt;
*[[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Shooting|Shooting skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Shooting&lt;br /&gt;
**Violent&lt;br /&gt;
|&lt;br /&gt;
* [[Shooting Accuracy]] +7&lt;br /&gt;
* [[Aiming Time]] -50%&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
|| [[File:MarksmanCommand.png|64px]] || Marksman Command || Call out shots and boost the shooting skills of everyone nearby. The effect remains attached to the caster for 24 hours. || ''Someone is using the marksman command ability nearby, boosting this person's shooting abilities.''&lt;br /&gt;
* [[Shooting Accuracy]] +4&lt;br /&gt;
* [[Aiming Time]] -40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| {{Icon Small|Tailcap}} [[Tailcap]]&lt;br /&gt;
|- id=&amp;quot;Animals specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistAnimals.png]] || Animals Specialist || A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency, and the ability to boost the animals-related abilities of nearby allies. Holders of this role will refuse to perform some non-animals-related tasks.&amp;lt;&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Animal personhood|Animal personhood]]&lt;br /&gt;
*[[Ideoligion#Rancher|Rancher]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Animals|Animals skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Animals&lt;br /&gt;
|&lt;br /&gt;
* 2x [[Tame Animal Chance]]&lt;br /&gt;
* 2x [[Train Animal Chance]]&lt;br /&gt;
* 0.2x Animal revenge chance&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
|| [[File:AnimalCalm.png|64px]] || Animal Calm || Use unique methods of connecting with animals to calm a maddened beast.|| &lt;br /&gt;
* Hold animal stunned while casting, calms hostile animals if successful.&lt;br /&gt;
* Casting time: 1.5s&lt;br /&gt;
* AoE: Single target? Touch range.&lt;br /&gt;
* Duration: Instantaneous&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Medical specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistMedical.png]] || Medical Specialist || A special ideoligious status focusing on medicine to the exclusion of all else. This specialized role gives improved surgery and tending efficiency, and the ability to boost the medical abilities of nearby allies. Believers who receive care from one of this role will be happy about it. Holders of this role will refuse to do any kind of violence, and won't perform some non-medical tasks.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Flesh purity|Flesh purity]]&lt;br /&gt;
*[[Ideoligion#Blindsight|Blindsight]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Medicine|Medicine skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Caring&lt;br /&gt;
|&lt;br /&gt;
* 1.5x [[Medical Tend Quality]]&lt;br /&gt;
* 1.5x [[Medical Operation Speed]]&lt;br /&gt;
* 1.5x [[Medical Surgery Success Chance]]&lt;br /&gt;
* Mood buff to pawns treated by this specialist&lt;br /&gt;
|&lt;br /&gt;
* Violent&lt;br /&gt;
|| [[File:ImmunityDrive.png|64px]] || Immunity Drive || Offer moral support that energizes the body, boosting someone's immunity gain for one day.  || ''&amp;quot;This person has received moral support of an ideoligious nature. Their mental certainty has energized their body and boosted their immune system.&amp;quot;''&lt;br /&gt;
* 2x [[Immunity Gain Speed]]&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Melee specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistMelee.png]] || Melee Specialist || A special ideoligious status focusing on melee combat to the exclusion of all else. This specialized role gives increased dodge and hit chance in melee combat and ability to the boost melee abilites for nearby allies. Holders of this role will refuse to do many kinds of non-melee-related work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Raider|Raider]]&lt;br /&gt;
*[[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Melee|Melee skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Violent&lt;br /&gt;
|&lt;br /&gt;
* [[Melee Hit Chance]] +8&lt;br /&gt;
* [[Melee Dodge Chance]] +8&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
* Hunting&lt;br /&gt;
* Shooting&lt;br /&gt;
|| [[File:BerserkTrance.png|64px]] || Berserk Trance || The caster fills himself with anger over ideological grievances. This strengthens the body past normal limits, but also means losing control and attacking every enemy nearby in an unstoppable rage. The berserk state will last for 3 hours. || ''&amp;quot;Driven by fierce moral certainty and stories of ideoligious grievance, this person has driven him or herself into a rage. Every muscle is at peak performance, but it's hard to shut down the anger.&amp;quot;''&lt;br /&gt;
* [[Melee Hit Chance]] +8&lt;br /&gt;
* [[Melee Dodge Chance]] +8&lt;br /&gt;
* 0.1x [[Pain]] &lt;br /&gt;
* Puts user in Berserk Trance mental state (Unknown effects)&lt;br /&gt;
* Casting time: 1.5s&lt;br /&gt;
* AoE: Self&lt;br /&gt;
* Duration: {{ticks|7500}}&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Mining specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistMining.png]] || Mining Specialist || A special ideoligious status focusing on mining to the exclusion of all else. This specialized role gives increased mining speed, and the ability to boost the mining speed of nearby allies. Holders of this role will refuse to do some non-mining work. &lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Darkness|Darkness]]&lt;br /&gt;
*[[Ideoligion#Tunneler|Tunneler]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Mining|Mining skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Mining&lt;br /&gt;
|&lt;br /&gt;
* [[Mining Speed]] +70%&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Constructing&lt;br /&gt;
|| [[File:MiningCommand.png|64px]] || Mining Command || Offer guidance on mining techniques, boosting the mining speed for everyone nearby. The effect remains attached to the caster for 24 hours.|| ''&amp;quot;This person's mining speed is boosted thanks to being near someone who is using the mining command ability.&amp;quot;'''&lt;br /&gt;
* [[Mining Speed]] +40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Plants specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistPlants.png]] || Plants Specialist || A special ideoligious status focusing on planting to the exclusion of all else. This specialized role gives increased sowing and harvesting efficiency, and the ability to boost the farming speed of nearby allies. Holders of this role will refuse to perform some non-plants-related work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#High life|High life]]&lt;br /&gt;
*[[Ideoligion#Nature primacy|Nature primacy]]&lt;br /&gt;
*[[Ideoligion#Tree connection|Tree connection]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Plants|Plants skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Plantwork&lt;br /&gt;
|&lt;br /&gt;
* [[Plant Work Speed]] +70%&lt;br /&gt;
* [[Plant Harvest Yield]] +30%&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Constructing&lt;br /&gt;
* Mining&lt;br /&gt;
|| [[File:FarmingCommand.png|64px]] || Farming Command || Offer guidance on farming techniques, boosting the farming abilities for everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's farming abilities are boosted thanks to being near someone who is using the farming command ability.&amp;quot;'''&lt;br /&gt;
* [[Plant Work Speed]] +40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| {{Icon Small|Shadecone}} [[Shadecone]]&lt;br /&gt;
|- id=&amp;quot;Production specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistProduction.png]] || Production Specialist || A special ideoligious status focusing on crafting and construction to the exclusion of all else. This specialized role gives increased crafting and construction efficiency, and the ability to boost the production abilities of nearby allies. Holders of this role will refuse to do some non-production work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Human primacy|Human primacy]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Construction|Construction skill]] &amp;gt; 6 OR [[Skills#Crafting|Crafting skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Construction OR&lt;br /&gt;
**Crafting&lt;br /&gt;
|&lt;br /&gt;
* [[Construction Speed]] +50%&lt;br /&gt;
* [[General Labor Speed]] +50&lt;br /&gt;
* [[Quality]] +1 level&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
|| [[File:ProductionCommand.png|64px]] || Production Command || Offer guidance on construction techniques, boosting construction and crafting abilities for everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's construction and crafting speeds are boosted thanks to being near someone who is using the production command ability.&amp;quot;''&lt;br /&gt;
* [[Construction Speed]] +40%&lt;br /&gt;
* [[General Labor Speed]] +20&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Research specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistResearch.png]] || Research Specialist || A special ideoligious status focusing on research to the exclusion of all else. This specialized role gives increased research and hacking speed, and the ability to boost research abilities of nearby allies. Holders of this role will refuse to perform some non-research tasks.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Transhumanist|Transhumanist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Intelectual|Intelectual skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Intellectual&lt;br /&gt;
|&lt;br /&gt;
* [[Research Speed]] +70%&lt;br /&gt;
* [[Hacking Speed]] +70%&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
|| [[File:ResearchCommand.png|64px]] || Research Command || Provide suggestions and mental support, boosting the research speed of everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's research speed is boosted because they are near someone who is using the research command ability.&amp;quot;''&lt;br /&gt;
* [[Research Speed]] +30%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rituals ==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Ritual !! Factors !! Outcomes !! Notes&lt;br /&gt;
|- id=&amp;quot;Funeral&amp;quot;&lt;br /&gt;
| [[File:Ritual funeral.png|64px]] || Funeral || Participant count (10): +70%&amp;lt;br&amp;gt;Moral guide present: +30% || 5% Terrible: 3&amp;lt;br&amp;gt;15% Lackluster: -1&amp;lt;br&amp;gt;60% Good: +5&amp;lt;br&amp;gt;20% Heartwarming: +8 || If there is no corpse in the grave or sarcophagus, the ritual quality is only increased by 20% by the presence of the moral guide, and only by 60% by a full participant count.&lt;br /&gt;
|- id = &amp;quot;Social festival&amp;quot;&lt;br /&gt;
| || Social Festival || Participant count (10): +25%&amp;lt;br&amp;gt;Leader present: +25%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +20%&amp;lt;br&amp;gt;Seats for everyone: +20% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +5&amp;lt;br&amp;gt;20% Unforgettable: +8|| &lt;br /&gt;
|- id = &amp;quot;Dance party&amp;quot;&lt;br /&gt;
| || Dance party || Participant count (10): +30%&amp;lt;br&amp;gt;Started at lightball: +20%&amp;lt;br&amp;gt;Active loudspeakers (6): +30%&amp;lt;br&amp;gt;Room Impressiveness (120): +20%|| 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +8&amp;lt;br&amp;gt;20% Unforgettable: +16|| If the party is fun or unforgettable, there is a chance&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; that all participants will get +20% [[Global Work Speed]] for 24h. Only available to non-tribals.&lt;br /&gt;
|- id = &amp;quot;Drum party&amp;quot;&lt;br /&gt;
| || Drum party || Participant count (10): +30%&amp;lt;br&amp;gt;Started at campfire: 20%&amp;lt;br&amp;gt;Drums (6): +30%&amp;lt;br&amp;gt;Room Impressiveness (120): +20%|| 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +8&amp;lt;br&amp;gt;20% Unforgettable: +16|| If the party is fun or unforgettable, there is a chance&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; that all participants will get +20% [[Global Work Speed]] for 24h. Only available to tribals.&lt;br /&gt;
|- id = &amp;quot;Skylantern festival&amp;quot;&lt;br /&gt;
| [[File:Ritual skylantern festival.png|64px]] || Skylantern festival ||  Participant count (10): +100% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Unimpressive: -1&amp;lt;br&amp;gt;60% Beautiful: +6&amp;lt;br&amp;gt;20% Unforgettable: +10|| Each participant makes a skylantern out of {{icon small|wood}} 4 [[wood]]. If the festival is beautiful or unforgettable, friendly visitors might see them and arrive with a gift.&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- id = &amp;quot;Consumable&amp;quot;&lt;br /&gt;
| || Christmas tree&amp;lt;br&amp;gt;Symbol burning&amp;lt;br&amp;gt;Smokeleaf circle&amp;lt;br&amp;gt;Cannibal feast || Participant count (10): +80%&amp;lt;br&amp;gt;Room Impressiveness (120): +20% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +5&amp;lt;br&amp;gt;20% Unforgettable: +8||Destroys the ritual target.&lt;br /&gt;
|- id = &amp;quot;Scarification&amp;quot;&lt;br /&gt;
| [[File:Ritual scarification.png|64px]] || Scarification || Participant count (10): +25%&amp;lt;br&amp;gt; Moral guide present: +20%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +20%|| 5% Terrible: -2&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +1&amp;lt;br&amp;gt;20% Spectacular: +3||Scarifies the subject. Only available with the Pain is Virtue meme.&lt;br /&gt;
|- id = &amp;quot;Blinding ceremony&amp;quot;&lt;br /&gt;
| [[File:Ritual blinding.png|64px]] || Blinding ceremony || Participant count (10): +25%&amp;lt;br&amp;gt; Moral guide present: +20%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +20%|| 5% Terrible: -2&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +1&amp;lt;br&amp;gt;20% Spectacular: +3||Blinds the subject. If the ceremony is satisfying or spectacular, the blinded person may get a [[psycasts|psylink]] upgrade or unlock a new psychic power.&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; Only available with the Blindsight meme.&lt;br /&gt;
|- id = &amp;quot;Animal sacrifice&amp;quot;&lt;br /&gt;
| [[File:Ritual animal sacrifice.png|64px]] || Animal sacrifice || Participant count (10): +25%&amp;lt;br&amp;gt;Moral guide present: +25%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +15% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +5&amp;lt;br&amp;gt;20% Spectacular: +8|| If the sacrifice is satisfying or spectacular, there is a 5% (satisfying) or 10% (spectacular) chance that a random participant gains an [[inspiration]]. Only available with the Human Primacy meme.&lt;br /&gt;
|- id = &amp;quot;Gladiator duel&amp;quot;&lt;br /&gt;
| [[File:Ritual gladiator duel.png|64px]] || Gladiator duel || Participant count (10): +20%&amp;lt;br&amp;gt;Leader present: +20%&amp;lt;br&amp;gt;Duelist dies: +100%&amp;lt;br&amp;gt;Weapon used: +60% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Good: +5&amp;lt;br&amp;gt;20% Unforgettable: +8|| The two necessary escorts count towards the participant count. Spectators gain 1000 melee experience, gain a mood boost&amp;lt;sup&amp;gt;separate from the usual mood boost?&amp;lt;/sup&amp;gt;, and fill their recreation bars.&amp;lt;sup&amp;gt;verify&amp;lt;/sup&amp;gt; The duelists also gain the mood effect from ritual quality. Only available with the Pain is Virtue, Cannibal, Supremacist, or Raider memes.&lt;br /&gt;
|- id = &amp;quot;Prisoner execution&amp;quot;&lt;br /&gt;
|  [[File:Ritual public execution.png|64px]] || Prisoner execution || Participant count (10): +80%&amp;lt;br&amp;gt;Started at altar: +20% || 15% Awkward: -1&amp;lt;br&amp;gt;65% Satisfying: +6&amp;lt;br&amp;gt;20% Spectacular: +8 || Participating [[slaves]] are fully suppressed. Can be performed by all ideologions.&lt;br /&gt;
|- id = &amp;quot;Leader speech&amp;quot;&lt;br /&gt;
| || Leader speech || Participant count (10): +40%&amp;lt;br&amp;gt;Room impressiveness (120): +20&amp;lt;br&amp;gt;Leader's Social Impact (150%): +40% || 5% Terrible: -8&amp;lt;br&amp;gt;15% Uninspiring: -4&amp;lt;br&amp;gt;60% Encouraging: +5&amp;lt;br&amp;gt;20% Inspirational: +8 || The speech quality will also affect the listeners' opinions of the leader, with a terrible speech resulting in a -30 opinion, an uninspiring speech resulting in a -15 opinion, an encouraging speech in a +20 opinion, and an inspirational speech in a +40 opinion.&lt;br /&gt;
|- id = &amp;quot;Trial&amp;quot;&lt;br /&gt;
| || Trial || Participant count (20): +60%&amp;lt;br&amp;gt;Leader's Negotiation Ability * 0.25&amp;lt;br&amp;gt;Defendant's Negotiation Ability * -0.25|| 50% Exonerated&amp;lt;br&amp;gt;50% Convicted || If the defendant is convicted, they are considered guilty for the purpose of executions and other actions.&amp;lt;sup&amp;gt;what else?&amp;lt;/sup&amp;gt; If the defendant has a mental break during the trial, their [[Negotiation Ability]] is effectively set to 0.&lt;br /&gt;
|- id = &amp;quot;Conversion ritual&amp;quot;&lt;br /&gt;
| || Conversion ritual || Participant count (10): +40%&amp;lt;br&amp;gt;Room impressiveness (120): +20%&amp;lt;br&amp;gt;Moral guide's Social Impact (150%): +30%&amp;lt;br&amp;gt;Convertee's Expectations (Very Low): +10%, (Sky High): -30%|| 5% Terrible&amp;lt;br&amp;gt;15% Ineffective&amp;lt;br&amp;gt;60% Effective: +3&amp;lt;br&amp;gt;20% Masterful: +6 || The convertee's certainty is offset by an amount depending on ritual quality: terrible: +20%; ineffective: +12%; effective: -30%; masterful: -100%.&lt;br /&gt;
|- id = &amp;quot;Tree connection&amp;quot;&lt;br /&gt;
| || Tree connection || Participant count (10): +100% ||  || The connector will start with 25-45% connection strength, depending on ritual quality.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Relics==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
{{Main|Relic}}&lt;br /&gt;
Mood penalty for lost or destroyed &amp;lt;link to mood page here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
==Weapon Preferences==&lt;br /&gt;
Ideoligion can have one or several pairs of noble and despised weapons types. Weapon pairs can't be combined if they overlap.&lt;br /&gt;
&lt;br /&gt;
Wielding a noble weapon grants +3 mood while wielding a despised one grants -5.&lt;br /&gt;
&lt;br /&gt;
Killing any pawn (?) with a noble weapon grants +3 mood for 1 day while using a despised one to attack anything - including objects - grants -5 for 2 days.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pair !! First group !! Second group&lt;br /&gt;
|-&lt;br /&gt;
|Melee / Ranged || All melee weapons, including beer and wood || All ranged weapons, including grenades&lt;br /&gt;
|-&lt;br /&gt;
|Melee piercer / Melee blunt || [[Thrumbo horn]], [[Elephant tusk]], [[Breach axe]], [[Gladius]], [[Longsword]], [[Knife]], [[Ikwa]], [[Spear]], [[Persona monosword]], [[Monosword]], [[Plasmasword]], [[Persona plasmasword]] || [[Beer]], [[Wood]], [[Mace]], [[Club]], [[Persona zeushammer]], [[Axe]], [[Warhammer]], [[Zeushammer]], [[Eltex staff]]&lt;br /&gt;
|-&lt;br /&gt;
|Long shots / Short shots || [[Bolt-action rifle]], [[Sniper rifle]] || [[Machine pistol]], [[Pump shotgun]], [[Chain shotgun]], [[Heavy SMG]]&lt;br /&gt;
|-&lt;br /&gt;
|Ranged heavy / Ranged light || [[Incendiary launcher]], [[Smoke launcher]], [[EMP launcher]], [[Heavy SMG]], [[LMG]], [[Sniper rifle]], [[Minigun]], [[Triple rocket launcher]], [[Greatbow]], [[Charge lance]] || [[Revolver]], [[Autopistol]], [[Machine pistol]], [[Short bow]], [[Recurve bow]], [[Charge rifle]]&lt;br /&gt;
|-&lt;br /&gt;
|Neolithic / Ultratech || [[Wood]], [[Club]], [[Knife]], [[Ikwa]], [[Spear]], [[Short bow]], [[Pila]], [[Recurve bow]], [[Greatbow]] || [[Persona monosword]], [[Persona zeushammer]], [[Persona plasmasword]], [[Monosword]], [[Zeushammer]], [[Plasmasword]], [[Eltex staff]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Apparel Preferences==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
==Venerated Animals==&lt;br /&gt;
{{Stub|section=1|reason=More details needed}}&lt;br /&gt;
Venerated animals are twice as easy to tame.&lt;br /&gt;
&lt;br /&gt;
== Tattoos ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Style !! Face !! Body&lt;br /&gt;
|-&lt;br /&gt;
| Tribal || tiger, cobweb, eclipse, line, oracle, pantheon, war paint, worried || tiger, buttons, rings&lt;br /&gt;
|-&lt;br /&gt;
| Punk || tear, headshot, double, love, stars || heart, cross, jester, moon, power, royal, wings&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal || skull, spider || scar, skeleton, spike&lt;br /&gt;
|-&lt;br /&gt;
| Misc || - || insect, sun&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version History==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fixed gender supremacy memes having opposite agreeing traits e.g. Female Supremacy inexplicably being agreed with by Misogynist traited pawns.&lt;br /&gt;
* [[Version/1.3.3069|1.3.3069]] - &lt;br /&gt;
** Adjust trees-related thoughts. Negatives for killing trees are reduced. Positives for seeing trees are amplified.&lt;br /&gt;
** Chance of resentment on failed conversion attempt reduced from 36% to 20%. Chance of fight reduced from 4% to 2%.&lt;br /&gt;
** If a pawn has sight under 50%, he should gain a psychic sensitivity bonus of up to 50%.&lt;br /&gt;
* [[Version/1.3.3069b|1.3.3069b]] - Added a feature that lets you save and load ideoligions within the ideoligion customization screen.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Desired apparel now uses the same faction restrictions as role apparel does. Tribal-Only: War mask, Tribal Headdress. Non-tribal only: Slicecap, Beret. Removed visage mask restriction to non-tribal only.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Tree connection pawns have a 25% boost to [[Pruning Speed]]. Added temperature tough issue and precept.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fixed Immunity Drive. Was previously targeting wrong stat and inoperative.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3101]] - Reduce production specialist crafting speed buffs from +70% to +50%.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3117]] - &lt;br /&gt;
**Improved viability of multi-ideo colonies. Pawns of pawns of any ideo can now spectate any ritual, even if it's not of their own ideo.&lt;br /&gt;
**Gaining, changing, or removing a role now requires a simple ritual.&lt;br /&gt;
**Added a precept related to Darkness meme that gives believers a positive thought during an eclipse.&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=96162</id>
		<title>Ideoligion</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=96162"/>
		<updated>2021-11-07T21:33:03Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: /* Precepts */ Fix cannibalism rows&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}{{stub}}&lt;br /&gt;
&lt;br /&gt;
'''Ideoligions''' are both a system of mechanics introduced by, and the primary focus of, the [[Ideology DLC]]. They allow colonies to introduce a variety of new restrictions and capabilities to change gameplay, as well as new interactions with other factions.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
When starting a game, after choosing the world tile, the player can choose their starting ideologion. There are four options: You could choose to &amp;quot;Play Classic&amp;quot;, choose one of the prebuilt ideologions, or choose to form your own - if you choose to create your own, you have the choice between creating a fluid or static ideologion. You additionally have the ability to customise the ideologions of the factions, within some restrictions on the memes depending on their type of faction.&lt;br /&gt;
&lt;br /&gt;
Once the game begins, you can view your ideologions and those of other factions by clicking on the lightbulb icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
===Forming an Ideologion===&lt;br /&gt;
Forming an ideoligion begins with selecting a structure. Structures typically determine the default style and randomized content of your ideoligion, and may unlock certain rituals, but have no effect on what memes can be chosen. You can choose up to 4 memes, which establish the practical foundation of your ideoligion. The impact of memes varies across three tiers, with some not affecting gameplay much and others altering it drastically. Certain memes may unlock or require certain styles, rituals, and other features in the same vein as structures do. The primary effect of memes comes from precepts, however, as many memes similarly unlock or require specific precepts, which perform most of the gameplay alteration available within the expansion. Precepts can affect gameplay in a number of ways to varying degrees, as they change your colonists' expectations in accordance with the beliefs they represent. For example, an ideoligion with the Guilty and Animal Personhood memes requires that the precepts for charity and animal slaughter are set to some form of requirement and disapproval, respectively; meaning your colonists will gain a mood debuff if beggars are turned away or a colony animal is slaughtered.&lt;br /&gt;
&lt;br /&gt;
Beyond memes and precepts, there are also styles, roles, rituals, buildings, weapon and clothing preferences, venerated animals, and rules for types of hair and tattoo. Styles determine, in conjunction with structures, the overall &amp;quot;theme&amp;quot; of your ideoligion both in description and aesthetics; for example, a Christian-structured ideoligion will feature &amp;quot;God&amp;quot; as its sole deity and its artistic members will only produce Christian-themed sculptures. Roles serve a more practical purpose, and most require a specific meme to be unlocked; but every ideoligion will have a role for its leader and moral guide. Colonists assigned a specific role may be granted certain bonuses and powers, though often at the cost of being more difficult to keep happy and being unable to perform certain types of work. Rituals are specific social events of varying forms and themes which, depending on their quality, may provide a mood buff or debuff to the colonists participating in them. Successful, high-quality rituals may also grant an additional reward such as faction goodwill or the addition of a new pawn to your colony. Buildings may be required by certain rituals, such as the symbol burning ritual; there must to be a symbol to burn, of course. Otherwise, however, buildings are primarily an aesthetic choice and the only required buildings are one place of worship and a seat for it, such as an ideogram and kneel sheet.&lt;br /&gt;
&lt;br /&gt;
===Fluid ideoligions===&lt;br /&gt;
Fluid ideologions can only start with a single meme, but are otherwise formed in the same as static ideoligions.&lt;br /&gt;
&lt;br /&gt;
Every time you complete a ritual or convert a prisoner, you gain development points. The number of development points gained by ritual can vary with the quality of said ritual; a terrible ritual awards no points, a decent ritual awards 1 point, and an exceptional ritual awards 2 points. Once you gain 10 points you can change your ideology in some way, such as by adding or removing a meme, still up to a maximum of 4 memes. There is a point counter just below &amp;quot;styles&amp;quot; in the ideoligion tab. You can reform your ideoligion many times, although each time your points are reset to 0 and the cost goes up by 2 points - thus, the goal moves from 10, to 12, to 14, and so on.&lt;br /&gt;
&lt;br /&gt;
===Play Classic===&lt;br /&gt;
{{Stub|section=1|reason=Specifics}}&lt;br /&gt;
If you choose to &amp;quot;Play Classic&amp;quot;, your colonists with be given an ideologion with no memes, the Ideological structure, Astropolitan culture, and precepts reminiscent of base game Rimworld.&lt;br /&gt;
&lt;br /&gt;
===Conversion===&lt;br /&gt;
{{Stub|section=1|reason=Exact mechanics}}&lt;br /&gt;
{{See also|Conversion Power}}&lt;br /&gt;
Colonists and other pawns of different ideoligions can be converted to whatever ideoligions the player has access to. Imprisoned pawns can be converted in the prisoner menu, as one might reduce resistance. Other pawns will typically have to be converted using a moral guide for the relevant ideoligion, either through the use of a conversion ritual, the Convert ability, or - most likely - both. Since moral guides cannot be selected without a minimum number of colonists of that ideoligion present, this route may be difficult for players attempting to cultivate a multi-ideoligion colony.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
Choosing your structure affects which symbols the game uses for your ideoligion. It does not affect gameplay.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Structure !! Description !! Styles !! Unlocked Rituals !! Chance to Have Precept&lt;br /&gt;
|- id=&amp;quot;Abstract theist&amp;quot;&lt;br /&gt;
| [[File:Abstract theist.png|64px]] || Abstract theist || The god(s) do not have physical form, but are everywhere at once. They know all, and can do anything. Their will defines the moral structure of the universe. ||  ||  || &lt;br /&gt;
|- id=&amp;quot;Animist&amp;quot;&lt;br /&gt;
| [[File:Animist.png|64px]] || Animist || Spirits live in everything around us. In the plants and animals, rivers and trees, sky and stars. The moral structure of the universe springs from the necessity of respecting them. || Animalist ||  || &lt;br /&gt;
|- id=&amp;quot;Archist&amp;quot;&lt;br /&gt;
| [[File:Archist.png|64px]] || Archist || Archotechs are the true gods. They know the moral structure of the universe, and serving them is how we will connect with it. ||  ||  || &lt;br /&gt;
|- id=&amp;quot;Buddhist origin&amp;quot;&lt;br /&gt;
| [[File:Buddhist origin.png|64px]] || Buddhist origin || This ideoligion is a descendant of ancient Buddhism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Buddhist || Smokeleaf circle ||  Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Christian origin&amp;quot;&lt;br /&gt;
| [[File:Christian origin.png|64px]] || Christian origin || This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Christianity. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Christian || Christmas tree party || Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Embodied theist&amp;quot;&lt;br /&gt;
| [[File:Embodied theist.png|64px]] || Embodied theist || The god(s) walk the planets like us, yet they are powerful and immortal as we are not. They decide the moral structure of the universe. ||  ||  || &lt;br /&gt;
|- id=&amp;quot;Hindu origin&amp;quot;&lt;br /&gt;
| [[File:Hindu origin.png|64px]] || Hindu origin || This is a variant of the embodied theist structure. This ideoligion is a descendant of ancient Hinduism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Hindu || Smokeleaf circle || Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Ideological&amp;quot;&lt;br /&gt;
| [[File:Ideological.png|64px]] || Ideological || There are no gods. The moral structure of the universe is found in our grand narrative of social forces. ||  || Symbol burning || &lt;br /&gt;
|- id=&amp;quot;Islamic origin&amp;quot;&lt;br /&gt;
| [[File:Islamic origin.png|64px]] || Islamic origin || This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Islam. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Islamic ||  || Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
Cultures affect names, appearances, and symbols.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Culture !! Factions Allowed !! Description&lt;br /&gt;
|- id=&amp;quot;Astropolitan&amp;quot;&lt;br /&gt;
|[[File:Astropolitan.png|32px]] || Astropolitan || New Arrivals  || A broad collection of cultures common among frequent space travelers.&lt;br /&gt;
|- id=&amp;quot;Rustican&amp;quot;&lt;br /&gt;
| || Rustican || Outlander Factions || A hardy industrial cultures common among rimworld outlanders.&lt;br /&gt;
|- id=&amp;quot;Corunan&amp;quot;&lt;br /&gt;
|[[File:GentleTribe.png|32px]] || Corunan || New Tribe&amp;lt;br&amp;gt;Tribal Factions || An ancient culture common among rimworld tribes.&lt;br /&gt;
|- id=&amp;quot;Kriminul&amp;quot;&lt;br /&gt;
|[[File:Pirate.png|32px]] || Kriminul || Pirate Factions || A broad category describing the styles and practices of many pirate groups.&lt;br /&gt;
|- id=&amp;quot;Sophian&amp;quot;&lt;br /&gt;
|[[File:Empire map marker.png|32px]] || Sophian {{RoyaltyIcon}} || [[Empire]] Faction&amp;lt;br&amp;gt;Ancient Factions || A techno-feudal culture centered on the planet Sophiamunda.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
An ideoligion can have 0-3 associated styles. People belonging to that ideoligion will apply those styles when making specific items. Colonists will get a happy thought if around objects of their ideoligion's styles. If multiple styles of an ideoligion affect the same object, left-most applies.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Style !! New buildables !! Affects items !! Affects objects !! Affects ritual ambience sound&lt;br /&gt;
|-&lt;br /&gt;
| Hindu || || [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]] || Small sculpture, Large sculpture, Grand sculpture || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Christian || || || Small sculpture, Large sculpture, Grand sculpture || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Islamic || || || Small sculpture, Large sculpture, Grand sculpture || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Buddhist || || || Small sculpture, Large sculpture, Grand sculpture || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Morbid || [[Morbid carpet]], [[Morbid slab (broad)]], [[Morbid slab (medium)]], [[Morbid tile]] || [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]] || Small sculpture, Large sculpture, Grand sculpture, Stool, Table (1x2, 2x2, 2x4, 3x3), Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Column || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Totemic || [[Totemic boards]], [[Totemic slab (broad)]], [[Totemic slab (medium)]], [[Totemic tile]] || [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]] || Small sculpture, Large sculpture, Grand sculpture, Stool, Dining chair, Table (1x2, 2x2, 2x4, 3x3), Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Column || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Spikecore || [[Spikecore floor-star (broad)]], [[Spikecore floor-star (medium)]], [[Spikecore plates]], [[Spikecore tile]] || [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]], [[Flak jacket#Styles|Flak jacket]], [[Duster#Styles|Duster]], [[Jacket#Styles|Jacket]], [[Parka#Styles|Parka]] || Table (1x2, 2x2, 2x4, 3x3), Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Column || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Rustic || [[Rustic rug (broad)]], [[Rustic rug (medium)]] || [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]] || Column, Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Table (1x2, 2x2, 2x4, 3x3) || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Animalist || [[Animalist slab (broad)]], [[Animalist slab (medium)]] || [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]], [[War mask#Styles|War mask]] || Small sculpture, Large sculpture, Grand sculpture || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Techist || || || Column, Plant pot, Standing lamp (regular, red, green, blue, darklamp), Shelf, Autodoor, Table (1x2, 2x2, 2x4, 3x3) || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Style dominance ===&lt;br /&gt;
{{Stub|reason=An explanation of how style dominance works.}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Style dominance&lt;br /&gt;
|-&lt;br /&gt;
| Small sculpture&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Large sculpture&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Grand sculpture&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| Table (1x2)&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Table (2x2)&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Table (2x4)&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Table (3x3)&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Torch lamp&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Standing lamp (including colored variants)&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Column&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Morbid tile&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Morbid carpet&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Spikecore tile&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Spikecore plates&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Totemic boards&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Mindbend carpet&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Hex carpet&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Hex tile&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Small altar&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Medium altar&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Large altar&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| Grand altar&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| Ideogram&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Christmas tree&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal platter&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Effigy&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Sacrificial flag&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Pyre&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Burnbong&amp;lt;ref&amp;gt;Note that autobong does ''not'' have style dominance.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Incense shrine&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Pew&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Kneel sheet&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Kneel pillow&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Morbid slab (medium)&lt;br /&gt;
* Totemic slab (medium)&lt;br /&gt;
* Spikecore floor-star (medium)&lt;br /&gt;
* Rustic rug (medium)&lt;br /&gt;
* Animalist slab (medium)&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Morbid slab (broad)&lt;br /&gt;
* Totemic slab (broad)&lt;br /&gt;
* Spikecore floor-star (broad)&lt;br /&gt;
* Rustic rug (broad)&lt;br /&gt;
* Animalist slab (broad)&lt;br /&gt;
| 40&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Memes ==&lt;br /&gt;
&lt;br /&gt;
You must choose one to four memes at the beginning of your playthrough to form the foundational ideas of your ideoligion. Some have much more gameplay impact than others. Hovering over a meme will show you the information in this table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Meme !! Description !! Impact !! Required Precepts !! Chance to Have Precept !! Disabled Precepts !! Unlocked Roles !! Required Rituals !! Unlocked Rituals !! New Buildables !! Unlocked Craftables !! Start with Research !! Agreeing Traits !! Conflicting Traits !! Styles&lt;br /&gt;
|- id=&amp;quot;Animal personhood&amp;quot;&lt;br /&gt;
| [[File:Animal personhood.png|64px]] || '''Animal personhood''' || Animals have rights as humans do. || High || '''Animal connection:''' Strong&amp;lt;br&amp;gt;'''Slaughtering animals:''' Prohibited, Horrible, or Disapproved&amp;lt;br&amp;gt;'''Meat eating:''' Abhorrent, Horrible, or Disapproved || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Blindsight&amp;quot;&lt;br /&gt;
| [[File:Blindsight.png|64px]] || '''[[Blindsight]]''' || Only those who are blind can perceive true reality. || High || '''Blind psysense:''' Strong &amp;lt;br&amp;gt;'''Blindness:''' Respected, Elevated, or Sublime || - || '''Blindness:''' Horrible&amp;lt;br&amp;gt;'''Lighting:''' Darklight preferred&amp;lt;br&amp;gt;'''Combat in darkness:''' preferred || [[Ideoligion#Medical specialist|Medical specialist]] || Blinding || - || - || Blindfold || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Cannibal&amp;quot;&lt;br /&gt;
| [[File:Cannibal.png|64px]] || '''Cannibal''' || We must consume human flesh. || High || '''Organ use:''' Acceptable &amp;lt;br&amp;gt;'''Cannibalism:''' Preferred, Required (strong), or Required (ravenous) &amp;lt;br&amp;gt;'''Execution:''' Don't care, Respected if guilty, or Required || - || '''Execution:''' Always horrible or Horrible if innocent || - || - || Cannibal feast || - || - || - || Cannibal || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Collectivist&amp;quot;&lt;br /&gt;
| [[File:Collectivist.png|64px]] || '''Collectivist''' || Each person is part of a greater whole. People should work to play their part and help the group. || Low || '''Work drive:''' Tripled || Visage mask: Relaxed || '''Marriage name:''' Keep names || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Darkness&amp;quot;&lt;br /&gt;
| [[File:Darkness.png|64px]] || '''Darkness''' || Bright light burns and destroys! Darkness nourishes and creates. People ought to live in darkness. || High || '''Lighting:''' Darklight preferred&amp;lt;br&amp;gt;'''Combat in darkness:''' Preferred || - || - || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Female supremacy&amp;quot;&lt;br /&gt;
| [[File:Female supremacy.png|64px]] || '''Female supremacy''' || Women are the superior gender and should rule. || Medium || - || Burka: Relaxed&amp;lt;br&amp;gt;Veil: Strong || - || - || - || - || - || - || - || Misogynist || - || -&lt;br /&gt;
|- id=&amp;quot;Flesh purity&amp;quot;&lt;br /&gt;
| [[File:Flesh purity.png|64px]] || '''Flesh purity''' || The human body should not be debased. || Medium || '''Drug use:''' Prohibited&amp;lt;br&amp;gt;'''Biosculpting:''' Despised&amp;lt;br&amp;gt;'''Body modification:''' Abhorrent&amp;lt;br&amp;gt;'''Scarification:''' Horrible || - || '''Body modification:''' Approved&amp;lt;br&amp;gt;'''Physical love:''' Free and approved || [[Ideoligion#Medical specialist|Medical specialist]] || - || Symbol burning || - || - || - || Body purist&amp;lt;br&amp;gt;Nudist || Body modder || -&lt;br /&gt;
|- id=&amp;quot;Guilty&amp;quot;&lt;br /&gt;
| [[File:Guilty.png|64px]] || '''Guilty''' || Our people carry guilt from ages past. Others are more worthy. || Low || '''Pain:''' Idealized &amp;lt;br&amp;gt; '''Charity:''' Essential, Important, or Worthwhile || - || '''Apostasy:''' Abhorrent, Horrible, and Guilty&amp;lt;br&amp;gt;'''Slavery:''' Honorable || - || - || Symbol burning || - || Torture crown || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;High life&amp;quot;&lt;br /&gt;
| [[File:High life.png|64px]] || '''High life''' || Exotic states of mind are central to a good life. || Medium || '''Drug use:''' Essential || Flophat: Relaxed || '''Drug use:''' Prohibited, Medical only, or Medical/social only || [[Ideoligion#Plants specialist|Plants specialist]] || Smokeleaf circle || Smokeleaf circle || Autobong&amp;lt;br&amp;gt;Mindbend carpet || - || - || Chemical interest&amp;lt;br&amp;gt;Chemical fascination || - || -&lt;br /&gt;
|- id=&amp;quot;Human primacy&amp;quot;&lt;br /&gt;
| [[File:Human primacy.png|64px]] || '''Human primacy''' || Humans are the moral center of the universe. || Medium || '''Bonding:''' Disapproved || - || '''Slaughtering animals:''' Prohibited, Horrible, and Disapproved&amp;lt;br&amp;gt;'''Killing innocent animals:''' Abhorrent, Horrible, and Disapproved&amp;lt;br&amp;gt;'''Meat eating:''' Abhorrent, Horrible, Disapproved, Mildly required, Seriously required, and Strictly required&amp;lt;br&amp;gt;'''Mining:''' Prohibited, Horrible, and Disapproved&amp;lt;br&amp;gt;'''Cutting trees:''' Prohibited, Horrible, and Disapproved || [[Ideoligion#Production specialist|Production specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Individualist&amp;quot;&lt;br /&gt;
| [[File:Individualist.png|64px]] || '''Individualist''' || Each person is a free individual with the right to their own ideas and decisions. Nobody should be made to conform. || Low || - || - || '''Slavery:''' Honorable || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Loyalist&amp;quot;&lt;br /&gt;
| [[File:Loyalist.png|64px]] || '''Loyalist''' || We stand for our own before others. || Low || - || - || - || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Male supremacy&amp;quot;&lt;br /&gt;
| [[File:Male supremacy.png|64px]] || '''Male supremacy''' || Men are the superior gender and should rule. || Medium || - || Burka: Relaxed&amp;lt;br&amp;gt;Veil: Strong || - || - || - || - || - || - || - || Misandrist || - || -&lt;br /&gt;
|- id=&amp;quot;Nature primacy&amp;quot;&lt;br /&gt;
| [[File:Nature primacy.png|64px]] || '''Nature primacy''' || Man is a stain on nature's perfection. || Medium || - || - || - || [[Ideoligion#Plants specialist|Plants specialist]] || || - || - || - || - || - || - || Animalist&lt;br /&gt;
|- id=&amp;quot;Nudism&amp;quot;&lt;br /&gt;
| [[File:Nudism.png|64px]] || '''Nudism''' || Clothing binds, controls, and suffocates us. We should all hang free. || High || '''Male clothing:''' Fully nude or Pants at most &amp;lt;br&amp;gt;'''Female clothing:''' Fully nude or Pants at most || - || - || - || - || Symbol burning || - || - || - || Nudist || - || -&lt;br /&gt;
|- id=&amp;quot;Pain is virtue&amp;quot;&lt;br /&gt;
| [[File:Pain is virtue.png|64px]] || '''Pain is virtue''' || Virtue is shown through suffering of self and others. || High || '''Pain:''' Idealized&amp;lt;br&amp;gt;'''Comfort:''' Ignored&amp;lt;br&amp;gt;'''Slab bed:''' Preferred || - || '''Charity:''' Essential, Important, and Worthwhile&amp;lt;br&amp;gt;'''Execution:''' Always abhorrent and Always horrible&amp;lt;br&amp;gt;'''Scarification:''' Horrible&amp;lt;br&amp;gt;'''Skullspike:''' Disapproved || - || Scarification || Symbol burning || Slab bed&amp;lt;br&amp;gt;Slab double bed || Torture crown || - || Ascetic&amp;lt;br&amp;gt;Tortured artist&amp;lt;br&amp;gt;Masochist || Wimp&amp;lt;br&amp;gt;Gourmand || Morbid&lt;br /&gt;
|- id=&amp;quot;Proselytizer&amp;quot;&lt;br /&gt;
| [[File:Proselytizer.png|64px]] || '''Proselytizer''' || It is our duty to spread our beliefs. || Medium || '''Proselytizing:''' Occasional, Sometimes, or Frequent || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Raider&amp;quot;&lt;br /&gt;
| [[File:Raider.png|64px]] || '''Raider''' || The strong should take from the weak. || Medium || '''Raiding:''' Respected or Required &amp;lt;br&amp;gt;'''Execution:''' Horrible if innocent, Don't care, Respected if guilty, or Required || - || '''Skullspike:''' Disapproved&amp;lt;br&amp;gt;'''Slavery:''' Abhorrent, Horrible, and Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]]|| - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Rancher&amp;quot;&lt;br /&gt;
| [[File:Rancher.png|64px]] || '''Rancher''' || Raising animals is the right way; raising plants to eat is not. || High || '''Ranching:''' Central &amp;lt;br&amp;gt;'''Meat eating:''' Mildly required, Seriously required, or Strictly required || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Supremacist&amp;quot;&lt;br /&gt;
| [[File:Supremacist.png|64px]] || '''Supremacist''' || Our people should dominate all others. || Low || '''Slavery:''' Acceptable or Honorable &amp;lt;br&amp;gt; '''Execution:''' Required, Respected if guilty, or Don't care || - || '''Charity:''' Essential, Important and Worthwhile&amp;lt;br&amp;gt;'''Skullspike:''' Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot;&lt;br /&gt;
| [[File:Transhumanist.png|64px]] || '''Transhumanist''' || Human progress means merging with technology. || Medium || '''Sleep accelerator:''' Preferred&amp;lt;br&amp;gt;'''Neural supercharge:''' Preferred&amp;lt;br&amp;gt;'''Biosculpting:''' Accelerated&amp;lt;br&amp;gt;'''Age reversal:''' Demanded&amp;lt;br&amp;gt;'''Eating nutrient paste:''' Dont{{Sic}} mind&amp;lt;br&amp;gt;'''Body modification:''' Approved || Slicecap: Relaxed || '''Body modification:''' Abhorrent or Disapproved || [[Ideoligion#Research specialist|Research specialist]] || - || - || Hex carpet&amp;lt;br&amp;gt;Hex tile&amp;lt;br&amp;gt;Neural supercharger&amp;lt;br&amp;gt;Sleep accelerator || - || - || Body modder || Body purist || Techist&lt;br /&gt;
|- id=&amp;quot;Tree connection&amp;quot;&lt;br /&gt;
| [[File:Tree connection.png|64px]] || '''Tree connection''' || Trees are the essence of life, and we must be near them. || High || '''Trees:''' Desired || - || - || [[Ideoligion#Plants specialist|Plants specialist]] || - || - || - || - || Tree sowing || - || - || -&lt;br /&gt;
|- id=&amp;quot;Tunneler&amp;quot;&lt;br /&gt;
| [[File:Tunneler.png|64px]] || '''Tunneler''' || Humans ought to live underground, and enjoy the succulent fruit of the depths. || High || '''Fungus:''' Preferred&amp;lt;br&amp;gt;'''Insect meat:''' Loved&amp;lt;br&amp;gt;'''Small spaces:''' Don't care || - || '''Mining:''' Prohibited, Horrible, or Disapproved || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || Fungal gravel || - || Stonecutting || Undergrounder || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other Faction Customization ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Meme !! Civil outlander !! Rough outlander !! Gentle tribe !! Fierce tribe !! Savage tribe !! Cannibal tribe !! Nudist tribe !! Pirate gang !! Pirate cannibal gang !! Shattered Empire !! Ancient faction&lt;br /&gt;
|-&lt;br /&gt;
| Supremacist || [[file:checkoff.png]] || '''Required''' || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]] || [[file:checkon.png]] || '''Required''' || '''Required''' || [[file:checkoff.png]]* || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Loyalist || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Guilty || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Individualist || '''Required**''' || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Collectivist || '''Required**''' || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Transhumanist || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Flesh purity || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Raider || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || '''Required''' || '''Required''' || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Proselytizer || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| High life || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Nature primacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Human primacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Female supremacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Male supremacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Animal personhood || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Rancher || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Pain is virtue || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Darkness || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Tunneler || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Tree connection || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Nudism || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Blindsight || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || '''Required''' || [[file:checkon.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*Appears on faction's options but conflicts with required meme&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**Individualist OR Collectivist must be chosen&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Natural goodwill with other factions ===&lt;br /&gt;
&lt;br /&gt;
Additionally, Supremacist and Raider have -50 with everyone, Loyalist -10 with everyone, and Guilty +10 with everyone. There is a +10 bonus for having the same ideoligion.&lt;br /&gt;
&lt;br /&gt;
Modifiers stack, but each pair only applies once; for example Flesh purity + Cannibal vs Flesh purity + Cannibal give +10 for Flesh purity/Flesh purity, +10 for Cannibal/Cannibal, and +10 for Flesh purity/Cannibal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Individualist !! Collectivist !! Transhumanist !! Flesh purity !! Proselytizer !! High life !! Nature primacy !! Human primacy !! Female supremacy !! Male supremacy !! Animal personhood !! Rancher !! Pain is virtue !! Nudism !! Cannibal&lt;br /&gt;
|-&lt;br /&gt;
! Individualist&lt;br /&gt;
| +10 || -10 || || || -10 || || || || -10 || -10 || || || || || -10&lt;br /&gt;
|-&lt;br /&gt;
! Collectivist&lt;br /&gt;
| -10 || +10 || || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Transhumanist&lt;br /&gt;
| || || +10 || -20 || || || -20 || +10 || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Flesh purity&lt;br /&gt;
| || || -20 || +10 || || -30 || || +10 || || || || || || || +10&lt;br /&gt;
|-&lt;br /&gt;
! Proselytizer&lt;br /&gt;
| -10 || || || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! High life&lt;br /&gt;
| || || || -30 || || +10 || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Nature primacy&lt;br /&gt;
| || || -20 || || || || +10 || -30 || || || +10 || -30 || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Human primacy&lt;br /&gt;
| || || +10 || +10 || || || -30 || +10 || || || -10 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Female supremacy&lt;br /&gt;
| -10 || || || || || || || || +10 || -30 || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Male supremacy&lt;br /&gt;
| -10 || || || || || || || || -30 || +10 || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Animal personhood&lt;br /&gt;
| || || || || || || +10 || -10 || || || +10 || -10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Rancher&lt;br /&gt;
| || || || || || || -30 || || || || -10 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Pain is virtue&lt;br /&gt;
| || || || || || || || || || || || || +10 || || +10&lt;br /&gt;
|-&lt;br /&gt;
! Nudism&lt;br /&gt;
| || || || || || || || || || || || || || +10 ||&lt;br /&gt;
|-&lt;br /&gt;
! Cannibal&lt;br /&gt;
| -10 || || || +10 || || || || || || || || || +10 || || +10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Precepts==&lt;br /&gt;
&lt;br /&gt;
'''Bolded''' precepts are present in every ideoligion and may not be removed, though their level may be changed.&lt;br /&gt;
&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;
Required precepts must be present if a meme is present.&lt;br /&gt;
&lt;br /&gt;
Unlocked precepts are unavailable without one of the unlocking memes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Issue !! Precept !! Description !! Memes !! Effects&lt;br /&gt;
|- id=&amp;quot;Age reversal&amp;quot;&lt;br /&gt;
| [[File:AgeReversal.png|64px]]|| Age Reversal || Demanded || Why get old? One must have a once-yearly age reversal treatment in the biosculpter pod. || [[#Transhumanist|Transhumanist]] (Unlocked, Required) || Increasing -4/-7/-10 mood malus if pawn is not de-aged, +3 mood when pawn is de-aged. Reoccurs every 60 days unless under biologic age 25.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal connection&amp;quot;&lt;br /&gt;
| [[File:Precept animal connection.png|64px]] || Animal Connection&lt;br /&gt;
| Strong || We have a strong connection to our animal friends || [[#Animal personhood|Animal personhood]] (Unlocked, Required) ||&lt;br /&gt;
* 2x [[Tame Animal Chance]]&lt;br /&gt;
* 2x Animal Bonding Chance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal slaughter&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| [[File:AnimalSlaughter.png|64px]] || rowspan=&amp;quot;3&amp;quot;| Slaughtering animals&lt;br /&gt;
| Prohibited || Slaughtering animals is absolutely prohibited. || [[#Animal personhood|Animal personhood]] (Required) || '''Prohibitions:'''&amp;lt;br&amp;gt;Slaughter animal&amp;lt;br&amp;gt;'''Mood:'''&amp;lt;br&amp;gt;Someone slaughtered an animal: -4&amp;lt;br&amp;gt;'''Opinions:'''&amp;lt;br&amp;gt;Slaughtered animal: -10&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To slaughter an animal is a horrible thing. || [[#Animal personhood|Animal personhood]] (Required) || '''Mood:'''&amp;lt;br&amp;gt;Slaughtered animal: -15&amp;lt;br&amp;gt;Someone slaughtered an animal: -2&amp;lt;br&amp;gt;'''Opinions:'''&amp;lt;br&amp;gt;Slaughtered animal: -5&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To slaughter an animal is an ugly thing. || [[#Animal personhood|Animal personhood]] (Required) || '''Mood:'''&amp;lt;br&amp;gt;Slaughtered animal: -5&amp;lt;br&amp;gt;Someone slaughtered an animal: -1&amp;lt;br&amp;gt;'''Opinions:'''&amp;lt;br&amp;gt;Slaughtered animal: -3&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Apostasy&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| [[File:Apostasy.png|64px]] || rowspan=&amp;quot;3&amp;quot;| Apostasy&lt;br /&gt;
| Abhorrent || To leave our ideoligion after having known it is the depth of immorality. || [[#Guilty|Guilty]] (Conflicting)&amp;lt;br&amp;gt;[[#Loyalist|Loyalist]] (Associated)&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] (Associated) || '''Opinions:'''&amp;lt;br&amp;gt;Changed ideoligion: -30&amp;lt;br&amp;gt;Apostate: -10&amp;lt;br&amp;gt;'''Global certainty loss factor:''' x40%&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To leave our ideoligion after having known it indicates deep moral flaws. || [[#Guilty|Guilty]] (Conflicting)&amp;lt;br&amp;gt;[[#Loyalist|Loyalist]] (Associated)&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] (Associated) || '''Opinions:'''&amp;lt;br&amp;gt;Changed ideoligion: -15&amp;lt;br&amp;gt;Apostate: -5&amp;lt;br&amp;gt;'''Global certainty loss factor:''' x60%&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To leave our ideoligion after having known it indicates character flaws. || [[#Guilty|Guilty]] (Conflicting)&amp;lt;br&amp;gt;[[#Loyalist|Loyalist]] (Associated)&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] (Associated) || '''Opinions:'''&amp;lt;br&amp;gt;Changed ideoligion: -8&amp;lt;br&amp;gt;Apostate: -3&amp;lt;br&amp;gt;'''Global certainty loss factor:''' x80%&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Autonomous weapons&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| [[File:AutonomousWeapons.png|64px]] || rowspan=&amp;quot;3&amp;quot;| Autonomous Weapons&lt;br /&gt;
| Prohibited || Allowing a machine to decide to kill is an absolutely inhuman thing to do. || [[#Nature primacy|Nature primacy]] (Associated) || Cannot build Turrets&amp;lt;br&amp;gt;Colonists gain Mood: Automated Turret in Colony: -12&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Allowing a machine to decide to kill is a terrible thing. || [[#Nature primacy|Nature primacy]] (Associated) || Colonists gain Mood: Automated Turret in Colony: -8&lt;br /&gt;
|- &lt;br /&gt;
| Disapproved || Allowing a machine to decide to kill is an ugly thing. ||[[#Nature primacy|Nature primacy]] (Associated) || Colonists gain Mood: Automated Turret in Colony: -4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Biosculpting&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| [[File:Precept biosculpting.png|64px]]  || rowspan=&amp;quot;2&amp;quot;| Biosculpting&lt;br /&gt;
| Accelerated || All biosculpting cycles take half the usual time. || [[#Transhumanist|Transhumanist]] (Required) || All biosculpting cycles take half the usual time.&lt;br /&gt;
|-&lt;br /&gt;
| Despised || Biosculpter pods violate the purity human flesh and should never be used. || [[#Flesh purity|Flesh Purity]] (Required) || -8 mood penalty for using biosculpter pod. &amp;lt;insert link to moodlet here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blindness&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| [[File:Blindness.png|64px]] || rowspan=&amp;quot;4&amp;quot;| '''Blindness'''&lt;br /&gt;
| Horrible || Blinding people for ideoligious reasons is horrible. || [[#Blindsight|Blindsight]] (Conflicting) || 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]] (Required) || Colonists gain Moods: Blind (+5), Vision Blocked (+2), or Was Blinded (+3). They also gain a +20 Opinion bonus towards blind pawns, or a -8 Opinion malus to sighted pawns.&lt;br /&gt;
|-&lt;br /&gt;
| Elevated || The blind stand pure above the sighted. || [[#Blindsight|Blindsight]] (Required) || 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]] (Required) || 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;
| [[File:BlindPsysense.png|64px]] ||  Blind psysense || Strong|| Our blind have special ways of connecting with the psychic aether || [[#Blindsight|Blindsight]] (Associated, Required) || Boosts Psychic Sensitivity by 30% for blind pawns. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Body modification&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| [[File:BodyModifications.png|64px]] || rowspan=&amp;quot;3&amp;quot;| Body Modification&lt;br /&gt;
| Abhorrent || To modify the natural human body is a flagrant violation of clear moral laws. || [[#Transhumanist|Transhumanist]] (Conflicting)&amp;lt;br&amp;gt;[[#Flesh purity|Flesh purity]] (Associated) || Colonists gain a -30 mood penalty for a prosthetic, or -18 for an artificial part. They also have a -80 opinion malus towards any pawn with a prosthetic or artificial part. These do not apply if the pawn is not a Body Modder.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To modify the natural human body is an ugly, dirty act. || [[#Transhumanist|Transhumanist]] (Conflicting)&amp;lt;br&amp;gt;[[#Flesh purity|Flesh purity]] (Associated) || As Abhorrent, but mood penalties are reduced to -5 and -4 respectively. Opinion maluses are reduced to -10. These do not apply if the pawn is not a Body Modder.&lt;br /&gt;
|-&lt;br /&gt;
| Approved || Humans should strive to reach our full potential by improving our flawed natural bodies. || [[#Transhumanist|Transhumanist]] (Associated)&amp;lt;br&amp;gt;[[#Flesh purity|Flesh purity]] (Conflicting) || Colonists gain a -3 mood penalty if they have no prosthetics or artificial parts unless expectations are below Moderate. They gain a bonus based on having prosthetics or artificial parts, and a -10 opinion malus towards any pawn ''without'' prosthetics or artificial parts. Values are adjusted for pawns with Body Purist and Body Modder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bonding&amp;quot;&lt;br /&gt;
| [[File:Bonding.png|64px]]|| Bonding || Disapproved || To emotionally bond with a lower being is a shameful act || [[#Human primacy|Human primacy]] (Required) || Appears to disable bonding event for pawns with ideology. &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cannibalism&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | [[File:Cannibalism.png|64px]] || rowspan=&amp;quot;7&amp;quot; | '''Cannibalism'''&lt;br /&gt;
|Abhorrent || Eating human flesh is a deeply abhorrent and disgusting act.&lt;br /&gt;
|-&lt;br /&gt;
|Horrible || Eating human flesh is a horrible thing to do.&lt;br /&gt;
|-&lt;br /&gt;
|Disapproved || Eating human flesh is an ugly thing to do. || [[#Pain is virtue|Pain is virtue]] (Associated)&lt;br /&gt;
|-&lt;br /&gt;
|Acceptable || Human meat is just meat, like any other. || [[#Pain is virtue|Pain is virtue]] (Associated)&lt;br /&gt;
|-&lt;br /&gt;
|Preferred || To consume human meat is a noble and necessary part of life. || [[#Cannibal|Cannibal]] (Required)&lt;br /&gt;
|-&lt;br /&gt;
|Required (strong) || Consuming human flesh is important. It should be in every meal. || [[#Cannibal|Cannibal]] (Unlocked, Required)&lt;br /&gt;
|-&lt;br /&gt;
|Required (ravenous) || Man-flesh is morality. To eat a meal without it is unthinkable. || [[#Cannibal|Cannibal]] (Unlocked, Required)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Charity.png|64px]] || Charity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Comfort&amp;quot;&lt;br /&gt;
| [[File:Comfort.png|64px]] || Comfort || Ignored || We should pay no attention to comfort || [[#Pain is virtue|Pain Is Virtue]] (Associated, Required) || Makes colonists prefer slab beds, and gives a moodlet of +2 when they sleep in slab beds. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Corpses&amp;quot;&lt;br /&gt;
| [[File:Precept corpses.png|64px]] || '''Corpses'''&lt;br /&gt;
| Don't care || The sight of a dead person is nothing to be concerned about. || [[#Pain is virtue|Pain Is Virtue]] (Associated, Required) &amp;lt;br&amp;gt; [[#Cannibal|Cannibal]] (Associated, Required) &amp;lt;br&amp;gt; [[#Raider|Raider]] (Associated, Required) &amp;lt;br&amp;gt; [[#Supremacist|Supremacist]] (Associated) &amp;lt;br&amp;gt; || No saw corpse debuff. No saw rotting corpse debuff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DarknessCombat.png|64px]]|| Combat in Darkness|| Thoughts on fighting under darkness || Preferred - '''Required for Darkness Meme'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | [[File:DrugUse.png|64px]] || rowspan=4&amp;quot; | Drug Use &lt;br /&gt;
| Prohibited&lt;br /&gt;
|- &lt;br /&gt;
| Medical only&lt;br /&gt;
|- &lt;br /&gt;
| Medical or social only&lt;br /&gt;
|-&lt;br /&gt;
| Essential&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cutting trees&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:Precept tree cutting.png|64px]] ||  rowspan=&amp;quot;3&amp;quot; | Cutting Trees &lt;br /&gt;
| Prohibited || To violate the forest by cutting down a tree is a deeply abhorrent act and should never be done. || [[#Human primacy|Human primacy]] (Disallowed) &amp;lt;br&amp;gt; [[#Nature primacy|Nature primacy]] (Associated) || Disallows logging camps.&amp;lt;br&amp;gt; Moodlets of blah for doing blah&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To cut down a tree is a horrible act. || [[#Human primacy|Human primacy]] (Disallowed) &amp;lt;br&amp;gt; [[#Nature primacy|Nature primacy]] (Associated) || Disallows logging camps.&amp;lt;br&amp;gt; Moodlets of blah for doing blah&lt;br /&gt;
|-&lt;br /&gt;
| Prohibited || To cut down a tree is a distasteful thing to do. || [[#Human primacy|Human primacy]] (Disallowed) &amp;lt;br&amp;gt; [[#Nature primacy|Nature primacy]] (Associated) || Disallows logging camps.&amp;lt;br&amp;gt; Moodlets of blah for doing blah&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IdeoDiversity.png|64px]] || '''Diversity of thought'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-  id=&amp;quot;Eating nutrient paste&amp;quot;&lt;br /&gt;
| [[File:EatingNutrientPaste.png|64px]] || '''Eating Nutrient Paste''' || Don't mind || There's nothing wrong with a meal of efficient, healthy nutrient paste. || [[#Transhumanist|Transhumanist]] (Associated, Required) || Nullifies mood penalty from eating nutrient paste. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Execution.png|64px]] || '''Execution'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Fungus.png|64px]] || rowspan=&amp;quot;2&amp;quot; | '''Fungus'''&lt;br /&gt;
| Despised || That dark-grown fungus food is just disgusting || || Ate fungus raw: -6&amp;lt;br&amp;gt;Ate fungus cooked: -3&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || Fungus is the right crop to eat. Crops of the light are poisoned by the air and sun. || [[#Tunneler|Tunneler]] (Associated, Required) || Ate fungus: +3&amp;lt;br&amp;gt;Ate cooked fungus: +3&amp;lt;br&amp;gt;Ate non-fungus plant raw: -5&amp;lt;br&amp;gt;Ate non-fungus plant cooked: -3&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Insect meat&amp;quot;&lt;br /&gt;
| [[File:InsectMeat.png|64px]] || '''Insect Meat''' || Loved || There is nothing more divine than the succulent, slimy flesh of an insect || [[#Tunneler|Tunneler]] (Associated, required for Tunneler Meme) || Gives a +6 moodlet when pawns eat meals with insect meat as an ingredient, duration 1 day.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:GauranlenConnection.png|64px]] || Gauranlen Connection || Feelings of connection to the [[Gauranlen tree]] || Great - '''Needs, and required for Tree connection Meme'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lighting.png|64px]] || Lighting || Darklight preferred|| Normal lights are too bright. Darklights are better. || [[#Darkness|Darkness]] (Associated, Required), [[#Blindsight|Blindsight]] (Conflicting) || +4 mood in the darkness, -4 mood in dim light, -8 mood in bright light. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | [[File:MarriageName.png|64px]] || rowspan=&amp;quot;6&amp;quot; | '''Marriage Name''' &lt;br /&gt;
|Always Man's || Couples must share the man's name. || [[#Male Supremacy|Male Supremacy]] (Associated) || &amp;quot; &amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||Usually Man's || Most couples share the man's name || N/A|| 95% chance of couple refusing to take woman's name, 75% chance of couple refusing to keep names. &lt;br /&gt;
|-&lt;br /&gt;
|Random || Couples randomly choose whether to share a name, and which name to share. || N/A || &amp;quot; &amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Keep Names || Both partners keep their names upon marriage. || [[#Collectivist|Collectivist]] (Conflicts) || &amp;quot; &amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||Usually Woman's || Most couples share the woman's name || N/A|| 95% chance of couple refusing to take man's name, 75% chance of couple refusing to keep names. &lt;br /&gt;
|-&lt;br /&gt;
||Always Woman's || Couples must share the woman's name. || [[#Female supremacy|Female Supremacy]] (Associated) || &amp;quot; &amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MeatEating.png|64px]] || Meat Eating || Feelings of eating meat, or any meals containing meat || Abhorrent - '''Required for Animal personhood Meme'''&lt;br /&gt;
&lt;br /&gt;
Horrible - '''Required for Animal personhood Meme'''&lt;br /&gt;
&lt;br /&gt;
Disapproved - '''Required for Animal personhood Meme'''&lt;br /&gt;
&lt;br /&gt;
Mildly Required - '''Required for Rancher Meme'''&lt;br /&gt;
&lt;br /&gt;
Seriously Required  - '''Required for Rancher Meme'''&lt;br /&gt;
&lt;br /&gt;
Strictly Required  - '''Required for Rancher Meme'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mining.png|64px]]|| Mining&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MiningYield.png|64px]]|| Mining Yield&lt;br /&gt;
|-&lt;br /&gt;
| [[File:NeuralSupercharger.png|64px]]|| Neural Supercharger || Preferred || Having a neural supercharge is the new standard. Without it, you're obsolete. || [[#Transhumanist|Transhumanist]] (Associated, Required) || Causes a -6 mood penalty when not neurally supercharged. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Nudity_Female.png|64px]]|| '''Female Clothing'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Nudity_Male.png|64px]]|| '''Male Clothing'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:OrganUse.png|64px]]|| '''Organ use'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Pain.png|64px]]|| Pain&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PhysicalLove.png|64px]]|| '''Physical Love'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Proselytizing.png|64px]]|| Proselytizing&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Raiding.png|64px]]|| Raiding || Feeling of raiding faction's minor and major bases || Respected - '''Required for Raider Meme'''&lt;br /&gt;
&lt;br /&gt;
Required - '''Required for Raider Meme'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ranching.png|64px]]|| Ranching || Central || We must raise and consume many large animals, and we must not eat plants. || [[#Rancher|Rancher]] (Associated, Required) || Sets plant work speed to 90%, Tame Chance to 120%, Animal Gathering Yield to 120%, Butchery Efficiency to 120%, and Animal Learning Factor to 200%. Gives a 10% improvement to selling prices for animal products. Grants a -3 to +3 moodlet based upon animal population (more animals are  better), a -4 moodlet for sowing “human food plants,” and a -3 moodlet if the colony fails to slaughter animals regularly. &lt;br /&gt;
|- id=&amp;quot;Research&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot;| [[File:Research.png|64px]]|| rowspan=&amp;quot;7&amp;quot;| '''Research'''&lt;br /&gt;
| Not allowed || To research technology is an immoral act. It is not to be done. || N/A ||&lt;br /&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? || N/A ||&lt;br /&gt;
* 0.25x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Very slow || Research work is unworthy of serious respect. Better not to be seen trying hard at it. || N/A ||&lt;br /&gt;
* 0.50x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Slow || Research work just isn't particularly meaningful. Why try hard at it? || N/A ||&lt;br /&gt;
* 0.75x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Normal || Research is a worthwhile form of work that the community needs. || N/A ||&lt;br /&gt;
* 1.00x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Fast || Research is an especially virtuous activity.|| N/A ||&lt;br /&gt;
* 1.25x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Very fast || Research is among the most meaningful acts a person can perform. || N/A ||&lt;br /&gt;
* 1.50x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RoughLiving.png|64px]]|| Rough Living &lt;br /&gt;
| Welcomed || We don't need to separate ourselves from the roughness of nature. || [[#Tree connection|Tree connection]] (Associated, Required)&amp;lt;br&amp;gt;[[#Pain is virtue|Pain Is Virtue]] (Associated, Required)|| Nullifies: &lt;br /&gt;
* &amp;quot;Ate without table -3&amp;quot;&lt;br /&gt;
* &amp;quot;Slept outside -4&amp;quot; &lt;br /&gt;
* &amp;quot;Slept on ground -4&amp;quot; &lt;br /&gt;
* &amp;quot;Soaking wet -3&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Scarification.png|64px]]|| '''Scarification'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skullspike&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Precept skullspike.png|64px]] ||  rowspan=&amp;quot;2&amp;quot; | '''Skullspike'''&lt;br /&gt;
| Desired || A skull on a spike symbolizes our superiority. || [[#Pain is virtue|Pain Is Virtue]] (associated), [[#Supremacist|Supremacist]] (Associated), [[#Raider|Raider]] (Associated) || Adds a mood increase of +1 for 1-3 skullspikes, +2 for 4-8 skullspikes, and +3 for 9+ skullspikes. &lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Putting skulls on spikes is a barbaric practice. || [[#Pain is virtue|Pain Is Virtue]] (disallowed), [[#Supremacist|Supremacist]] (disallowed), [[#Raider|Raider]] (disallowed) || Adds a mood malus of -1 for 1-3 skullspikes, -2 for 4-8 skullspikes, and -3 for 9+ skullspikes.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slavery&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| [[File:Slavery.png|64px]]|| rowspan=&amp;quot;5&amp;quot;| '''Slavery'''&lt;br /&gt;
| Abhorrent || Owning or trading human beings is deeply evil. || [[#Raider|Raider]] (Conflicting) &amp;lt;br&amp;gt; [[#Guilty|Guilty]] (Associated) &amp;lt;br&amp;gt; [[#Individualist|Individualist]] (Associated) || Pawns will refuse to sell [[slaves]] or enslave [[prisoners]]. -30 opinon, stacking up to 3 times and lasting 15 days, for anyone that has sold a slave, Adds mood penalties for slavery:  -3 mood for having a slave in the colony, -? mood for having enslaved a prisoner, -? mood for someone having sold a slave in the colony.&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Owning or trading human beings is a horrible thing. ||[[#Raider|Raider]] (Conflicting) &amp;lt;br&amp;gt; [[#Guilty|Guilty]] (Associated) &amp;lt;br&amp;gt; [[#Individualist|Individualist]] (Associated)|| ?&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Slavery is part of life, though it is extremely distasteful. ||[[#Raider|Raider]] (Conflicting) &amp;lt;br&amp;gt; [[#Guilty|Guilty]] (Associated) &amp;lt;br&amp;gt; [[#Individualist|Individualist]] (Associated)|| ?&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || Slavery is a normal, unremarkable part of life. || - || ?&lt;br /&gt;
|-&lt;br /&gt;
| Honorable || One who owns and trades slaves should be honored and respected. ||[[#Supremacist|Supremacist]] (Associated) &amp;lt;br&amp;gt; [[#Collectivist|Collectivist]] (Associated) &amp;lt;br&amp;gt; [[#Pain is virtue|Pain Is Virtue]] (Associated) &amp;lt;br&amp;gt; [[#Guilty|Guilty]] (Conflicting) &amp;lt;br&amp;gt; [[#Individualist|Individualist]] (Conflicting)|| ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SlaveTrading.png|64px]]|| Slave Trading&lt;br /&gt;
|- id=&amp;quot;Sleep accelerator&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot;| [[File:Precept sleep accelerator.png|64px]]  || rowspan=&amp;quot;1&amp;quot;| Sleep Accelerator&lt;br /&gt;
| Preferred || One should always use a sleep accelerator. Slow-sleeping is just foolishly wasting your potential. || [[#Transhumanist|Transhumanist]] (Required) || +3 Mood when using Sleep accelerator &amp;lt;insert link to moodlet here&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallSpaces.png|64px]]|| Small Spaces || Feelings of being inside a small space || Don't care - '''Needs, and required for Tunneler Meme'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SpouseCountFemale.png|64px]]|| '''Women's spouses'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SpouseCountMale.png|64px]]|| '''Men's spouses'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trees.png|64px]]|| Trees || Desired || Tree connection (Associated) || It's essential to live surrounded by beautiful trees. || 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;Temperature&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot;| [[File:Precept temperature.png|64px]] || rowspan=&amp;quot;1&amp;quot;| Temperature &lt;br /&gt;
| Tough || Extreme temperatures don't bother us as much. || [[#Tree connection|Tree Connection]] (Associated, Required) &amp;lt;br&amp;gt; [[#Pain is virtue|Pain Is Virtue]] (Associated, Required) || Nullifies: &lt;br /&gt;
* &amp;quot;Slept in the cold -4&amp;quot; &lt;br /&gt;
* &amp;quot;Slept in the heat -4&amp;quot; &lt;br /&gt;
Note: It doesn't appear to affect comfortable temperatures or the related [[hypothermia]]/[[heatstroke]] tolerances. It is only referenced for the above moodlets&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Work drive&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot;| [[File:Precept work drive.png|64px]] || rowspan=&amp;quot;1&amp;quot;| Work Drive &lt;br /&gt;
| Tripled ||The duration of the leader's work drive ability is tripled. || [[#Collectivist|Collectivist]] (Required) || 3x Work Drive Duration&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Roles==&lt;br /&gt;
{{Move|destination=Roles|reason=Keep table as it is, link from here to separate page for proper analysis and summary like [[Persona weapon]]. See talk page to discuss &amp;amp; leave opinion}}&lt;br /&gt;
{{Stub|section=1|reason=Needs mechanical detail beyond just what the stats are and the tables cover}}&lt;br /&gt;
===General info===&lt;br /&gt;
Some factors are consistent across all roles.&lt;br /&gt;
&lt;br /&gt;
Roles can have assigned equipment that they will demand when they have the role - they get a -? Mood debuff without it and a +? mood buff with it. &lt;br /&gt;
&lt;br /&gt;
Only New Tribe colonies can select the [[War mask]] and [[Tribal headdress]] as options, while only New Arrivals colonies can select the [[Slicecap]] and [[Beret]] {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
[[File:Leader.png|left]]&lt;br /&gt;
A leader who holds the group together and represents your faction in diplomatic interactions.&lt;br /&gt;
&lt;br /&gt;
Will always be restricted to any [[Ideoligion#Supreme gender|Supreme gender]] selected.&lt;br /&gt;
{{clear}}&lt;br /&gt;
Leader abilities share a cooldown of {{ticks|600000}} or 10 in-game [[Time|days]].&lt;br /&gt;
&lt;br /&gt;
Leaders can select between these apparels as assigned equipment:&lt;br /&gt;
* [[Headwrap]]&lt;br /&gt;
* [[Broadwrap]]&lt;br /&gt;
* [[War mask]]&lt;br /&gt;
* [[Slicecap]]&lt;br /&gt;
* [[Visage mask]]&lt;br /&gt;
* [[Authority cap]]&lt;br /&gt;
* [[Cowboy hat]]&lt;br /&gt;
* [[Tribal headdress]]&lt;br /&gt;
* [[Beret]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ability Image !! Ability !! Abililty Desc || Ability Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LeaderSpeech.png|64px]] || Leader Speech || A rousing speech intended to improve morale. Colonists will gather, and the leader will speak for a few hours. If all goes well, listeners will feel inspired, and gain respect for the leader. If it goes poorly, the speech will do social damage. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:WorkDrive.png|64px]] || Work Drive || Call on a person to work harder for some time. || ''The sense of being called upon by a leader to work harder.''&lt;br /&gt;
* [[Global Work Speed]] +50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CombatCommand.png|64px]] || Combat Command || Create an aura that boosts the combat skills of everyone nearby. The effect lasts 24 hours and remains attached to the leader for the duration. || ''Combat abilities are boosted thanks to being near someone who is using the combat command ability.''&lt;br /&gt;
* [[Shooting Accuracy]] +3&lt;br /&gt;
* [[Melee Hit Chance]] +3&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trial.png|64px]] || Trial || A trial over some heinous accusation. The initiator will accuse someone of terrible wrongdoing and gather people for a trial. Spectators will listen as the accuser and accused argue back and forth, then decide if the accusation is true. If the accused is convicted, you can freely banish, arrest or execute them and nobody will mind. The chance of a conviction depends on the social abilities of the accused and accuser, and the number of spectators.|| If successful, you are allowed to execute, banish, or arrest a person without social consequences.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Moral Guides===&lt;br /&gt;
[[File:MoralGuide.png|left]]&lt;br /&gt;
A moral/spiritual leader who heads rituals and personally counsels believers&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
Moral Guide abilities share a cooldown of {{ticks|180000}} or 3 in-game [[Time|days]].&lt;br /&gt;
&lt;br /&gt;
Moral Guides can select between these apparels as assigned equipment:&lt;br /&gt;
* [[Cape]]&lt;br /&gt;
* [[Veil]]&lt;br /&gt;
* [[Hood]]&lt;br /&gt;
* [[Headwrap]]&lt;br /&gt;
* [[Broadwrap]]&lt;br /&gt;
* [[Burka]]&lt;br /&gt;
* [[Tribal headdress]], only for tribal factions&lt;br /&gt;
* [[War mask]], only for tribal factions&lt;br /&gt;
* [[Slicecap]], requires Transhumanist meme&lt;br /&gt;
* [[Visage mask]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ability Image !! Ability !! Abililty Desc || Ability Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Convert.png|64px]] || Convert || Attempt to convert someone to the speaker's ideoligion. This will reduce the target's certainty in their own beliefs. The certainty reduction depends on the speaker's negotiation ability. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Counsel.png|64px]] || Counsel || Offer counsel to a person to cancel the effects of a sad memory. The chance of success depends on the speaker's social skills and their relationship with the listener. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Reassure.png|64px]] || Reassure || Increase someone's certainty in their own beliefs. The regained certainty is based on the speaker's negotiation ability. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ConversionRitual.png|64px]] || Conversion Ritual || Try to persuade someone into joining your ideoligion. If it goes well, target's ideoligion certainty will be reduced or they will convert. If it goes badly, they will gain certainty in their old beliefs. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PreachHealth.png|64px]] || Preach Health || Preach moral strength to a sick or wounded person through the concepts of your ideology. This will improve their rate of wound healing and immunity gain. || ''This person's will to survive was reinforced by a talk with a moral guide of their ideoligion. That moral certainty has improved their healing and immunization gain rates.''&lt;br /&gt;
* [[Immunity Gain Speed]] +0.25%&lt;br /&gt;
* [[Injury Healing Factor]] +0.25%&lt;br /&gt;
* AoE: 1 target, touch range&lt;br /&gt;
* Cast time: 12s&lt;br /&gt;
* Duration: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
Can only be used on pawns with the same Ideoligion as the Moral Guide themselves.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Specialists===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Description !! Required Memes !! Pawn requirements !! Bonuses !!  Disabled Work Types !! Ability Image !! Ability !! Abililty Desc || Ability Effect || Required Equipment&lt;br /&gt;
|- id=&amp;quot;Shooting specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistShooting.png]] || Shooting Specialist || A special ideoligious status focusing on ranged combat to the exclusion of all else. This specialized role gives increased accuracy and the ability to boost the shooting abilities of nearby allies. Holders of this role will refuse to do many kinds of non-shooting-related work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Raider|Raider]]&lt;br /&gt;
*[[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Shooting|Shooting skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Shooting&lt;br /&gt;
**Violent&lt;br /&gt;
|&lt;br /&gt;
* [[Shooting Accuracy]] +7&lt;br /&gt;
* [[Aiming Time]] -50%&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
|| [[File:MarksmanCommand.png|64px]] || Marksman Command || Call out shots and boost the shooting skills of everyone nearby. The effect remains attached to the caster for 24 hours. || ''Someone is using the marksman command ability nearby, boosting this person's shooting abilities.''&lt;br /&gt;
* [[Shooting Accuracy]] +4&lt;br /&gt;
* [[Aiming Time]] -40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| {{Icon Small|Tailcap}} [[Tailcap]]&lt;br /&gt;
|- id=&amp;quot;Animals specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistAnimals.png]] || Animals Specialist || A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency, and the ability to boost the animals-related abilities of nearby allies. Holders of this role will refuse to perform some non-animals-related tasks.&amp;lt;&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Animal personhood|Animal personhood]]&lt;br /&gt;
*[[Ideoligion#Rancher|Rancher]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Animals|Animals skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Animals&lt;br /&gt;
|&lt;br /&gt;
* 2x [[Tame Animal Chance]]&lt;br /&gt;
* 2x [[Train Animal Chance]]&lt;br /&gt;
* 0.2x Animal revenge chance&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
|| [[File:AnimalCalm.png|64px]] || Animal Calm || Use unique methods of connecting with animals to calm a maddened beast.|| &lt;br /&gt;
* Hold animal stunned while casting, calms hostile animals if successful.&lt;br /&gt;
* Casting time: 1.5s&lt;br /&gt;
* AoE: Single target? Touch range.&lt;br /&gt;
* Duration: Instantaneous&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Medical specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistMedical.png]] || Medical Specialist || A special ideoligious status focusing on medicine to the exclusion of all else. This specialized role gives improved surgery and tending efficiency, and the ability to boost the medical abilities of nearby allies. Believers who receive care from one of this role will be happy about it. Holders of this role will refuse to do any kind of violence, and won't perform some non-medical tasks.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Flesh purity|Flesh purity]]&lt;br /&gt;
*[[Ideoligion#Blindsight|Blindsight]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Medicine|Medicine skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Caring&lt;br /&gt;
|&lt;br /&gt;
* 1.5x [[Medical Tend Quality]]&lt;br /&gt;
* 1.5x [[Medical Operation Speed]]&lt;br /&gt;
* 1.5x [[Medical Surgery Success Chance]]&lt;br /&gt;
* Mood buff to pawns treated by this specialist&lt;br /&gt;
|&lt;br /&gt;
* Violent&lt;br /&gt;
|| [[File:ImmunityDrive.png|64px]] || Immunity Drive || Offer moral support that energizes the body, boosting someone's immunity gain for one day.  || ''&amp;quot;This person has received moral support of an ideoligious nature. Their mental certainty has energized their body and boosted their immune system.&amp;quot;''&lt;br /&gt;
* 2x [[Immunity Gain Speed]]&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Melee specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistMelee.png]] || Melee Specialist || A special ideoligious status focusing on melee combat to the exclusion of all else. This specialized role gives increased dodge and hit chance in melee combat and ability to the boost melee abilites for nearby allies. Holders of this role will refuse to do many kinds of non-melee-related work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Raider|Raider]]&lt;br /&gt;
*[[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Melee|Melee skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Violent&lt;br /&gt;
|&lt;br /&gt;
* [[Melee Hit Chance]] +8&lt;br /&gt;
* [[Melee Dodge Chance]] +8&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
* Hunting&lt;br /&gt;
* Shooting&lt;br /&gt;
|| [[File:BerserkTrance.png|64px]] || Berserk Trance || The caster fills himself with anger over ideological grievances. This strengthens the body past normal limits, but also means losing control and attacking every enemy nearby in an unstoppable rage. The berserk state will last for 3 hours. || ''&amp;quot;Driven by fierce moral certainty and stories of ideoligious grievance, this person has driven him or herself into a rage. Every muscle is at peak performance, but it's hard to shut down the anger.&amp;quot;''&lt;br /&gt;
* [[Melee Hit Chance]] +8&lt;br /&gt;
* [[Melee Dodge Chance]] +8&lt;br /&gt;
* 0.1x [[Pain]] &lt;br /&gt;
* Puts user in Berserk Trance mental state (Unknown effects)&lt;br /&gt;
* Casting time: 1.5s&lt;br /&gt;
* AoE: Self&lt;br /&gt;
* Duration: {{ticks|7500}}&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Mining specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistMining.png]] || Mining Specialist || A special ideoligious status focusing on mining to the exclusion of all else. This specialized role gives increased mining speed, and the ability to boost the mining speed of nearby allies. Holders of this role will refuse to do some non-mining work. &lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Darkness|Darkness]]&lt;br /&gt;
*[[Ideoligion#Tunneler|Tunneler]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Mining|Mining skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Mining&lt;br /&gt;
|&lt;br /&gt;
* [[Mining Speed]] +70%&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Constructing&lt;br /&gt;
|| [[File:MiningCommand.png|64px]] || Mining Command || Offer guidance on mining techniques, boosting the mining speed for everyone nearby. The effect remains attached to the caster for 24 hours.|| ''&amp;quot;This person's mining speed is boosted thanks to being near someone who is using the mining command ability.&amp;quot;'''&lt;br /&gt;
* [[Mining Speed]] +40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Plants specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistPlants.png]] || Plants Specialist || A special ideoligious status focusing on planting to the exclusion of all else. This specialized role gives increased sowing and harvesting efficiency, and the ability to boost the farming speed of nearby allies. Holders of this role will refuse to perform some non-plants-related work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#High life|High life]]&lt;br /&gt;
*[[Ideoligion#Nature primacy|Nature primacy]]&lt;br /&gt;
*[[Ideoligion#Tree connection|Tree connection]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Plants|Plants skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Plantwork&lt;br /&gt;
|&lt;br /&gt;
* [[Plant Work Speed]] +70%&lt;br /&gt;
* [[Plant Harvest Yield]] +30%&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Constructing&lt;br /&gt;
* Mining&lt;br /&gt;
|| [[File:FarmingCommand.png|64px]] || Farming Command || Offer guidance on farming techniques, boosting the farming abilities for everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's farming abilities are boosted thanks to being near someone who is using the farming command ability.&amp;quot;'''&lt;br /&gt;
* [[Plant Work Speed]] +40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| {{Icon Small|Shadecone}} [[Shadecone]]&lt;br /&gt;
|- id=&amp;quot;Production specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistProduction.png]] || Production Specialist || A special ideoligious status focusing on crafting and construction to the exclusion of all else. This specialized role gives increased crafting and construction efficiency, and the ability to boost the production abilities of nearby allies. Holders of this role will refuse to do some non-production work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Human primacy|Human primacy]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Construction|Construction skill]] &amp;gt; 6 OR [[Skills#Crafting|Crafting skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Construction OR&lt;br /&gt;
**Crafting&lt;br /&gt;
|&lt;br /&gt;
* [[Construction Speed]] +50%&lt;br /&gt;
* [[General Labor Speed]] +50&lt;br /&gt;
* [[Quality]] +1 level&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
|| [[File:ProductionCommand.png|64px]] || Production Command || Offer guidance on construction techniques, boosting construction and crafting abilities for everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's construction and crafting speeds are boosted thanks to being near someone who is using the production command ability.&amp;quot;''&lt;br /&gt;
* [[Construction Speed]] +40%&lt;br /&gt;
* [[General Labor Speed]] +20&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Research specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistResearch.png]] || Research Specialist || A special ideoligious status focusing on research to the exclusion of all else. This specialized role gives increased research and hacking speed, and the ability to boost research abilities of nearby allies. Holders of this role will refuse to perform some non-research tasks.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Transhumanist|Transhumanist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Intelectual|Intelectual skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Intellectual&lt;br /&gt;
|&lt;br /&gt;
* [[Research Speed]] +70%&lt;br /&gt;
* [[Hacking Speed]] +70%&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
|| [[File:ResearchCommand.png|64px]] || Research Command || Provide suggestions and mental support, boosting the research speed of everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's research speed is boosted because they are near someone who is using the research command ability.&amp;quot;''&lt;br /&gt;
* [[Research Speed]] +30%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rituals ==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Ritual !! Factors !! Outcomes !! Notes&lt;br /&gt;
|- id=&amp;quot;Funeral&amp;quot;&lt;br /&gt;
| [[File:Ritual funeral.png|64px]] || Funeral || Participant count (10): +70%&amp;lt;br&amp;gt;Moral guide present: +30% || 5% Terrible: 3&amp;lt;br&amp;gt;15% Lackluster: -1&amp;lt;br&amp;gt;60% Good: +5&amp;lt;br&amp;gt;20% Heartwarming: +8 || If there is no corpse in the grave or sarcophagus, the ritual quality is only increased by 20% by the presence of the moral guide, and only by 60% by a full participant count.&lt;br /&gt;
|- id = &amp;quot;Social festival&amp;quot;&lt;br /&gt;
| || Social Festival || Participant count (10): +25%&amp;lt;br&amp;gt;Leader present: +25%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +20%&amp;lt;br&amp;gt;Seats for everyone: +20% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +5&amp;lt;br&amp;gt;20% Unforgettable: +8|| &lt;br /&gt;
|- id = &amp;quot;Dance party&amp;quot;&lt;br /&gt;
| || Dance party || Participant count (10): +30%&amp;lt;br&amp;gt;Started at lightball: +20%&amp;lt;br&amp;gt;Active loudspeakers (6): +30%&amp;lt;br&amp;gt;Room Impressiveness (120): +20%|| 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +8&amp;lt;br&amp;gt;20% Unforgettable: +16|| If the party is fun or unforgettable, there is a chance&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; that all participants will get +20% [[Global Work Speed]] for 24h. Only available to non-tribals.&lt;br /&gt;
|- id = &amp;quot;Drum party&amp;quot;&lt;br /&gt;
| || Drum party || Participant count (10): +30%&amp;lt;br&amp;gt;Started at campfire: 20%&amp;lt;br&amp;gt;Drums (6): +30%&amp;lt;br&amp;gt;Room Impressiveness (120): +20%|| 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +8&amp;lt;br&amp;gt;20% Unforgettable: +16|| If the party is fun or unforgettable, there is a chance&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; that all participants will get +20% [[Global Work Speed]] for 24h. Only available to tribals.&lt;br /&gt;
|- id = &amp;quot;Skylantern festival&amp;quot;&lt;br /&gt;
| [[File:Ritual skylantern festival.png|64px]] || Skylantern festival ||  Participant count (10): +100% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Unimpressive: -1&amp;lt;br&amp;gt;60% Beautiful: +6&amp;lt;br&amp;gt;20% Unforgettable: +10|| Each participant makes a skylantern out of {{icon small|wood}} 4 [[wood]]. If the festival is beautiful or unforgettable, friendly visitors might see them and arrive with a gift.&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- id = &amp;quot;Consumable&amp;quot;&lt;br /&gt;
| || Christmas tree&amp;lt;br&amp;gt;Symbol burning&amp;lt;br&amp;gt;Smokeleaf circle&amp;lt;br&amp;gt;Cannibal feast || Participant count (10): +80%&amp;lt;br&amp;gt;Room Impressiveness (120): +20% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +5&amp;lt;br&amp;gt;20% Unforgettable: +8||Destroys the ritual target.&lt;br /&gt;
|- id = &amp;quot;Scarification&amp;quot;&lt;br /&gt;
| [[File:Ritual scarification.png|64px]] || Scarification || Participant count (10): +25%&amp;lt;br&amp;gt; Moral guide present: +20%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +20%|| 5% Terrible: -2&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +1&amp;lt;br&amp;gt;20% Spectacular: +3||Scarifies the subject. Only available with the Pain is Virtue meme.&lt;br /&gt;
|- id = &amp;quot;Blinding ceremony&amp;quot;&lt;br /&gt;
| [[File:Ritual blinding.png|64px]] || Blinding ceremony || Participant count (10): +25%&amp;lt;br&amp;gt; Moral guide present: +20%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +20%|| 5% Terrible: -2&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +1&amp;lt;br&amp;gt;20% Spectacular: +3||Blinds the subject. If the ceremony is satisfying or spectacular, the blinded person may get a [[psycasts|psylink]] upgrade or unlock a new psychic power.&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; Only available with the Blindsight meme.&lt;br /&gt;
|- id = &amp;quot;Animal sacrifice&amp;quot;&lt;br /&gt;
| [[File:Ritual animal sacrifice.png|64px]] || Animal sacrifice || Participant count (10): +25%&amp;lt;br&amp;gt;Moral guide present: +25%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +15% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +5&amp;lt;br&amp;gt;20% Spectacular: +8|| If the sacrifice is satisfying or spectacular, there is a 5% (satisfying) or 10% (spectacular) chance that a random participant gains an [[inspiration]]. Only available with the Human Primacy meme.&lt;br /&gt;
|- id = &amp;quot;Gladiator duel&amp;quot;&lt;br /&gt;
| [[File:Ritual gladiator duel.png|64px]] || Gladiator duel || Participant count (10): +20%&amp;lt;br&amp;gt;Leader present: +20%&amp;lt;br&amp;gt;Duelist dies: +100%&amp;lt;br&amp;gt;Weapon used: +60% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Good: +5&amp;lt;br&amp;gt;20% Unforgettable: +8|| The two necessary escorts count towards the participant count. Spectators gain 1000 melee experience, gain a mood boost&amp;lt;sup&amp;gt;separate from the usual mood boost?&amp;lt;/sup&amp;gt;, and fill their recreation bars.&amp;lt;sup&amp;gt;verify&amp;lt;/sup&amp;gt; The duelists also gain the mood effect from ritual quality. Only available with the Pain is Virtue, Cannibal, Supremacist, or Raider memes.&lt;br /&gt;
|- id = &amp;quot;Prisoner execution&amp;quot;&lt;br /&gt;
|  [[File:Ritual public execution.png|64px]] || Prisoner execution || Participant count (10): +80%&amp;lt;br&amp;gt;Started at altar: +20% || 15% Awkward: -1&amp;lt;br&amp;gt;65% Satisfying: +6&amp;lt;br&amp;gt;20% Spectacular: +8 || Participating [[slaves]] are fully suppressed. Can be performed by all ideologions.&lt;br /&gt;
|- id = &amp;quot;Leader speech&amp;quot;&lt;br /&gt;
| || Leader speech || Participant count (10): +40%&amp;lt;br&amp;gt;Room impressiveness (120): +20&amp;lt;br&amp;gt;Leader's Social Impact (150%): +40% || 5% Terrible: -8&amp;lt;br&amp;gt;15% Uninspiring: -4&amp;lt;br&amp;gt;60% Encouraging: +5&amp;lt;br&amp;gt;20% Inspirational: +8 || The speech quality will also affect the listeners' opinions of the leader, with a terrible speech resulting in a -30 opinion, an uninspiring speech resulting in a -15 opinion, an encouraging speech in a +20 opinion, and an inspirational speech in a +40 opinion.&lt;br /&gt;
|- id = &amp;quot;Trial&amp;quot;&lt;br /&gt;
| || Trial || Participant count (20): +60%&amp;lt;br&amp;gt;Leader's Negotiation Ability * 0.25&amp;lt;br&amp;gt;Defendant's Negotiation Ability * -0.25|| 50% Exonerated&amp;lt;br&amp;gt;50% Convicted || If the defendant is convicted, they are considered guilty for the purpose of executions and other actions.&amp;lt;sup&amp;gt;what else?&amp;lt;/sup&amp;gt; If the defendant has a mental break during the trial, their [[Negotiation Ability]] is effectively set to 0.&lt;br /&gt;
|- id = &amp;quot;Conversion ritual&amp;quot;&lt;br /&gt;
| || Conversion ritual || Participant count (10): +40%&amp;lt;br&amp;gt;Room impressiveness (120): +20%&amp;lt;br&amp;gt;Moral guide's Social Impact (150%): +30%&amp;lt;br&amp;gt;Convertee's Expectations (Very Low): +10%, (Sky High): -30%|| 5% Terrible&amp;lt;br&amp;gt;15% Ineffective&amp;lt;br&amp;gt;60% Effective: +3&amp;lt;br&amp;gt;20% Masterful: +6 || The convertee's certainty is offset by an amount depending on ritual quality: terrible: +20%; ineffective: +12%; effective: -30%; masterful: -100%.&lt;br /&gt;
|- id = &amp;quot;Tree connection&amp;quot;&lt;br /&gt;
| || Tree connection || Participant count (10): +100% ||  || The connector will start with 25-45% connection strength, depending on ritual quality.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Relics==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
{{Main|Relic}}&lt;br /&gt;
Mood penalty for lost or destroyed &amp;lt;link to mood page here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
==Weapon Preferences==&lt;br /&gt;
Ideoligion can have one or several pairs of noble and despised weapons types. Weapon pairs can't be combined if they overlap.&lt;br /&gt;
&lt;br /&gt;
Wielding a noble weapon grants +3 mood while wielding a despised one grants -5.&lt;br /&gt;
&lt;br /&gt;
Killing any pawn (?) with a noble weapon grants +3 mood for 1 day while using a despised one to attack anything - including objects - grants -5 for 2 days.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pair !! First group !! Second group&lt;br /&gt;
|-&lt;br /&gt;
|Melee / Ranged || All melee weapons, including beer and wood || All ranged weapons, including grenades&lt;br /&gt;
|-&lt;br /&gt;
|Melee piercer / Melee blunt || [[Thrumbo horn]], [[Elephant tusk]], [[Breach axe]], [[Gladius]], [[Longsword]], [[Knife]], [[Ikwa]], [[Spear]], [[Persona monosword]], [[Monosword]], [[Plasmasword]], [[Persona plasmasword]] || [[Beer]], [[Wood]], [[Mace]], [[Club]], [[Persona zeushammer]], [[Axe]], [[Warhammer]], [[Zeushammer]], [[Eltex staff]]&lt;br /&gt;
|-&lt;br /&gt;
|Long shots / Short shots || [[Bolt-action rifle]], [[Sniper rifle]] || [[Machine pistol]], [[Pump shotgun]], [[Chain shotgun]], [[Heavy SMG]]&lt;br /&gt;
|-&lt;br /&gt;
|Ranged heavy / Ranged light || [[Incendiary launcher]], [[Smoke launcher]], [[EMP launcher]], [[Heavy SMG]], [[LMG]], [[Sniper rifle]], [[Minigun]], [[Triple rocket launcher]], [[Greatbow]], [[Charge lance]] || [[Revolver]], [[Autopistol]], [[Machine pistol]], [[Short bow]], [[Recurve bow]], [[Charge rifle]]&lt;br /&gt;
|-&lt;br /&gt;
|Neolithic / Ultratech || [[Wood]], [[Club]], [[Knife]], [[Ikwa]], [[Spear]], [[Short bow]], [[Pila]], [[Recurve bow]], [[Greatbow]] || [[Persona monosword]], [[Persona zeushammer]], [[Persona plasmasword]], [[Monosword]], [[Zeushammer]], [[Plasmasword]], [[Eltex staff]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Apparel Preferences==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
==Venerated Animals==&lt;br /&gt;
{{Stub|section=1|reason=More details needed}}&lt;br /&gt;
Venerated animals are twice as easy to tame.&lt;br /&gt;
&lt;br /&gt;
== Tattoos ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Style !! Face !! Body&lt;br /&gt;
|-&lt;br /&gt;
| Tribal || tiger, cobweb, eclipse, line, oracle, pantheon, war paint, worried || tiger, buttons, rings&lt;br /&gt;
|-&lt;br /&gt;
| Punk || tear, headshot, double, love, stars || heart, cross, jester, moon, power, royal, wings&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal || skull, spider || scar, skeleton, spike&lt;br /&gt;
|-&lt;br /&gt;
| Misc || - || insect, sun&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version History==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fixed gender supremacy memes having opposite agreeing traits e.g. Female Supremacy inexplicably being agreed with by Misogynist traited pawns.&lt;br /&gt;
* [[Version/1.3.3069|1.3.3069]] - &lt;br /&gt;
** Adjust trees-related thoughts. Negatives for killing trees are reduced. Positives for seeing trees are amplified.&lt;br /&gt;
** Chance of resentment on failed conversion attempt reduced from 36% to 20%. Chance of fight reduced from 4% to 2%.&lt;br /&gt;
** If a pawn has sight under 50%, he should gain a psychic sensitivity bonus of up to 50%.&lt;br /&gt;
* [[Version/1.3.3069b|1.3.3069b]] - Added a feature that lets you save and load ideoligions within the ideoligion customization screen.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Desired apparel now uses the same faction restrictions as role apparel does. Tribal-Only: War mask, Tribal Headdress. Non-tribal only: Slicecap, Beret. Removed visage mask restriction to non-tribal only.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Tree connection pawns have a 25% boost to [[Pruning Speed]]. Added temperature tough issue and precept.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fixed Immunity Drive. Was previously targeting wrong stat and inoperative.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3101]] - Reduce production specialist crafting speed buffs from +70% to +50%.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3117]] - &lt;br /&gt;
**Improved viability of multi-ideo colonies. Pawns of pawns of any ideo can now spectate any ritual, even if it's not of their own ideo.&lt;br /&gt;
**Gaining, changing, or removing a role now requires a simple ritual.&lt;br /&gt;
**Added a precept related to Darkness meme that gives believers a positive thought during an eclipse.&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Tree_connection&amp;diff=96160</id>
		<title>Tree connection</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Tree_connection&amp;diff=96160"/>
		<updated>2021-11-07T21:25:01Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: Redirected page to Ideoligion#Tree connection&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Ideoligion#Tree connection]]&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Transhumanist&amp;diff=96159</id>
		<title>Transhumanist</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Transhumanist&amp;diff=96159"/>
		<updated>2021-11-07T21:24:54Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: Redirected page to Ideoligion#Transhumanist&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Ideoligion#Transhumanist]]&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Supremacist&amp;diff=96158</id>
		<title>Supremacist</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Supremacist&amp;diff=96158"/>
		<updated>2021-11-07T21:24:47Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: Redirected page to Ideoligion#Supremacist&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Ideoligion#Supremacist]]&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Rancher&amp;diff=96157</id>
		<title>Rancher</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Rancher&amp;diff=96157"/>
		<updated>2021-11-07T21:24:41Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: Redirected page to Ideoligion#Rancher&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Ideoligion#Rancher]]&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Proselytizer&amp;diff=96156</id>
		<title>Proselytizer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Proselytizer&amp;diff=96156"/>
		<updated>2021-11-07T21:24:34Z</updated>

		<summary type="html">&lt;p&gt;WeirdMatter: Redirected page to Ideoligion#Proselytizer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Ideoligion#Proselytizer]]&lt;/div&gt;</summary>
		<author><name>WeirdMatter</name></author>
	</entry>
</feed>